|
|
(42 intermediate revisions by 4 users not shown) |
Line 1: |
Line 1: |
| __TOC__
| | {{Infobox Game |
| [[File:KOF98UMFE_logo2.jpg|right]] | | | gamename = The King of Fighters '98 Ultimate Match Final Edition |
| | | abbreviation = KOF98UMFE |
| | | image = KOF 98UMFE Logo.png |
| | | developer = SNK Playmore |
| | | developer2 = Code Mystics |
| | | publisher = SNK |
| | | website = [https://www.snk-corp.co.jp/us/games/steam/kof98umfe/ Steam release] |
| | | system = '''Steam'''<br>December 16, 2014 |
| | | netcode = Rollback |
| | | resources = [http://kof98.ari-jigoku.com/kof98um.html 98/98UM Hitboxes and Frame Data] (JP) |
| | | resources2 = [https://w.atwiki.jp/kof98um/ Japanese 98UM Wiki] |
| | | resources3 = [https://srk.shib.live/w/The_King_of_Fighters_'98:_Ultimate_Match Old 98UM SRK Wiki] |
| | | resources4 = [https://archive.org/details/KOF98UMMasterGuide/mode/2up 98UM Master Guide] (JP) |
| | | resources5 = [https://www.youtube.com/playlist?list=PLE7lfV7Q9qHjnhw41-rJn97vXTTklhUZ6 98UMFE Changes Video Playlist] (PT) |
| | | resources6 = [https://dreamcancel.com/forum/index.php/board,25.0.html Dream Cancel Forum] |
| | | resources7 = [https://forums.shoryuken.com/t/kof-98um-final-edition/115221 98UMFE SRK Thread] |
| | | community = [https://discord.gg/dT6whh9 KOF 98UMFE Discord] |
| | }} |
| | <section begin="desc"/>The King of Fighters '98 Ultimate Match Final Edition (KOF 98 UMFE) is the final patch for KOF 98 UM, the remake of KOF 98. |
|
| |
|
| ==Introduction== | | KOF 98 UMFE has a large roster of 64 characters with several new characters and EX variants, and features very drastic changes from the original 98<section end="desc"/>, such as the addition of Ultimate Mode (on top of Advanced and Extra) which lets you pick and choose mechanics from either of the two modes, a buffed and reworked Extra Mode, the ability to shorten the recovery of moves and specials by activating into max mode during them, known as Quick Max (exclusive to Extra/charge power gauge), a rebalancing of the entire cast, and the removal of the mood system. |
|
| |
|
| This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters.
| | Despite it being a very different game, UMFE also includes the original 98 in its "NEOGEO Mode", making this package the culmination of classic-style KOF. |
|
| |
|
| | ==System== |
| | {|cellpadding="10" |
| | | |
| | *[[/FAQ|FAQ]] |
| | | |
| | *[[/System|System]] |
| | | |
| | *[[/Controls|Controls]] |
| | | |
| | *[https://docs.google.com/spreadsheets/d/100XfeqQCZB7uaeg9DJ3yWIIu6lHLbhdhs7B8b8eWRpY/edit#gid=1291216465 Frame Data & Hitboxes] |
| | |- |
| | | |
| | *[[/Guides|Guides]] |
| | | |
| | *[[/Changelist|Changelist]] |
| | | |
| | *[[/Match Videos|Match Videos]] |
| | | |
| | *[[/Advanced Strategy|Advanced Strategy]] |
| | |} |
|
| |
|
