Author Topic: The King of Fighters 98/UM General Discussion Thread  (Read 67038 times)

Mr Bakaboy

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #90 on: April 11, 2012, 05:21:14 PM »
Bug me, I play now and then if I can get my butt off of 98UM or XIII
Say it with me now: "Variable input lag BAAAAAAD!!!"

PureYeti

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LouisCipher

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #92 on: August 12, 2012, 06:24:23 AM »
Quick question in regards to OG 98:

Which character counters Iori? How do you get out of the corner if Iori's hopping? I've tried AB rolling and I still get nailed.

Current team: Clark, Ralf, toss up between Takuma and Heidern on 1st.
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Blue Wolf

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #93 on: January 13, 2013, 03:25:15 PM »
what happened to the  final edition version ??...and why i don't even see matches to that ver..??
also..how  we do a petition to SNK so the release it on ps3 & xbox..??

desmond_kof

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #94 on: January 13, 2013, 04:01:46 PM »
They are keeping it on NESICA live. My guess is that it's probably too expensive for SNKP to port to consoles and they rather make money by keeping it in arcades using NESICA.

I would love to see a port though, the changes they made to various characters seemed rather interesting. Plus if installed with good netplay (yeah, right) would be really fun.
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Homies Over Shotos

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #95 on: January 14, 2013, 08:35:01 AM »
They are keeping it on NESICA live. My guess is that it's probably too expensive for SNKP to port to consoles and they rather make money by keeping it in arcades using NESICA.

I would love to see a port though, the changes they made to various characters seemed rather interesting. Plus if installed with good netplay (yeah, right) would be really fun.

It can be done with good netplay.  HOWEVER for it to be done with good netplay, we have to not pay any attention to it.  Much like we did with the second and third batch of Neo Geo Station games.

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #96 on: February 19, 2013, 06:47:21 PM »
Who're some exceptional Shingo players in OG 98, and if they exist, do they have any match footage?

PureYeti

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #97 on: February 24, 2013, 05:50:42 PM »
I doubt they are well known shingo players

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #98 on: March 08, 2013, 05:48:26 AM »
I doubt they are well known shingo players
That's a damn shame. Looks like I'm going to have to be the first, then... ;)

Emil_kof

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #99 on: March 20, 2013, 04:27:16 AM »
Who're some exceptional Shingo players in OG 98, and if they exist, do they have any match footage?

Your best bet will be to look for a player named Ichiku...but most of his footage is from 98UM. Still has some relevance.

Blue Wolf

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #100 on: May 09, 2013, 05:17:44 PM »

How about a petition to SNK to release final edition on consoles..??

Mr Bakaboy

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #101 on: May 10, 2013, 12:02:41 PM »
No chance in hell. Playmore barely supports anything anymore. I'd see a better chance in seeing OG'98 on PS3 Neo Geo Station but that's very iffy anymore.
Say it with me now: "Variable input lag BAAAAAAD!!!"

desmond_kof

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #102 on: September 11, 2014, 03:53:47 AM »
Since Final Edition is coming to Steam soon Ill post the changes from 98UM to FE that I've found in other sources:

http://www.ptfighters.com/forum/the-king-of-fighters/kof98umfe/

   " If anyone's interested, since I bought the most recent Arcadia recently, I went ahead and translated the rest of the changes. Apologies if there is anything wrong ...

    Kyo (all)
    Close A recovery decreased by 2F
    c.A recovery decreased by 1F

    Kyo (normal)
    Aragami damage 10->13, guard point increased by 2F
    Weak RED kick as soon as he starts his descent, his hitbox has been improved lower (no changes to when he's dropping)
    Nuetsumi (counter?) can counter more attacks

    Kyo (alt)
    Yamibarai recovery decreased 3F, builds less meter

    Benimaru
    Far B damage changed from 4->7
    HP Raikouken has become a 1 hit attack and can be followed up by putting opponent in float state, does less stun
    Raikou Katategoma's startup made 3F faster
    MAX Raikouken's recovery decreased by 9F

