Difference between revisions of "The King of Fighters '98 UMFE"

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==The King of Fighters '98 Ultimate Match Final Edition==
==The King of Fighters '98 Ultimate Match Final Edition==
This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters.
This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters.
==98UM to Final Edition Changes==
List of Final Edition changes:
* System changes:
- recovery after charging in Extra mode has been standardized across the cast
- can no longer recovery roll after being guard crushed in mid-air
* Kyo (both)
close A - 2 frames less recovery
crouching A - 1 frame less recovery
* Kyo (regular)
QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames
QCB+P - more moves will trigger the counter during the startup frames
* Kyo ('95 version)
QCF+P - 3 frames less recovery, but builds less power meter
* Benimaru
far B - damage increased from 4 to 7
QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter
QCBx2+K - startup quickened by 3 frames
MAX QCFx2+P - 9 frames less recovery
* Daimon
df+C - hurtbox reduced in size, anti-air capability improved
HCB,f+K - Throw hitbox comes out faster
HCFx2+ K - Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that the third hit does the most damage
* Terry (both)
far B - damage increased from 5 to 6
QCB+D - Hitbox made taller so it hits crouching opponents as well. Less recovery on landing, and as a result it has frame advantage on block
* Terry (normal)
HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12
dp+D - Invincible until the hitbox comes out, and trading on the first hit results in the opponent being floated up with followup attacks being possible
QCFx2+D - Invincible until the hitbox comes out
* Terry (EX)
HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block
QCF+C - Builds less meter
QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash
* Andy (both)
close C - hitbox changed so that it doesn't whiff against short characters
db,f + C - Slower startup, but less recovery
* Andy (EX)
QCB+P - 5 frames less recovery
* Joe (both)
df+B - less recovery
* Joe (EX)
HCF+P - Projectile has a bigger hitbox
Mash P repeatedly - Hitbox of the first hit has been enlarged so that it doesn't whiff against short characters, follow up recovery reduced by 2 frames
* Ryo
QCF+C - Faster startup, more recovery
HCB,f+P - C and MAX versions have faster startup
* Ryo (EX)
f+A - if not cancelled into, results in a hard knockdown
HCB+B - landing recovery reduced by 8 frames
air QCF+A - Projectile flies at a slightly shallower angle
HCB,f+P - faster startup. A and MAX versions will connect from light attacks
* Robert (both)
Standing CD - longer reach
f+A - Hitbox has been lengthened
air QCB+K - recovery after landing has been reduced by 4 frames for the B version and by 3 frames for the D version
HCB,f+P - C and MAX versions have faster startup
* Robert (EX)
HCB+B - Can juggle after it connects
MAX QCF,HCB+P - Invincibility is 10 frames longer
* Yuri (both)
jump A - special cancel-able
jump CD - special cancel-able
* Yuri
QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit
* Yuri (EX)
QCB+C - less recovery, +3 on block
* Leona
down B - Timing for comboing into itself is easier
air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher
QCFx2+P - longer invincibility
* Ralf
crouch A - can be comboed into itself
far D - hurtbox has been shrunk towards his back
vertical jump A - faster startup
charge b, f + P - Shorter charge time, standardized with other charge moves
charge d,u + P - enemy can't recovery roll on hit
MAX QCF,HCB+K - completely invincible until just after the hitbox comes out
* Clark
close B - less recovery
crouch D - recovery reduced by 4 frames
* Athena
far A - startup faster by 3 frames, bigger hurtbox
far D - faster startup, gains lower body invincibility sooner
f+B - second hit has its hitbox extended upwards
QCB+P - 1 frame less recovery, C version travels faster
HCF+P - the opponent takes 10 damage if they hit the ground without being juggled
HCB+K - less recovery
* Kensou
close/far A - doesn't whiff against crouching short characters anymore
down B - easier to combo into itself
far B - damage increased from 4 to 6
f+A - less recovery
air QCB+P - Can be cancelled into other special attacks if the final hit connects
* Chin
HCF+K - B version is +3 on block, D version is +1 on block
QCB+C - First hit doesn't push the opponent back anymore
dp+A - faster startup
* Chizuru
f+A - lower body invincibility until just before the hitbox appears
d,d+P/K - Now hits overhead, knockdown on hit
QCF+C - travels less distance, 15 frames of invincibility from the start of the move
* Mai
dp+P - less recovery, A version is -1 on block, C version is -10 on block
QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed
QCBx2+P - less recovery
* Mai (EX)
charge d,u + K - invincible startup, but less damage and longer recovery as a result
* King (both)
QCF+D - less recovery
* King (EX)
QCFx2+P - opponent can't recovery roll on hit
* Kim
f+B - Bigger hitbox, such that it'll hit even if right next to the opponent
