https://dreamcancel.com/w/api.php?action=feedcontributions&user=GoldyDorado01&feedformat=atomDream Cancel Wiki - User contributions [en]2024-03-29T08:22:39ZUser contributionsMediaWiki 1.37.1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Brian_Battler&diff=63058The King of Fighters '98 UMFE/Brian Battler2023-03-12T17:17:57Z<p>GoldyDorado01: /* Desperation Moves */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
<section begin="image"/>[[File:kyo98umfebrian.jpg]]<section end="image"/><br />
SPIN TO WIN<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfebrianmovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Brian is an interesting character whose main strength is his unique air mobility. Brian's air spin move allows him to become an incredibly active hitbox in the air and carry the momentum from whatever put him airborne with him. This means that he can choose a lot of different speeds and angles to traverse the air with, to make anti-airing him difficult for the opponent. The spin can be combo-ed into as well, and in many circumstances Brian can even combo out of it. On the ground, Brian is your classic big-bodied character, with access to some large pokes to control neutral, the fastest overhead in the game, and a guard point attack that launches on hit. Brian is a character best played with the Extra mode dash, as he can do his air spin from it and gain extra mobility. Brian's weaknesses include a lack of a real invincible reversal, few fast close-range options, and his big body making him more susceptible to getting hit.}}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* st.A's hitbox has been lengthened<br />
<br />
* st.C starts up 2 frames faster and has 10 less frames recovery; it is also now an overhead and is no longer cancelable<br />
<br />
* j.A is now cancelable<br />
<br />
* j.d+C can no longer be done during a step dash<br />
<br />
Specials:<br />
<br />
* hcf+K has 4 frames less startup, 3 more active frames, and 5 frames less recovery<br />
<br />
* hcf+K now causes a juggle state on hit<br />
<br />
Supers:<br />
<br />
* qcfx2+P now has increased invincibility<br />
<br />
* qcb,hcf+P now travels faster and destroys projectiles<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.C no longer whiffs on short crouchers<br />
<br />
* j.C is now special cancelable<br />
<br />
Supers:<br />
<br />
* qcfx2+B now has faster startup<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Quite useless button. Slow for a panic button and whiffs on crouching opponents. Use cl.C instead. Chainable and cancelable.<br />
<br />
* cl.B: Brian's fastest button, at 4f, but is even on hit and negative on block, and cannot chain into anything for a confirm. Another not-preferred button. Cancelable.<br />
<br />
* cl.C: The main button you would use in close range. 5f start up, hits crouching opponents, 2 hits, and cancelable on both hits with a wide input window.<br />
<br />
* cl.D: Worse cl.C. Has more range than cl.C, but it being CLOSE button, that doesn't mean much. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: A pretty far-reaching keepaway button. Decent anti-hop anti-air. Whiffs on crouching opponents.<br />
<br />
* st.B: A little slower and shorter version of st.A. Can hit crouching opponents.<br />
<br />
* st.C: The fastest overhead in the game, at 15f of start up. Solid neutral tool.<br />
<br />
* st.D: 8f start up anti-air. Has big recovery.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: One of his better buttons. Cancelable.<br />
<br />
* cr.B: Slow but long-range low starter. Chainable and cancelable.<br />
<br />
* cr.C: Simply put, this is budget Daimon df+C. Works as some kind of anti air and ground poke.<br />
<br />
* cr.D: Very long-reaching low. Another of his better buttons. Cancelable on hit, block, and whiff.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Handy for combo-ing into his j.d+C command normal. Has a lot of active frames. Cancelable.<br />
<br />
* j.B: Good air-to-air normal with a lot of reach and good active frames. Does not have a lot of priority.<br />
<br />
* j.C: Great jump-in button that also crosses up very well. Cancelable into j.qcf+P but not j.d+P.<br />
<br />
* j.D: Good air-to-air normal that has more priority than j.B.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Not so great. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Decent for blockstun pressure or to air-to-air with, though his other air-to-air buttons are better.<br />
<br />
== Throws ==<br />
<br />
'''Atomic Drop:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Brian picks up the opponent and smashes them against his knee making them fly almost full screen. causes soft knockdown.<br />
<br />
'''Rock Buster:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Brian picks the opponent up and tosses them to the opposite side making them fly full screen. causes soft knockdown<br />
<br />
== Command Moves ==<br />
<br />
'''Buster Tomahawk:''' <code>d+C (in air)</code><br />
<br />
* Can be combo-ed into from j.A.<br />
<br />
* Special cancelable into his spin move.<br />
<br />
* Hits overhead.<br />
<br />
* On grounded hit it acts as a normal hit, on aerial hit it causes hard knockdown.<br />
<br />
== Special Moves ==<br />
<br />
'''Brian Tornado:''' <code>hcf+A/C</code><br />
<br />
* Brian spins horizontally towards the opponent hitting them 3 times for A version, and 5 times for the C version.<br />
<br />
* Both versions only combo after heavy attacks, and they have poor recovery on block.<br />
<br />
* On hit, both versions causes a soft knockdown.<br />
<br />
'''Hyper Tackle:''' <code>hcf+B/D</code><br />
<br />
* A shoulder tackle that has a brief amount of start-up, which knocks the enemy upwards in a juggle state.<br />
<br />
* The B version is safe on block, while the D version has slow recovery. The D version also moves further.<br />
<br />
* Both versions deal the same amount of damage.<br />
<br />
* Both versions have some guard point, but the D version has more.<br />
<br />
* The B version launches the opponent higher, allowing for easier combos after.<br />
<br />
'''Screw Body Press:''' <code>qcf+A/C (in air)</code><br />
<br />
* The core of Brian's neutral. Brian spins in the air as if he's skydiving, hitting multiple times and staying active until he lands.<br />
<br />
* This move follows the velocity, both horizontal and vertical, you had upon use. It also reduces the effect of gravity on Brian, allowing him to keep that velocity for longer. Therefore, each direction and type of jump, as well as forward and backward dashes, give him different paths, and the point in the jump/dash where he activates it also changes its trajectory.<br />
<br />
* You can also tiger-knee the motion, shooting Brian into the sky very fast to the point of being offscreen for a couple seconds.<br />
<br />
* The C version is active for a longer duration than the A version.<br />
<br />
* Can cross the opponent up while they standing.<br />
<br />
* Can be canceled into from cancelable air normals.<br />
<br />
* Leaves the opponent standing and gives Brian a fair amount of advantage on hit, allowing him to combo out of it if he lands close enough.<br />
<br />
* Has bad priority below it, making it easily anti-aired. So don't use it from a high jump.<br />
<br />
'''Rocket Tackle:''' <code>dp+B/D</code><br />
<br />
* Brian's sort-of DP. The B version doesn't have any invincibility, but the D version seems to have an autoguard frame during its startup.<br />
<br />
* The B version only hits standing opponents, whiffing on crouchers, while the D version whiffs on both. Point-blank, if the opponent is walking towards you, the D version will hit.<br />
<br />
* However, both versions combo from light and heavy attacks.<br />
<br />
*Reliable combo ender.<br />
<br />
'''Brian Hammer:''' <code>qcb+A/C</code><br />
<br />
* Brian swings his arms like hammer. Causes hard knockdown on hit (unless canceled into its followups) and safe on block.<br />
<br />
* Starter for Brian's rekkas.<br />
<br />
* Stopping it just here can be a correct choice, since the follow ups may whiff on certain distance.<br />
<br />
: '''Double Hummer:''' <code>qcb+A/C (during Brian Hammer)</code><br />
<br />
:* Brian does another swing. Second swing doesn't have any knockdown and is very negative on both hit and block, don't stop here no matter what.<br />
<br />
:: '''DDT:''' <code>qcb+A/C (during Double Hummer)</code><br />
<br />
::* Ender that ends in a hard knockdown. Least likely to whiff at range of all the followups.<br />
<br />
: '''Tiger Driver:''' <code>hcf+A/C (during Brian Hammer)</code><br />
<br />
:* Piledriver.<br />
<br />
:: '''Samurai Bomb:''' <code>d,d+A/C (during Tiger Driver)</code><br />
<br />
::* Another piledriver, and another hard knockdown. This gives Brian massive frame advantage, allows him some oki games.<br />
<br />
:: '''Shoulder Back Breaker:''' <code>d,d,d+B/D (during Tiger Driver)</code><br />
<br />
::* Brian does another grapple.<br />
<br />
::: '''Buster & Bomb:''' <code>d,u+A/C (during Shoulder Back Breaker)</code><br />
<br />
:::* Ender for Brian's longest rekka chain. It does massive damage and of course is a hard knockdown.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Big Bang Tackle:''' <code>qcfx2+B/D</code><br />
<br />
* Brian does a DM version of his '''Hyper Tackle''' with him skating to one side of the screen to the other.<br />
<br />
* If blocked he will just go through them, but the opponent will need to block toward every opposing direction. If hit up close, the opponent will be juggled by the 3 rushes.<br />
<br />
'''American Super NOVA:''' <code>qcfx2+A/C</code><br />
<br />
* An anti air throw. Brian reaches for the sky (A version not very far, C version, he touches the life bars), then grabs the opponent, performing a DM version of his '''Shoulder Back Breaker''' sequence.<br />
<br />
* Unfortunately, Brian is unable to juggle into this.<br />
<br />
* MAX version does more damage.<br />
<br />
'''Galaxy Cyclone:''' <code>qcb,hcf+A/C</code><br />
<br />
* Kind of a psycho crusher move that has really bad recovery if blocked (he doesn't end up on the other side of the opponent). If it hits, Brian will end up on the other side and the opponent will be hardknocked down, for a possible okizeme attempt. Has a single Projectile Collision property on it, thus he can nullify one hit of projectile.<br />
<br />
*A version travels 1/2 of the screen, while C versions is fullscreen. A version is preferred midscreen as it gives Brian a 50/50 opportunity with a same side/cross-up j.C, as well as a more traditional Roll mix up. C version is better when using it as an anti zoning tool due to its increased range.<br />
<br />
* MAX version does more damage.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
<br />
* You can combo into j.d+C or qcb,hcf+P after any hcf+B hit.<br />
* If you're in extra gauge, you're in red health, and need access to the SDM version of qcb,hcf+P: you can simply quick max hcf+B during your combo.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.Bx2~3, cr.A</code><br />
:* Reliable low confirm.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>cl.C(1), qcb+P > hcf+P > d,d,d+K > d,u+P</code><br />
:* His strongest BnB. You can try d,d+P instead of d,d,d+K>d,u+P for better oki instead of damage. <br />
<br />
: <code>cl.C, qcb+P > qcb+P > qcb+P</code><br />
:* Version of the above for both hits of cl.C. You can stop at first qcb+P for hard knockdown as well.<br />
<br />
: <code>cl.C(1, 2 if really close), hcf+B, j.d+C</code><br />
:* Another hard knockdown combo with higher damage. You can dp+D for higher damage but lose hard knockdown.<br />
<br />
: <code>j.qcf+C, cl.C(2), hcf+B, j.d+C</code><br />
:* A combo you can do after crossing up with Brian's air qcf+P from a normal jump or superjump.<br />
:* Make sure to do the air qcf+P when Brian starts descending<br />
<br />
===With Meter===<br />
<br />
: <code>cr.Bx2~3, cr.A, qcfx2+K</code><br />
:* Low confirm into DM. Quite unstable depending on distance.<br />
<br />
: <code>cr.Bx2~3, cr.A, qcb,hcf+P</code><br />
:* Another low confirm into DM, also unstable with distance.<br />
<br />
: <code>j.qcf+C, cl.C(2), hcf+B, qcb,hcf+P</code><br />
<br />
===With Quick MAX===<br />
<br />
: <code>cr.Bx2~3, cr.A, ABC, qcb,hcf+P</code><br />
:* Better stability than the meterless version.<br />
<br />
: <code>cl.A/cl.B, ABC, cl.C, hcf+B, j.d+C/dp+D/qcb,hcf+P</code><br />
<br />
: <code>cr.Bx2~3, cr.A, qcb,hcf+ABC</code><br />
:* Allows Brian to combo into qcb,hcf+P from max distance.<br />
<br />
: <code>j.qcf+C, ABC, cl.C(2), qcb,hcf+P</code><br />
:* Easier version of Brian's cross-up combo from air qcf+P. Quick maxing the last hit before Brian hits the ground makes linking the cl.C afterwards a lot more lenient.<br />
<br />
''Step Dash''<br />
<br />
: <code>ff > qcf+C, ABC, cr.C, qcb,hcf+C</code><br />
:* Quick max combo from Brian's air qcf+P. Try to delay the qcf+C a little bit after the forward dash otherwise you'll end up going up and over the opponent.<br />
:* Try to quick max the last hit of the air qcf+C before Brian hits the ground. This is a bit of a tricky timing but can be gotten with practice.<br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|hvaVRzo2PUo|||'''King of Fighters 98 UM FE: Brian Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|_9MKH5K9eac}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Brian Battler]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Chris&diff=62788The King of Fighters '98 UMFE/Chris2023-03-08T09:23:18Z<p>GoldyDorado01: /* Special Moves */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
<section begin="image"/>[[File:Kyo98umfechris.jpg]]<section end="image"/><br />
[[File:Notationkof.png|left]]<br />
[[File:98umchris.PNG|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Chris is a tricky rushdown character with a lot of movement options. Chris has some of the fastest movement in the game alongside access to teleports, a slide, a divekick, and some forward-moving attacks that let him move around the screen really well. On offense he has access to good low confirms, a pretty safe but slow overhead, an invincible jumping command grab, and a nice crossup. On defense, he has access to a DP; it is pretty slow, but he can also use his jumping command grab defensively. His DMs are also good, one being great for punishes and the other one being an invincible reversal. Chris does not have many tools to fight at long range, but due to his excellent movement that is not a big problem for him.}}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C has 3 frames less recovery<br />
<br />
* df+B has a bigger hurtbox on Chris's torso, projectiles that are Psycho Ball height and lower can't be passed under with it<br />
<br />
* Increased damage on j.D<br />
<br />
* Removed j.CD's first hitbox<br />
<br />
Specials:<br />
<br />
* hcb+A now knocks down<br />
<br />
* dp+P startup increased by 6 frames, and recovery is 3 frames shorter.<br />
<br />
Supers:<br />
<br />
* qcbx2+K now connects well against airborne opponents<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Specials:<br />
<br />
* qcf+D has less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Same as st.A<br />
<br />
* cl.B: Cancelable.<br />
<br />
* cl.C: A nice fast close heavy. The second hit hits quite high up, so it can catch people trying to jump out of close range. One of his main combo tools. Very unsafe if not cancelled. Cancelable. <br />
<br />
* cl.D: A high-hitting kick. Special-cancelable, but not command normal-cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: An anti-hop tool due to its speed and priority. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* st.B: A great midrange poke since it has good speed and range, can stop hops, and will hit crouchers.<br />
<br />
* st.C: S slow but long-range two-hitting punch. The first hit can be useful, as it hits crouchers and can be combo-ed from. Very unsafe on block and whiff. Cancelable on the first hit.<br />
<br />
* st.D: An anti-air kick. <br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard cr.A. A staple combo tool for Chris. Chainable and cancelable.<br />
<br />
* cr.B: The main low combo starter. Has good range for a cr.B, making it good for blockstrings and mixups. Chainable.<br />
<br />
* cr.C: An uppercut with two parts. Very fast startup, making it great for point blank punishes. It has great priority on the first hit, making it an excellent close-range poke as well. The second hit has a good hitbox for anti airs. Cancelable on the first hit.<br />
<br />
* cr.D: A sweep with good range but quite a lot of recovery. Hits slightly upwards, so it can catch some moves that other sweeps might whiff on. Can be used to low-profile some projectiles.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Chris's best air-to-air normal, as it hits fairly high up with good active frames and loads of priority.<br />
<br />
* j.B: Chris's longest-reaching air normal with good active frames. It can be used for jump-ins or as a jump back air-to-air because of its long reach.<br />
<br />
* nj.B: An air-to-air move that hits at a higher angle than any of his other jumping normals.<br />
<br />
* j.C: An okay jump-in or air-to-air normal. It has a lot of priority and hits a bit lower than j.A, but it deals more damage.<br />
<br />
* j.D: Chris's best jump-in normal. It has a low amount of active frames, but has a great hitbox for jump-ins and crossups.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Long startup, but it has low invincibility from frame 1.<br />
<br />
* j.CD: Good downwards hitbox at his feet, making it a solid jump-in for pressure. Quite long startup so it's susceptible to air-to-airs.<br />
<br />
== Throws ==<br />
<br />
'''Step Turn:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Chris steps on the opponent's body and then sends them flying away with a backflip. Causes soft knockdown.<br />
<br />
'''Aerial Drop:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Chris throws the opponent behind him, making them land with a backturned hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Spinning Array:''' <code>f+A</code><br />
<br />
* Chris slams the opponent with a two handed swing.<br />
<br />
* It's cancelable both when done raw and when combo-ed into.<br />
<br />
* Combos from both lights and heavies, making it part of Chris's primary combos.<br />
<br />
* Unsafe on block, so try to confirm into it.<br />
<br />
'''Reverse Anchor Kick:''' <code>f+B</code><br />
<br />
* Chris does an overhead flip kick with two parts.<br />
<br />
* When done raw, the first part hits mid and the second part hits overhead, but the move is not cancelable.<br />
<br />
* When cancelled into, the move loses its overhead property but the second hit becomes cancelable.<br />
<br />
* When late-canceled into, the move acts like its raw version.<br />
<br />
* Useful as a poke and as an overhead, as it's quite safe due to the pushback combined with Chris's stepping back animation after the kick.<br />
<br />
* Can also be used as a safer combo option compared to f+A, though the tradeoff is that it leads to less damage.<br />
<br />
'''Carry Off Kick:''' <code>df+B</code><br />
<br />
* Chris slides on the ground with a low-hitting kick.<br />
<br />
* Can low-profile high-flying projectiles like Takuma's or Ex Robert's.<br />
<br />
* Can be a bit unsafe at point-blank, but becomes safer the further out from the opponent you hit.<br />
<br />
== Special Moves ==<br />
<br />
'''Sliding Touch:''' <code>qcf+A/C</code><br />
<br />
* Chris does a punch while sliding forwards.<br />
<br />
* The A version combos from heavies and f+A. The C version is too slow to combo.<br />
<br />
* A version is a decent combo option, but not as good as hcb+A.<br />
<br />
* Since the C version can't combo and it has terrible recovery, it's not really a good move to use, though it could be used for some frametraps.<br />
<br />
* The A version is also very negative on block.<br />
<br />
* Causes soft knockdown on hit.<br />
<br />
'''Hunting Air Blast:''' <code>dp+B/D</code><br />
<br />
* Chris's DP. He does a somersault kick into the air.<br />
<br />
* B version has very little startup invincibility, and though the D version has active frame invincibility it also has a gap in its startup invincibility, making it lose to very active meaties when used as a reversal.<br />
<br />
* Both versions have long startup, so they're not good for reaction anti-airing either. However, they can work as preemptive anti-airs.<br />
<br />
* Very unsafe on block.<br />
<br />
'''Shooting Dancer Thrust:''' <code>hcb+A/C</code><br />
<br />
* Chris dashes forwards and delivers a two-hit attack. <br />
<br />
* The A version does a mid strike into a low that knocks down.<br />
<br />
* The C version does two mid strikes that don't knock down, but it deals more damage than the A version.<br />
<br />