    Daimon
    df+C has smaller vulnerable box, AA potential upped
    Ura-nage (run throw) throws when he enters the throw range
    Arashi no Yama - the time of the flash is made on success, increased recovery, damage distribution changed so that 3rd hit does the most damage

    Terry (both)
    Strong Crack Shoot will hit crouching opponents, the recovery on landing has been increased, advantage when guarded, when hitting opponent out of air, you can follow up with j.D or if U.Terry you can power geyser
    Strong Rising Tackle has more invincible frames
    Far B damage 5->6

    Terry (normal)
    Power Charge damage has gone from (Weak) 4->8, (Strong) 9->12
    Power Dunk's invincibility on the Strong version has been extended, when trading hits with the first hit, you can follow up
    Strong High Angle Geyser invincible until before the attack

    Terry (alt)
    Fire Kick's first hit can be cancelled into special attacks
    Round Wave's builds less meter
    Power Geyser - Weak, Strong and MAX versions are all 8F faster, after flash invincibility is lost

    Andy (both)
    Close C hitbox widened below
    Strong Zaneiken slower startup, recovery decreased

    Andy (alt)
    Hishoken recovery reduced by 5F

    Joe (both)
    df+B recovery reduced

    Joe (normal)
    df+B will OTG (?)
    Strong Slash Kick's hitbox extended lower, will hit 'standard' opponents when they're crouching

    Joe (alt)
    Hurricane Upper attack box has widened
    Bakuretsuken first hit has a bigger hitbox at the bottom, [strong version/strong stop?] stops 2F faster, if you stop the Strong version on the first hit, without pushing you back further you can now link C, 2A then Pressure Knee

    Ryo (normal)
    Strong Kououken's startup has been made faster, as fast as Weak version
    Haohshoukouken's MAX version startup has been made [faster?], same as Weak version

    Ryo (alt)
    f+A will knock down on hit (no change to cancelled version)
    Weak Hienshippuukyaku's landing frames reduced [to/from?] 8F
    Weak Air Kououken's trajectory has been made a little shallower
    Haohshoukouken's startup is faster, Weak and MAX versions can connect after light attacks

    Robert (both)
    Longer reach on ground CD
    f+A hitbox widened forwards
    Hienryuujinkyaku landing recovery decreased 4F (Weak) and 3F (Strong)
    Haohshoukouken, Strong and MAX versions startup has been made faster, same as Weak version

    Robert (Alt)
    Weak Hienshippukyaku can be followed up on hit (mid-screen far C, corner Ryuuga followup possible)
    MAX Ryuuko Ranbu's invincibility extended by 10F

    Yuri (all)
    Jump A can be special move cancelled
    Jump CD can be special move cancelled

    Yuri (normal)
    Raiouken has had its recovery decreased, easier to be in adv frames on guard
    Strong Hienshippukyaku on hit can link standing A after, damage has been decreased from 9xn to 7xn

    Yuri (alt)
    Strong Saiha has less frames of recovery, on guard, now is adv frames

    Leona
    c.B chain cancelling is earlier, easier to link
    on X-calibur's rebound, you can air attack, air throw or V-slasher
    Gravity Storm's invincible time has been increased on light and strong versions

    Ralf
    c.A chain cancellable
    far st.D body's vulnerable smaller to back
    st j.A faster startup
    Galtling Attack charge time same as other standard charge attacks
    Ground Bakudan Punch cannot be teched on hit
    MAX Umanori Vulcan Punch invincible until he attacks

    Clark
    close st.B recovery reduced
    c.D recovery reduced by 4F

    Athena
    Super Psychic Throw does 10 damage without followup when the opponent is dropped
    far A 3F faster, bigger vulnerable
    f+B's 2nd hit bigger up top
    Psycho Ball Attack both weak and strong versions 1F faster, strong version travels faster
    Nu Psycho Reflector less recovery

    Kensou
    close and far A bigger hitbox at bottom; hits Chin, Choi while they are in a crouched state
    c.B chain timing is earlier, easier to link
    far B damage 4->6
    f+A less recovery
    Ryuusougeki's (air dive) last hit can be cancelled by special attacks