| ==98UM to Final Edition Changes== | | ==Characters== |
| | | {|cellpadding="10" |
| 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 QCFx2+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===
| |
| | |
| '''Team Japan''' | | '''Team Japan''' |
| | | *[[/Kyo Kusanagi|Kyo Kusanagi]] |
| [[Kyo Kusanagi (98UMFE)]] | | *[[/Benimaru Nikaido|Benimaru Nikaido]] |
| | | *[[/Goro Daimon|Goro Daimon]] |
| [[Benimaru Nikaido (98UMFE)]] | | | |
| | |
| [[Goro Daimon (98UMFE)]] | |
| | |
| | |
| '''Fatal Fury Team''' | | '''Fatal Fury Team''' |
| | | *[[/Terry Bogard|Terry Bogard]] |
| [[Terry Bogard (98UMFE)]] | | *[[/Andy Bogard|Andy Bogard]] |
| | | *[[/Joe Higashi|Joe Higashi]] |
| [[Andy Bogard (98UMFE)]] | | | |
| | |
| [[Joe Higashi (98UMFE)]] | |
| | |
| | |
| '''Art of Fighting Team''' | | '''Art of Fighting Team''' |
| | | *[[/Ryo Sakazaki|Ryo Sakazaki]] |
| [[Ryo Sakazaki (98UMFE)]] | | *[[/Robert Garcia|Robert Garcia]] |
| | | *[[/Yuri Sakazaki|Yuri Sakazaki]] |
| [[Robert Garcia (98UMFE)]] | | |- |
| | | | |
| [[Yuri Sakazaki (98UMFE)]] | |
| | |
| | |
| '''Team Ikari''' | | '''Team Ikari''' |
| | | *[[/Leona Heidern|Leona Heidern]] |
| [[Leona Heidern (98UMFE)]] | | *[[/Ralf Jones|Ralf Jones]] |
| | | *[[/Clark Still|Clark Still]] |
| [[Ralf Jones (98UMFE)]] | | | |
| | |
| [[Clark Still (98UMFE)]] | |
| | |
| | |
| '''Psycho Soldier Team''' | | '''Psycho Soldier Team''' |
| | | *[[/Athena Asamiya|Athena Asamiya]] |
| [[Athena Asamiya (98UMFE)]] | | *[[/Sie Kensou|Sie Kensou]] |
| | | *[[/Chin Gentsai|Chin Gentsai]] |
| [[Sie Kensou (98UMFE)]] | | | |
| | |
| [[Chin Gentsai (98UMFE)]] | |
| | |
| | |
| '''Womens Team''' | | '''Womens Team''' |
| | | *[[/Chizuru Kagura|Chizuru Kagura]] |
| [[Chizuru Kagura (98UMFE)]] | | *[[/King|King]] |
| | | *[[/Mai Shiranui|Mai Shiranui]] |
| [[King (98UMFE)]] | | |- |
| | | | |
| [[Mai Shiranui (98UMFE)]] | |
| | |
| | |
| '''Kim Team''' | | '''Kim Team''' |
| | | *[[/Kim Kaphwan|Kim Kaphwan]] |
| [[Kim Kaphwan (98UMFE)]] | | *[[/Chang Koehan|Chang Koehan]] |
| | | *[[/Choi Bounge|Choi Bounge]] |
| [[Chang Koehan (98UMFE)]] | | | |
| | |
| [[Choi Bounge (98UMFE)]] | |
| | |
| | |
| '''New Faces Team'''
| |
| | |
| [[Yashiro Nanakase (98UMFE)]]
| |
| | |
| [[Chris (98UMFE)]]
| |
| | |
| [[Shermie (98UMFE)]]
| |
| | |
| | |
| '''New Faces Team''' | | '''New Faces Team''' |
| | | *[[/Yashiro Nanakase|Yashiro Nanakase]] |
| [[Orochi Yashiro (98UMFE)]] | | *[[/Chris|Chris]] |
| | | *[[/Shermie|Shermie]] |
| [[Orochi Chris (98UMFE)]] | | | |
| | | '''Orochi Team''' |
| [[Orochi Shermie (98UMFE)]] | | *[[/Orochi Yashiro|Orochi Yashiro]] |
| | | *[[/Orochi Shermie|Orochi Shermie]] |
| | | *[[/Orochi Chris|Orochi Chris]] |
| | |- |
| | | |
| '''Team 97''' | | '''Team 97''' |
| | | *[[/Ryuji Yamazaki|Ryuji Yamazaki]] |
