Difference between revisions of "The King of Fighters '98 UMFE/Changelist"
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(Created page with "Credit to OmegaDL50 @ NeoGAF - http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202 ==System Changes== - recovery after charging in Extra mode has been standard...") |
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Sources: | |||
* http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202 | |||
* https://forums.shoryuken.com/t/kof-98um-final-edition/115221/128 | |||
* [https://www.twitter.com/FranckFrost Franck Frost] | |||
==System 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 | |||
==Wakeup Speed== | |||
After a knockdown, characters have variable wake up timings. The differences are listed here: | |||
:(-F) '''Faster wakeup''' | |||
*(-10F) - Yuri, Geese | |||
*(-7F) - Yamazaki | |||
*(-6F) - Joe, Robert | |||
*(-5F) - Ryo, Ralf, Clark, Athena, Mai, Kim, Mary, Mature, Rugal, Krauser | |||
*(-3F) - Takuma | |||
*(-2F) - Yashiro | |||
*(-1F) - Daimon, Terry, Kensou, Saisyu, Brian | |||
*(0F) - Kyo, Benimaru, King, Choi, Vice, Eiji, Kasumi, Shingo, Orochi, Goenitz, Mr. Big | |||
*(1F) - Leona | |||
*(+2F) - Iori | |||
*(+3F) - Chin, Chizuru, Chris, Heidern | |||
*(+4F) - Andy, Heavy D! | |||
*(+5F) - Chang, Shermie, Billy, Lucky | |||
:(+F) '''Slower wakeup''' | |||
==Kyo (both)== | ==Kyo (both)== | ||
close A - 2 frames less recovery | * close A - 2 frames less recovery | ||
crouching A - 1 frame less recovery | * crouching A - 1 frame less recovery | ||
===Kyo (regular)=== | ===Kyo (regular)=== | ||
QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames | * 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 | * QCB+P - more moves will trigger the counter during the startup frames | ||
===Kyo ('95 version)=== | ===Kyo ('95 version)=== | ||
QCF+P - 3 frames less recovery, but builds less power meter | * QCF+P - 3 frames less recovery, but builds less power meter | ||
==Benimaru== | ==Benimaru== | ||
far B - damage increased from 4 to 7 | * far B - damage increased from 4 to 7 | ||
* QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter | |||
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 | |||
QCBx2+K - startup quickened by 3 frames | |||
MAX QCFx2+P - 9 frames less recovery | |||
==Daimon== | ==Daimon== | ||
df+C - hurtbox reduced in size, anti-air capability improved | * df+C - hurtbox reduced in size, anti-air capability improved | ||
* HCB,f+K - Throw hitbox comes out faster | |||
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 | ||
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)== | ==Terry (both)== | ||
far B - damage increased from 5 to 6 | * 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 | |||
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)=== | ===Terry (normal)=== | ||
HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12 | * 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 | |||
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 | ||
QCFx2+D - Invincible until the hitbox comes out | |||
===Terry (EX)=== | ===Terry (EX)=== | ||
HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block | * HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block | ||
* QCF+C - Builds less meter | |||
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 | ||
QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash | |||
==Andy (both)== | ==Andy (both)== | ||
close C - hitbox changed so that it doesn't whiff against short characters | * close C - hitbox changed so that it doesn't whiff against short characters | ||
* db,f + C - Slower startup, but less recovery | |||
db,f + C - Slower startup, but less recovery | |||
===Andy (EX)=== | ===Andy (EX)=== | ||
QCB+P - 5 frames less recovery | * QCB+P - 5 frames less recovery | ||
==Joe (both)== | ==Joe (both)== | ||
df+B - less recovery | * df+B - less recovery | ||
===Joe (EX)=== | ===Joe (EX)=== | ||
HCF+P - Projectile has a bigger hitbox | * 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 | |||
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== | ==Ryo== | ||
QCF+C - Faster startup, more recovery | * QCF+C - Faster startup, more recovery | ||
* HCB,f+P - C and MAX versions have faster startup | |||
HCB,f+P - C and MAX versions have faster startup | |||
===Ryo (EX)=== | ===Ryo (EX)=== | ||
f+A - if not cancelled into, results in a hard knockdown | * f+A - if not cancelled into, results in a hard knockdown | ||
* HCB+B - landing recovery reduced by 8 frames | |||
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 | |||
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)== | ==Robert (both)== | ||
Standing CD - longer reach | * Standing CD - longer reach | ||
* f+A - Hitbox has been lengthened | |||
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 | |||