    Chin
    Kaitenteki Kuutotsuken (ground roll) is +3F for weak, +1F for strong on guard
    Strong Hyoutangeki (bottle throw) first hit has no hitback
    Weak Ryurinhourai (flying upper) faster startup

    Chizuru
    f+B is leg invincible until she attacks
    Chuumon no Isshin (dd+A/B/C/D) now overhead, knocks down on hit
    Strong Tamayura no Norito (qcf+C) has frames reduced overall, from startup invincible frames extended to 15F

    Mai (normal)
    Hakuro no Mai (dance) recovery reduced, on guard, weak is -1F and strong is -10F
    Mizutori no Mai (3 fans DM) both weak and strong versions 9F earlier, A travels a little slower, C and MAX travel a little faster
    Houou no Mai (jump in air DM) on guard puts her at a little disadvantage

    Mai (alt)
    Taiyou no Mai ([2]8P) extended invincibility, less damage, recovery has been increased - unsafe on block

    King (normal)
    D Venom Strike's total frames same as B version

    King (alt)
    Surprise Rose untechable on hit

    Kim
    f+B hitbox has been increased, can hit even point blank (?)
    Strong Hienzan is invincible at the same time he attacks
    Ryuuseiraku charge time equal to other standard charge moves
    Houou Tenbukyaku straight after the attack starts is invincible

    Chang
    j.C vulnerable hitbox with his ball is smaller
    j.CD vulnerable hitbox with his ball is smaller

    Choi
    Shissou Hishouzan (runslash) charge time standardised

    Yashiro (both)
    Close D made a low attack
    Jump C ability to crossup has been improved

    Yashiro (normal)
    Weak Jet Counter's recovery has been reduced 2F
    Weak Jet Counter - Still's input time from Jet Counter has been decreased by 3F (?)
    Sledge Hammer's stun points has been greatly increased

    Shermie (both)
    c.B chain timing is earlier, easier to link to standing B
    close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
    j.D faster startup
    f+B is an overhead for first hit

    Shermie (normal)
    Shermie Shoot travels further, does more damage
    Shermie Whip stronger hitbox

    Shermie (alt)
    Jajitsu no Odori (spin) damage from B.ver 8x5 -> 12x5 (half is scaled), D.ver 10x5 -> 14x5 (half is scaled)
    Mugetsu no Raiun (kiss) B,C,D versions recovery reduced, same as A ver
    MAX Genei Shukumei Shinshi (drill) until after startup is invincible

    Chris (normal)
    D Scramble Dash shorter recovery

    Chris (alt)
    Kagami wo Hoeru Honoo (dunk) less landing recovery
    Daichi wo Harau Gouka (charge DM) faster startup = 8F

    Yamazaki (both)
    far C on hit/guard can cancel to Special or DM attacks
    Hebi Tsukai - Low (shaaa!) reduced recovery, when guard cancel roll'd you will be at -2 frames
    Sadomaso (counter) damage 13->21
    Guillotine (upper DM) if the opponent is standing, even if the rising part whiffs, the falling part is easier to hit with

    Yamazaki (normal)
    Bakudan Bachiki (cmd throw) damage 22->27

    Yamazaki (alt)
    f+A 2nd hit will knock down (no change to cancelled version)

    Mary (both)
    Spin Fall has recovery decreased, easier to make even or a little disadv now

    Billy (both)
    close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
    c.D cancellable with special, DM attacks
    f+A 2nd hit has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
    Sansetsukon Chuudan Uchi ([4]6A/C) recovery reduced - A.ver 6F, C.ver 10F

    Billy (normal)
    Karyuu (Suiryuu) Tsuigeki Kon (counter) counter frames 2F earlier
    Shippuukon/Shuuten Renha Kon (tap moves) can cancel with ABCD
    Daishippuu (go to hell!) when the 1st and 2nd hit hits the opponent in the air, will hit to the 3rd, 1~2nd hits' vulnerable smaller to the back

    Iori
    Step in extra's distance the same as Kyo's
    Cmd throw has more recovery on hit, dash light attacks -> cmd throw loops doesnt work

    Mature
    Strong Metal Massacre slower startup, less recovery
    Sacrilege damage from 9xn->14xn (half is scaled)