Charge d, u + D - Invincible on the frame that the hitbox appears
Charge b, f+ K - Charge time is shorter, standardized with the rest of the cast
air QCF HCB+K - Invincible until just before the hitbox appears
* Chang
jump C - hurtbox on the steel ball is smaller
jump CD - hurtbox on the steel ball is smaller
* Choi
Charge times are shorter, standardized with the rest of the cast
* Yashiro (both)
close D - hits low
jump C - easier to cross up
* Yashiro
HCF+A - 2f less recovery
QCF+A followup after HCF+A - 3 frames less recovery
QCB+K - greatly increased the amount it contributes to the stun meter
* Shermie (both)
crouch B - easier to combo into itself
close C - no longer whiffs on short characters
jump D - faster startup
* Shermie
f+B - first hit hits overhead
HCF+K - Travels further, does more damage
QCB+P - Bigger collision box
* Orochi Shermie
f+B - first hit hits overhead
QCB+K - more damage
HCF+P/K - B, C and D versions have the same recovery as the A version (shorter)
MAX QCFx2+K - Invincibility lasts until after the hitbox comes out
* Chris
QCF+D - less recovery
* Orochi Chris
QCB+P - less recovery
QCFx2+P - faster startup
* Yamazaki (both)
far C - can cancel into special/super moves when it connects
QCB+C - C version has less recovery, is now -2 if guard cancel rolled
HCF+K - damage increased from 13 to 21
QCFx2+P - Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch
* Yamazaki
HCB,f+P - damage increased from 22 to 27
* Yamazaki (EX)
f+A - if not cancelled into, second hit does a hard knockdown
* Mary
QCF+K - less recovery
* Billy (both)
close C - no longer whiffs on short characters
crouch D - cancels into special and super moves
f+A - second hit should no longer whiff on short characters
HCF+P - B version has 6 frames less recovery, D version has 10 frames less recovery
A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together
* Billy
QCB+K - counter hitbox comes out sooner
QCFx2+P - If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards
* Iori
f,f step (Extra mode) - distance moved is longer
HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards
* Mature
QCB+D - slower startup but less recovery
dp+P - more damage
* Vice
jump C - active frames lengthened from 4 to 8
jump D - active frames lengthened from 5 to 8
QCFx2+K - invincibility until just after the throw hitbox appears
* Heidern
charge d,u+C - longer invincibility, but longer recovery
* Takuma
far B - longer active frames
close C - no longer whiffs against short characters
QCB+P - less recovery
QCF,HCB+A - invincible until just after the hitbox appears
* Saishu
dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects
HCB+K - less recovery, second hit should be easier to connect if the first connects
QCB+P - First hit has a bigger hitbox and less recovery
QCFx2+P - A version and MAX version have faster startup
* Heavy D!
close C - less recovery, no longer whiffs on short characters
d,d+P - after powering up, as long as you don't do any powered up specials you won't lose the effect upon being hit
QCF+A - while powered up, startup is faster and will connect from light attacks
QCFx2+K - animation completes during the super flash so you can move as soon as it ends
MAX QCFx2+K - effect lasts until the end of the round
* Lucky
close C - no longer whiffs on short characters
crouch C - no longer whiffs on short characters, special/super cancellable on contact
dp+B - invincible until just after the hitbox appears
dp+D - made it easier to connect in full if used as a followup in a combo
* Brian
close C - first hit no longer whiffs on short characters
jump C - can be cancelled into aerial special attacks
QCFx2+B - faster startup
* Geese (both)
close C - no longer whiffs on short characters
f+B - less recovery, +2 on block
* Geese
dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing
* Geese (EX)
db, HCB, df+ P - hitbox extended to the interior of the move
* Krauser
close C - less damage
far C - less damage
far D - less damage
stand CD - less damage, smaller hitbox
rdp+K - less damage, D version no longer has invincibility, more recovery
QCF+K - less damage
QCF+P/K - less damage, heavy version has faster startup but more recovery
f,HCF+P - less damage
QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed
* Mr.Big
crouch A - cancel-able into command moves
crouch B - easier to connect to crouch A
crouch C - cancel-able into command moves
f+A - cancel-able if cancelled into
tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less damage
HCB+K - reflects grounded projectiles
* Eiji
QCF+B - less recovery
MAX QCF,HCB+P -slower startup, no invincibility after super flash
* Kasumi
air QCF+P - 5 frames less recovery on landing
dp+K - no hitback, damage reduced from 14 to 5
HCF+D - damage increased from 20 to 26
* Shingo
jump D - easier to crossup
f+B - will combo after heavy attacks
QCF+A - no longer whiffs on short characters
QCF+C - startup faster by 1 frames
* Rugal
far B - startup faster by 1 frame
close D - startup faster by 3 frames, recovery reduced by 5 frames
Credit to OmegaDL50 @ NeoGAF - http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202


