The King of Fighters '98 UMFE/Changelist

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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

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
The King of Fighters '98 Ultimate Match Final Edition
System

FAQControlsChangelistSystem

Characters

AndyAthenaBenimaruBillyBlue MaryBrianChangChinChizuruChoiChrisClarkEX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriEiji KisaragiGeese HowardDaimonHeavy D!HeidernIoriJoeKasumi TodohKimKingKyoLeonaLuckyMai ShiranuiMatureMr. BigOrochi ChrisOrochi ShermieOrochi YashiroRalfRobertRugal BernsteinRyoSaisyuShermieShingo YabukiSie KensouTakumaTerryViceWolfgang KrauserYamazakiYashiroYuri