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)=== | ===Robert (EX)=== | ||
HCB+B - Can juggle after it connects | * HCB+B - Can juggle after it connects | ||
* MAX QCF,HCB+P - Invincibility is 10 frames longer | |||
MAX QCF,HCB+P - Invincibility is 10 frames longer | |||
==Yuri (both)== | ==Yuri (both)== | ||
jump A - special cancel-able | * jump A - special cancel-able | ||
* jump CD - special cancel-able | |||
jump CD - special cancel-able | |||
===Yuri=== | ===Yuri=== | ||
QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version) | * 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 | |||
QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit | |||
===Yuri (EX)=== | ===Yuri (EX)=== | ||
QCB+C - less recovery, +3 on block | * QCB+C - less recovery, +3 on block | ||
==Leona== | ==Leona== | ||
down B - Timing for comboing into itself is easier | * 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 | * air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher | ||
* QCFx2+P - longer invincibility | |||
QCFx2+P - longer invincibility | |||
==Ralf== | ==Ralf== | ||
crouch A - can be comboed into itself | * crouch A - can be comboed into itself | ||
* far D - hurtbox has been shrunk towards his back | |||
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 | |||
vertical jump A - faster startup | * charge d,u + P - enemy can't recovery roll on hit | ||
* MAX QCF,HCB+K - completely invincible until just after the hitbox comes out | |||
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== | ==Clark== | ||
close B - less recovery | * close B - less recovery | ||
* crouch D - recovery reduced by 4 frames | |||
crouch D - recovery reduced by 4 frames | |||
==Athena== | ==Athena== | ||
far A - startup faster by 3 frames, bigger hurtbox | * far A - startup faster by 3 frames, bigger hurtbox | ||
* far D - faster startup by 4 frames, gains lower body invincibility sooner | |||
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 | |||
f+B - second hit has its hitbox extended upwards | * HCF+P - the opponent takes 10 damage if they hit the ground without being juggled | ||
* HCB+K - less recovery | |||
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== | ==Kensou== | ||
close/far A - doesn't whiff against crouching short characters anymore | * close/far A - doesn't whiff against crouching short characters anymore | ||
* down B - easier to combo into itself | |||
down B - easier to combo into itself | * far B - damage increased from 4 to 6 | ||
* f+A - less recovery | |||
far B - damage increased from 4 to 6 | * air QCB+P - Can be cancelled into other special attacks if the final hit connects | ||
f+A - less recovery | |||
air QCB+P - Can be cancelled into other special attacks if the final hit connects | |||
==Chin== | ==Chin== | ||
HCF+K - B version is +3 on block, D version is +1 on block | * 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 | |||
QCB+C - First hit doesn't push the opponent back anymore | * dp+A - faster startup | ||
dp+A - faster startup | |||
==Chizuru== | ==Chizuru== | ||
f+A - lower body invincibility until just before the hitbox appears | * f+A - lower body invincibility until just before the hitbox appears | ||
* d,d+P/K - Now hits overhead, knockdown on hit | |||
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 | ||
QCF+C - travels less distance, 15 frames of invincibility from the start of the move | |||
==Mai== | ==Mai== | ||
dp+P - less recovery, A version is -1 on block, C version is -10 on block | * 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 | |||
QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed | * QCBx2+P - less recovery | ||
QCBx2+P - less recovery | |||
===Mai (EX)=== | ===Mai (EX)=== | ||
charge d,u + K - invincible startup, but less damage and longer recovery as a result | * charge d,u + K - invincible startup, but less damage and longer recovery as a result | ||
==King (both)== | ==King (both)== | ||
QCF+D - less recovery | * QCF+D - less recovery | ||
===King (EX)=== | ===King (EX)=== | ||
QCFx2+P - opponent can't recovery roll on hit | * QCFx2+P - opponent can't recovery roll on hit | ||
==Kim== | ==Kim== | ||
f+B - Bigger hitbox, such that it'll hit even if right next to the opponent | * 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 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 | |||
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== | ==Chang== | ||
jump C - hurtbox on the steel ball is smaller | * jump C - hurtbox on the steel ball is smaller | ||
* jump CD - hurtbox on the steel ball is smaller | |||
jump CD - hurtbox on the steel ball is smaller | |||
==Choi== | ==Choi== | ||
Charge times are shorter, standardized with the rest of the cast | * Charge times are shorter, standardized with the rest of the cast | ||
==Yashiro (both)== | ==Yashiro (both)== | ||
close D - hits low | * close D - hits low | ||