* Chris's primary combo special, as it's fast and combos from heavies and his f+A command normal.<br />
<br />
* Both versions are slightly negative on block, but still fairly safe due to the pushback.<br />
<br />
'''Shooting Dancer Step:''' <code>hcb+B/D</code><br />
<br />
* Chris dashes forwards and does a strike into a vaulting kick.<br />
<br />
* The two hits of the attack won't combo, leaving a gap that can be punished.<br />
<br />
* On block, the B version sends Chris flying forwards, while the D version sends him backwards.<br />
<br />
* Both versions are punishable on block.<br />
<br />
* Can be cancelled into Chris's j.qcf+K after the hits are done.<br />
<br />
* The second hit causes a hard knockdown on hit.<br />
<br />
'''Gliding Stomp:''' <code>qcf+B/D (in air)</code><br />
<br />
* Chris does an aerial divekick.<br />
<br />
* The B version goes almost straight down, and the D version goes down at more of an angle.<br />
<br />
* The B version has to be done at full jump height for it to connect. The D version can be done from a hop and still hit the opponent.<br />
<br />
* Useful for changing up your jumping trajectory to mess with the opponent's anti-airing.<br />
<br />
* Causes a soft knockdown on hit.<br />
<br />
* Both versions are negative on block.<br />
<br />
'''Scramble Dash:''' <code>qcf+B/D</code><br />
<br />
* Chris dashes forwards at fast speed, making it seem like he teleports. <br />
<br />
* The B version goes straight forwards along the ground and the D version goes into the air a bit.<br />
<br />
* Good to use for extra mobility, as this move can get you in close very fast.<br />
<br />
* Can also be good to use during blockstrings for some side switching shenanigans.<br />
<br />
* B version has upper body invincibility during the dash, but it does have punishable recovery. It can always be hit with lows.<br />
<br />
* D version will go over lows, but has no upper body invincibility, making it harder to use. It also has punishable recovery.<br />
<br />
'''Direction Change:''' <code>dp+A/C</code><br />
<br />
* Chris does a flip into a jumping command grab. If it connects, Chris has time to follow up with a full combo.<br />
<br />
* Has long startup, but it has invincibility frames that last almost until the grab. However, there is a small window before the grab that opponent can hit him out of if they time their attack well.<br />
<br />
* Chris's best choice for a meterless reversal.<br />
<br />
* Cannot grab airborne opponents, so it can be reacted to with a hop and get a full punish on Chris.<br />
<br />
* Can be a good move to sneak in during blockstrings to check if the opponent is ready for it or not.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Twister Driver:''' <code>qcbx2+B/D</code><br />
<br />
* Chris does a series of somersault kicks into the air.<br />
<br />
* Chris's only real invincible reversal.<br />
<br />
* Can be combo-ed into from lights and heavies.<br />
<br />
* Punishable on block.<br />
<br />
* MAX version has more invincibility and does more damage.<br />
<br />
'''Chain Slide Touch:''' <code>qcfx2+A/C</code><br />
<br />
* Chris does a series of fast strikes while moving forwards.<br />
<br />
* Has very fast startup, so it's a good punishing move.<br />
<br />
* Can combo from lights and heavies easily and does more damage than his other DM, making it his best choice for combos.<br />
<br />
* MAX version does more hits and more damage.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
<br />
* You can choose to end a combo with either hcb+A or hcb+C: hcb+A will grant a knockdown, while hcb+C will do more damage but won't knock the opponent down.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A, f+A, hcb+A/hcb+C</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, f+A, hcb+A/hcb+C</code><br />
: Can be combo-ed after a jump-in.<br />
<br />
''Other''<br />
<br />
: <code>dp+P, cl.C, f+A, hcb+A/hcb+C</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A, f+A, qcfx2+A/qcbx2+B</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, f+A, qcfx2+A/qcbx2+B</code><br />
<br />
''Other''<br />
<br />
: <code>dp+P, cr.C, f+A, qcfx2+A/qcbx2+B</code><br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A, ABC, cl.C, f+A, hcb+A/hcb+C</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|oNldUGvHq5I|||'''King of Fighters 98 UM FE: Chris Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|Nsh5H0hPnB8}}<br />
<br />
== External Links == <br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Chris]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Kyo_Kusanagi&diff=62787The King of Fighters '98 UMFE/Kyo Kusanagi2023-03-08T06:55:36Z<p>GoldyDorado01: /* Crouch Standing Normals */</p>
<hr />
<div>{{CharNavbox_98FE}}<br />
<br />
{| style="margin-right:1em;" align="left"<br />
| __TOC__<br />
|}<br />
<section begin="image"/>[[File:Kyo-kof98.jpg|right|thumb|600px]]<section end="image"/><br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =<br />
Kyo is primarily a close-range pressure and mixup character. In neutral, he has access to some helpful moves for getting in, including his guard-point rekkas, as well as some solid poking normals. Close range is where Kyo is really good, as he can use his strong hop normals and lows to open up the opponent. He has good confirms into his DMs from both lows and heavies, as well as strong corner juggles, making his damage fairly high overall. On defense he has access to a good invincible DP. Kyo's weaknesses are that he lacks anything to fight at long range, since he doesn't have a projectile, and that his meterless low confirms are pretty lackluster.}}<br />
<br />
==Movelist==<br />
[[File:Kof98umfekyomovelist.png]]<br />
<br />
== Preferred Mode and Position ==<br />
<br />
Although he slightly prefers some aspects of Advanced mode, Kyo can be effective in both Advanced and Extra mode.<br />
<br />
'''Run vs Step'''<br />
<br />
* Kyo prefers Run over Step as it helps him with his up-close, rushdown game and it makes it easier to set up cross-ups after knockdowns. <br />
* However, Kyo isn't bad with Step as his step dash has good length and speed, and the increased walk speed helps with tick throws and can make a couple quick max combos easier.<br />
<br />
'''Roll vs Dodge'''<br />
<br />
* Personal preference.<br />
<br />
'''Advanced vs Extra Gauge'''<br />
<br />
* Kyo prefers Advanced gauge over Extra gauge, as he can build meter with his offense, Advanced gauge can store multiple stocks at once which allows Kyo to have more consistent access to his cr.B, cr.A, qcfx2+P super combo as a mid or anchor which is quite useful as his meterless low options are not great, and he doesn't need to stop his offense to charge after using meter. <br />
* However, Kyo can make pretty good use of Extra gauge as well since he has good quick max combos. <br />
<br />
'''Preferred Position'''<br />
* Kyo benefits from being further back in your team order with both gauges. With Advanced gauge, he likes to have access to more saved up stocks for his super combos. With Extra gauge, he wants to take advantage of the greater red health window for free supers, which gets progressively bigger from the first to the third character. <br />
* Although, Kyo on point is more effective in Extra mode as he can charge up to get meter more quickly.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
''' 98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C activation range has been decreased<br />
<br />
* Far A now has reduced priority<br />
<br />
* Far D now has 4 frames less startup<br />
<br />
* The first hitbox on 2C has been shortened and the second hitbox has been lengthened<br />
<br />
* 2D now has reduced priority<br />
<br />
* j.D now has reduced priority<br />
<br />
* You can no longer use j.2C during step dash<br />
<br />
Specials:<br />
<br />
* 63214K now has increased damage<br />
<br />
* 236P now has reduced reach<br />
<br />
* 623C now reliably hits twice, even when hitting an airborne opponent<br />
<br />
Supers:<br />
<br />
* 2141236P now has increased damage<br />
<br />
* 236236P now has decreased damage<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.A now has 2 frames less recovery<br />
<br />
* cr.A now has 1 frame less recovery<br />
<br />
Specials:<br />
<br />
* 236A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames<br />
<br />
* More moves will now trigger 214P's counterhit during the startup frames<br />
<br />
==Normals==<br />
===Close Standing Normals===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_Ca<br />
| description = *Can work as a close-range anti-air against hops. Whiffs on crouchers. <br />
*Chainable.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_Cb<br />
| description = *Standing low. <br />
*Chainable.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_Cc<br />
| description = *Has very fast start-up. Great combo starter and anti-air.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_Cd<br />
| description = *A bit slower than Close C<br />
| phases = <br />
}}<br />
===Far Standing Normals===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_Fa<br />
| description = *Good for stopping hops. Whiffs on crouchers. <br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_Fb<br />
| description = *Has more recovery than st.A, but more range. <br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_Fc<br />
| description = *Poke with lots of startup. Cancelable on hit, block, and whiff.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_Fd<br />
| description = *A sobat kick. Can avoid lows.<br />
| phases = <br />
}}<br />
<br />
===Crouch Normals===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_2a<br />
| description = *Standard outward jab. <br />
*Chainable.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_2b<br />
| description = *Fast low combo starter. <br />
*Chainable.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_2c<br />
| description = *Standard anti-air against jumps and hops. <br />
*Cancelable on hit, block, and whiff.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_2d<br />
| description = *Can low-profile some moves.<br />
| phases = <br />
}}<br />
<br />
===Jump Normals===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_ja<br />
| description = *OK air-to-air.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_njb<br />
| description = *Decent air-to-air.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_jb<br />
| description = *Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. <br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_jc<br />
| description = *Another good jump-in.<br />
| phases = <br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_njd<br />
| description = *Good air-to-air.<br />
| phases<br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_jd<br />
| description = *Can act as a pressure tool when spaced. <br />
*A bit difficult to crossup with.<br />
| phases<br />
}}<br />
===Blowback Normals===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_5CD<br />
| description = *Average start-up. <br />
*Cancelable on hit, block, and whiff.<br />
| phases<br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_jCD<br />
| description = *Soft knockdown. <br />
*Pretty big hitbox.<br />
| phases<br />
}}<br />
<br />
== Throws ==<br />
===Anvil Slam===<br />
'''Anvil Slam:''' <code>b/f+C (close)</code><br />
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.<br />
===Swift Shoulder Throw===<br />
'''Swift Shoulder Throw:''' <code>b/f+D (close)</code><br />
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.<br />
==Command Normals==<br />
===Thundering Axe Burst===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_6b<br />
| description = *Two-hit axe-kick.<br />
*Second hit hits overhead.<br />
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.<br />
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.<br />
| phases<br />
}}<br />
===Style 818===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_3d<br />
| description = *Kyo kicks near the ground twice, one foot then the other.<br />
*Hits low, even when canceled into.<br />
| phases<br />
}}<br />
===Drop to Naraku===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_j2C<br />
| description = *Two-handed hammerfist.<br />
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.<br />
*Causes a hard knockdown on airborne opponents.<br />
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.<br />
| phases<br />
}}<br />
==Special Moves==<br />
===Wicked Chew===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfa<br />
| description = *A lunging punch, and one of Kyo's rekka starters.<br />
*Has autoguard at the beginning of the move (Frames 1-4)<br />
*Can nullify projectiles.<br />
*Combos from close heavy attacks.<br />
| phases<br />
}}<br />
===Masticate===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfaqcfa<br />
| description = *Rekka followup to 236A. Kyo takes another step forward and does an uppercut with his other hand.<br />
*Combos from 236A on the ground, unlike 63214P. Launches the opponent for further rekka followups.<br />
*Causes a soft knockdown if not followed up.<br />
| phases<br />
}}<br />
===Oxidation===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfaqcfafp<br />
| description = *Identical to 63214P followup to 236A, but since qcf+P launches the opponent it actually combos on the ground this time. As a tradeoff, it no longer has an OTG followup.<br />
| phases<br />
}}<br />
===Rapids of Rage===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfaqcfafk<br />
| description = *Identical to the K followup to 63214P, but here it's your damage-optimal ender.<br />
*Launches the opponent fullscreen, causing a soft knockdown.<br />
| phases<br />
}}<br />
===Oxidation===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfahcba<br />
| description = *Overhead rekka followup to qcf+A.<br />
*Too slow to combo on the ground, but causes a hard knockdown if it hits.<br />
| phases<br />
}}<br />
===Instantaneous Smash===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfahcbap<br />
| description = *OTG followup to hcb+P, adding more damage if that move connected.<br />
| phases<br />
}}<br />
===Rapids of Rage===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfahcbak<br />
| description = *Alternate followup to hcb+P.<br />
| phases<br />
}}<br />
===Poison Gnawfest===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfc<br />
| description = * A bigger lunging punch, and Kyo's other rekka starter.<br />
* Has autoguard at the beginning of the move (Frames 1-5)<br />
* Can nullify projectiles.<br />
| phases<br />
}}<br />
===Recitation of Sins===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfchcbp<br />
| description = *Rekka followup to 236C.<br />
* Unsafe on block, so don't use if 236C is blocked.<br />
| phases<br />
}}<br />
===Verdict===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfchcbpfp<br />
| description = Final hit of the 236C rekka.<br />
*Causes a soft knockdown.<br />
*Even more unsafe on block. If the first two hits are blocked, do NOT use this or you will be punished severely.<br />
| phases<br />
}}<br />
===Fire Ball===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_dpa<br />
| description = *Kyo's DP. Can be combo-ed into from most normals.<br />
*Causes a soft knockdown.<br />
*Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal. A version has upper body armor (Frames 1-3)<br />
*The hitbox hits high and in front of Kyo.<br />
*A version deals one hit. Safer to use in combos.<br />
| phases<br />
}}<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_dpc<br />
| description = *C version deals two hits, travels higher, and has more invincibility, making it a better reversal.<br />
*Upper body armor (Frames 1-3)<br />
| phases<br />
}}<br />
===R.E.D. Kick===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_rdpb,Kyo_rdpd<br />
| description2 = *Kyo flies through the air and lands his foot directly on top of the opponent.<br />
*Hits mid. Hard knockdown.<br />
*B version travels 1/2 screen distance.<br />
*D version travels 3/4 screen distance<br />
| phases<br />
}}<br />
===New Wave Smash===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfb,Kyo_qcfd<br />
| description2 = *Kyo does a hopping kick with one foot, then kicks with the other foot. The second kick is triggered by the second button press.<br />
*Both hits launch the opponent, but the second launches them high enough for followups.<br />
* Causes a soft knockdown if not followed up.<br />
*B version only allows for dp+P to connect afterward.<br />
*D version can be followed with almost anything, including full rekka strings.<br />
| phases<br />
}}<br />
===Phantom Mauler===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcba,Kyo_qcbc<br />
| description2 = *Kyo does a sort of uppercut. Has counters associated with it if it's hit during certain parts of move.<br />
*Causes a soft knockdown if it hits raw.<br />
*Can counter lows when arm is lowered, and mids and highs while the arm is rising.<br />
*Low counter causes a hard knockdown.<br />
*Mid/high counter causes a soft knockdown.<br />
*C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer.<br />
| phases<br />
}}<br />
===Crescent Slash===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_hcbb,Kyo_hcbd<br />
| description2 = *Kyo runs after the opponent, faster than his normal run, then does a hitgrab.<br />
*Very unsafe on block.<br />
* Can be combo-ed into from heavy normals and 6B.<br />
*Causes a hard knockdown, with good oki, if it connects.<br />
*B version travels 3/4 screen distance.<br />
*D version travels full screen distance.<br />
| phases<br />
}}<br />
==Desperation Moves==<br />
===Final Showdown===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfqcfP<br />
| description = *Kyo throws down a pillar of fire and follows up with a chain of punches.<br />
*Causes a soft knockdown.<br />
*Can be combo'd into from lights, including low confirms.<br />
*Regular version deals 5 hits. Press C or D at the end for a special taunt.<br />
| phases<br />
}}<br />
===Serpent Wave===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcbhcfP<br />
| description = *Causes a soft knockdown.<br />
*Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.<br />
*A version has lower-body invincibility.<br />
*C version has upper-body invincibility.<br />
*Both versions can be juggled into from 236K>K.<br />
| phases<br />
}}<br />
==Super Desperation Moves==<br />
===Final Showdown===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcfqcfPsdm<br />
| description = *MAX version deals 14 hits and a lot more damage.<br />
}}<br />
===Serpent Wave===<br />
{{FrameDataCargo-KOF98FE<br />
| moveId = Kyo_qcbhcfPsdm<br />
| description = *MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.<br />
*If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C.<br />
| phases<br />
}}<br />
<br />
==General Notes==<br />
* In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in.<br />
* cl.C is generally the preferred close normal to use in combos as it is slightly faster, but cl.D has a larger cancellable window which can be useful if you have trouble comboing into say, 236236P.<br />
* In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.<br />
<br />
==Videos==<br />
{{#ev:youtube|czLHzs3D4Vo|||'''King of Fighters 98 UM FE: Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|yi9rY9tGR5Y|||'''KOF 98 UM FE Kyo Quick Max Combos''' by [https://www.youtube.com/channel/UCq3v_LfhUE6Y7hozNuq9WBQ VolcanoShed]|frame}}<br />
{{#ev:youtube|fpUV5Y_l3Vk}}<br />
<br />
==Navigation==<br />
{{CharNavbox_98FE}}<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Kyo Kusanagi]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE&diff=62786The King of Fighters '98 UMFE2023-03-08T06:40:30Z<p>GoldyDorado01: /* Characters */</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters '98 Ultimate Match Final Edition<br />
| abbreviation = KOF98UMFE<br />
| image = KOF 98UMFE Logo.png<br />
| developer = SNK Playmore<br />
| developer2 = Code Mystics<br />
| publisher = SNK <br />
| website = [https://www.snk-corp.co.jp/us/games/steam/kof98umfe/ Steam release]<br />
| system = '''Steam'''<br>December 16, 2014<br />
| netcode = Rollback<br />
| resources = [http://kof98.ari-jigoku.com/kof98um.html 98/98UM Hitboxes and Frame Data] (JP)<br />
| resources2 = [https://w.atwiki.jp/kof98um/ Japanese 98UM Wiki]<br />
| resources3 = [https://srk.shib.live/w/The_King_of_Fighters_'98:_Ultimate_Match Old 98UM SRK Wiki]<br />
| resources4 = [https://archive.org/details/KOF98UMMasterGuide/mode/2up 98UM Master Guide] (JP)<br />
| resources5 = [https://www.youtube.com/playlist?list=PLE7lfV7Q9qHjnhw41-rJn97vXTTklhUZ6 98UMFE Changes Video Playlist] (PT)<br />
| resources6 = [https://dreamcancel.com/forum/index.php/board,25.0.html Dream Cancel Forum]<br />
| resources7 = [https://forums.shoryuken.com/t/kof-98um-final-edition/115221 98UMFE SRK Thread]<br />
| community = [https://discord.gg/dT6whh9 KOF 98UMFE Discord]<br />
}}<br />