    Vice
    j.C remains active longer 4->8F
    j.D remains active longer 5->8F
    Dying Foetus is invincible up until grab

    Heavy D
    close C recovery decreased by 2F, can link c.A etc from it, bigger hitbox, can hit characters that are slightly shorter
    Shadow - as long as you don't do a Strong special after, even if you get hit by an opponents attack the effect continues
    Light RSD (after Shadow) has faster startup, can link from lights
    D.Shadow motion finishes in the screen flash, can move very early after the flash
    MAX D.Shadow after executing, effects continue until the end of the round

    Lucky
    close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
    c.C has its hitbox bigger at the bottom; hits Chin, Choi while they are in a crouched state, on hit/guard, can be cancelled into specials/DMs
    Weak Death Heel invincible until straight after startup
    Strong Death Heel when you make it hit via combo will not whiff

    Brian
    Close C's has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
    Jump C can be cancelled into air attacks
    Weak Big Bang Tackle has faster startup

    Heirden
    Strong Moon Slasher more invincible, longer recovery

    Takuma
    far B active frames lengthened from 3->5F
    close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
    Mouko Buraigan (qcb+A/C) reduced recovery
    Weak Ryuuko Ranbu invincible until after startup

    Saishu
    Weak Nada-guruma (dp+B) 2nd hit's hitbox is bigger at the front+bottom, will not whiff on hit
    Kamu-kakari (hcb+K) less recovery, 2nd hit will not whiff if first hits
    Homura-gasane (qcb+P x2) bigger hitbox on first hit, less recovery on first hit
    Weak and MAX Tsumugari (qcf,qcf+A/AC) faster startup

    Geese (all)
    close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
    f+B has been made +2 on guard
    Weak Hisho Nichirinzan's falling attack will hit crouching opponents, landing frames have decreased - same with Hard version

    Gesse (alt)
    Raging Storm LP, HP and MAX versions have their inner hitbox widened

    Krauser
    Close C has been made 2F slower
    Far C has damage reduced
    Far D has damage reduced
    Ground CD has damage reduced, forward reach decreased
    Kaiser Duel Sobat has damage decreased, no invin on Strong version, +5F recovery
    Leg Tomahawk has damage reduced
    Blitzball has damage reduced, faster startup for Hard versions, Strong versions more recovery
    Kaiser Wave has damage reduced
    Unlimited Desire has had recovery frames increased, changed so even if you press buttons at the same time, it will have no effect

    Mr.Big
    c.A can be cancelled out of by command attacks
    c.B easier to chain cancel into c.A
    c.C cancellable into command attacks
    f+A cancel version can be cancelled out of
    Crazy Drum no hitback, reduced recovery, damage on 1st hit reduced
    Spinning Lancer can now reflect ground projectiles

    Shingo
    j.D hitbox at the back made wider, can be used for crossups
    f+B can combo from Strong attacks
    Aragami has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
    Dokugami faster startup by 1F
    Gecchuu elbow drop damage 8->12
    Oniyaki on critical hit is followup-able, knocks away

    Eiji
    Weak Kageutsushi (teleport) has had recovery decreased
    MAX Zantetsu-ha has been made 2 frames slower, no invincibility after flash

    Kasumi
    Air Kasane-Ate reaches the ground 5F quicker
    Raihoukou has no hitback, damage reduced from 14->5
    Sasshou Inshuu (D counter) damage 20->26

    Rugal
    far B startup 1F earlier
    c.D startup 3F earlier, recovery reduced by 5F "
« Last Edit: September 11, 2014, 03:59:49 AM by Desmond Delaghetto »
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jinxhand

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #103 on: September 19, 2014, 07:30:20 PM »
I'm so looking forward to this dropping in November!!!

Mr Bakaboy

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Re: The King of Fighters 98/UM General Discussion Thread
« Reply #104 on: September 21, 2014, 03:59:18 PM »
I'm probably going to buy it 1st day, but since I have heard nothing of Playmore testing netcode I am pessimestic on how good the netcode will be. Betting on shitty netcode and everybody quits playing within 2-3 months. I'll still try it though.
Say it with me now: "Variable input lag BAAAAAAD!!!"