* jump C - easier to cross up | |||
jump C - easier to cross up | |||
===Yashiro=== | ===Yashiro=== | ||
HCF+A - 2f less recovery | * HCF+A - 2f less recovery | ||
* QCF+A followup after HCF+A - 3 frames less recovery | |||
QCF+A followup after HCF+A - 3 frames less recovery | * QCB+K - greatly increased the amount it contributes to the stun meter | ||
QCB+K - greatly increased the amount it contributes to the stun meter | |||
==Shermie (both)== | ==Shermie (both)== | ||
crouch B - easier to combo into itself | * crouch B - easier to combo into itself | ||
* close C - no longer whiffs on short characters | |||
close C - no longer whiffs on short characters | * jump D - faster startup | ||
jump D - faster startup | |||
===Shermie=== | ===Shermie=== | ||
f+B - first hit hits overhead | * f+B - first hit hits overhead | ||
* HCF+K - Travels further, does more damage | |||
HCF+K - Travels further, does more damage | * QCB+P - Bigger collision box | ||
QCB+P - Bigger collision box | |||
==Orochi Shermie== | ==Orochi Shermie== | ||
f+B - first hit hits overhead | * f+B - first hit hits overhead | ||
* QCB+K - more damage | |||
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 | |||
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== | ==Chris== | ||
QCF+D - less recovery | * QCF+D - less recovery | ||
==Orochi Chris== | ==Orochi Chris== | ||
QCB+P - less recovery | * QCB+P - less recovery | ||
* QCFx2+P - faster startup | |||
QCFx2+P - faster startup | |||
==Yamazaki (both)== | ==Yamazaki (both)== | ||
far C - can cancel into special/super moves when it connects | * 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 | |||
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 | |||
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=== | ===Yamazaki=== | ||
HCB,f+P - damage increased from 22 to 27 | * HCB,f+P - damage increased from 22 to 27 | ||
===Yamazaki (EX)=== | ===Yamazaki (EX)=== | ||
f+A - if not cancelled into, second hit does a hard knockdown | * f+A - if not cancelled into, second hit does a hard knockdown | ||
==Mary== | ==Blue Mary== | ||
QCF+K - less recovery | * QCF+K - less recovery | ||
==Billy (both)== | ==Billy (both)== | ||
close C - no longer whiffs on short characters | * close C - no longer whiffs on short characters | ||
* crouch D - cancels into special and super moves | |||
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 | |||
f+A - second hit should no longer whiff on short characters | * A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together | ||
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=== | ===Billy=== | ||
QCB+K - counter hitbox comes out sooner | * 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 | |||
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== | ==Iori== | ||
f,f step (Extra mode) - distance moved is longer | * f,f step (Extra mode) - distance moved is longer | ||
* HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards | |||
HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards | |||
==Mature== | ==Mature== | ||
QCB+D - slower startup but less recovery | <section begin=Mature/> | ||
* QCB+D - slower startup but less recovery | |||
dp+P - more damage | * dp+P - more damage<section end=Mature/> | ||
==Vice== | ==Vice== | ||
jump C - active frames lengthened from 4 to 8 | * jump C - active frames lengthened from 4 to 8 | ||
* jump D - active frames lengthened from 5 to 8 | |||
jump D - active frames lengthened from 5 to 8 | * QCFx2+K - invincibility until just after the throw hitbox appears | ||
QCFx2+K - invincibility until just after the throw hitbox appears | |||
==Heidern== | ==Heidern== | ||
charge d,u+C - longer invincibility, but longer recovery | * charge d,u+C - longer invincibility, but longer recovery | ||
==Takuma== | ==Takuma== | ||
far B - longer active frames | * far B - longer active frames | ||
* close C - no longer whiffs against short characters | |||
close C - no longer whiffs against short characters | * QCB+P - less recovery | ||
* QCF,HCB+A - invincible until just after the hitbox appears | |||
QCB+P - less recovery | |||
QCF,HCB+A - invincible until just after the hitbox appears | |||
==Saisyu== | ==Saisyu== | ||
dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects | * 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 | |||
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 | |||
QCB+P - First hit has a bigger hitbox and less recovery | |||
QCFx2+P - A version and MAX version have faster startup | |||
==Heavy D!== | ==Heavy D!== | ||
close C - less recovery, no longer whiffs on short characters | * 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 | |||
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 | |||
QCF+A - while powered up, startup is faster and will connect from light attacks | * MAX QCFx2+K - effect lasts until the end of the round | ||