<section begin="desc"/>The King of Fighters '98 Ultimate Match Final Edition (KOF 98 UMFE) is the final patch for KOF 98 UM, the remake of KOF 98. <br />
<br />
KOF 98 UMFE has a large roster of 64 characters with several new characters and EX variants, and features very drastic changes from the original 98<section end="desc"/>, such as the addition of Ultimate Mode (on top of Advanced and Extra) which lets you pick and choose mechanics from either of the two modes, a buffed and reworked Extra Mode, the ability to shorten the recovery of moves and specials by activating into max mode during them, known as Quick Max (exclusive to Extra/charge power gauge), a rebalancing of the entire cast, and the removal of the mood system. <br />
<br />
Despite it being a very different game, UMFE also includes the original 98 in its "NEOGEO Mode", making this package the culmination of classic-style KOF.<br />
<br />
==System==<br />
{|cellpadding="10"<br />
|<br />
*[[/FAQ|FAQ]]<br />
|<br />
*[[/System|System]]<br />
|<br />
*[[/Controls|Controls]]<br />
|<br />
*[https://docs.google.com/spreadsheets/d/100XfeqQCZB7uaeg9DJ3yWIIu6lHLbhdhs7B8b8eWRpY/edit#gid=1291216465 Frame Data & Hitboxes]<br />
|-<br />
|<br />
*[[/Guides|Guides]]<br />
|<br />
*[[/Changelist|Changelist]]<br />
|<br />
*[[/Match Videos|Match Videos]]<br />
|<br />
*[[/Advanced Strategy|Advanced Strategy]]<br />
|}<br />
<br />
==Characters==<br />
{|cellpadding="10"<br />
|<br />
'''Team Japan'''<br />
*[[/Kyo Kusanagi|Kyo Kusanagi]]<br />
*[[/Benimaru Nikaido|Benimaru Nikaido]]<br />
*[[/Goro Daimon|Goro Daimon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[/Terry Bogard|Terry Bogard]]<br />
*[[/Andy Bogard|Andy Bogard]]<br />
*[[/Joe Higashi|Joe Higashi]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[/Ryo Sakazaki|Ryo Sakazaki]]<br />
*[[/Robert Garcia|Robert Garcia]]<br />
*[[/Yuri Sakazaki|Yuri Sakazaki]]<br />
|-<br />
|<br />
'''Team Ikari'''<br />
*[[/Leona Heidern|Leona Heidern]]<br />
*[[/Ralf Jones|Ralf Jones]]<br />
*[[/Clark Still|Clark Still]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[/Athena Asamiya|Athena Asamiya]]<br />
*[[/Sie Kensou|Sie Kensou]] <br />
*[[/Chin Gentsai|Chin Gentsai]]<br />
|<br />
'''Womens Team'''<br />
*[[/Chizuru Kagura|Chizuru Kagura]]<br />
*[[/King|King]]<br />
*[[/Mai Shiranui|Mai Shiranui]]<br />
|-<br />
|<br />
'''Kim Team'''<br />
*[[/Kim Kaphwan|Kim Kaphwan]]<br />
*[[/Chang Koehan|Chang Koehan]]<br />
*[[/Choi Bounge|Choi Bounge]]<br />
|<br />
'''New Faces Team'''<br />
*[[/Yashiro Nanakase|Yashiro Nanakase]]<br />
*[[/Chris|Chris]]<br />
*[[/Shermie|Shermie]]<br />
|<br />
'''Orochi Team'''<br />
*[[/Orochi Yashiro|Orochi Yashiro]]<br />
*[[/Orochi Shermie|Orochi Shermie]]<br />
*[[/Orochi Chris|Orochi Chris]]<br />
|-<br />
|<br />
'''Team 97'''<br />
*[[/Ryuji Yamazaki|Ryuji Yamazaki]]<br />
*[[/Blue Mary|Blue Mary]]<br />
*[[/Billy Kane|Billy Kane]]<br />
|<br />
'''Team 96'''<br />
*[[/Iori Yagami|Iori Yagami]]<br />
*[[/Mature|Mature]]<br />
*[[/Vice|Vice]]<br />
|<br />
'''Masters Team'''<br />
*[[/Heidern|Heidern]]<br />
*[[/Takuma Sakazaki|Takuma Sakazaki]]<br />
*[[/Saisyu Kusanagi|Saisyu Kusanagi]]<br />
|-<br />
|<br />
'''American Sports Team'''<br />
*[[/Heavy D!|Heavy D!]]<br />
*[[/Lucky Glauber|Lucky Glauber]]<br />
*[[/Brian Battler|Brian Battler]]<br />
|<br />
'''96 Boss Team'''<br />
*[[/Geese Howard|Geese Howard]]<br />
*[[/Wolfgang Krauser|Wolfgang Krauser]]<br />
*[[/Mr. Big|Mr. Big]]<br />
|<br />
'''Edit Characters'''<br />
*[[/Eiji Kisaragi|Eiji Kisaragi]]<br />
*[[/Kasumi Todoh|Kasumi Todoh]]<br />
*[[/Shingo Yabuki|Shingo Yabuki]]<br />
*[[/Rugal Bernstein|Rugal Bernstein]]<br />
|}<br />
{|<br />
|<br />
|-<br />
| colspan="6" style="text-align:center;" | '''EX Characters'''<br />
|-<br />
|<br />
*[[/EX Kyo|EX Kyo]]<br />
*[[/EX Geese|EX Geese]]<br />
|<br />
*[[/EX Terry|EX Terry]]<br />
*[[/EX Andy|EX Andy]]<br />
*[[/EX Joe|EX Joe]]<br />
|<br />
*[[/EX Ryo|EX Ryo]]<br />
*[[/EX Robert|EX Robert]]<br />
*[[/EX Yuri|EX Yuri]]<br />
|<br />
*[[/EX King|EX King]]<br />
*[[/EX Mai|EX Mai]]<br />
|<br />
*[[/EX Yamazaki|EX Yamazaki]]<br />
*[[/EX Blue Mary|EX Blue Mary]]<br />
*[[/EX Billy|EX Billy]]<br />
|}<br />
<br />
''Image-Map version of the character roster, click on a character's icon to be taken to their page''<br />
<br />
<imagemap><br />
<br />
File:UMFE_Roster.png<br />
<br />
rect 176 131 253 58 [[The King of Fighters '98 UMFE/Kyo_Kusanagi|Kyo Kusanagi]]<br />
rect 343 131 266 58 [[The King of Fighters '98 UMFE/Benimaru_Nikaido|Benimaru Nikaido]]<br />
rect 431 133 354 57 [[The King of Fighters '98 UMFE/Goro_Daimon|Goro Daimon]]<br />
rect 556 132 479 57 [[The King of Fighters '98 UMFE/Terry_Bogard|Terry Bogard]]<br />
rect 647 133 568 58 [[The King of Fighters '98 UMFE/Andy_Bogard|Andy Bogard]]<br />
rect 658 57 735 133 [[The King of Fighters '98 UMFE/Joe_Higashi|Joe Higashi]]<br />
rect 782 58 860 132 [[The King of Fighters '98 UMFE/Ryo_Sakazaki|Ryo Sakazaki]]<br />
rect 872 58 950 133 [[The King of Fighters '98 UMFE/Robert_Garcia|Robert Garcia]]<br />
rect 961 58 1040 132 [[The King of Fighters '98 UMFE/Yuri_Sakazaki|Yuri Sakazaki]]<br />
rect 252 216 177 143 [[The King of Fighters '98 UMFE/Leona_Heidern|Leona Heidern]]<br />
rect 342 215 265 142 [[The King of Fighters '98 UMFE/Ralf_Jones|Ralf Jones]]<br />
rect 431 215 355 143 [[The King of Fighters '98 UMFE/Clark_Still|Clark Still]]<br />
rect 558 215 479 141 [[The King of Fighters '98 UMFE/Athena_Asamiya|Athena Asamiya]]<br />
rect 568 142 646 216 [[The King of Fighters '98 UMFE/Sie_Kensou|Sie Kensou]]<br />
rect 735 215 658 141 [[The King of Fighters '98 UMFE/Chin_Gentsai|Chin Gentsai]]<br />
rect 860 215 783 142 [[The King of Fighters '98 UMFE/Chizuru_Kagura|Chizuru Kagura]]<br />
rect 1039 216 961 143 [[The King of Fighters '98 UMFE/King|King]]<br />
rect 950 215 872 143 [[The King of Fighters '98 UMFE/Mai Shiranui|Mai Shiranui]]<br />
rect 255 300 176 225 [[The King of Fighters '98 UMFE/Kim_Kaphwan|Kim Kaphwan]]<br />
rect 343 300 267 226 [[The King of Fighters '98 UMFE/Chang_Koehan|Chang Koehan]]<br />
rect 431 298 354 225 [[The King of Fighters '98 UMFE/Choi_Bounge|Choi Bounge]]<br />
rect 558 300 478 225 [[The King of Fighters '98 UMFE/Yashiro_Nanakase|Yashiro_Nanakase]]<br />
rect 649 299 568 225 [[The King of Fighters '98 UMFE/Shermie|Shermie]]<br />
rect 659 226 735 300 [[The King of Fighters '98 UMFE/Chris|Chris]]<br />
rect 257 658 180 584 [[The King of Fighters '98 UMFE/Orochi_Yashiro|Orochi Yashiro]]<br />
rect 343 658 266 584 [[The King of Fighters '98 UMFE/Orochi_Shermie|Orochi Shermie]]<br />
rect 429 659 353 584 [[The King of Fighters '98 UMFE/Orochi_Chris|Orochi Chris]]<br />
rect 783 226 859 298 [[The King of Fighters '98 UMFE/Ryuji_Yamazaki|Ryuji Yamazaki]]<br />
rect 950 300 871 225 [[The King of Fighters '98 UMFE/Blue_Mary|Blue Mary]]<br />
rect 1037 300 960 225 [[The King of Fighters '98 UMFE/Billy_Kane|Billy Kane]]<br />
rect 255 385 177 309 [[The King of Fighters '98 UMFE/Iori_Yagami|Iori Yagami]]<br />
rect 342 384 266 309 [[The King of Fighters '98 UMFE/Mature|Mature]]<br />
rect 432 384 354 310 [[The King of Fighters '98 UMFE/Vice|Vice]]<br />
rect 557 383 479 310 [[The King of Fighters '98 UMFE/Heidern|Heidern]]<br />
rect 647 385 568 309 [[The King of Fighters '98 UMFE/Takuma_Sakazaki|Takuma Sakazaki]]<br />
rect 735 382 658 311 [[The King of Fighters '98 UMFE/Saisyu_Kusanagi|Saisyu Kusanagi]]<br />
rect 861 384 782 310 [[The King of Fighters '98 UMFE/Heavy_D!|Heavy D!]]<br />
rect 951 385 873 308 [[The King of Fighters '98 UMFE/Lucky_Glauber|Lucky Glauber]]<br />
rect 1040 383 961 309 [[The King of Fighters '98 UMFE/Brian_Battler|Brian Battler]]<br />
rect 253 466 175 394 [[The King of Fighters '98 UMFE/Eiji_Kisaragi|Eiji Kisaragi]]<br />
rect 344 467 265 394 [[The King of Fighters '98 UMFE/Kasumi_Todoh|Kasumi Todoh]]<br />
rect 432 468 354 391 [[The King of Fighters '98 UMFE/Shingo_Yabuki|Shingo Yabuki]]<br />
rect 645 466 568 393 [[The King of Fighters '98 UMFE/Rugal_Bernstein|Rugal Bernstein]]<br />
rect 860 466 782 393 [[The King of Fighters '98 UMFE/Geese_Howard|Geese Howard]]<br />
rect 872 393 952 468 [[The King of Fighters '98 UMFE/Wolfgang_Krauser|Wolfgang Krauser]]<br />
rect 1040 467 961 392 [[The King of Fighters '98 UMFE/Mr._Big|Mr. Big]]<br />
rect 676 542 753 615 [[The King of Fighters '98 UMFE/EX_Kyo|EX Kyo]]<br />
rect 837 690 915 750 [[The King of Fighters '98 UMFE/EX_Geese|EX Geese]]<br />
rect 834 614 755 540 [[The King of Fighters '98 UMFE/EX_Terry|EX Terry]]<br />
rect 915 613 836 540 [[The King of Fighters '98 UMFE/EX_Andy|EX Andy]]<br />
rect 995 613 918 540 [[The King of Fighters '98 UMFE/EX_Joe|EX Joe]]<br />
rect 1075 613 998 541 [[The King of Fighters '98 UMFE/EX_Blue_Mary|EX Blue Mary]]<br />
rect 674 690 755 616 [[The King of Fighters '98 UMFE/EX_Ryo|EX Ryo]]<br />
rect 833 688 757 616 [[The King of Fighters '98 UMFE/EX_Robert|EX Robert]]<br />
rect 836 615 913 688 [[The King of Fighters '98 UMFE/EX_Yuri|EX Yuri]]<br />
rect 994 687 920 615 [[The King of Fighters '98 UMFE/EX_King|EX King]]<br />
rect 1075 688 999 615 [[The King of Fighters '98 UMFE/EX_Mai|EX Mai]]<br />
rect 757 689 834 749 [[The King of Fighters '98 UMFE/EX_Billy|EX Billy]]<br />
rect 995 750 917 690 [[The King of Fighters '98 UMFE/EX_Yamazaki|EX Yamazaki]]<br />
</imagemap><br />
<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
{{#seo:<br />
|description={{#lst:{{FULLPAGENAME}}|desc}}<br />
|image=KOF 98UMFE Logo.png<br />
}}</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE&diff=62710The King of Fighters '98 UMFE2023-03-08T01:19:17Z<p>GoldyDorado01: </p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters '98 Ultimate Match Final Edition<br />
| abbreviation = KOF98UMFE<br />
| image = KOF 98UMFE Logo.png<br />
| developer = SNK Playmore<br />
| developer2 = Code Mystics<br />
| publisher = SNK <br />
| website = [https://www.snk-corp.co.jp/us/games/steam/kof98umfe/ Steam release]<br />
| system = '''Steam'''<br>December 16, 2014<br />
| netcode = Rollback<br />
| resources = [http://kof98.ari-jigoku.com/kof98um.html 98/98UM Hitboxes and Frame Data] (JP)<br />
| resources2 = [https://w.atwiki.jp/kof98um/ Japanese 98UM Wiki]<br />
| resources3 = [https://srk.shib.live/w/The_King_of_Fighters_'98:_Ultimate_Match Old 98UM SRK Wiki]<br />
| resources4 = [https://archive.org/details/KOF98UMMasterGuide/mode/2up 98UM Master Guide] (JP)<br />
| resources5 = [https://www.youtube.com/playlist?list=PLE7lfV7Q9qHjnhw41-rJn97vXTTklhUZ6 98UMFE Changes Video Playlist] (PT)<br />
| resources6 = [https://dreamcancel.com/forum/index.php/board,25.0.html Dream Cancel Forum]<br />
| resources7 = [https://forums.shoryuken.com/t/kof-98um-final-edition/115221 98UMFE SRK Thread]<br />
| community = [https://discord.gg/dT6whh9 KOF 98UMFE Discord]<br />
}}<br />
<section begin="desc"/>The King of Fighters '98 Ultimate Match Final Edition (KOF 98 UMFE) is the final patch for KOF 98 UM, the remake of KOF 98. <br />
<br />
KOF 98 UMFE has a large roster of 64 characters with several new characters and EX variants, and features very drastic changes from the original 98<section end="desc"/>, such as the addition of Ultimate Mode (on top of Advanced and Extra) which lets you pick and choose mechanics from either of the two modes, a buffed and reworked Extra Mode, the ability to shorten the recovery of moves and specials by activating into max mode during them, known as Quick Max (exclusive to Extra/charge power gauge), a rebalancing of the entire cast, and the removal of the mood system. <br />
<br />
Despite it being a very different game, UMFE also includes the original 98 in its "NEOGEO Mode", making this package the culmination of classic-style KOF.<br />
<br />
==System==<br />
{|cellpadding="10"<br />
|<br />
*[[/FAQ|FAQ]]<br />
|<br />
*[[/System|System]]<br />
|<br />
*[[/Controls|Controls]]<br />
|<br />
*[https://docs.google.com/spreadsheets/d/100XfeqQCZB7uaeg9DJ3yWIIu6lHLbhdhs7B8b8eWRpY/edit#gid=1291216465 Frame Data & Hitboxes]<br />
|-<br />
|<br />
*[[/Guides|Guides]]<br />
|<br />
*[[/Changelist|Changelist]]<br />
|<br />
*[[/Match Videos|Match Videos]]<br />
|<br />
*[[/Advanced Strategy|Advanced Strategy]]<br />
|}<br />
<br />
==Characters==<br />
{|cellpadding="10"<br />
|<br />
'''Team Japan'''<br />
*[[/Kyo Kusanagi|Kyo Kusanagi]]<br />
*[[/Benimaru Nikaido|Benimaru Nikaido]]<br />
*[[/Goro Daimon|Goro Daimon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[/Terry Bogard|Terry Bogard]]<br />
*[[/Andy Bogard|Andy Bogard]]<br />
*[[/Joe Higashi|Joe Higashi]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[/Ryo Sakazaki|Ryo Sakazaki]]<br />
*[[/Robert Garcia|Robert Garcia]]<br />
*[[/Yuri Sakazaki|Yuri Sakazaki]]<br />
|-<br />
|<br />
'''Team Ikari'''<br />
*[[/Leona Heidern|Leona Heidern]]<br />
*[[/Ralf Jones|Ralf Jones]]<br />
*[[/Clark Still|Clark Still]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[/Athena Asamiya|Athena Asamiya]]<br />
*[[/Sie Kensou|Sie Kensou]] <br />
*[[/Chin Gentsai|Chin Gentsai]]<br />
|<br />
'''Womens Team'''<br />
*[[/Chizuru Kagura|Chizuru Kagura]]<br />
*[[/King|King]]<br />
*[[/Mai Shiranui|Mai Shiranui]]<br />
|-<br />
|<br />
'''Kim Team'''<br />
*[[/Kim Kaphwan|Kim Kaphwan]]<br />
*[[/Chang Koehan|Chang Koehan]]<br />
*[[/Choi Bounge|Choi Bounge]]<br />
|<br />
'''New Faces Team'''<br />
*[[/Yashiro Nanakase|Yashiro Nanakase]]<br />
*[[/Chris|Chris]]<br />
*[[/Shermie|Shermie]]<br />
|<br />
'''Orochi Team'''<br />
*[[/Orochi Yashiro|Orochi Yashiro]]<br />
*[[/Orochi Shermie|Orochi Shermie]]<br />
*[[/Orochi Chris|Orochi Chris]]<br />
|-<br />
|<br />
'''Team 97'''<br />
*[[/Ryuji Yamazaki|Ryuji Yamazaki]]<br />
*[[/Blue Mary|Blue Mary]]<br />
*[[/Billy Kane|Billy Kane]]<br />
|<br />
'''Team 96'''<br />
*[[/Iori Yagami|Iori Yagami]]<br />
*[[/Mature|Mature]]<br />
*[[/Vice|Vice]]<br />
|<br />
'''Masters Team'''<br />
*[[/Heidern|Heidern]]<br />
*[[/Takuma Sakazaki|Takuma Sakazaki]]<br />
*[[/Saisyu Kusanagi|Saisyu Kusanagi]]<br />
|-<br />
|<br />
'''American Sports Team'''<br />
*[[/Heavy D!|Heavy D!]]<br />
*[[/Lucky Glauber|Lucky Glauber]]<br />
*[[/Brian Battler|Brian Battler]]<br />
|<br />
'''96 Boss Team'''<br />
*[[/Geese Howard|Geese Howard]]<br />
*[[/Wolfgang Krauser|Wolfgang Krauser]]<br />
*[[/Mr. Big|Mr. Big]]<br />
|<br />
'''Edit Characters'''<br />
*[[/Eiji Kisaragi|Eiji Kisaragi]]<br />
*[[/Kasumi Todoh|Kasumi Todoh]]<br />
*[[/Shingo Yabuki|Shingo Yabuki]]<br />
*[[/Rugal Bernstein|Rugal Bernstein]]<br />
|}<br />
{|<br />
|<br />
|-<br />
| colspan="6" style="text-align:center;" | '''EX Characters'''<br />
|-<br />
|<br />
*[[/EX Kyo|EX Kyo]]<br />
*[[/EX Geese|EX Geese]]<br />
|<br />
*[[/EX Terry|EX Terry]]<br />
*[[/EX Andy|EX Andy]]<br />
*[[/EX Joe|EX Joe]]<br />
|<br />
*[[/EX Ryo|EX Ryo]]<br />
*[[/EX Robert|EX Robert]]<br />
*[[/EX Yuri|EX Yuri]]<br />
|<br />
*[[/EX King|EX King]]<br />
*[[/EX Mai|EX Mai]]<br />
|<br />
*[[/EX Yamazaki|EX Yamazaki]]<br />
*[[/EX Blue Mary|EX Blue Mary]]<br />
*[[/EX Billy|EX Billy]]<br />
|}<br />
<br />
''Image-Map version of the character roster, click on a character's icon to be taken to their page''<br />
<br />
<imagemap><br />
<br />
File:UMFE_Roster.png<br />
<br />
rect 176 131 253 58 [[The King of Fighters '98 UMFE/Kyo_Kusanagi|Kyo Kusanagi]]<br />
rect 343 131 266 58 [[The King of Fighters '98 UMFE/Benimaru_Nikaido|Benimaru Nikaido]]<br />
rect 431 133 354 57 [[The King of Fighters '98 UMFE/Goro_Daimon|Goro Daimon]]<br />
rect 556 132 479 57 [[The King of Fighters '98 UMFE/Terry_Bogard|Terry Bogard|]]<br />
rect 647 133 568 58 [[The King of Fighters '98 UMFE/Andy_Bogard|Andy Bogard]]<br />
rect 658 57 735 133 [[The King of Fighters '98 UMFE/Joe_Higashi|Joe Higashi]]<br />
rect 782 58 860 132 [[The King of Fighters '98 UMFE/Ryo_Sakazaki|Ryo Sakazaki]]<br />
rect 872 58 950 133 [[The King of Fighters '98 UMFE/Robert_Garcia|Robert Garcia]]<br />
rect 961 58 1040 132 [[The King of Fighters '98 UMFE/Yuri_Sakazaki|Yuri Sakazaki]]<br />
rect 252 216 177 143 [[The King of Fighters '98 UMFE/Leona_Heidern|Leona Heidern]]<br />
rect 342 215 265 142 [[The King of Fighters '98 UMFE/Ralf_Jones|Ralf Jones]]<br />
rect 431 215 355 143 [[The King of Fighters '98 UMFE/Clark_Still|Clark Still]]<br />
rect 558 215 479 141 [[The King of Fighters '98 UMFE/Athena_Asamiya|Athena Asamiya]]<br />
rect 568 142 646 216 [[The King of Fighters '98 UMFE/Sie_Kensou|Sie Kensou]]<br />
rect 735 215 658 141 [[The King of Fighters '98 UMFE/Chin_Gentsai|Chin Gentsai]]<br />
rect 860 215 783 142 [[The King of Fighters '98 UMFE/Chizuru_Kagura|Chizuru Kagura]]<br />
rect 1039 216 961 143 [[The King of Fighters '98 UMFE/King|King]]<br />
rect 950 215 872 143 [[The King of Fighters '98 UMFE/Mai Shiranui|Mai Shiranui]]<br />
rect 255 300 176 225 [[The King of Fighters '98 UMFE/Kim_Kaphwan|Kim Kaphwan]]<br />
rect 343 300 267 226 [[The King of Fighters '98 UMFE/Chang_Koehan|Chang Koehan]]<br />
rect 431 298 354 225 [[The King of Fighters '98 UMFE/Choi_Bounge|Choi Bounge]]<br />
rect 558 300 478 225 [[The King of Fighters '98 UMFE/Yashiro_Nanakase|Yashiro_Nanakase]]<br />
rect 649 299 568 225 [[The King of Fighters '98 UMFE/Shermie|Shermie]]<br />
rect 659 226 735 300 [[The King of Fighters '98 UMFE/Chris|Chris]]<br />
rect 257 658 180 584 [[The King of Fighters '98 UMFE/Orochi_Yashiro|Orochi Yashiro]]<br />
rect 343 658 266 584 [[The King of Fighters '98 UMFE/Orochi_Shermie|Orochi Shermie]]<br />
rect 429 659 353 584 [[The King of Fighters '98 UMFE/Orochi_Chris|Orochi Chris]]<br />
rect 783 226 859 298 [[The King of Fighters '98 UMFE/Ryuji_Yamazaki|Ryuji Yamazaki]]<br />
rect 950 300 871 225 [[The King of Fighters '98 UMFE/Blue_Mary|Blue Mary]]<br />
rect 1037 300 960 225 [[The King of Fighters '98 UMFE/Billy_Kane|Billy Kane]]<br />
rect 255 385 177 309 [[The King of Fighters '98 UMFE/Iori_Yagami|Iori Yagami]]<br />
rect 342 384 266 309 [[The King of Fighters '98 UMFE/Mature|Mature]]<br />
rect 432 384 354 310 [[The King of Fighters '98 UMFE/Vice|Vice]]<br />
rect 557 383 479 310 [[The King of Fighters '98 UMFE/Heidern|Heidern]]<br />
rect 647 385 568 309 [[The King of Fighters '98 UMFE/Takuma_Sakazaki|Takuma Sakazaki]]<br />
rect 735 382 658 311 [[The King of Fighters '98 UMFE/Saisyu_Kusanagi|Saisyu Kusanagi]]<br />
rect 861 384 782 310 [[The King of Fighters '98 UMFE/Heavy_D!|Heavy D!]]<br />
rect 951 385 873 308 [[The King of Fighters '98 UMFE/Lucky_Glauber|Lucky Glauber]]<br />
rect 1040 383 961 309 [[The King of Fighters '98 UMFE/Brian_Battler|Brian Battler]]<br />
rect 253 466 175 394 [[The King of Fighters '98 UMFE/Eiji_Kisaragi|Eiji Kisaragi]]<br />
rect 344 467 265 394 [[The King of Fighters '98 UMFE/Kasumi_Todoh|Kasumi Todoh]]<br />
rect 432 468 354 391 [[The King of Fighters '98 UMFE/Shingo_Yabuki|Shingo Yabuki]]<br />
rect 645 466 568 393 [[The King of Fighters '98 UMFE/Rugal_Bernstein|Rugal Bernstein]]<br />
rect 860 466 782 393 [[The King of Fighters '98 UMFE/Geese_Howard|Geese Howard]]<br />
rect 872 393 952 468 [[The King of Fighters '98 UMFE/Wolfgang_Krauser|Wolfgang Krauser]]<br />
rect 1040 467 961 392 [[The King of Fighters '98 UMFE/Mr._Big|Mr. Big]]<br />
rect 676 542 753 615 [[The King of Fighters '98 UMFE/EX_Kyo|EX Kyo]]<br />
rect 837 690 915 750 [[The King of Fighters '98 UMFE/EX_Geese|EX Geese]]<br />
rect 834 614 755 540 [[The King of Fighters '98 UMFE/EX_Terry|EX Terry]]<br />
rect 915 613 836 540 [[The King of Fighters '98 UMFE/EX_Andy|EX Andy]]<br />
rect 995 613 918 540 [[The King of Fighters '98 UMFE/EX_Joe|EX Joe]]<br />
rect 1075 613 998 541 [[The King of Fighters '98 UMFE/EX_Blue_Mary|EX Blue Mary]]<br />
rect 674 690 755 616 [[The King of Fighters '98 UMFE/EX_Ryo|EX Ryo]]<br />
rect 833 688 757 616 [[The King of Fighters '98 UMFE/EX_Robert|EX Robert]]<br />
rect 836 615 913 688 [[The King of Fighters '98 UMFE/EX_Yuri|EX Yuri]]<br />
rect 994 687 920 615 [[The King of Fighters '98 UMFE/EX_King|EX King]]<br />
rect 1075 688 999 615 [[The King of Fighters '98 UMFE/EX_Mai|EX Mai]]<br />
rect 757 689 834 749 [[The King of Fighters '98 UMFE/EX_Billy|EX Billy]]<br />
rect 995 750 917 690 [[The King of Fighters '98 UMFE/EX_Yamazaki|EX Yamazaki]]<br />
</imagemap><br />
<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
{{#seo:<br />
|description={{#lst:{{FULLPAGENAME}}|desc}}<br />
|image=KOF 98UMFE Logo.png<br />
}}</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE&diff=62695The King of Fighters '98 UMFE2023-03-08T00:40:02Z<p>GoldyDorado01: Added an image-map version of the roster.</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters '98 Ultimate Match Final Edition<br />
| abbreviation = KOF98UMFE<br />
| image = KOF 98UMFE Logo.png<br />
| developer = SNK Playmore<br />
| developer2 = Code Mystics<br />
| publisher = SNK <br />
| website = [https://www.snk-corp.co.jp/us/games/steam/kof98umfe/ Steam release]<br />
| system = '''Steam'''<br>December 16, 2014<br />
| netcode = Rollback<br />
| resources = [http://kof98.ari-jigoku.com/kof98um.html 98/98UM Hitboxes and Frame Data] (JP)<br />
| resources2 = [https://w.atwiki.jp/kof98um/ Japanese 98UM Wiki]<br />