| [[Ryuji Yamazaki (98UMFE)]] | | *[[/Blue Mary|Blue Mary]] |
| | | *[[/Billy Kane|Billy Kane]] |
| [[Blue Mary (98UMFE)]] | | | |
| | |
| [[Billy Kane (98UMFE)]] | |
| | |
| | |
| '''Team 96''' | | '''Team 96''' |
| | | *[[/Iori Yagami|Iori Yagami]] |
| [[Iori Yagami (98UMFE)]] | | *[[/Mature|Mature]] |
| | | *[[/Vice|Vice]] |
| [[Mature (98UMFE)]] | | | |
| | |
| [[Vice (98UMFE)]] | |
| | |
| | |
| '''Masters Team''' | | '''Masters Team''' |
| | | *[[/Heidern|Heidern]] |
| [[Heidern (98UMFE)]] | | *[[/Takuma Sakazaki|Takuma Sakazaki]] |
| | | *[[/Saisyu Kusanagi|Saisyu Kusanagi]] |
| [[Takuma Sakazaki (98UMFE)]] | | |- |
| | | | |
| [[Saisyu Kusanagi (98UMFE)]] | |
| | |
| | |
| '''American Sports Team''' | | '''American Sports Team''' |
| | | *[[/Heavy D!|Heavy D!]] |
| [[Heavy D! (98UMFE)]] | | *[[/Lucky Glauber|Lucky Glauber]] |
| | | *[[/Brian Battler|Brian Battler]] |
| [[Lucky Glauber (98UMFE)]] | | | |
| | |
| [[Brian Battler (98UMFE)]] | |
| | |
| | |
| '''96 Boss Team''' | | '''96 Boss Team''' |
| | | *[[/Geese Howard|Geese Howard]] |
| [[Geese Howard (98UMFE)]] | | *[[/Wolfgang Krauser|Wolfgang Krauser]] |
| | | *[[/Mr. Big|Mr. Big]] |
| [[Wolfgang Krauser (98UMFE)]] | | | |
| | |
| [[Mr. Big (98UMFE)]] | |
| | |
| | |
| '''Edit Characters''' | | '''Edit Characters''' |
| | | *[[/Eiji Kisaragi|Eiji Kisaragi]] |
| [[Eiji Kisaragi (98UMFE)]] | | *[[/Kasumi Todoh|Kasumi Todoh]] |
| | | *[[/Shingo Yabuki|Shingo Yabuki]] |
| [[Kasumi Todoh (98UMFE)]] | | *[[/Rugal Bernstein|Rugal Bernstein]] |
| | | |} |
| [[Shingo Yabuki (98UMFE)]] | | {| |
| | | | |
| [[Rugal Bernstein (98UMFE)]] | | |- |
| | | | colspan="6" style="text-align:center;" | '''EX Characters''' |
| | | |- |
| '''EX Characters''' | | | |
| | | *[[/EX Kyo|EX Kyo]] |
| [[EX Kyo (98UMFE)]] | | *[[/EX Geese|EX Geese]] |
| | | | |
| [[EX Terry (98UMFE)]] | | *[[/EX Terry|EX Terry]] |
| | | *[[/EX Andy|EX Andy]] |
| [[EX Andy (98UMFE)]] | | *[[/EX Joe|EX Joe]] |
| | | | |
| [[EX Joe (98UMFE)]] | | *[[/EX Ryo|EX Ryo]] |
| | | *[[/EX Robert|EX Robert]] |
| [[EX Ryo (98UMFE)]] | | *[[/EX Yuri|EX Yuri]] |
| | | | |
| [[EX Robert (98UMFE)]] | | *[[/EX King|EX King]] |
| | | *[[/EX Mai|EX Mai]] |
| [[EX Yuri (98UMFE)]] | | | |
| | | *[[/EX Yamazaki|EX Yamazaki]] |
| [[EX Terry (98UMFE)]] | | *[[/EX Blue Mary|EX Blue Mary]] |
| | | *[[/EX Billy|EX Billy]] |
| [[EX Mai (98UMFE)]] | | |} |
| | |
| [[EX King (98UMFE)]] | |
| | |
| [[EX Yamazaki (98UMFE)]]
| |
| | |
| [[EX Blue Mary (98UMFE)]] | |
| | |
| [[EX Billy (98UMFE)]] | |
| | |
| [[EX Geese (98UMFE)]]
| |
|
| |
|
|
| |
|
| | {{Navbox 98UMFE}} |
|
| |
|
| [[Category: King of Fighters 98 Ultimate Match]] | | [[Category:The King of Fighters '98 Ultimate Match Final Edition]] |
| | {{#seo: |
| | |description={{#lst:{{FULLPAGENAME}}|desc}} |
| | |image=KOF 98UMFE Logo.png |
| | }} |