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== | ==Lucky== | ||
close C - no longer whiffs on short characters | * close C - no longer whiffs on short characters | ||
* crouch C - no longer whiffs on short characters, special/super cancellable on contact | |||
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 | |||
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== | ==Brian== | ||
close C - first hit no longer whiffs on short characters | * close C - first hit no longer whiffs on short characters | ||
* jump C - can be cancelled into aerial special attacks | |||
jump C - can be cancelled into aerial special attacks | * QCFx2+B - faster startup | ||
QCFx2+B - faster startup | |||
==Geese (both)== | ==Geese (both)== | ||
close C - no longer whiffs on short characters | * close C - no longer whiffs on short characters | ||
* f+B - less recovery, +2 on block | |||
f+B - less recovery, +2 on block | |||
===Geese=== | ===Geese=== | ||
dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing | * dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing | ||
===Geese (EX)=== | ===Geese (EX)=== | ||
db, HCB, df+ P - hitbox extended to the interior of the move | * db, HCB, df+ P - hitbox extended to the interior of the move | ||
==Krauser== | ==Krauser== | ||
close C - less damage | * close C - less damage | ||
* far C - less damage | |||
far C - less damage | * far D - less damage | ||
* stand CD - less damage, smaller hitbox | |||
far D - less damage | * rdp+K - less damage, D version no longer has invincibility, more recovery | ||
* QCF+K - less damage | |||
stand CD - less damage, smaller hitbox | * QCF+P/K - less damage, heavy version has faster startup but more recovery | ||
* f,HCF+P - less damage | |||
rdp+K - less damage, D version no longer has invincibility, more recovery | * QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed | ||
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== | ==Mr.Big== | ||
crouch A - cancel-able into command moves | * crouch A - cancel-able into command moves | ||
* crouch B - easier to connect to crouch A | |||
crouch B - easier to connect to crouch A | * crouch C - cancel-able into command moves | ||
* f+A - cancel-able if cancelled into | |||
crouch C - cancel-able into command moves | * 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 | |||
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== | ==Eiji== | ||
QCF+B - less recovery | * QCF+B - less recovery | ||
* MAX QCF,HCB+P -slower startup, no invincibility after super flash | |||
MAX QCF,HCB+P -slower startup, no invincibility after super flash | |||
==Kasumi== | ==Kasumi== | ||
air QCF+P - 5 frames less recovery on landing | * air QCF+P - 5 frames less recovery on landing | ||
* dp+K - no hitback, damage reduced from 14 to 5 | |||
dp+K - no hitback, damage reduced from 14 to 5 | * HCF+D - damage increased from 20 to 26 | ||
HCF+D - damage increased from 20 to 26 | |||
==Shingo== | ==Shingo== | ||
jump D - easier to crossup | * jump D - easier to crossup | ||
* f+B - will combo after heavy attacks | |||
f+B - will combo after heavy attacks | * QCF+A - no longer whiffs on short characters | ||
* QCF+C - startup faster by 1 frames | |||
QCF+A - no longer whiffs on short characters | |||
QCF+C - startup faster by 1 frames | |||
==Rugal== | ==Rugal== | ||
far B - startup faster by 1 frame | * far B - startup faster by 1 frame | ||
* close D - startup faster by 3 frames, recovery reduced by 5 frames | |||
close D - startup faster by 3 frames, recovery reduced by 5 frames | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} | ||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | [[Category:The King of Fighters '98 Ultimate Match Final Edition]] |
Latest revision as of 00:17, 1 December 2022
Sources:
- http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202
- https://forums.shoryuken.com/t/kof-98um-final-edition/115221/128
- Franck Frost
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
Wakeup Speed
After a knockdown, characters have variable wake up timings. The differences are listed here:
- (-F) Faster wakeup
- (-10F) - Yuri, Geese
- (-7F) - Yamazaki
- (-6F) - Joe, Robert
- (-5F) - Ryo, Ralf, Clark, Athena, Mai, Kim, Mary, Mature, Rugal, Krauser
- (-3F) - Takuma
- (-2F) - Yashiro
- (-1F) - Daimon, Terry, Kensou, Saisyu, Brian
- (0F) - Kyo, Benimaru, King, Choi, Vice, Eiji, Kasumi, Shingo, Orochi, Goenitz, Mr. Big
- (1F) - Leona
- (+2F) - Iori
- (+3F) - Chin, Chizuru, Chris, Heidern
- (+4F) - Andy, Heavy D!
- (+5F) - Chang, Shermie, Billy, Lucky
- (+F) Slower wakeup
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 by 4 frames, 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
Blue 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
Saisyu
- 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