| resources3 = [https://srk.shib.live/w/The_King_of_Fighters_'98:_Ultimate_Match Old 98UM SRK Wiki]<br />
| resources4 = [https://archive.org/details/KOF98UMMasterGuide/mode/2up 98UM Master Guide] (JP)<br />
| resources5 = [https://www.youtube.com/playlist?list=PLE7lfV7Q9qHjnhw41-rJn97vXTTklhUZ6 98UMFE Changes Video Playlist] (PT)<br />
| resources6 = [https://dreamcancel.com/forum/index.php/board,25.0.html Dream Cancel Forum]<br />
| resources7 = [https://forums.shoryuken.com/t/kof-98um-final-edition/115221 98UMFE SRK Thread]<br />
| community = [https://discord.gg/dT6whh9 KOF 98UMFE Discord]<br />
}}<br />
<section begin="desc"/>The King of Fighters '98 Ultimate Match Final Edition (KOF 98 UMFE) is the final patch for KOF 98 UM, the remake of KOF 98. <br />
<br />
KOF 98 UMFE has a large roster of 64 characters with several new characters and EX variants, and features very drastic changes from the original 98<section end="desc"/>, such as the addition of Ultimate Mode (on top of Advanced and Extra) which lets you pick and choose mechanics from either of the two modes, a buffed and reworked Extra Mode, the ability to shorten the recovery of moves and specials by activating into max mode during them, known as Quick Max (exclusive to Extra/charge power gauge), a rebalancing of the entire cast, and the removal of the mood system. <br />
<br />
Despite it being a very different game, UMFE also includes the original 98 in its "NEOGEO Mode", making this package the culmination of classic-style KOF.<br />
<br />
==System==<br />
{|cellpadding="10"<br />
|<br />
*[[/FAQ|FAQ]]<br />
|<br />
*[[/System|System]]<br />
|<br />
*[[/Controls|Controls]]<br />
|<br />
*[https://docs.google.com/spreadsheets/d/100XfeqQCZB7uaeg9DJ3yWIIu6lHLbhdhs7B8b8eWRpY/edit#gid=1291216465 Frame Data & Hitboxes]<br />
|-<br />
|<br />
*[[/Guides|Guides]]<br />
|<br />
*[[/Changelist|Changelist]]<br />
|<br />
*[[/Match Videos|Match Videos]]<br />
|<br />
*[[/Advanced Strategy|Advanced Strategy]]<br />
|}<br />
<br />
==Characters==<br />
{|cellpadding="10"<br />
|<br />
'''Team Japan'''<br />
*[[/Kyo Kusanagi|Kyo Kusanagi]]<br />
*[[/Benimaru Nikaido|Benimaru Nikaido]]<br />
*[[/Goro Daimon|Goro Daimon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[/Terry Bogard|Terry Bogard]]<br />
*[[/Andy Bogard|Andy Bogard]]<br />
*[[/Joe Higashi|Joe Higashi]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[/Ryo Sakazaki|Ryo Sakazaki]]<br />
*[[/Robert Garcia|Robert Garcia]]<br />
*[[/Yuri Sakazaki|Yuri Sakazaki]]<br />
|-<br />
|<br />
'''Team Ikari'''<br />
*[[/Leona Heidern|Leona Heidern]]<br />
*[[/Ralf Jones|Ralf Jones]]<br />
*[[/Clark Still|Clark Still]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[/Athena Asamiya|Athena Asamiya]]<br />
*[[/Sie Kensou|Sie Kensou]] <br />
*[[/Chin Gentsai|Chin Gentsai]]<br />
|<br />
'''Womens Team'''<br />
*[[/Chizuru Kagura|Chizuru Kagura]]<br />
*[[/King|King]]<br />
*[[/Mai Shiranui|Mai Shiranui]]<br />
|-<br />
|<br />
'''Kim Team'''<br />
*[[/Kim Kaphwan|Kim Kaphwan]]<br />
*[[/Chang Koehan|Chang Koehan]]<br />
*[[/Choi Bounge|Choi Bounge]]<br />
|<br />
'''New Faces Team'''<br />
*[[/Yashiro Nanakase|Yashiro Nanakase]]<br />
*[[/Chris|Chris]]<br />
*[[/Shermie|Shermie]]<br />
|<br />
'''Orochi Team'''<br />
*[[/Orochi Yashiro|Orochi Yashiro]]<br />
*[[/Orochi Shermie|Orochi Shermie]]<br />
*[[/Orochi Chris|Orochi Chris]]<br />
|-<br />
|<br />
'''Team 97'''<br />
*[[/Ryuji Yamazaki|Ryuji Yamazaki]]<br />
*[[/Blue Mary|Blue Mary]]<br />
*[[/Billy Kane|Billy Kane]]<br />
|<br />
'''Team 96'''<br />
*[[/Iori Yagami|Iori Yagami]]<br />
*[[/Mature|Mature]]<br />
*[[/Vice|Vice]]<br />
|<br />
'''Masters Team'''<br />
*[[/Heidern|Heidern]]<br />
*[[/Takuma Sakazaki|Takuma Sakazaki]]<br />
*[[/Saisyu Kusanagi|Saisyu Kusanagi]]<br />
|-<br />
|<br />
'''American Sports Team'''<br />
*[[/Heavy D!|Heavy D!]]<br />
*[[/Lucky Glauber|Lucky Glauber]]<br />
*[[/Brian Battler|Brian Battler]]<br />
|<br />
'''96 Boss Team'''<br />
*[[/Geese Howard|Geese Howard]]<br />
*[[/Wolfgang Krauser|Wolfgang Krauser]]<br />
*[[/Mr. Big|Mr. Big]]<br />
|<br />
'''Edit Characters'''<br />
*[[/Eiji Kisaragi|Eiji Kisaragi]]<br />
*[[/Kasumi Todoh|Kasumi Todoh]]<br />
*[[/Shingo Yabuki|Shingo Yabuki]]<br />
*[[/Rugal Bernstein|Rugal Bernstein]]<br />
|}<br />
{|<br />
|<br />
|-<br />
| colspan="6" style="text-align:center;" | '''EX Characters'''<br />
|-<br />
|<br />
*[[/EX Kyo|EX Kyo]]<br />
*[[/EX Geese|EX Geese]]<br />
|<br />
*[[/EX Terry|EX Terry]]<br />
*[[/EX Andy|EX Andy]]<br />
*[[/EX Joe|EX Joe]]<br />
|<br />
*[[/EX Ryo|EX Ryo]]<br />
*[[/EX Robert|EX Robert]]<br />
*[[/EX Yuri|EX Yuri]]<br />
|<br />
*[[/EX King|EX King]]<br />
*[[/EX Mai|EX Mai]]<br />
|<br />
*[[/EX Yamazaki|EX Yamazaki]]<br />
*[[/EX Blue Mary|EX Blue Mary]]<br />
*[[/EX Billy|EX Billy]]<br />
|}<br />
<br />
''Image-Map version of the character roster, click on a character's icon to be taken to its page''<br />
<br />
<imagemap><br />
<br />
File:UMFE_Roster.png<br />
<br />
rect 176 131 253 58 [[The King of Fighters '98 UMFE/Kyo_Kusanagi|Kyo Kusanagi]]<br />
rect 343 131 266 58 [[The King of Fighters '98 UMFE/Benimaru_Nikaido|Benimaru Nikaido]]<br />
rect 431 133 354 57 [[The King of Fighters '98 UMFE/Goro_Daimon|Goro Daimon]]<br />
rect 556 132 479 57 [[The King of Fighters '98 UMFE/Terry_Bogard|Terry Bogard|]]<br />
rect 647 133 568 58 [[The King of Fighters '98 UMFE/Andy_Bogard|Andy Bogard]]<br />
rect 658 57 735 133 [[The King of Fighters '98 UMFE/Joe_Higashi|Joe Higashi]]<br />
rect 782 58 860 132 [[The King of Fighters '98 UMFE/Ryo_Sakazaki|Ryo Sakazaki]]<br />
rect 872 58 950 133 [[The King of Fighters '98 UMFE/Robert_Garcia|Robert Garcia]]<br />
rect 961 58 1040 132 [[The King of Fighters '98 UMFE/Yuri_Sakazaki|Yuri Sakazaki]]<br />
rect 252 216 177 143 [[The King of Fighters '98 UMFE/Leona_Heidern|Leona Heidern]]<br />
rect 342 215 265 142 [[The King of Fighters '98 UMFE/Ralf_Jones|Ralf Jones]]<br />
rect 431 215 355 143 [[The King of Fighters '98 UMFE/Clark_Still|Clark Still]]<br />
rect 558 215 479 141 [[The King of Fighters '98 UMFE/Athena_Asamiya|Athena Asamiya]]<br />
rect 568 142 646 216 [[The King of Fighters '98 UMFE/Sie_Kensou|Sie Kensou]]<br />
rect 735 215 658 141 [[The King of Fighters '98 UMFE/Chin_Gentsai|Chin Gentsai]]<br />
rect 860 215 783 142 [[The King of Fighters '98 UMFE/Chizuru_Kagura|Chizuru Kagura]]<br />
rect 1039 216 961 143 [[The King of Fighters '98 UMFE/King|King]]<br />
rect 950 215 872 143 [[The King of Fighters '98 UMFE/Mai Shiranui|Mai Shiranui]]<br />
rect 255 300 176 225 [[The King of Fighters '98 UMFE/Kim_Kaphwan|Kim Kaphwan]]<br />
rect 343 300 267 226 [[The King of Fighters '98 UMFE/Chang_Koehan|Chang Koehan]]<br />
rect 431 298 354 225 [[The King of Fighters '98 UMFE/Choi_Bounge|Choi Bounge]]<br />
rect 558 300 478 225 [[The King of Fighters '98 UMFE/Yashiro_Nanakase|Yashiro_Nanakase]]<br />
rect 649 299 568 225 [[The King of Fighters '98 UMFE/Shermie|Shermie]]<br />
rect 659 226 735 300 [[The King of Fighters '98 UMFE/Chris|Chris]]<br />
rect 257 658 180 584 [[The King of Fighters '98 UMFE/Orochi_Yashiro|Orochi Yashiro]]<br />
rect 343 658 266 584 [[The King of Fighters '98 UMFE/Orochi_Shermie|Orochi Shermie]]<br />
rect 429 659 353 584 [[The King of Fighters '98 UMFE/Orochi_Chris|Orochi Chris]]<br />
rect 783 226 859 298 [[The King of Fighters '98 UMFE/Ryuji_Yamazaki|Ryuji Yamazaki]]<br />
rect 950 300 871 225 [[The King of Fighters '98 UMFE/Blue_Mary|Blue Mary]]<br />
rect 1037 300 960 225 [[The King of Fighters '98 UMFE/Billy_Kane|Billy Kane]]<br />
rect 255 385 177 309 [[The King of Fighters '98 UMFE/Iori_Yagami|Iori Yagami]]<br />
rect 342 384 266 309 [[The King of Fighters '98 UMFE/Mature|Mature]]<br />
rect 432 384 354 310 [[The King of Fighters '98 UMFE/Vice|Vice]]<br />
rect 557 383 479 310 [[The King of Fighters '98 UMFE/Heidern|Heidern]]<br />
rect 647 385 568 309 [[The King of Fighters '98 UMFE/Takuma_Sakazaki|Takuma Sakazaki]]<br />
rect 735 382 658 311 [[The King of Fighters '98 UMFE/Saisyu_Kusanagi|Saisyu Kusanagi]]<br />
rect 861 384 782 310 [[The King of Fighters '98 UMFE/Heavy_D!|Heavy D!]]<br />
rect 951 385 873 308 [[The King of Fighters '98 UMFE/Lucky_Glauber|Lucky Glauber]]<br />
rect 1040 383 961 309 [[The King of Fighters '98 UMFE/Brian_Battler|Brian Battler]]<br />
rect 253 466 175 394 [[The King of Fighters '98 UMFE/Eiji_Kisaragi|Eiji Kisaragi]]<br />
rect 344 467 265 394 [[The King of Fighters '98 UMFE/Kasumi_Todoh|Kasumi Todoh]]<br />
rect 432 468 354 391 [[The King of Fighters '98 UMFE/Shingo_Yabuki|Shingo Yabuki]]<br />
rect 645 466 568 393 [[The King of Fighters '98 UMFE/Rugal_Bernstein|Rugal Bernstein]]<br />
rect 860 466 782 393 [[The King of Fighters '98 UMFE/Geese_Howard|Geese Howard]]<br />
rect 872 393 952 468 [[The King of Fighters '98 UMFE/Wolfgang_Krauser|Wolfgang Krauser]]<br />
rect 1040 467 961 392 [[The King of Fighters '98 UMFE/Mr._Big|Mr. Big]]<br />
rect 676 542 753 615 [[The King of Fighters '98 UMFE/EX_Kyo|EX Kyo]]<br />
rect 837 690 915 750 [[The King of Fighters '98 UMFE/EX_Geese|EX Geese]]<br />
rect 834 614 755 540 [[The King of Fighters '98 UMFE/EX_Terry|EX Terry]]<br />
rect 915 613 836 540 [[The King of Fighters '98 UMFE/EX_Andy|EX Andy]]<br />
rect 995 613 918 540 [[The King of Fighters '98 UMFE/EX_Joe|EX Joe]]<br />
rect 1075 613 998 541 [[The King of Fighters '98 UMFE/EX_Blue_Mary|EX Blue Mary]]<br />
rect 674 690 755 616 [[The King of Fighters '98 UMFE/EX_Ryo|EX Ryo]]<br />
rect 833 688 757 616 [[The King of Fighters '98 UMFE/EX_Robert|EX Robert]]<br />
rect 836 615 913 688 [[The King of Fighters '98 UMFE/EX_Yuri|EX Yuri]]<br />
rect 994 687 920 615 [[The King of Fighters '98 UMFE/EX_King|EX King]]<br />
rect 1075 688 999 615 [[The King of Fighters '98 UMFE/EX_Mai|EX Mai]]<br />
rect 757 689 834 749 [[The King of Fighters '98 UMFE/EX_Billy|EX Billy]]<br />
rect 995 750 917 690 [[The King of Fighters '98 UMFE/EX_Yamazaki|EX Yamazaki]]<br />
</imagemap><br />
<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
{{#seo:<br />
|description={{#lst:{{FULLPAGENAME}}|desc}}<br />
|image=KOF 98UMFE Logo.png<br />
}}</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE&diff=62691The King of Fighters '98 UMFE2023-03-07T23:07:27Z<p>GoldyDorado01: /* Characters */</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters '98 Ultimate Match Final Edition<br />
| abbreviation = KOF98UMFE<br />
| image = KOF 98UMFE Logo.png<br />
| developer = SNK Playmore<br />
| developer2 = Code Mystics<br />
| publisher = SNK <br />
| website = [https://www.snk-corp.co.jp/us/games/steam/kof98umfe/ Steam release]<br />
| system = '''Steam'''<br>December 16, 2014<br />
| netcode = Rollback<br />
| resources = [http://kof98.ari-jigoku.com/kof98um.html 98/98UM Hitboxes and Frame Data] (JP)<br />
| resources2 = [https://w.atwiki.jp/kof98um/ Japanese 98UM Wiki]<br />
| resources3 = [https://srk.shib.live/w/The_King_of_Fighters_'98:_Ultimate_Match Old 98UM SRK Wiki]<br />
| resources4 = [https://archive.org/details/KOF98UMMasterGuide/mode/2up 98UM Master Guide] (JP)<br />
| resources5 = [https://www.youtube.com/playlist?list=PLE7lfV7Q9qHjnhw41-rJn97vXTTklhUZ6 98UMFE Changes Video Playlist] (PT)<br />
| resources6 = [https://dreamcancel.com/forum/index.php/board,25.0.html Dream Cancel Forum]<br />
| resources7 = [https://forums.shoryuken.com/t/kof-98um-final-edition/115221 98UMFE SRK Thread]<br />
| community = [https://discord.gg/dT6whh9 KOF 98UMFE Discord]<br />
}}<br />
<section begin="desc"/>The King of Fighters '98 Ultimate Match Final Edition (KOF 98 UMFE) is the final patch for KOF 98 UM, the remake of KOF 98. <br />
<br />
KOF 98 UMFE has a large roster of 64 characters with several new characters and EX variants, and features very drastic changes from the original 98<section end="desc"/>, such as the addition of Ultimate Mode (on top of Advanced and Extra) which lets you pick and choose mechanics from either of the two modes, a buffed and reworked Extra Mode, the ability to shorten the recovery of moves and specials by activating into max mode during them, known as Quick Max (exclusive to Extra/charge power gauge), a rebalancing of the entire cast, and the removal of the mood system. <br />
<br />
Despite it being a very different game, UMFE also includes the original 98 in its "NEOGEO Mode", making this package the culmination of classic-style KOF.<br />
<br />
==System==<br />
{|cellpadding="10"<br />
|<br />
*[[/FAQ|FAQ]]<br />
|<br />
*[[/System|System]]<br />
|<br />
*[[/Controls|Controls]]<br />
|<br />
*[https://docs.google.com/spreadsheets/d/100XfeqQCZB7uaeg9DJ3yWIIu6lHLbhdhs7B8b8eWRpY/edit#gid=1291216465 Frame Data & Hitboxes]<br />
|-<br />
|<br />
*[[/Guides|Guides]]<br />
|<br />
*[[/Changelist|Changelist]]<br />
|<br />
*[[/Match Videos|Match Videos]]<br />
|<br />
*[[/Advanced Strategy|Advanced Strategy]]<br />
|}<br />
<br />
==Characters==<br />
{|cellpadding="10"<br />
|<br />
'''Team Japan'''<br />
*[[/Kyo Kusanagi|Kyo Kusanagi]]<br />
*[[/Benimaru Nikaido|Benimaru Nikaido]]<br />
*[[/Goro Daimon|Goro Daimon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[/Terry Bogard|Terry Bogard]]<br />
*[[/Andy Bogard|Andy Bogard]]<br />
*[[/Joe Higashi|Joe Higashi]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[/Ryo Sakazaki|Ryo Sakazaki]]<br />
*[[/Robert Garcia|Robert Garcia]]<br />
*[[/Yuri Sakazaki|Yuri Sakazaki]]<br />
|-<br />
|<br />
'''Team Ikari'''<br />
*[[/Leona Heidern|Leona Heidern]]<br />
*[[/Ralf Jones|Ralf Jones]]<br />
*[[/Clark Still|Clark Still]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[/Athena Asamiya|Athena Asamiya]]<br />
*[[/Sie Kensou|Sie Kensou]] <br />
*[[/Chin Gentsai|Chin Gentsai]]<br />
|<br />
'''Womens Team'''<br />
*[[/Chizuru Kagura|Chizuru Kagura]]<br />
*[[/King|King]]<br />
*[[/Mai Shiranui|Mai Shiranui]]<br />
|-<br />
|<br />
'''Kim Team'''<br />
*[[/Kim Kaphwan|Kim Kaphwan]]<br />
*[[/Chang Koehan|Chang Koehan]]<br />
*[[/Choi Bounge|Choi Bounge]]<br />
|<br />
'''New Faces Team'''<br />
*[[/Yashiro Nanakase|Yashiro Nanakase]]<br />
*[[/Chris|Chris]]<br />
*[[/Shermie|Shermie]]<br />
|<br />
'''Orochi Team'''<br />
*[[/Orochi Yashiro|Orochi Yashiro]]<br />
*[[/Orochi Shermie|Orochi Shermie]]<br />
*[[/Orochi Chris|Orochi Chris]]<br />
|-<br />
|<br />
'''Team 97'''<br />
*[[/Ryuji Yamazaki|Ryuji Yamazaki]]<br />
*[[/Blue Mary|Blue Mary]]<br />
*[[/Billy Kane|Billy Kane]]<br />
|<br />
'''Team 96'''<br />
*[[/Iori Yagami|Iori Yagami]]<br />
*[[/Mature|Mature]]<br />
*[[/Vice|Vice]]<br />
|<br />
'''Masters Team'''<br />
*[[/Heidern|Heidern]]<br />
*[[/Takuma Sakazaki|Takuma Sakazaki]]<br />
*[[/Saisyu Kusanagi|Saisyu Kusanagi]]<br />
|-<br />
|<br />
'''American Sports Team'''<br />
*[[/Heavy D!|Heavy D!]]<br />
*[[/Lucky Glauber|Lucky Glauber]]<br />
*[[/Brian Battler|Brian Battler]]<br />
|<br />
'''96 Boss Team'''<br />
*[[/Geese Howard|Geese Howard]]<br />
*[[/Wolfgang Krauser|Wolfgang Krauser]]<br />
*[[/Mr. Big|Mr. Big]]<br />
|<br />
'''Edit Characters'''<br />
*[[/Eiji Kisaragi|Eiji Kisaragi]]<br />
*[[/Kasumi Todoh|Kasumi Todoh]]<br />
*[[/Shingo Yabuki|Shingo Yabuki]]<br />
*[[/Rugal Bernstein|Rugal Bernstein]]<br />
|}<br />
{|<br />
|<br />
|-<br />
| colspan="6" style="text-align:center;" | '''EX Characters'''<br />
|-<br />
|<br />
*[[/EX Kyo|EX Kyo]]<br />
*[[/EX Geese|EX Geese]]<br />
|<br />
*[[/EX Terry|EX Terry]]<br />
*[[/EX Andy|EX Andy]]<br />
*[[/EX Joe|EX Joe]]<br />
|<br />
*[[/EX Ryo|EX Ryo]]<br />
*[[/EX Robert|EX Robert]]<br />
*[[/EX Yuri|EX Yuri]]<br />
|<br />
*[[/EX King|EX King]]<br />
*[[/EX Mai|EX Mai]]<br />
|<br />
*[[/EX Yamazaki|EX Yamazaki]]<br />
*[[/EX Blue Mary|EX Blue Mary]]<br />
*[[/EX Billy|EX Billy]]<br />
|}<br />
<br />
[[File:UMFE_Roster.png]]<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
{{#seo:<br />
|description={{#lst:{{FULLPAGENAME}}|desc}}<br />
|image=KOF 98UMFE Logo.png<br />
}}</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=File:UMFE_Roster.png&diff=62690File:UMFE Roster.png2023-03-07T22:56:53Z<p>GoldyDorado01: </p>
<hr />
<div></div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Terry&diff=62681The King of Fighters '98 UMFE/EX Terry2023-03-07T18:41:22Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Kof98umfeexterrymovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
{{StrengthsAndWeaknesses<br />
| description =EX Terry is a character with tools for every distance, like a fireball for long distances and solid pokes for midrange, but close up is where he shines. He has great confirms from both lows and jump-ins, a mix of frametraps and true blockstrings, and great combo damage. One of his best aspects is that his go-to strings are good combos on hit and safe blockstrings/frametraps on block, letting him autopilot his way through. With Extra mode meter, he also gets access to some very damaging Quick MAX combos that make him a lot scarier. His weaknesses include fairly weak anti-airing options, and a lack of mixups outside of the general system tools.}}<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Terry !! EX Terry<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Terry has more hard knockdowns, and thus better left right mixups.'''<br><br />
|<br />
'''EX Terry's power wave, round wave, and fire kick, in addition to the same crackshoot as Terry, let him mix up how he sneaks in the frame advantage in a blockstring, making him better at that part of Terry's game.'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Terry's combos can lead to hard knockdown.'''<br><br />
|<br />
'''EX Terry's combos can do more damage than Terry's, against standing opponents. Standconfirming is useful for EX Terry.'''<br><br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Terry has a motion DP. Power wave isn't much of a projectile; it's more of a long range poke that can only ever be slightly positive. Power charge is a fast forward moving attack with an unremarkable hitbox that loses to most active pokes, but is a great way to capitalise on frame advantage and a good punishment move.'''<br><br />
|<br />
'''EX Terry has a flash kick style reversal and anti air. Power wave is almost always significantly positive on block. His slide, fire kick, is a great poke that can go under a lot, but must be cancelled to a special to be safe, which makes it vulnerable to guard cancel rolling if used too often and too predictably.'''<br><br />
|-<br />
! '''Guard crushing'''<br />
|<br />
'''Terry has pretty good guard gauge damage, and has an easy way to avoid ever wasting a guard crush.'''<br />
|<br />
'''EX Terry has even better guard gauge damage, longer strings, and better ways to sneak in frame advantage to do even more, but he doesn't have any easy way to avoid wasting a guard crush'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Terry can use either kind of meter. Stocks build quickly because he spams many special moves, but charge gives him better combos and crossup and crossunder setups. Rolling combined with running unlocks more left right mixups, and running by itself increases the range at which he can end combos in power dunk for a hard knockdown, while stepping and dodging don't give him anything beyond the universal, although he can always combo a dodge strike to power charge and then hitconfirm it, which is more than many characters get with the dodge strike. '''<br><br />
|<br />
'''EX Terry spams even more special moves than Terry, which could be good for a stock battery, but quickmax also improves his combos, and gives him an infamous combo against standing opponents that does more damage than anything Terry has. Running and rolling let him use the hard knockdown from his D grab for setups, but other than that, he has no hard knockdowns, so his system choices are up to user preference.'''<br><br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* The activation range of cl.D has been reduced<br />
<br />
* st.D's priority has been reduced<br />
<br />
* Full jump j.D now has less downwards priority, meaning that you can no longer use it to instant overhead on regular height crouchers; hop j.D still works for instant overheads, though<br />
<br />
Specials:<br />
<br />
* qcf+P now has 5 frames less recovery<br />
<br />
* d~u+P now has some throw invincibility on startup<br />
<br />
* hcf+B's damage has been reduced by 5 points<br />
<br />
* hcf+D's damage has been reduced by 6 points<br />
<br />
* dp+P has been added as a new move, it is special-cancelable on hit or block<br />
<br />
Supers:<br />
<br />
* qcb,db,f+P's hit effect is now the one from Real Bout Fatal Fury Special<br />
<br />
* Third hit of qcb,db,f+AC has had its hitbox increased behind it<br />
<br />
* All hits of qcb,db,f+AC now connect even at the edge of the screen; it will drop if used all the way in the corner though.<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* st.B's damage has been increased from 5 to 6 points<br />
<br />
Specials:<br />
<br />
* qcb+D's recovery has been reduced by 3 frames<br />
<br />
* qcb+D's hitbox has been extended downwards, it can now hit short crouchers<br />
<br />