==Characters==
==Characters==

Revision as of 17:33, 10 May 2020

File:KOF98UMFE Logo.png
Official Websites  —  Steam

The King of Fighters '98 Ultimate Match Final Edition

This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters.

Characters

Team Japan

Kyo Kusanagi (98UMFE)

Benimaru Nikaido (98UMFE)

Goro Daimon (98UMFE)


Fatal Fury Team

Terry Bogard (98UMFE)

Andy Bogard (98UMFE)

Joe Higashi (98UMFE)


Art of Fighting Team

Ryo Sakazaki (98UMFE)

Robert Garcia (98UMFE)

Yuri Sakazaki (98UMFE)


Team Ikari

Leona Heidern (98UMFE)

Ralf Jones (98UMFE)

Clark Still (98UMFE)


Psycho Soldier Team

Athena Asamiya (98UMFE)

Sie Kensou (98UMFE)

Chin Gentsai (98UMFE)


Womens Team

Chizuru Kagura (98UMFE)

King (98UMFE)

Mai Shiranui (98UMFE)


Kim Team

Kim Kaphwan (98UMFE)

Chang Koehan (98UMFE)

Choi Bounge (98UMFE)


New Faces Team

Yashiro Nanakase (98UMFE)

Chris (98UMFE)

Shermie (98UMFE)


New Faces Team

Orochi Yashiro (98UMFE)

Orochi Chris (98UMFE)

Orochi Shermie (98UMFE)


Team 97

Ryuji Yamazaki (98UMFE)

Blue Mary (98UMFE)

Billy Kane (98UMFE)


Team 96

Iori Yagami (98UMFE)

Mature (98UMFE)

Vice (98UMFE)


Masters Team

Heidern (98UMFE)

Takuma Sakazaki (98UMFE)

Saisyu Kusanagi (98UMFE)


American Sports Team

Heavy D! (98UMFE)

Lucky Glauber (98UMFE)

Brian Battler (98UMFE)


96 Boss Team

Geese Howard (98UMFE)

Wolfgang Krauser (98UMFE)

Mr. Big (98UMFE)


Edit Characters

Eiji Kisaragi (98UMFE)

Kasumi Todoh (98UMFE)

Shingo Yabuki (98UMFE)

Rugal Bernstein (98UMFE)


EX Characters

EX Kyo (98UMFE)

EX Terry (98UMFE)

EX Andy (98UMFE)

EX Joe (98UMFE)

EX Ryo (98UMFE)

EX Robert (98UMFE)

EX Yuri (98UMFE)

EX Mai (98UMFE)

EX King (98UMFE)

EX Yamazaki (98UMFE)

EX Blue Mary (98UMFE)

EX Billy (98UMFE)

EX Geese (98UMFE)


The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro