Dream Cancel Forum
Other Fighting Games => Classic King of Fighters => King of Fighters 98/UM/FE => Topic started by: krazykone123 on July 28, 2010, 05:10:46 AM
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Wiki(s)
*info coming soon*
Main website
http://www.snkplaymore.com.hk/KOF98UM/index.html
Video thread
http://dreamcancel.com/forum/index.php?topic=53.0
Any specific gameplay related tips, questions, riff raff, etc will go here
as for the title yes it will cover both games instead of just the first one
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I like to mess around with Rugal from time to time for fun. He wasn't all that powerful in OG 98, but how about in UM? What buffs/nerfs (ha) did he receive in UM, and is he any stronger than he was in OG?
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I like to mess around with Rugal from time to time for fun. He wasn't all that powerful in OG 98, but how about in UM? What buffs/nerfs (ha) did he receive in UM, and is he any stronger than he was in OG?
His far B and far C can be canceled now, the first hit of his f+B command can be canceled as well, and a lot of his special attacks are significantly faster now
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In OG 98 when I played in arcades, I remember there being angry and happy faces next to the characters when selecting your order. What did those mean exactly? I never gave them much attention but always did wonder what their purposes were.
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From what I understand, the faces impact a few things. Those with a happier face are more likely to jump out of the back-ground to help you if you get caught in multi-hitting grabs, combos, etc. It also affects super meter from round to round. If a character gets knocked out and the next character in line had a happy face, I think they may gain a meter stock or something along those lines. The feature was removed in 98 UM, though.
Like I said though, I'm not 100% positive on that; if I am wrong on some aspect please feel free to correct me.
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From what I understand, the faces impact a few things. Those with a happier face are more likely to jump out of the back-ground to help you if you get caught in multi-hitting grabs, combos, etc. It also affects super meter from round to round. If a character gets knocked out and the next character in line had a happy face, I think they may gain a meter stock or something along those lines. The feature was removed in 98 UM, though.
Like I said though, I'm not 100% positive on that; if I am wrong on some aspect please feel free to correct me.
Nah, you summed it up pretty well
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His far B and far C can be canceled now, the first hit of his f+B command can be canceled as well, and a lot of his special attacks are significantly faster now
His f+B was always cancellable on the first hit.
From what I understand, the faces impact a few things. Those with a happier face are more likely to jump out of the back-ground to help you if you get caught in multi-hitting grabs, combos, etc. It also affects super meter from round to round. If a character gets knocked out and the next character in line had a happy face, I think they may gain a meter stock or something along those lines. The feature was removed in 98 UM, though.
No. If the character that got knocked out had a happy face/angry face, then the next one gets extra meter/one less meter. This is why there seems to be no impact, meter-wise, if you put the angry characters last.
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No. If the character that got knocked out had a happy face/angry face, then the next one gets extra meter/one less meter. This is why there seems to be no impact, meter-wise, if you put the angry characters last.
Thanks for the clarification. I knew it affected meter, just had it backwards.
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Ah, the face system. Confused the hell out of me as a kid. I used to think it meant whether a character was good, evil, or neutral until I figured out it affected meter. Why was is scrapped in UM?
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It was scrapped because it kinda forced you to pick certain orders for teams which weren't in your best interest. Also it was kinda stupid if the team you wanted to use was all sadface. Yamazaki I think is basically always sadface?
As for Rugal 98 -> 98UM, startup of hcb,f+A was massively reduced, and his qcfx2+K stomp DM was also sped up. IIRC far s.C is faster now as well. He is stronger in 98UM but everyone else got buffed too.
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Yeah, I think Rugal was always a sad face as well. I definitely remember that he never jumped in to help you. Speaking of Rugal, I played him for the first time in UM today and tested out all the buffs you guys listed. He's definitely more fun to play than he used to be.
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How come there is no one online playing kof98. At least not on XBL
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The netcode is broken.
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That and most people prefer to play OG 98 on GGPO. Better netcode, more users, and better competition.
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Well my stick dosen't work on pc so thats out of the qustion. also why has the netcode not been fixed
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Cause SNK is probably focusing on 2k2UM.
NGBC had some of the best netcode SNK has put out on a console and yet it wasn't perfect but much better than their previous attempts. I'm sure this has echoed and it would be beyond stupid of them to have something that is not better than that for one of their most premiere games.
As for 98 on XBL, I seriously doubt we wil ever see any netcode patches. That game and many others like Garou have died because of extremely bad netcodes and it's such a damn shame to.
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That game and many others like Garou have died because of extremely bad netcodes and it's such a damn shame to.
You're not kidding. As a Mac user, 98UM on XBL was my one chance to play KOF 98 online against actual people, and SNKP dropped the ball in a big way. Major letdown, since 98 is easily one of my favorite games ever.
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If you want, add me on XBL since I live in NY and you're not that far away from me in Boston. I have a friend who I play and he is in Florida. We actually get some decent matches in. At most, maybe 3 out of 10 will have noticeable lag input.
As a Mac users myself, it's killing me that GGPO and all those other online services are Windows only. I'm eventually just going to try to find someone who knows how to install boot camp on a Mac so I can run a Windows partition. Yeah, it'll only be for GGPO, but at this point I really would love to get the ability to play KOF98, 2k2 and Garou online right on my laptop.
BTW, XBL GT is Positively Ralf. add me and let's see what kind of matches we get in. hopefully not so bad knowumsaying?
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It seems SNK is not doing any good in that area =/
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BTW, XBL GT is Positively Ralf. add me and let's see what kind of matches we get in. hopefully not so bad knowumsaying?
Iknowchusaying. XBL tag is pharaohoffunk. Finishing up a summer semester at college, and it's finals week, so I don't know how often I'll be on, but I'll definitely add you and see if we can get some decent matches at some point.
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Wow. Didn't realize this game was so dead.
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Wow. Didn't realize this game was so dead.
You'd think they would patch it but I guess it's too late, there is always OG 98 on GGPO
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Very true. I just hope that this game doesn't die out completely. It's my favorite KOF :(
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well my friend said the online works alot better than Garou motw. so i was thinkin bout buying it...guess its still not good enough? cause Garou was the worst thing ive ever had to deal with.
i'd love to get it on ggpo but i can NEVER get it so that i can fight or connect with others. Does madkatz fightstick work on ggpo?
ive only touched the demo of 98...im total noob to the franchise.
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I played 98UM online a bit. From what I played, the lag wasn't as bad as SSF4, but hardly anyone still plays.
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98UM online is barely playable. Nobody really plays, and if you're lucky enough to get a match, there's a slim chance that the connection will be halfway decent. As stated before, OG 98 on GGPO is definitely the better choice.
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ill take u guys word for it then. ggpo only, for online play.
are the xbox games still viable for offline play? trying to see if friends may warm up to snk with me.
i doubt they will.... :( ....."negro turn this shit off and put blazblue back in >:[ "
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Well, I got GGPO working on my comp but now it can't even recognize my arcade stick. Imma see if I can buy some cheapo PC stick and see if it would work.
btw Judge, tried to enter your GT but said it does not exist.
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Well, I got GGPO working on my comp but now it can't even recognize my arcade stick. Imma see if I can buy some cheapo PC stick and see if it would work.
What kind of stick are you trying to use?
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btw Judge, tried to enter your GT but said it does not exist.
Really? Odd. I'll try adding you. Also, you're a Mac user right? How did you get GGPO to work?
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I would love to play with all of you if weren't because there is no fucking chance of play a match with such a long distance (I'm from Chile)
Oh well, I only had one friend which I could play, but still, I had ton of fun with him, good matches
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krazykone, I'm trying to use a Mas Stick that I bought close to 4 or 5 years ago. It comes up as a Mad Catz GamePad, which I can't seem to get the drivers to work with.
Judge Fudge, I actually got a Windows partition installed on my Mac by a local comp store for $90. And yeah, add me on Xbox Live cause I would like to see how the matches would be with us being not that far away.
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Shoryuken Wiki still doesn't had information for a lot of characters, it seems like this game isn't very played here : (
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Why would it be when the majority of that site is devoted to Street Fighter? I'm actually surprised that they haven't just made it a SF only site considering how many dedicated and up tp date sites there are from games like Tekken, KOF and BB.
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I was thinking the same, but actually, there are some characters writeups from a lot of characters which I suppose were written by some KOF fan, but suddenly stopped, I always asked who writed them
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CX 2.0 had a pretty decent thread for most characters before the forums were wiped. :(
I don't mind doing writeups like I'm doing for the 2k2UM chars but people need to request what they want. I had a quick look at the SRK wiki and it's a very good effort but it's missing a few things here and there like quick max/quick dodge combos and some of the info is wrong. It's also annoying to read 'cause it uses move names instead of motions when talking about stuff... -_-
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I also wouldn't mind doing writeups for a few characters, although I don't really have all the time in the world and there are other people who know way more that I do.
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Would you like a Wiki set up for 98UM? If you're willing to fill it in, I'll set it up and give you the necessary access. PM me and let me know.
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Yep is very annoying that the combos are listed with the moves names and that they hadn't posted yet max cancel combos
Also, I'm still wating for a Eiji Writeup : (
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The template for the 98UM wiki is up so if you want to add information PM nilcam about it
http://www.dreamcancel.com/wiki/index.php?title=King_of_Fighters_98UM
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I'm glad that finally we're getting information from 98UM, It was kinda sad that here people only talked about 2002um and XIII, with this great game being totally ignored
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Agreed. 98/UM is my fav KOF. Nice to see it isn't totally dead.
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I'm glad that finally we're getting information from 98UM, It was kinda sad that here people only talked about 2002um and XIII, with this great game being totally ignored
I agree with that 100%. I was thinking maybe people here didn't play it or something....
There is a bunch of good tutorial videos on youtube by Dark Geese featuring Qmax combos and other good techniques, so hopefully those will be added here too....
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I think most players here play KoF98/UM. Part of the reasoning behind this site was to unite the fanbase behind the most recent King of Fighters. The fractured nature of the KoF community is one of the reasons KoF is not as popular as Street Fighter. SF players play the newest game whereas the KoF players tend to play one of 3 or 4 games (the latest version, 98/UM, 2002/UM or XI.)
98UM and 2002UM are neck-and-neck for my favorite KoF games.
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I don't know, when SNKP releases 2002UM on the XBLA, I will still be playing 98um both games are so different and good at thei own that I can't decide for one just to ignore the other, and almost all my friends here do the same.
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Nobody has posted writeups in the wiki and the ones in the forum had stopped : (
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Sorry, but I'm in school at the moment and drowning in work. I can only do guides and things when I have the time (which I haven't had much of lately haha).
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It's OK bro, studying is way more important than doing threads for a videogame
You and Remxi had being doing a great job, I know that with time we wll get a good database of this game ;)
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hay I'm haveing problems with Chizou got any advice
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Which is your problem and which characters do you use?
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I use These teams
Kyo,Leona,irio
Beni,Leona,Clarck
As far as chizo goes. I have problems dealing with her shadow thingys that hit you and force you to roll.
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Any wiki page requests?
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I later will try to make a write up of ex yuri, but I think that you will add more stuff, so I will give a base
I will love to see athena, takuma, ex mary, ryo, robert, ex king, and kim
I will try to add more write ups too.
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Any wiki page requests?
USA Sports Team?
I'll probably do Team Korea and Psycho Solider Team templates.
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Fuck, I was writing the takuma writeup and from error I pressed refresh, and the data didn't saved : ( in some forums even though you refresh the written still keeps up, well, I will write more tomorrow, I hope that we could attract more people to 98UM, I hope that final edition helps
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I guess I could do write ups for Brian, Heavy D!, and Lucky.
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I guess I could do write ups for Brian, Heavy D!, and Lucky.
Make some threads yo!
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http://orochinagi.com/2010/12/kof-98fe-changes-unconfirmed
(rumor) somebody got a hold of Arcadia early and SonicTempest translated supposed changes that are going to occur with FE. Thoughts? Ideas? wrong thread?
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Good to hear that Ex andy now has a faster startup for hishoken, that was my only complain with ex andy, I think that I will truly main him now
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http://orochinagi.com/2010/12/kof-98fe-changes-unconfirmed
(rumor) somebody got a hold of Arcadia early and SonicTempest translated supposed changes that are going to occur with FE. Thoughts? Ideas? wrong thread?
Those Robert changes sound great, same with EX.
EX Kyo has less leg on his fireball so that's cool, despite the slight damage nerf.
Joe's df+B hits OTG now? that's insane.
I know this is still speculation but it still sounds good.
Good to hear that Ex andy now has a faster startup for hishoken, that was my only complain with ex andy, I think that I will truly main him now
Wasn't EX Andy like bottom of the barrel in UM?
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Yeah, which is sad, since I love his rb2 version, I don't know why I got the feeling that he will be at least a treat, at least in RB2 my main key with him is his hishoken combined with his zaeiken
The thing that I don't like of his normal version is that in 98, his air dive attack doesn't had a knockdown low kick like in 2002, there are only an overhead and a normal combo that isn't worthy.
But since now both andys had better normals, and if the hishoken is a good pressure move now, I could see him being better
But well, first I had to play the game, and first, wish that somehow will be released here in america
BTW, I hope that there are more unnanounced changes, there are lots of characters that deserve some buffs, like orochi shermie, lucky, shingo, kasumi, ex billy or chin and some others that now I forget
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http://orochinagi.com/2010/12/kof-98fe-changes-unconfirmed
(rumor) somebody got a hold of Arcadia early and SonicTempest translated supposed changes that are going to occur with FE. Thoughts? Ideas? wrong thread?
Those Robert changes sound great, same with EX.
EX Kyo has less leg on his fireball so that's cool, despite the slight damage nerf.
Joe's df+B hits OTG now? that's insane.
I know this is still speculation but it still sounds good.
Good to hear that Ex andy now has a faster startup for hishoken, that was my only complain with ex andy, I think that I will truly main him now
Wasn't EX Andy like bottom of the barrel in UM?
Andy *In general, both versions were bad*, EX Kyo, Billy *Both*, Lucky, and I think Shingo were all bottom.
Beni & Bryan seem like they'll be the new Top Tiers so far, both were already pretty good and got buffed. Cancellable J. C and Faster tackle startup for Brian are huge and Beni will get even more damage off of his Cr. B now and his supers and Raikoken got buffed. Just thankful Eiji, Krauser, and Iori didn't get nerfed as badly as I thought.
One thing I hope to see for Billy is just a general boost to their normals. Better hitboxes for St. B especially, slightly faster Cr. A, hitboxe buff for J. B, and cancelable Cr. B.
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Today I got my ass whiped with a very good athena and mary player (98um)
FUCK ARCADE CONTROLS I couldn't do rolls when I tried to avoid athena unlockable psycho ball.
But the guy was way better than me, I loved in the previous match against other guy than he did mary command grab DM which whiffed, only to connect the command grab SDM at the instant, it was very cool to see
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I don't see Billy needing any nerfs... Buffs, yeah; his ;dn ;a has always been shady imo, where the hitbox should be wider, but if you're too close he can whiff completely... Combos like ;dn ;b , ;dn ;a don't even combo because he's so slow, and I use that in 2k2 for tight spacing setups... I'm cool with it trading certain hits, and it being beat out by moves like ;dp -based moves, as it shouldn't be a completely "spammable" move...
Anyway, if EX Ryo can still backdash to air fireball, I'll be happy... I can't tell you how many people fall for that and jump to give me a free whatever (;dp move, DM, etc.)...
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Both billys suck really hard, they need some buffs
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Yeah if both Billys had the speed of his 2k2UM rendition, I would be satisfied... It sucks that his combo capability is shot to hell because of his speed or lack thereof... I do feel spoiled when I play 2k2UM and go back to 98UM and see how harder it is to really do damage with him...
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http://nesica98um.snkplaymore.co.jp/login.php?guid=ON
Top 10 BP Rankings
1. Rug Meshi (8671)
2. Ozu (6081)
3. Sazae-san (5336)
4. Gonsan-san (5331)
5. Fujishima (5189)
6. Sukoa (4998)
7. Akihisa (4557)
8. †Shounen† (4200)
9. Joker (4147)
10. Naruto (4023)
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This link shows how many ppl with BP cards are playing it
http://nesica98um.snkplaymore.co.jp/ranking3.php
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Would be cool if they put info on who characters they use
Anyway, Yesterday I went to my arcade to play 98um, there was a very good guy who was raping with chizuru, always disabling your moves and putting you in the corner, the guy was so good that his third character was always random, and he won 15 matches in a row until I left.
Yesterday I finally felt the input delay that everybody was talking about, if well this wasn't an impediment for do combos and other things, it was a real pain in the ass when I needed to defend at the same second, avoid the unlockable psycho ball of athena or to avoid mix ups and cross ups, god I hope that this delay was fixed on FE
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Guys, I'm preparing for this tournament that I had on sunday, but I need some tips to fight some characters that are hard match ups from me
I'm thinking of using takuma, ex yuri and eiji, my problems are goro, vice, krauser and yashiro
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I've been seeing a bunch of ratio matches for 98UMFE... I thought it was balanced further to avoid the whole ratio thing... Wassup with that!?!?!?
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Guys, I'm preparing for this tournament that I had on sunday, but I need some tips to fight some characters that are hard match ups from me
Which characters?
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Guys, I'm preparing for this tournament that I had on sunday, but I need some tips to fight some characters that are hard match ups from me
Which characters?
4 months later xD
I used ex king, ex yuri and totally forgot the third one
I've been seeing a bunch of ratio matches for 98UMFE... I thought it was balanced further to avoid the whole ratio thing... Wassup with that!?!?!?
I think that those where rules to just shake up some things, 2002um has ratio tournaments too but the game is still balanced
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4 months later xD
I used ex king, ex yuri and totally forgot the third one
Oops, I really need to clean my glasses sometimes. :p
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I will kill to se 98fe on ps360 soon, the games it seems to be more balanced, even though looks a bit like a pain in the ass
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Are their any flaws with the OG98 port on the 98UM PS2 copy? Thinking about running a side tourney for CVS2 and 98UM/OG98 at Battle for Seattle.
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Hmmm, I heard that the Orochi Saga port was the worst one for ps2, while the 98UM emulated version is pretty close to the arcade.
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Yeah I had the O. collection for a little bit, it was pretty bad. Had slowdown on certain stages and inputs were wack as hell, not as bad as OG2k2 or 2k3.
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I dunno why, but this last time my love for KOF 98 has revived.
I'm trying to make my team with Ex Mary, Ex Yuri and Takuma, I thought to use Ex King instead of mary, but I dunno why I don't like those 3 characters at the same time
Well, I don't know how to play with ex mary, some tips?
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After taking a rather lengthy break from KOF, I recently came back into the series with OG 98, my favorite KOF game. Are there any plans to create a wiki page for OG?
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Hmmm, I heard that the Orochi Saga port was the worst one for ps2, while the 98UM emulated version is pretty close to the arcade.
Orochi Saga is bad, I can't do anything I want on 96-97 on the PS2 port, it's very very bad.
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I had a question with EX mary
which is the input to use her command grab into a combo?
I thought that wasn't possible, but just trying to do another combo with the xbox pad I just pulled it
It was jD, sC (2), F+A, her command grab (qcf+c then hcf+c)
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So question, what are the thoughts on Orochi? Do people play him in casuals and tournaments?
Might just be my lack of experience, but he doesn't seem to balanced.
Goenitz on the otherhand just seems strong, but not ridiculous.
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Him, Goenitz., O.rugal and O. Leona and Iori are banned
Orochi could just spa fireballs and you are screwed
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I had a question with EX mary
which is the input to use her command grab into a combo?
Wiki says you have to do the input as qcb hcf A/C instead of two separate inputs. From my experience it seems to consistently come out if you do qcb + A/C qcb, hcf + A/C. Hope this helps.
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I'm clueless as to how to fight Ralf. What beats Ralf Kick?
My team is Beni/Yamazaki, Kyo, Iori. I've been playing the cautious game against him. Should I just rush him down?
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ralf kick is not that good I recall that was easily punishable.
bUT YEAH, YOU SHOULD RUSH RALF
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Alright, thanks.
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its on sale for xbox live i downloaded it last night
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If any one is down for some games of kof um 2002 My Tag is CALIBUR753 ;sp
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Bug me, I play now and then if I can get my butt off of 98UM or XIII
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Total Eclipse of SNK
http://www.ustream.tv/channel/a-cho-live#utm_campaign=t.co&utm_source=9701465&utm_medium=social (http://www.ustream.tv/channel/a-cho-live#utm_campaign=t.co&utm_source=9701465&utm_medium=social)
KOF 98
Last Blade 2
MOTW
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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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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..??
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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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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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Who're some exceptional Shingo players in OG 98, and if they exist, do they have any match footage?
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I doubt they are well known shingo players
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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... ;)
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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.
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How about a petition to SNK to release final edition on consoles..??
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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.
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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/ (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 "
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I'm so looking forward to this dropping in November!!!
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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.
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I've enjoyed fe a bit but as i suck at 98 and decent connections haven't been readily available i just see potential, i get little out of it. Further more, the games i do get are weighed down by the controls feeling unresponsive and here is the thing with that; I have to set my TE stick to the LS setting wich i remember from sf4 being horribly unresponsive. Maybe it is, maybe it isn't in 98 um fe, but it certainly feels unresponsive and this annoys me. I've tried my hori fighting edge and it doesn't even work and simple deduction tells me that it must be because you can't switch from the mode sticks should be used in to the LS/RS modes that are available on madcatz sticks. Wich finally leads to this; The game doesn't seem to have PROPER arcade stick support.
Even if they just leave this port as it is now i could atleast enjoy it every once in a while, but i think i'd rather play regular 98 on ggpo and get my ass handed to me by chinese players and atleast feel like i'm in control while i lose.
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I had stick issues with my Qanba Eightarc at first too, surprisingly had to set it to 360 instead of PS3/PC (why wasn't PC standard enough?).
Still getting used to this version (not just FE, but '98 in-general); coming back to it wasn't as easy as I expected. So many moves and strategies forgotten, but a good reminder that each KOF isn't the same game.
Also, looks like they've got an open beta going now.
http://steamcommunity.com/app/222420/discussions/0/626329820792416671/ (http://steamcommunity.com/app/222420/discussions/0/626329820792416671/)
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I started up the game last night and for the first time my TE worked as it should in the game. I seem to have to do run up command grabs slower than i want to but i'll probably get a feel for it and in time learn to speed up those inputs for this game.
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I had stick issues with my Qanba Eightarc at first too, surprisingly had to set it to 360 instead of PS3/PC (why wasn't PC standard enough?).
It's probably best to do that anyway, as far as I know the newer Qanba chipsets are a good bit less laggy in 360 mode than on PS3 mode (at least on console, compared to the fastest PCBs available). The old failure-prone editions are very fast on both systems so it shouldn't make much of a difference on those.
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Don't forget '98 UM FE is on sale for half off this week on Steam and until March 10th.
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Hey guys. I have a question about 98UM (that I guess carry over to 02UM as well).
It's about the buttons. If I for example do 2A and quickly go to neutral, I'll get a 5A. And when I use show inputs, it looks like I hit the A button while pressing down. And vice versa, if I do a 5A and quickly press 2, I get a 2A. Is there some sort system which does the normal depending on which direction I am holding on the second(?) frame or something, or is it some sort of buffer?
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Hey guys. I have a question about 98UM (that I guess carry over to 02UM as well).
It's about the buttons. If I for example do 2A and quickly go to neutral, I'll get a 5A. And when I use show inputs, it looks like I hit the A button while pressing down. And vice versa, if I do a 5A and quickly press 2, I get a 2A. Is there some sort system which does the normal depending on which direction I am holding on the second(?) frame or something, or is it some sort of buffer?
Sup, Grokbu.
Yeah, KOF uses a buffer system for its normal attacks. I know for KOF13 it's 4 frames for normals, not sure if it's the same for KOF98UMFE.
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Hey guys. I have a question about 98UM (that I guess carry over to 02UM as well).
It's about the buttons. If I for example do 2A and quickly go to neutral, I'll get a 5A. And when I use show inputs, it looks like I hit the A button while pressing down. And vice versa, if I do a 5A and quickly press 2, I get a 2A. Is there some sort system which does the normal depending on which direction I am holding on the second(?) frame or something, or is it some sort of buffer?
Sup, Grokbu.
Yeah, KOF uses a buffer system for its normal attacks. I know for KOF13 it's 4 frames for normals, not sure if it's the same for KOF98UMFE.
Ah, alright! Thanks a lot for the help! :)
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Hey guys I'm currently thinking about our KOF98UMFE wiki here on Dream Cancel. I really don't want the wiki to stay bare, so I'm thinking of either just deleting it & directing people to the 98UM wiki on SRK. If you don't agree to me deleting it, I need people to help me write simple basic content for it. Speak now or forever hold your peace. If you want to help I'll grant you access to the wiki (if you have posted here before).
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Recently I've been practicing playing Kyo in OG KoF '98, and I just can't seem to get the hang of following up his hop B with his cl.C. I think it might be because he attacks with his knee, and the hitbox is located a little below his body. As a result it connects earlier than, say, Benimaru's hop C, which I can follow up more consistently. Most of the time I press the button too early and nothing comes out. With crouching opponents it's easier though.
Any tips on how to get better at this? Or is KoF '98 simply less forgiving than 2002 in terms of following up jump-ins?
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Recently I've been practicing playing Kyo in OG KoF '98, and I just can't seem to get the hang of following up his hop B with his cl.C. I think it might be because he attacks with his knee, and the hitbox is located a little below his body. As a result it connects earlier than, say, Benimaru's hop C, which I can follow up more consistently. Most of the time I press the button too early and nothing comes out. With crouching opponents it's easier though.
Any tips on how to get better at this? Or is KoF '98 simply less forgiving than 2002 in terms of following up jump-ins?
Keep practicing. Keep in mind that light jump normals have less hit stun than heavy jump normals, so be sure to keep that in mind, and dont give up. I can't really say much to help you deal with it faster, but if you believe you can do it consistently and keep practicing it, you will eventually.
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Recently I've been practicing playing Kyo in OG KoF '98, and I just can't seem to get the hang of following up his hop B with his cl.C. I think it might be because he attacks with his knee, and the hitbox is located a little below his body. As a result it connects earlier than, say, Benimaru's hop C, which I can follow up more consistently. Most of the time I press the button too early and nothing comes out. With crouching opponents it's easier though.
Any tips on how to get better at this? Or is KoF '98 simply less forgiving than 2002 in terms of following up jump-ins?
Keep practicing. Keep in mind that light jump normals have less hit stun than heavy jump normals, so be sure to keep that in mind, and dont give up. I can't really say much to help you deal with it faster, but if you believe you can do it consistently and keep practicing it, you will eventually.
Wait a minute… It says right here http://dreamcancel.com/2011/10/31/hitstun-and-blockstun-miniguide/: (http://dreamcancel.com/2011/10/31/hitstun-and-blockstun-miniguide/:)
"Jumping light attack: 11 frames hitstun, 9 frames blockstun
Jumping heavy attack: 11 frames hitstun, 17 frames blockstun"
I see this everywhere, so I assume they really have the same hit stun but different blockstun.
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Recently I've been practicing playing Kyo in OG KoF '98, and I just can't seem to get the hang of following up his hop B with his cl.C. I think it might be because he attacks with his knee, and the hitbox is located a little below his body. As a result it connects earlier than, say, Benimaru's hop C, which I can follow up more consistently. Most of the time I press the button too early and nothing comes out. With crouching opponents it's easier though.
Any tips on how to get better at this? Or is KoF '98 simply less forgiving than 2002 in terms of following up jump-ins?
Keep practicing. Keep in mind that light jump normals have less hit stun than heavy jump normals, so be sure to keep that in mind, and dont give up. I can't really say much to help you deal with it faster, but if you believe you can do it consistently and keep practicing it, you will eventually.
Wait a minute… It says right here http://dreamcancel.com/2011/10/31/hitstun-and-blockstun-miniguide/: (http://dreamcancel.com/2011/10/31/hitstun-and-blockstun-miniguide/:)
"Jumping light attack: 11 frames hitstun, 9 frames blockstun
Jumping heavy attack: 11 frames hitstun, 17 frames blockstun"
I see this everywhere, so I assume they really have the same hit stun but different blockstun.
I was mistaken. I knew it was either hitstun or blockstun that both heavy and light attacks shared I forgot exactly. But still, keep practicing those jump-in attacks into stand normals. Good luck. :)
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I haven't been playing for very long against live players, but yesterday I had a Kyo vs Kyo match in OG 98. So this thing happens: the opponent knocks me down and does qcf+A (Aragami aka "body ga") on my wakeup. I'm pretty confident my light DP would beat it with autoguard. Instead, I get countered, my attack doesn't even hit him. The spacing is pretty close too, so he connects the followups too. I feel dumb but it's my wakeup again, and the same thing happens: he does Aragami, I do a light DP and get countered! I feel like a total noob.
So, in short: the opponent simply does rekkas on my wakeup, and my reversal light DP doesn't do anything.
I know Kyo's light DP does have a full-body hurtbox on the autoguard frame. But I still don't get it… Why doesn't autoguard catch him? Does he somehow hit my hurtbox too? It's almost like I'm trying to DP a projectile.
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I remember going to Gamestop at a local mall just to pick up this game (original I was looking for KOF XI so I could finish the game). Me and my buddies usually play KOF 98' but KOF 98' UM for me was really the best one!
It wasn't just because Geese was there, it was because we had more characters to select and just a few to unlock. Don't even get me started on Edit Mode.