* hcf+K is now special-cancelable into any other special than another hcf+K<br />
<br />
* qcf+C now builds less meter<br />
<br />
* d~u+C now has extra invincibility<br />
<br />
Supers:<br />
<br />
* qcb,db,f+P now has 8 frames faster startup, but it no longer has invincibility after the super flash.<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Will hit all crouchers. Cancelable.<br />
<br />
* cl.C: Two-hitting cl.C. Good to use in combos, as both hits are cancelable, making it easy to confirm from. Cancelable.<br />
<br />
* cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.<br />
<br />
* st.B: Good far-reaching midrange poke.<br />
<br />
* st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.<br />
<br />
* st.D: Slow startup and recovery. Long range.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: Standard crouching jab. Chainable and cancelable.<br />
<br />
* cr.B: EX Terry's main low confirm option. Chainable.<br />
<br />
* cr.C: Fairly fast, nice range and combo-able. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Nice priority for air-to-airs. Can also be used as a jump-in.<br />
<br />
* j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.<br />
<br />
* j.C: Decent jump-in. Can crossup.<br />
<br />
* j.D: His most-used jump-in and a great multipurpose tool. It's good as an air-to-air and as a jump-in. It can also crossup, and the hop version can instant overhead on regular-height crouchers.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow attack with a lot of startup. Has a lot of low invincibility. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Great jump-in for pressure due to its downwards angle.<br />
<br />
== Throws ==<br />
<br />
'''Grasping Upper:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX Terry grabs the opponent and uppercuts them, sending them almost fullscreen away and causing a soft knockdown.<br />
<br />
'''Buster Throw:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX Terry slams the opponent to the ground behind him, sending them almost fullscreen away and causing a backturned hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Back Knuckle:''' <code>f+A</code><br />
<br />
* Two-hitting move for combos and blockstrings. <br />
<br />
* The second hit can whiff if there's too much pushback before the f+A.<br />
<br />
* Only the second hit is cancelable.<br />
<br />
'''Rising Upper:''' <code>df+C</code><br />
<br />
* Has two hitboxes, the first one in front of him and the second one diagonally above him. Only hits once, however.<br />
<br />
* The second hitbox can function as an anti-air, and in fact works as EX Terry's main anti-air normal against full jumps.<br />
<br />
* Good to use in combos that starts with lights, as f+A won't combo from them.<br />
<br />
* Cancelable.<br />
<br />
== Special Moves ==<br />
<br />
'''Burning Knuckles:''' <code>qcb+A/C</code><br />
<br />
* A dash punch. A version goes a short distance and C version goes fullscreen.<br />
<br />
* A version is a good pressure tool, as it's safe when properly spaced out, works as a preemptive anti-air to catch jump-outs, and has a good hitbox to catch pokes.<br />
<br />
* C version is safe from fullscreen away and can be used as a way to get in, but use it sparingly as its slow startup makes it easy to react to and stuff.<br />
<br />
* Can be low-profiled and then punished by some moves.<br />
<br />
'''Power Wave:''' <code>qcf+A/C</code><br />
<br />
* A grounded projectile. A version travels slower than the C version.<br />
<br />
* Good zoning and pressure tool, as it's safe on block.<br />
<br />
* Can be hopped over.<br />
<br />
* Has a deadzone right in front of EX Terry.<br />
<br />
* Moves with low invincibility can go through the projectile.<br />
<br />
'''Round Wave:''' <code>dp+A/C</code><br />
<br />
* A close-ranged stationary projectile.<br />
<br />
* On hit and block it's special- and super-cancelable, so you can use it to extend pressure or combos.<br />
<br />
* Long startup and recovery, making it very punishable on whiff since you can't cancel it into something safe.<br />
<br />
* Also very punishable on block and hit if you don't cancel it into anything.<br />
<br />
'''Crack Shot:''' <code>qcb+B/D</code><br />
<br />
* An arching kick. B version travels shorter and lower down than the D version.<br />
<br />
* B version is a good preemptive anti-air, and can be fairly safe on block if spaced.<br />
<br />
* B version will whiff on short crouchers.<br />
<br />
* D version takes longer to come out, but is plus on block and does multiple hits.<br />
<br />
* As an anti-air, D version hits higher up than B version.<br />
<br />
* Only the last hit of the D version will hit short crouchers.<br />
<br />
'''Fire Kick:''' <code>hcf+B/D</code><br />
<br />
* A sliding kick with two hits.<br />
<br />
* The first hit of the sliding kick hits low and is special-cancelable, meaning you can make some true blockstrings and frame traps when combined with his other specials.<br />
<br />
* The second hit hits mid and is only cancelable into d~u+P.<br />
<br />
* Good move to cancel into both in combos and on block, as it has a lot of reach and comes out fast so you can combo even from long range.<br />
<br />
* Unsafe on block unless the first hit is canceled into qcf+A or qcb+B.<br />
<br />
* When not canceled, it launches the opponent so you can do a j.D for a reset. If you just let the opponent fall, it causes a soft knockdown.<br />
<br />
'''Rising Tackle:''' <code>d~u+A/C</code><br />
<br />
* EX Terry's DP. A big upwards-traveling spinning kick. A version goes a shorter distance but comes out faster.<br />
<br />
* A version has startup invincibility and can be used as a fast anti-air.<br />
<br />
* C version has invincibility lasting into the active frames, making it a good reversal.<br />
<br />
* Unsafe on block or whiff.<br />
<br />
* Causes a soft knockdown.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Power Geyser:''' <code>qcb,db,f+A/C</code><br />
<br />
* A large energy wave in front of EX Terry.<br />
<br />
* Hitbox extends a ways upwards and in front of EX Terry, so it works great as an anti-air.<br />
<br />
* Its large range also makes it easy to combo into from all of his super-cancelable tools.<br />
<br />
* Has full startup invincibility, but none on the active frames, so it can trade.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* The MAX version does 3 big power geysers in a row, each appearing increasingly far out from EX Terry. <br />
<br />
* Does more damage, but the last hit can whiff if the move was done too close to the corner.<br />
<br />
* Causes a soft knockdown.<br />
<br />
== Combos ==<br />
<br />
'''General Notes:'''<br />
<br />
* In any metered combo, qcb,db,f+P can be replaced with qcb,db,f+AC for more damage if you have the resources.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A, cr.A, df+C, hcf+K, d~u+C/qcf+A/j.D</code><br />
: Low confirm combo. The d~u+P ender is for max damage, the qcf+A is for safety on block, and the j.D is for a reset.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, f+A, hcf+K, d~u+C/qcf+A/j.D</code><br />
: Standard combo from a jump-in or a heavy starter. On a jump-in, you need to go into f+A on the first hit of cl.C for the combo to work.<br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A, cr.A, df+C, qcb,db,f+P</code><br />
: Low confirm into DM.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, f+A, qcb,db,f+P</code><br />
: Simple combo into DM from a jump-in or heavy starter.<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A, cr.A, df+C, hcf+K, ABC, qcb,db,f+P</code><br />
: Low confirm into Quick MAX that allows a DM to connect after the second hit of hcf+K.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, df+C, hcf+K(1), qcb+D, ABC, cr.A, df+C, qcb,db,f+P</code><br />
: A Quick MAX combo that works on standing opponents only, as the qcb+D will whiff on crouchers. On a crossup starter, you can replace the last cr.A with a cl.D for more damage.<br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|gr8_3HYEueI|||'''King of Fighters 98 UM FE: EX Terry Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Terry Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_King&diff=62678The King of Fighters '98 UMFE/EX King2023-03-07T10:19:18Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
<section begin="image"/>[[File:kyo98umfeexking.png]]<section end="image"/><br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexkingmovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
{{StrengthsAndWeaknesses<br />
| description =EX King is a zoning and neutral monster, thanks to her great set of normals that cover all the different areas she needs to control and her good projectiles that set up her zoning game. Without meter, EX King isn't as threatening, but when she has a bar she gets access to two really powerful DMs that boost her damage, let her zone even more effectively, and fill some holes in her gameplan. Her neutral is her strongest point, but she can also push the offensive when necessary; her main threat there is her proximity unblockable that launches for combo followups. Her weaknesses include a lack of defensive options without meter, and that her offensive threats are otherwise limited.}}<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! King !! EX King<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''King is a zoner sporting a solid pressure game with a stable gameplan that doesn't necessitate meter thanks to her very solid special moves.'''<br><br />
|<br />
'''EX King is a zoner that has good mix-up up close, whose kit is amplified greatly if she has meter thanks to having one of the best supers in the game'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''King has better meterless combos at longer ranges and good supers to combo, which can be improved upon further if the player is good at switching routes depending if the opponent is standing or not'''<br><br />
|<br />
'''EX King has access to a launcher at closer ranges, and amazing corner damage if the player's execution is up to par, and just like with Regular King, her supers are very combo friendly, which all end in very good oki'''<br><br />
|-<br />
! '''Neutral'''<br />
|<br />
'''King plays like a traditional zoner, with great normals, multiple projectiles, and a meterless reversal/anti air'''<br><br />
|<br />
'''EX King has tools for offense and defense, with access to one of the best reversals in the game, Surprise Rose, locked behind meter'''<br><br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''King is an already solid character on her own, with good meter build and opportunities to charge up, who also doesn't mind what other system mechanics you use her, making her a very flexible point character.'''<br><br />
|<br />
'''EX King doesn't mind what mechanics you choose to use on her, but becomes one of the best zoners in the game if she has access to meter, making her a scary mid or anchor in every team.'''<br><br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* qcf+D now has less recovery<br />
<br />
Supers:<br />
<br />
* qcfx2+P now causes a hard knockdown<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Good anti-hop option at close range. Whiffs on tiny crouchers. Chainable and cancelable.<br />
<br />
* cl.B: This is a fast standing low. Cancelable.<br />
<br />
* cl.C: Hits above EX King, so it can be used as a close-range anti-air. For combos, cl.D is the better choice. Whiffs on tiny crouchers.<br />
<br />
* cl.D: Two-hitting heavy button. This is your main combo option from jump-ins, and the two hits make it easy to hit-confirm. Both hits are cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Standard standing jab with good range and priority. Great for stopping hops. Chainable.<br />
<br />
* st.B: Has low invincibility when she's off the ground. Good for stopping hops, and but is prone to trading as an anti-air against jumps.<br />
<br />
* st.C: Very fast and active poke (comes out in just 4f, and stays out for 9) that can catch hops and function as an anti-air from further away. It also works well against grounded opponents in footsies, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows. Just a fantastic button generally.<br />
<br />
* st.D: Another good poke, hits a bit lower than st.C. Works well for anti-airs at long range, where you hit with the tip of her shoe.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Decent for blockstrings. Chainable and cancelable.<br />
<br />
* cr.B: This is your main low combo option alongside cl.B, Chainable and cancelable.<br />
<br />
* cr.C: One of EX King's best anti-airs, as it has nice priority and hits a nice angle above her. On hit, you can cancel it into qcf+B to force your opponent to block it meaty as they're coming down. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: This is a pretty bad sweep, as it has about the same length of her cr.B but leads to nothing. It does have a lot of active frames though. EX King has no shortage of strong low options, so this being bad isn't really a problem.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: A fairly standard j.A that gets outclassed by her other jumping buttons.<br />
<br />
* j.B: One of your two go-to air-to-airs alongside j.CD. Use j.B when you think j.CD will be too slow to come out.<br />
<br />
* j.C: A strong jump-in normal. Can be used for crossups.<br />
<br />
* j.D: Another good jump-in normal. Comes out very fast and can be used as an instant overhead. When used as a jump-in attack, delay the button press so that you hit them deep, as the advantage on hit is a bit tight.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Great poking tool, as it has low invincibility and can be canceled into qcf+K to make it safe/take up more space. Makes for a good meaty, as it's slightly plus on block. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: This is great as a air-to-air as well as jump-in, as it goes from top to bottom in an arc. One of EX King's best air-to-air buttons, and great to use as a jump-in for pressure.<br />
<br />
== Throws ==<br />
<br />
'''Hook Rush:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX King delivers a knee strike and an uppercut that sends the opponent almost fullscreen away.<br />
<br />
'''Hook Master:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX King grabs the opponent with her legs and flips them behind her, leaving them fullscreen away.<br />
<br />
== Command Moves ==<br />
<br />
'''Sliding Kick:''' <code>df+D</code><br />
<br />
* A low-hitting, low-profile, cancelable slide. The complete package.<br />
<br />
* This move allows EX King to go under aerial fireballs, and additionally helps her poking game. <br />
<br />
* Fairly unique in that it is only cancelable during the raw version and not the canceled-into one. You can get around this in combos by late-canceling into it, which retains the cancelability of the raw version while still combo-ing.<br />
<br />
* You can cancel it into a special move, like qcf+K for pressure or rdp+K/hcb+K for a combo. Safe if spaced out, but punishable if done too close and not canceled.<br />
<br />
== Special Moves ==<br />
<br />
'''Trap Shoot:''' <code>dp+B/D</code><br />
<br />
* King does a backflip while kicking. If it hits, the opponent gets combo-ed and eventually kicked away. <br />
<br />
* On block, it has a lot of pushback, making it fairly safe. Not good as an anti-air, despite looking like a DP, as it will lose or at best trade against jump-in attacks, and it does zero damage in a trade.<br />
<br />
* Also despite looking like a DP, it has no invincibility whatsoever and cannot function as a reversal. However, it is very fast, and will combo from just about anything if close enough.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Not good for reversals or anti-airing, good for ending combos and taking up a bunch of space onscreen.<br />
<br />
'''Venom Strike:''' <code>qcf+B/D</code><br />
<br />
* EX King launches an airborne projectile that travels fullscreen. B version travels slower and D version travels faster.<br />
<br />
* B version being slower means that it's better for setting up anti-airs and roll punishes.<br />
<br />
* D version travels very fast, so it can be good to catch people off-guard with.<br />
<br />
* Both versions are very safe on block, even at point-blank range.<br />
<br />
* Can be hopped over.<br />
<br />
* Very solid projectile overall, and important to EX King's zoning game.<br />
<br />
'''Tornado Kick:''' <code>hcb+B/D</code><br />
<br />
* EX King leaps forwards into the air and does two kicks as she travels. B version travels halfscreen and D version travels 3/4 of the screen.<br />
<br />
* Good move to throw out to catch approaches with, or to harass the opponent from long range.<br />
<br />
* B version is fairly safe on block, D version is punishable if not carefully spaced.<br />
<br />
* Good combo move when you're not in range for the rdp+K, like after a spaced df+D.<br />
<br />
'''Moushuu Kyaku:''' <code>rdp+B/D (close)</code><br />
<br />
* EX King delivers a series of close-range kicks and then launches the opponent. There's no difference between the button strengths.<br />
<br />
* This is a fast proximity unblockable with partial startup invincibility. <br />
<br />
* This is a key move for EX King, as it can be combo-ed from both lights and heavies and it launches, allowing for a variety of combo enders.<br />
<br />
* This also helps her mixup game a lot, since she doesn't have many other tools to threaten with when up close.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Double Strike:''' <code>qcfx2+B/D</code><br />
<br />
* King throws out two big projectiles. The B version travels slower and the D version travels faster.<br />
<br />
* Like most projectile DMs in the game, this is really good, as the projectiles EX King launches will beat out most other projectiles in the game, blowing away any zoning attempts. When EX King has a full stock, she can easily win any projectile zoning wars with the D version.<br />
<br />
* This DM is also good for combos, since you can land it off of df+D and rdp+K.<br />
<br />
* Both versions are punishable on block when done up close.<br />
<br />
* The MAX version's projectiles become bigger (about the size of a Haoh Shoh Koh Ken) and more damaging, and they travel the same speed as the D version's.<br />
<br />
'''Surprise Rose:''' <code>qcfx2+A/C</code><br />
<br />
* EX King launches the opponent up into the air, then divekicks them back down to the ground, where she performs a series of fast kicks. A version travels a shorter distance and at a shallower angle compared the C version.<br />
<br />
* This is an invincible DM with only 2 frames of startup. It's a tremendous reversal and anti-air that can make EX King very hard to approach. It needs to be done when the opponent is close to the ground for the invincibility to beat out the opponent's move, if you do it when they're too high up it might trade or get beaten out.<br />
<br />
* Since it starts up so fast, it can also work as a close-range punish.<br />
<br />
* MAX version travels at the same trajectory as the C version, but EX King does more kicks, so it deals more damage.<br />
<br />
== Combos ==<br />
<br />
General Notes:<br />
<br />
* In any metered combo, qcfx2+K can be replaced with qcfx2+BD for more damage if you have the resources.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cl.B, rdp+K, dp+K/hcb+D</code><br />
: EX King's main light confirm. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.<br />
<br />
: <code>cr.B, cl.B, rdp+K, cr.C, qcf+B</code><br />
: Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure.<br />
<br />
: <code>cr.B, cl.B, rdp+K, hcb+B(1), dp+K</code><br />
: Corner-only variant that does a lot of damage meterless but requires tight timing. The hcb+B must be delayed slightly, and only hit once.<br />
<br />
: <code>cr.Bx3, dp+K</code><br />
: Her longest light confirm. Has to be done point-blank, and the timing for the lights is tricky.<br />
<br />
''Mid/Jump-In'' <br />
<br />
: <code>(j.X), cl.D, rdp+K, dp+K/hcb+D</code><br />
: Main jump-in and heavy button confirm. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.<br />
<br />
: <code>(j.X), cl.D, rdp+K, cr.C, qcf+B</code><br />
: Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure.<br />
<br />
: <code>(j.X), cl.D, rdp+K, hcb+B(1), dp+K</code><br />
: Corner-only variant that does a lot of damage meterless but requires tight timing. The hcb+B must be delayed slightly, and only hit once.<br />
<br />
: <code>(j.X), cl.D(1), df+D, rdp+K, dp+K/hcb+D</code><br />
: Harder but more damaging version of the rdp+K combo. df+D must be late-canceled into to be cancelable. The dp+K ender does more damage, but requires a microwalk to connect, while the hcb+D ender is easier to land and offers better corner carry/oki.<br />
<br />
: <code>(j.X), cl.D(1), df+D, rdp+K, cr.C, qcf+B</code><br />
: Version of the above that does less damage, but resets the opponent into a meaty projectile for better pressure. df+D must be late-canceled into to be cancelable.<br />
<br />
: <code>(j.X), cl.D(1), df+D, rdp+K, hcb+B(1), dp+K</code><br />
: Corner-only variant that does a lot of damage meterless but requires tight timing. The df+D must be late-canceled into to be cancelable. The hcb+B must be delayed slightly, and only hit once.<br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cl.B, rdp+K, qcfx2+D</code><br />
: Basic metered low confirm. qcfx2+D might not connect properly near the corner.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.D, rdp+K, qcfx2+D</code><br />
: Main metered jump-in and punish combo. qcfx2+D might not connect properly near the corner.<br />
<br />
: <code>(j.X), cl.D(1), df+D, rdp+K, qcfx2+D</code><br />
: Harder but more damaging version of the above. The df+D must be late-canceled into to be cancelable. qcfx2+D might not connect properly near the corner.<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.D, rdp+K, qcfx2+D</code><br />
: Low starter into a Quick MAX combo.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.D(1), df+D, rdp+K, ABC, dp+D</code><br />
: An option to go into EX King's MAX DM when in red health.<br />
<br />
: <code>(j.X), cl.D(1), df+D, rdp+K, hcb+B(1), dp+D, ABC, dp+D</code><br />
: Corner-only combo that does a ton of damage. df+D must be late-canceled into to be cancelable. hcb+B must be delayed slightly, and only hit once.<br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|t_04BUHzJpM|||'''King of Fighters 98 UM FE: EX King Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國老黑 V.S 台灣包子 (vs. Iori, Orochi Chris)<br />
http://youtu.be/pTSAM49WX14?t=1m32s<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:King]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/King&diff=62677The King of Fighters '98 UMFE/King2023-03-07T10:09:16Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
<section begin="image"/>[[File:kyo98umfeking.jpg]]<section end="image"/><br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfekingmovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =King is primarily a neutral and zoning character with access to some great normals and some solid zoning tools, including fireballs, an invincible reversal/anti-air, and a great low-profiling slide. Her great defensive normals allow her to cover different important spaces well, both on the ground and in the air. Her fireballs, along with her multiple anti-airs, can make her a hard character to approach, and she also has multiple good defensive options to deal with pressure. Her biggest weakness is her lack of mixups, making her offense very simple to defend against.}}<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! King !! EX King<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''King is a zoner sporting a solid pressure game with a stable gameplan that doesn't necessitate meter thanks to her very solid special moves.'''<br><br />
|<br />
'''EX King is a zoner that has good mix-up up close, whose kit is amplified greatly if she has meter thanks to having one of the best supers in the game'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''King has better meterless combos at longer ranges and good supers to combo, which can be improved upon further if the player is good at switching routes depending if the opponent is standing or not'''<br><br />
|<br />
'''EX King has access to a launcher at closer ranges, and amazing corner damage if the player's execution is up to par, and just like with Regular King, her supers are very combo friendly, which all end in very good oki'''<br><br />
|-<br />
! '''Neutral'''<br />
|<br />
'''King plays like a traditional zoner, with great normals, multiple projectiles, and a meterless reversal/anti air'''<br><br />
|<br />
'''EX King has tools for offense and defense, with access to one of the best reversals in the game, Surprise Rose, locked behind meter'''<br><br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''King is an already solid character on her own, with good meter build and opportunities to charge up, who also doesn't mind what other system mechanics you use her, making her a very flexible point character.'''<br><br />
|<br />
'''EX King doesn't mind what mechanics you choose to use on her, but becomes one of the best zoners in the game if she has access to meter, making her a scary mid or anchor in every team.'''<br><br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* df+D damage has been reduced, you can now cancel the raw version<br />
<br />
* GCCD recovery has been increased<br />
<br />
* cr.B is now cancelable<br />
<br />
* st.C priority has been reduced<br />
<br />
Specials:<br />
<br />
* hcb+C now knocks down<br />
<br />
* dp+P will now connect consistently from second hit of cl.D<br />
<br />
* dp+K's hitbox size has been increased<br />
<br />
* Added invincibility to hcb+D, both versions can now be used as reversals<br />
<br />
Supers:<br />
<br />
* qcf,hcb+B no longer has a backflip, so it comes out fast and can be used as a reliable combo ender<br />
<br />
* qcbx2+K now has 2f faster startup, both regular and MAX version can be used after the second hit of cl.D; it is now fast enough to combo from lights<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Specials:<br />
<br />
* qcf+D now has 4 frames less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Whiffs on tiny crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Fast standing low. Cancelable.<br />
<br />
* cl.C: Hits above King, so it can be used as a close-range anti-air. For combos, cl.D is the better choice. Whiffs on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Two-hitting kick normal: the first kick hits straight ahead and the second one goes upwards. This is your main combo option from jump-ins or for punishes, as the two hits make it easy to hit-confirm. Both hits are cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Standard standing jab with good range and priority. Great for stopping hops. Chainable.<br />
<br />
* st.B: Has low invulnerability when she's off the ground. Good for stopping hops, but is prone to trading as an anti-air against jumps.<br />
<br />
* st.C: Very fast and active poke that can catch hops and function as a anti-air from further away. It also works well against grounded opponents in neutral, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows.<br />
<br />
* st.D: Another good poke, hits a bit lower than st.C. Works well for anti-airs at long range, where you hit with the tip of her shoe.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Decent for blockstrings. Chainable and cancelable.<br />
<br />
* cr.B: This is your main low combo option alongside cl.B. Chainable and cancelable.<br />
<br />
* cr.C: One of King's best anti-airs, as it has nice priority and hits the space above King. On hit, you can cancel it into qcf+B to force your opponent to block it as they're coming down. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: This is a pretty bad sweep, as it has about the same length of her cr.B. It does have a lot of active frames, though.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: A fairly standard j.A that gets outclassed by her other jumping buttons.<br />
<br />
* j.B: One of your two go-to air-to-airs alongside j.CD. Use j.B when you think j.CD will be too slow to come out.<br />
<br />
* j.C: A strong jump-in normal. Can be used for crossups.<br />
<br />
* j.D: Another good jump-in normal. Comes out very fast and can be used as an instant overhead. When used as a jump-in attack, delay the button press so that you hit them deep.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Great close-range tool, as it has low invulnerability and is cancelable, so you can cancel it into fireballs on block. Makes for a good meaty. Slightly plus on block. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: This is great as an air-to-air as well as a jump-in, as it covers a large area in a sweeping arc. One of King's best air-to-air buttons, and great to use as a jump-in for pressure.<br />
<br />
== Throws ==<br />
<br />
'''Hold Rush:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. King delivers a knee strike and an uppercut that sends the opponent almost fullscreen away.<br />
<br />
'''Hook Buster:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. King grabs the opponent with her legs and flips them behind her, leaving them fullscreen away.<br />
<br />
== Command Moves ==<br />
<br />
'''Sliding Kick:''' <code>df+D</code><br />
<br />
* A low-hitting slide. <br />
<br />
* This move allows King to low-profile attacks, making it good to use as a ranged poke and as an answer to airborne fireballs. <br />
<br />
* Fairly unique in that it is only cancelable during the raw version and not the canceled one. You can get around this in combos by late-canceling into it, which makes it act like the raw version while still combo-ing.<br />
<br />
* You can cancel it into a special move like qcf+K for pressure or hcb+P for a combo. Safe if spaced out, but punishable if done too close and not canceled.<br />
<br />
== Special Moves ==<br />
<br />
'''Venom Strike:''' <code>qcf+B/D</code><br />
<br />
* King throws a projectile using her legs.<br />
<br />
* B version goes 1/2 screen and D version goes almost fullscreen, but will not hit opponents at the end of the screen. <br />
<br />
* Has a large amount of low invulnerability during the throwing animation.<br />
<br />
* Fairly slow for a projectile, especially when it comes to recovery, so you should be careful when throwing these. Always be ready to anti-air after throwing one, as the opponent is likely to jump over them. <br />
<br />
* They can be hopped over.<br />
<br />
'''Double Venom Strike:''' <code>qcfx2+B/D</code><br />
<br />
* Kings sends two projectiles out instead of one. The first projectile will be the same as qcf+K and the second one will fly a bit further than the first.<br />
<br />
* The two fireballs come at the cost of an even heftier recovery period, so this move is even more susceptible to getting jumped. It works well for blockstrings, though, and the second projectile can catch people trying to take an action after blocking the first or hop/jumping over the first one if they were only expecting one.<br />
<br />
'''Trap Shoot:''' <code>dp+B/D</code><br />
<br />
* King does a backflip while kicking. If it hits, the opponent gets combo-ed and eventually kicked away. <br />
<br />
* On block, it has a lot of pushback, making it fairly safe. Not good as an anti-air despite how it looks, as it will lose or at best trade against jump-in attacks, and if it trades it does zero damage. <br />
<br />
* Despite the motion, it doesn't work as a DP at all, and is instead good for ending combos or just taking up space in neutral.<br />
<br />
* Causes a soft knockdown.<br />
<br />
'''Tornado Kick:''' <code>hcb+B/D</code><br />
<br />
* King does a series of kicks diagonally upwards in the air. <br />
<br />
*The B version is King's go-to reversal, as it has invincibility on startup and on the first few active frames.<br />
<br />
* The D version is a good combo ender in most cases. Does not make for a great anti-air unless done very late. On block or whiff it is very punishable.<br />
<br />
* Causes soft knockdown.<br />
<br />
'''Surprise Rose:''' <code>dp+A/C</code><br />
<br />
* King does a rising kick into a backflip into a series of diagonally descending kicks. <br />
<br />
* The second grounded hit launches the opponent into the air so they can be hit by the rest. If the second hit whiffs the opponent stays on the ground while King does the rest of the move. <br />
<br />
* C version travels further than the A version, but other than that they're the same. <br />
<br />
* It has 2 frames of startup invincibility. <br />
<br />
* A hard move to punish on block; as a result, it can be used for some safe chip damage, but if the opponent reacts they can stop the move with an anti-air.<br />
<br />
* Causes a soft knockdown if the opponent was launched into the air.<br />
<br />
'''Mirage Kick:''' <code>hcb+A/C</code><br />
<br />
* King runs forward and delivers a series of kicks. <br />
<br />
* Both versions can combo from lights. <br />
<br />
* The A version leaves the opponent standing but the C version causes a soft knockdown. <br />
<br />
* Safe on block in most cases. <br />
<br />
* It has low invincibility on startup. The C version has longer startup but more low invincibility. <br />
<br />
== Desperation Moves ==<br />
<br />
'''Illusion Kick:''' <code>qcf,hcb+B/D</code><br />
<br />
* King's ranbu-style DM. <br />
<br />
* In the B version, King goes directly into the ranbu and delivers a series of hits. In the D version, King jumps backwards and then goes into the ranbu.<br />
<br />
* B version is a good combo tool and will combo from her heavy normals, as well as a slide when close enough. D version is too slow to combo outside of specific scenarios.<br />
<br />
* It also can be used as a decent anti-air option.<br />
<br />
'''Silent Slash:''' <code>qcbx2+B/D</code><br />
<br />
* King does a backflip kick and then a followup that goes straight upwards. If this hits on a grounded opponent, the opponent gets sent straight upwards with King. <br />
<br />
* This is mainly useful as a combo tool from cl.D, although it can combo from lights as well.<br />
<br />
* Though it looks like it could anti-air it's awful for it, because if it hits an opponent in the air the followup will not combo, not even when they're in the corner.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.B/cr.A/st.B, hcb+D/dp+D</code><br />
: Meterless combo from low starter. hcb+D does more damage but dp+D is safer if blocked.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.D (1), df+D, hcb+D/C</code><br />
: Meterless combo from a close starter or jump-in. Must cancel into df+D as late as possible.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.D(1), df+D, dp+A, hcb+D</code><br />
: Corner combo using dp+A for a combo extension. Use cl.D(1) if you started the combo from a jump in. Must cancel into df+D as late as possible.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.D(1), df+D, qcf,hcb+B</code><br />
: metered combo from close starter or jump in. Must cancel into df+D as late as possible.<br />
<br />
: <code>(j.X), cl.D(2), qcbx2+K</code><br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.D(1), df+D, qcf,hcb+B</code><br />
: Quick MAX combo from low starter. Requires a short walk before the cl.D. Must cancel into df+D as late as possible.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.D, hcb+C, ABC, hcb+D</code><br />
: Quick MAX combo in the corner that leaves you with MAX activated.<br />
<br />
: <code>(j.X), cl.D(1), df+D, hcb+C, ABC, qcf,hcb+B</code><br />
: The same combo as above but with a DM ender. Must cancel into df+D as late as possible.<br />
<br />
: <code>cl.D, dp+D, ABC, qcf,hcb+B</code><br />
: Another option for a Quick MAX corner combo.<br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|1xP7Si-tHfQ|||'''King of Fighters 98 UM FE: King Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:King]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Andy&diff=62669The King of Fighters '98 UMFE/EX Andy2023-03-06T11:23:06Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
<section begin="image"/>[[File:kyo98umfeexandy.png]]<section end="image"/><br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexandymovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
{{StrengthsAndWeaknesses<br />
|ext=png<br />
| description =EX Andy is a well-rounded character who leans towards safe pressure and a bit of zoning. He has a fast fireball that can be used for full screen zoning and as a blockstring ender up close. He has some nice normals for poking at midrange, and some good jumping normals that cover both the air and ground. For mixups he has lows, a safe-on-block overhead, and a slow running command grab that can be used to call out rolls and dodges. His kit is rounded out by an invincible DP and a rekka for hit-confirming. His weaknesses include fairly low damage and a lot of moves that will whiff on low crouchers.}}<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers, as well as being less executionally demanding.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra and Attack Cancel Roll to shine, and has poor meter build in neutral while only really wanting to use QM, but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and better reward from his rekkas, he is much more flexible than regular Andy'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.D now has 5 frames less recovery<br />
<br />
* st.D now has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D now has 1 less frame startup<br />
<br />
* f+B now has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled.<br />
<br />
Specials:<br />
<br />
* Added qcb+K, a rekka that can hit up to 4 times<br />
<br />
* Added hcf+P, a moving command grab<br />
<br />
Supers:<br />
<br />
* Added qcb,hcf+K, a DM version of hcf+K<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox has been changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C now has slower startup but less recovery<br />
<br />
* qcb+P's recovery has been decreased by 5 frames<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A, so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f, and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on regular and smaller crouchers.<br />
<br />
* st.B: Good neutral poke, excellent hop anti-air. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-range poke with a lot of recovery. Important tool for Andy's game, as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery, this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable, so it's a great normal. Also has nice low-profile hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: Long-range sweep with average startup. Good as a long-range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low-profile hurtbox. And it hits quite high for a low, making it an pretty decent anti-air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and the tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B, but the hitbox extends further down so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs, and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front and a little bit below him, so it works both as an air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D, but it has slightly less forwards priority and Andy does a different pose.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range, so it's not a great normal. However, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. it sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him at first, and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on grounded hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The canceled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings as, you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges, and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox, and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Moves ==<br />
<br />
'''Zan Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about halfscreen and C version goes almost fullscreen.<br />
<br />
* His most damaging combo ender and also the most reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Koh:''' <code>qcf+A/C (during db,f+P)</code><br />
<br />
:* Only during the hit of Zan Ei Ken.<br />
<br />
:* Causes soft knockdown.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Hisho Ken:''' <code>qcb+A/C</code><br />
<br />
* This is a full standard projectile, unlike his OG 98 version that's just a close-range blast.<br />
<br />
* The A version travels slower and the C version travels faster.<br />
<br />
* Good to use for zoning and as a blockstring ender, as it comes out and travels fairly fast so it can catch jumping attempts.<br />
<br />
* Has greater-than-average recovery for a fireball, so it's prone to getting jumped over and punished if thrown at a bad spot or timing.<br />
<br />
'''Dam Breaker Punch:''' <code>qcb+B/D (x4)</code><br />
<br />
* Can be entered 4 times in a row, this is a close-range rekka type move.<br />
<br />
* Great hit-confirming tool, as the first hit is safe on block when done after two light hits.<br />
<br />
* The rest of the rekka hits are very punishable, so only do them on hit; you have time to confirm whether the first one hit and then do the later parts.<br />
<br />
* Even though the first hit whiffs in certain situations, like after a cl.C, df+A, it's still possible to combo into the later hits by doing the followups at the right timing.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code><br />
<br />
* EX Andy's DP. A version comes out faster and has less reach than the C version.<br />
<br />
* A version has startup invincibility but none on the active frames. C version has startup invincibility that extends through the first 3 active frames.<br />
<br />
* A version can function as a fast anti-air as it has a good hitbox and above Andy.<br />
<br />
* C version functions as a reversal and as a late anti-air where you go through their jump-in with the invincibility frames.<br />
<br />
* C version can be a good combo tool, as it deals a lot of damage when all the hits connect but it will easily whiff if there's too much pushback.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where EX Andy goes through the air in an arc. A version starts up faster and travels a shorter distance than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Exploding Shockwave:''' <code>hcf+A/C</code><br />
<br />
* A running command grab.<br />
<br />
* Has a lot of startup at 13f and no invincibility at all, so it's not a great mixup tool unless you can condition the opponent sit and block a lot.<br />
<br />
* The best use for it is to catch rolls and dodges, since it has a lot of active frames and it moves forward, making it well-suited to chasing down backwards rolls.<br />
<br />
* Causes a hard knockdown.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Ultimate Sonic Swirl:''' <code>qcb,hcf+B/D</code><br />
<br />
* A DM version of hcf+K. EX Andy travels at an arc in the air, but he now has flames engulfing him. B version travels a shorter distance than the D version.<br />
<br />
* Has startup invincibility but none on the active frames, so it can trade if used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback.<br />
<br />
* Can be a decent anti-air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti-air. <br />
<br />
'''Dan Da Dan:''' <code>qcfx2+A/C (press A/C repeatedly)</code><br />
<br />
* Your main combo DM, as it will combo better than his other one. Mash A/C for more hits and damage.<br />
<br />
* It's prone to whiffing if there's too much pushback though, as it has quite short range so you need to know when it will hit and whiff.<br />
<br />
* MAX version has the same range, but deals more hits and damage.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
<br />
* cl.C's second hit will whiff on short crouchers, so any combo using cl.C(2) will need to be done as cl.C(1) against them. An easy way to buffer cl.C(1) into super is qcf+C(1), qcf+C.<br />
<br />
* Any time you can use qcfx2+P in a combo, you can also use qcfx2+AC for more damage if have the resources.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.B, df+A(1), db,f+A > qcf+A</code><br />
: EX Andy's most damaging meterless low combo.<br />
<br />
: <code>cr.B, cr.B, qcb+Bx4</code><br />
: Low combo that also functions as a safe hitconfirm. If you hit do all the 4 qcb+Bs, if it is blocked stop at the first one.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), df+A(1), db,f+A > qcf+P</code><br />
: Your most reliable combo for punishes and jump-ins.<br />
<br />
: <code>cl.C(1), df+A(1), qcb+Bx4</code><br />
: An alternate cl.C combo. The first hit of the rekka will whiff but the other three will hit. Does less damage than his other one but it's there.<br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A(2), qcfx2+P > mash P</code><br />
: A low combo into DM.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(2), qcfx2+P > mash P</code><br />
: A heavy normal into DM combo. Can be combo-ed off of a jump-in.<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.Bx2/cr.B, df+A(1), qcb+B, ABC, cl.C(2), qcfx2+P > Mash P </code><br />
: A low confirm Quick MAX combo into good damage. It's also safe on block if you stop at the rekka.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcb+B, ABC, cl.C(2), qcfx2+P > Mash P</code><br />
: A jump-in and heavy starter version of the B rekka Quick MAX combo.<br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C, qcfx2+P > mash P</code><br />
: A Quick MAX combo from his overhead.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X) cl.C f+B, ABC, cr.C, qcfx2+P > mash P</code><br />
: A corner combo extension of his overhead Quick MAX combo.<br />
<br />
== Strategy & Tips ==<br />
<br />
* Unblockable projectile setup: normally Ex Andy's fireball is too fast to get a command grab out in order to make it unblockable. Even at full screen the opponent will have blocked the fireball before the command grab comes out. But by setting up a meaty projectile after a hard knockdown, like his C throw or command grab, you have enough time to get the command grab out making the projectile unblockable. Use the A version projectile for this.<br />
<br />
== Videos ==<br />
{{#ev:youtube|1RY0MifZYZE|||'''King of Fighters 98 UM FE: EX Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62241The King of Fighters '98 UMFE/Andy Bogard2023-02-24T09:23:53Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers, as well as being less executionally demanding.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra and Attack Cancel Roll to shine, and has poor meter build in neutral while only really wanting to use QM, but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and better reward from his rekkas, he is much more flexible than regular Andy'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
'''Unblockable option select'''<br />
<br />
If you perform the unblockable as hcf P, then when the unblockable is not eligible to be performed, you'll get a zan ei ken instead, which is quite negative on block.<br />
To avoid this, you can instead perform the unblockable as: back, neutral, qcf C.<br />
If you do this after a special cancellable normal, then on block, nothing will happen, but on hit, if you are in range, you will get the unblockable.<br />
<br />
It is also possible to do qcb qcf, or qcb hcf, and get the same results if it's done slowly enough. It might seem strange, since the zan ei ken motion, down back to forward, was done. Perhaps it is because the cancellation window for the unblockable is longer than for zan ei ken? or maybe the input buffer forgets about diagonals faster than it does other directions. In any case, it works.<br />
<br />
These techniques also work in neutral, giving a standing C or A if the unblockable can't be done, but having to do the motion slowly is a liability in neutral.<br />
<br />
'''Reversed inputs for the roll cancel combo in the left corner'''<br />
<br />
If you're doing repeated down forward As in the same combo, in the left corner, then after doing the first down forward A, subsequent ones must be performed as down back A. The inputs are reversed. Every other part of the combo is done normally.<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62151The King of Fighters '98 UMFE/Andy Bogard2023-02-23T08:39:08Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers, as well as being less executionally demanding.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra and Attack Cancel Roll to shine, and has poor meter build in neutral while only really wanting to use QM, but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and better reward from his rekkas, he is much more flexible'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62150The King of Fighters '98 UMFE/Andy Bogard2023-02-23T08:38:40Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers, as well as being less executionally demanding.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra and Attack Cancel Roll to shine, and has poor meter build in neutral while only really wanting to use QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and better reward from his rekkas, he is much more flexible'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62149The King of Fighters '98 UMFE/Andy Bogard2023-02-23T08:36:09Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build in neutral and lacks good usage of it without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and better reward from his rekkas, he is much more flexible'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62148The King of Fighters '98 UMFE/Andy Bogard2023-02-23T08:35:00Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and better reward from his rekkas, he is much more flexible'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62127The King of Fighters '98 UMFE/Andy Bogard2023-02-22T11:57:22Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and much more reward from his rekkas, he is much more flexible'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62126The King of Fighters '98 UMFE/Andy Bogard2023-02-22T11:56:47Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and much more reward from his rekkas, he is better than Andy in any position or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62124The King of Fighters '98 UMFE/Andy Bogard2023-02-22T11:43:41Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and much more reward from his rekkas, he works better than Andy with any team order or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62122The King of Fighters '98 UMFE/Andy Bogard2023-02-22T11:42:42Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route, he works better than Andy with any team order or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62121The King of Fighters '98 UMFE/Andy Bogard2023-02-22T11:42:27Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence,, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route, he works better than Andy with any team order or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62120The King of Fighters '98 UMFE/Andy Bogard2023-02-22T11:41:29Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not.'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick.'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route, he works better than Andy with any team order or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62119The King of Fighters '98 UMFE/Andy Bogard2023-02-22T11:39:58Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick.'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route, he works better than Andy with any team order or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62115The King of Fighters '98 UMFE/Andy Bogard2023-02-22T10:37:02Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes'''<br />
|<br />
'''EX Andy has more consistent super routes and safety ending blockstrings.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick.'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route, he works better than Andy with any team order or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62114The King of Fighters '98 UMFE/Andy Bogard2023-02-22T10:35:31Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage.'''<br />
|<br />
'''EX Andy has more consistent super routes and safety ending blockstrings.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick.'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, and has poor meter build and usage without QM، but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route, he works better than Andy with any team order or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62113The King of Fighters '98 UMFE/Andy Bogard2023-02-22T10:32:26Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage.'''<br />
|<br />
'''EX Andy has more consistent super routes and safety ending blockstrings.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick.'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, but gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route, he works better than Andy with any team order or with other system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62112The King of Fighters '98 UMFE/Andy Bogard2023-02-22T09:56:03Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Andy !! EX Andy<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Andy has better rushdown capabilities and better mix-up'''<br><br />
|<br />
'''EX Andy has a more well-rounded and generally safer toolkit'''<br><br />
|-<br />
! '''Combo differences'''<br />
|<br />
'''Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage.'''<br />
|<br />
'''EX Andy has more consistent super routes and safety ending blockstrings.'''<br />
|-<br />
! '''Neutral'''<br />
|<br />
'''Andy has good midscreen tools like 214A, and better movement thanks to j.236K'''<br />
|<br />
'''EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick.'''<br />
|-<br />
! '''Preferred System Mechanics'''<br />
|<br />
'''Andy necessitates both Extra Gauge and Attack Cancel Roll to shine, but gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode'''<br />
|<br />
'''EX Andy has more general confirms, builds meter easily, but also has better super routes, so he works well with any team order or with different system mechanics'''<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62111The King of Fighters '98 UMFE/Andy Bogard2023-02-22T09:39:37Z<p>GoldyDorado01: /* Introduction */</p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
{| <br />
|-style="text-align:center;"<br />
! Andy's Strenghts!! EX Andy's Strenghts<br />
|- style="vertical-align:top;text-align:left"<br />
|<br />
*Amazing damage with QM or while in Max Mode <br />
*Has a close range unblockeable.<br />
*Better midrange tools like 214A<br />
*More mobility than EX Andy thanks to j.236K<br />
|<br />
*Has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick.<br />
*Is both a great battery and also utilizes meter very well thanks to better super confirms.<br />
*More flexible in what system and meter mechanics work well on him, while Andy necessitates Roll and Extra gauge <br />
*Safer blockstring enders thanks to rekkas.<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Andy_Bogard&diff=62110The King of Fighters '98 UMFE/Andy Bogard2023-02-22T09:37:48Z<p>GoldyDorado01: </p>
<hr />
<div><section begin="image"/>[[File:kof98umfe_andy.jpg|left]]<section end="image"/><br />
{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:Notationkof.png|left]]<br />
<br />
<br />
[[File:Kof98umfeandymovelist.png|left]]<br />
<br />
<br clear=all><br />
<br />
== Introduction ==<br />
{{StrengthsAndWeaknesses<br />
|ext=jpg<br />
| description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.}}<br />
<br />
{| <br />
|-style="text-align:center;"<br />
! Reasons to pick Andy !! Reasons to pick EX Andy<br />
|- style="vertical-align:top;text-align:center"<br />
|<br />
*Amazing damage with QM or while in Max Mode <br />
*Has a close range unblockeable.<br />
*Better midrange tools like 214A<br />
*More mobility than EX Andy thanks to j.236K<br />
|<br />
*Has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick.<br />
*Is both a great battery and also utilizes meter very well thanks to better super confirms.<br />
*More flexible in what system and meter mechanics work well on him, while Andy necessitates Roll and Extra gauge <br />
*Safer blockstring enders thanks to rekkas.<br />
|-<br />
|}<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98um'''<br />
<br />
Normals:<br />
<br />
* cl.D has 5 frames less recovery<br />
<br />
* st.D has 1 less frame startup and 3 frames less recovery<br />
<br />
* cr.D has 1 less frame startup<br />
<br />
* f+B has 6 frames less recovery<br />
<br />
* df+A's first hit can now be special- or super-cancelled<br />
<br />
Special moves:<br />
<br />
* qcb+C was added as a new move<br />
<br />
* hcf+P has 1 frame more startup<br />
<br />
* j.qcf+K's K followup now knocks down<br />
<br />
* qcf+D now has less recovery<br />
<br />
'''98um to 98umfe'''<br />
<br />
Normals:<br />
<br />
* cl.C's hitbox changed so that it doesn't whiff against short characters<br />
<br />
Specials:<br />
<br />
* db,f+C got increased startup but less recovery<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.<br />
<br />
* cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.<br />
<br />
* cl.D: Hits high up, so it can be useful as a close-range anti-air.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).<br />
<br />
* st.B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers. <br />
<br />
* st.C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.<br />
<br />
* st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.<br />
<br />
* cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.<br />
<br />
* cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.<br />
<br />
'''Jumping'''<br />
<br />
* j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers. <br />
<br />
* j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.<br />
<br />
* nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.<br />
<br />
* j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.<br />
<br />
* j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.<br />
<br />
* nj.D: Almost exactly the same as j.D but with slightly less forward priority.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.<br />
<br />
* j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.<br />
<br />
== Throws ==<br />
<br />
'''Original Iron Press:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.<br />
<br />
'''Wrap-around Slam:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Chin Raiser:''' <code>f+B</code><br />
<br />
* An overhead move when done raw, but it loses that property when canceled into. <br />
<br />
* Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.<br />
<br />
* Leaves the opponent standing on hit.<br />
<br />
* Can be combo-ed out of with a Quick MAX cancel.<br />
<br />
* The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.<br />
<br />
* When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.<br />
<br />
'''Facelift Smash:''' <code>df+A</code><br />
<br />
* A two-hit move that hits in front and diagonally above Andy.<br />
<br />
* Good to use in combos and blockstrings, as you can special cancel out of it.<br />
<br />
* The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.<br />
<br />
* The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.<br />
<br />
== Special Move ==<br />
<br />
'''Hishou Ken:''' <code>qcb+A</code><br />
<br />
* An energy blast that hits about a halfscreen distance.<br />
<br />
* Good as a poke and blockstring ender, also good as a combo ender.<br />
<br />
* Pretty punishable on whiff.<br />
<br />
'''Geki Hishou Ken:''' <code>qcb+C</code><br />
<br />
* A large energy ball that stays active for a long time.<br />
<br />
* Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.<br />
<br />
* It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.<br />
<br />
* Very hard to jump over, but can be easily rolled through on whiff.<br />
<br />
'''Dam Breaker Punch:''' <code>hcf+A/C (close)</code> <br />
<br />
* Andy's proximity unblockable that launches the opponent for juggle followups.<br />
<br />
* Key move for both his mixup and combo game, with good reward on landing it.<br />
<br />
* Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.<br />
<br />
'''Sonic Split:''' <code>hcf+B/D</code><br />
<br />
* A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.<br />
<br />
* Has fairly slow startup and is punishable on block in most situations.<br />
<br />
* Has good air-to-air hitboxes while flying in the air.<br />
<br />
* Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.<br />
<br />
* Can go over fireballs while in the air.<br />
<br />
'''Syo Ryu Dan:''' <code>dp+A/C</code> <br />
<br />
* Andy's dragon punch move.<br />
<br />
* A version has startup invincibility but none on the active frames.<br />
<br />
* C version has invincibility on startup and the first active frame, so it can be used as a reversal.<br />
<br />
* C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.<br />
<br />
* A version has less recovery than the C version so it's a bit safer on block and whiff.<br />
<br />
* On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.<br />
<br />
'''Zen Ei Ken:''' <code>db,f+A/C</code><br />
<br />
* A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.<br />
<br />
* His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.<br />
<br />
* Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.<br />
<br />
* A version can be used as a decent mobility option to travel forwards quickly.<br />
<br />
: '''Ga Dan Kou:''' <code>qcf+A/C (during db,f+A/C hit)</code><br />
<br />
:* Causes soft knockdown and adds extra damage.<br />
<br />
:* Makes the move slightly more safe on block, but it's still easily punishable.<br />
<br />
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code><br />
<br />
* Andy does a diving move in the air.<br />
<br />
* The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.<br />
<br />
* Useful for changing your aerial trajectory.<br />
<br />
* Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.<br />
<br />
* This move is key to a few of Andy's more advanced combos.<br />
<br />
* Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.<br />
<br />
: '''Downward Jab:''' <code>A/C (during qcf+K)</code><br />
<br />
:* Andy does a mid-hitting palm strike after the dive.<br />
<br />
:* Combos from the dive and creates a true blockstring on block if done right away.<br />
<br />
:* Fairly safe when properly spaced.<br />
<br />
: '''Uppercut Crush:''' <code>B/D (during qcf+K)</code><br />
<br />
:* Andy does a downwards arching kick from the dive.<br />
<br />
:* Hits overhead.<br />
<br />
:* Hot a true blockstring from the dive, so it leaves you open to reversals.<br />
<br />
:* The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Flying Comet Punch:''' <code>qcfx2+A/C</code><br />
<br />
* Andy does a series of punches<br />
<br />
* Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.<br />
<br />
* A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.<br />
<br />
* MAX version does more damage but doesn't combo any easier.<br />
<br />
'''Super Sonic Swirl:''' <code>qcb,db,f+B/D</code><br />
<br />
* A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.<br />
<br />
* Doesn't have invincibility, so it can't be used as a reversal.<br />
<br />
* Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.<br />
<br />
* Can be a decent anti air, as it has good hitboxes for it.<br />
<br />
* MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
* In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.<br />
* In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, df+A, qcb+A</code><br />
<br />
: <code>cr.B, cr.A/cl.B/cl.A, dp+C</code><br />
<br />
: <code>cr.B, df+A, db,f+A, qcf+P</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, db,f+A, qcf+P</code><br />
<br />
: <code>(j.X), cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A</code><br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A/cl.A, qcfx2+A</code><br />
: You can do this as cr.B, qcf+A, qcf+A for an easier cancel.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), qcfx2+A</code><br />
: You can do this as (j.X), qcf+C, qcf+A for an easier cancel.<br />
<br />
''Roll Cancel''<br />
<br />
: <code> (j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, any follow up</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K</code><br />
<br />
''Overhead''<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD</code><br />
: The j.CD ender must be done off of a superjump.<br />
<br />
''Roll Cancel''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
: Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).<br />
<br />
''Roll Cancel, Near Corner''<br />
<br />
: <code>cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
: <code>f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|ujViEa5HBCE|||'''King of Fighters 98 UM FE: Andy Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
{{#ev:youtube|8ePCue5q1RU|||'''【KOF98UMFE】究極のアンディ?!世界最強クラスプレイヤー包子にボコられた【KOF / KOF98】''' by [https://www.youtube.com/channel/UCe8cFs7sI7EpDAsXXVjDfwQ SCORE]|frame}}<br />
* Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Andy Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/FAQ&diff=58357The King of Fighters '98 UMFE/FAQ2022-12-03T10:19:10Z<p>GoldyDorado01: /* What are some recommended characters to pick when learning the game? */</p>
<hr />
<div>''This FAQ will be focused on KOF 98 UMFE but will also contain some links and resources for 98UM and vanilla 98 as well.''<br />
<br />
==I'm new to KOF or KOF 98 UM FE, where do I start?==<br />
* Check out the [[The King of Fighters '98 UMFE/Guides|Guides]] page for some helpful videos.<br />
* Go to the [[The King of Fighters '98 UMFE/System|System]] page to read about KOF 98 UM FE's system mechanics.<br />
* Look at the [[The King of Fighters '98 UMFE/Controls|Controls]] page to familiarize yourself with common KOF notation.<br />
* Join the [https://discord.gg/dT6whh9 KOF 98UMFE Discord] if you have further questions!<br />
<br />
==How do I play this online?==<br />
* 98UMFE is available on [https://store.steampowered.com/app/222420/THE_KING_OF_FIGHTERS_98_ULTIMATE_MATCH_FINAL_EDITION/ Steam] and [https://www.gog.com/game/the_king_of_fighters_98_ultimate_match_final_edition GOG]. Only the Steam version got the rollback netcode patch.<br />
* 98UM can be played online on [https://marketplace.xbox.com/en-us/Product/KOF98UM/66acd000-77fe-1000-9115-d802584108d1 Xbox 360] and Xbox One via backwards compatibility, only has delay-based netcode.<br />
* 98 is playable online via [https://www.fightcade.com/game/kof98 Fightcade 2] and [https://redggpo.com/ RedGGPO] with rollback netcode.<br />
<br />
==What are the differences between KOF 98 and 98UM?==<br />
There are a lot of differences between the two, enough that it's better to consider 98um to be a different game built with kof 98 as a base rather than an updated version of kof 98.<br />
<br />
The most prominent changes system mechanics wise is the rebalancing of the advanced and extra mode system to make extra mode a valuable pick compared to 98 where it was mostly a seen as a gimmick. In addition it also adds the ultimate mode which lets you pick between the different features of advanced and extra mode to create a specialized mode.<br />
<br />
Extra mode specifically received some important changes. You can now tech throws in extra mode which was the single biggest weakness of the mode in 98. <br />
The forwards step dash from extra mode also got a change. It is now no longer possible to use command normals during it, rendering the infinites and a lot of the cheapness that the mode was known for in 98 impossible to do. You can still use air specials and supers during the step dash though.<br />
<br />
Advanced mode was left mostly untouched but with the addition that you can now use SDMs at any time for 3 power stocks. In 98 they were only available during the Max Mode.<br />
<br />
98um adds a couple of extra characters to the roster of 98, adding in all the remaining characters of the Orochi Saga: Kasumi, Eiji, Geese, Krauser and Mr.Big. Additionally the game expands upon the concept of EX characters from 98 by fleshing out the existing ones and adding in some new ones as well. The EX versions of characters share the same sprite as the regular ones but their moveset has been changed to match previous versions of those characters. The new EX characters in 98um are: AoF2 King, RB2 Yamazaki, RB2 Ex Geese, RB2 Ex Blue Mary. This gives the game a total of 16 EX characters to pick.<br />
<br />
In addition to adding more characters all the characters have received changes from 98. Some characters got nerfed but the vast majority of the cast mostly received buffs to bring their consistency and potential up. The most broken stuff about kof 98 has been removed, like Daimons otg ground pound glitch or toned down like Chizurus supers. While the most broken aspects of these characters have been removed their core gameplan and tools still remain the same so that they are still good in 98umfe, though not as dominant as kof 98. This buffing of the weaker characters and nerfing of the strongest stuff about characters in 98 leaves 98umfe as a game where low tiers feel stronger and more consistent than the ones in 98 and the overall power gap between the higher and the lower tiers is smaller than that of kof 98.<br />
<br />
The mood system of 98 that gave or took away meter depending on how your characters were feeling has been removed in 98um.<br />
<br />
Additionally, there are a lot of minor but cool quality of life changes from 98. the biggest one is that most DP moves will now launch on the first hit so that you don't get the situation where the first hit of a DP connects but the second one whiffs leaving you open for a full punish.<br />
<br />
They also adjusted the counter hit system so that some supers or specials no longer do way more damage when they happen to counterhit multiple times.<br />
<br />
Some of the really weird hitboxes of kof 98 have also been changed to be more in line with what the moves actually look like. The two best examples of this are Kims f+B and Luckys F+B.<br />
<br />
==What are the differences between KOF 98UM and 98UMFE?==<br />
The changes between these 2 versions aren't as drastic as the former. For a full list, please see the [[The King of Fighters '98 UMFE/Changelist|changelist]] page.<br />
Gameplay wise 98UMFE can be seen as a big character balance patch to 98UM. Nothing was changed about the system mechanics. A lot of moves have been tweaked in hitbox, framedata and sometimes damage. For some characters this results in better pressure, easier confirms or even new combos (most notably Benimaru now has a launcher and a DM that hits from cr.B). Though some other characters got nerfed with more recovery and less damage on many moves (most notably Krauser).<br />
<br />
==How do I pick EX/Orochi characters?==<br />
You simply highlight the corresponding character on the member select screen and hold the "Select" button before picking them: their character portrait will change to have a different pose and blue background, and you will be able to select their EX/Orochi version.<br />
<br />
Here's a list of all the legal characters with alternate forms:<br />
* Kyo -> EX Kyo (based on KOF 95)<br />
<br />
* Terry -> EX Terry (based on Real Bout Fatal Fury 2)<br />
<br />
* Andy -> EX Andy (based on Real Bout Fatal Fury Special/KOF 95)<br />
<br />
* Joe -> EX Joe (based on Real Bout Fatal Fury Special)<br />
<br />
* Ryo -> EX Ryo (based on Art of Fighting 2)<br />
<br />
* Robert -> EX Robert (based on Art of Fighting 2)<br />
<br />
* Yuri -> EX Yuri (based on Art of Fighting 2)<br />
<br />
* King -> EX King (based on Art of Fighting 2)<br />
<br />
* Mai -> EX Mai (based on Real Bout Fatal Fury Special/2)<br />
<br />
* Yashiro -> Orochi Yashiro <br />
<br />
* Shermie -> Orochi Shermie <br />
<br />
* Chris -> Orochi Chris <br />
<br />
* Yamazaki -> EX Yamazaki (based on Real Bout Fatal Fury 2)<br />
<br />
* Blue Mary -> EX Blue Mary (based on Real Bout Fatal Fury Special/2)<br />
<br />
* Billy -> EX Billy (based on Real Bout Fatal Fury 2)<br />
<br />
* Geese -> EX Geese (based on Real Bout Fatal Fury)<br />
<br />
==What are some recommended characters to pick when learning the game?==<br />
Most characters in the game are fine for learning the game with so picking whoever you like the best is a totally fine way to pick a team. But in case you don't know who to pick you might want some recommendations for good starting characters. Here are some suggestions for characters grouped into common fighting game archetypes so that if you're familiar with other fighting games you can have an idea of who to pick for different styles. Do note however that archetypes in kof are way less easily defined than in other fighting games due to the similar structure most characters are built upon and the moveset combinations for a lot of characters that make them not fit neatly into any one archetype. Therefore the archetypes are mostly meant to serve as reference points for people with previous fighting game experience rather than categories that strictly define how the characters play.<br />
<br />
Here are some suggestions for characters to pick:<br />
<br />
'''Shotos''': Ex Andy, Joe, Ex Kyo, Ex Robert, Ryo/Ex Ryo, Takuma<br />
<br />
'''Grapplers''': Clark, Daimon, Orochi Yashiro, Vice, Shermie<br />
<br />
'''Zoners''': Athena, Heidern, Kensou, King/Ex King, Ex Yuri<br />
<br />
'''Rushdown''': Andy, Blue Mary, Iori, Kyo, Orochi Chris, Terry, Yuri<br />
<br />
'''Poking''': Benimaru, Billy/Ex Billy, Chang, Mai/Ex Mai, Ralf<br />
<br />
As previously stated most characters will be perfectly fine for learning the game with. However there are a few characters in the game that breaks from the standard kof formula and moveset design making them a bit less valuable for learning the game with. This does not mean that you can't pick these characters if you really like them of course, they will still teach you valuable skills in the game. As long as you don't start out playing a full team of these characters you should be fine.<br />
<br />
These characters are: Brian, Chang, Chin, Choi, Chizuru.<br />
<br />
==What's the tier list?==<br />
Because the meter system used (Advanced or Extra) has a large effect on how characters are played, and some characters work much better with one system than another, KOF 98UMFE has two tier lists, one for when characters use the Advanced meter system and one for when they use the Extra meter system. As the game is still relatively unexplored in competitive play (at least compared to the original KOF 98), tier lists can be up for some debate, but the Chinese ratio tier lists (shown below) are considered to be the most up-to-date and accurate.<br />
<br />
<br />
'''Advanced:'''<br />
<br />
SSS: Iori (run), Yuri, Benimaru, O. Chris<br />
<br />
S: EX King, Eiji, Geese, EX Geese, Krauser, O. Yashiro, Blue Mary, EX Blue Mary, EX Yuri, Chris<br />
<br />
A: Rugal, Lucky, Vice, Heavy D!, EX Mai, Choi, Kyo, EX Kyo, Mai, EX Ryo, King, Ryo, Daimon (run), Robert, Leona (run), Yashiro, Andy, Mature, Saisyu, Kim (step dash), Iori (step dash), Brian (step dash), Clark, Shermie, Chizuru, Mr. Big, Takuma, Heidern<br />
<br />
B: Ralf, EX Andy, Yamazaki, O. Shermie, EX Robert, EX Billy, Shingo, Joe, Kasumi, Daimon (step dash), EX Terry, Athena, Leona (step dash), Brian (run), Kim (run), EX Yamazaki<br />
<br />
C: Billy, Terry, Chang (sidestep), EX Joe, Kensou, Chin (run)<br />
<br />
D: Chang (roll), Chin (step dash)<br />
<br />
<br />
'''Extra:'''<br />
<br />
SSS: Eiji, EX Blue Mary (sidestep), EX King, O. Chris<br />
<br />
S: Iori (run), Yuri, Geese, EX Geese, Benimaru, O. Yashiro, Kim (step dash), Brian (step dash), Heavy D!, Choi, EX Ryo, Krauser, EX Blue Mary (roll)<br />
<br />
A: Rugal, Lucky, EX Yamazaki, EX Yuri, EX Mai, Chris, Kyo, EX Kyo, Mai, Blue Mary, King, Ryo, Daimon (run), Robert, Leona (run), Yashiro, Andy, Mature, Saisyu, Kim (run), Iori (step dash), Brian (run), Clark, Shermie, Chizuru, Mr. Big, Takuma, Heidern, Vice<br />
<br />
B: Ralf, EX Andy, Yamazaki, O. Shermie, EX Robert, EX Billy, Shingo, Joe, Kasumi, Daimon (step dash), EX Terry, Athena, Leona (step dash)<br />
<br />
C: Billy, Terry, Chang (sidestep), EX Joe, Kensou, Chin (run)<br />
<br />
D: Chang (roll), Chin (step dash)<br />
<br />
<br />
'''Banned No Matter What:''' O. Iori, O. Leona, Omega Rugal, Goenitz, Orochi<br />
<br />
==How do you use the training mode recording function?==<br />
The recording function can be found in the training mode menu under the name ''Command''.<br />
<br />
Both P1 and P2 have separate recording slots, which means that if you want to record something with the dummy you need to record it using P2s controls. In order to access P2 in training mode, follow these steps:<br />
<br />
*Put the control setting to player<br />
*Go into the menu and the command tab using P2s controls<br />
*Choose the record option<br />
*Press select to start the recording and go at it<br />
<br />
In order to save the replay you simply hit the start button to go back to the menu after you're done recording. Then, select the ''Exit'' option to save the recording. There are 2 options to play back the recording: <br />
<br />
#Assign a button to the command option for P2 in the button settings. Each time you press this button, the recording will play. <br />
#Set the control setting to ''CPU'' and choose the command option in the attack setting. Then, the dummy will automatically do the recording repeatedly.<br />
<br />
Still having a hard time? Here's a tutorial in video form as supplemental aid:<br />
{{#ev:youtube|GFaCkvXYKl8|||KOF98UMFE: How To Set Training Dummy by [https://twitter.com/Chris_F_22 ARIA]|frame}}<br />
<br />
==Why does timing special moves on wake-up or during combos feel so difficult/inconsistent? Do I need to be frame perfect?==<br />
<br />
98 UM FE actually does have a hold buffer for special moves and supers. '''If you do the motion and hold down the button, the game will buffer the special/super for different lengths of time depending on the length of the special move input, a qcf special will give you a 10f window while a hcbx2 motion will give you up to 30f. this gives you a larger window for a successful move to come out making timing specials and supers much easier.''' <br />
<br />
So, when you're trying to do a DP on wake-up or trying to time a special move in a combo, you can do the motion a little early and hold down the button to make it come out frame perfectly, and holding the button after doing special/super motions will in general make them come out more reliably: this is known as the button hold trick.<br />
<br />
Note: you cannot buffer normals or command normals using the button hold trick.<br />
<br />
==How many frames of input delay should I use when playing online?==<br />
<br />
This depends on the ping between you and your opponent (amount of ms) and how many frames of input delay vs how much rollback during a match you are comfortable with. Generally, the higher the ping, the more input delay frames you want. Increasing the input delay will make your inputs and movements more delayed, but it will also reduce the amount of visible rollback you may see during a match. <br />
<br />
Don't use the "recommended" input delay given by the game, it is usually way too high, it is better to start with a lower input delay (for example 0 or 1 frame) and increase it if the connection is not as good and you're seeing too many rollbacks than you would like, or decrease it if you feel the connection is good and you want less delay.<br />
<br />
desmond_kof made a useful video detailing how many frames of input delay you may want to use based on the ping (amount of ms) you get with your opponent.<br />
{{#ev:youtube|FLv1mM93iAw|||ROLLBACK NETCODE: BEST INPUT DELAY SETTINGS by [https://twitter.com/desmond_kof desmond_kof]|frame}}<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_2002_UM/Foxy&diff=55379The King of Fighters 2002 UM/Foxy2022-08-06T13:40:52Z<p>GoldyDorado01: /* Gameplay Overview */</p>
<hr />
<div>[[File:02UM Foxy Profile.png|right|thumb]][[File:02UM Foxy 0.gif|right|x300px]]<br />
<br />
==Movelist==<br />
<br />
'''Throws'''<br />
<br />
Daisan No Kagi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Daijuuni no Kagi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Moves'''<br />
<br />
No Nanatsu Kobutsu - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
No Nanatsu Kinzoku - [[image:fd.gif]] + [[image:a.gif]] <br />
<br />
::No Nanatsu Kobutsu - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
No Junkan Nanajuu - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
No Nanajuu Junryuu - [[image:df.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Unicorn No Kaku - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Taiki no Shoukai - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Planunium - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Hajimari no Ki - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Noa No Kaoku - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Nanajuu no Hoshi - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Chie No Ki - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
::Tsukino Gin - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Desperation Moves'''<br />
<br />
Shrödinger No Neko - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Hakuchou no Shi- [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Tsukino Gin - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::No Chishiki ki - [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
'''Super Desperation Move'''<br />
<br />
No Wakusei Inoru - in air, [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
'''Hidden Super Desperation Move'''<br />
<br />
Mitsubachi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Starter Combo Reference ==<br />
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''<br />
|-<br />
| '''0 Bar'''<br />
|<br />
Anywhere<br/><br />
<br />
Anywhere, Low<br/><br />
|<br />
(jump-in), cl.C, f+A, (df+A,) qcf+D / hcb+P>P = 29% / 26%<br/><br />
<br />
(jump-in or cr.B), cr.Bx1~2, f+A, (df+A,) qcf+D / hcb+P>P = 25% / 22%<br/><br />
|-<br />
| '''1 Bar'''<br />
|<br />
Anywhere<br/><br />
<br />
Anywhere, Low<br/><br />
| <br />
(jump-in), cl.C, f+A, qcfx2+P = 35%<br/><br />
<br />
(jump-in or cr.B), cr.Bx1~2, f+A, qcfx2+P = 31%<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a flexible character with a big selection of tools and some of the most consistent and damaging combos in 2k2UM<br />
<br />
| pros=<br />
* '''Adaptable''': Sporting a meterless reversal/anti-air, parries, multiple lows and overheads, cross-ups, teleports, and high utility supers, Foxy always feels threatening with or without meter.<br />
* '''Good Combos and Confirms''': Foxy can always get a combo into knockdown as long as she is in 2B range, and can always get really good damage and corner carry from it.<br />
* '''Great CDs''': On counter hit, both her standing and jumping CD will wall bounce her opponent. She can often combo into one of her supers from everywhere on the screen, even her One-Hit-Kill.<br />
| cons=<br />
* '''Bad options for the midrange ''': If she is outside of her amazing 2B range, Foxy has many lackluster pokes in terms of speed and hitboxes, and her jumping attacks are ill-suited to be air-to-airs aside of her j.CD. <br />
* '''All of her options must be committed to''': While she has a lot of options, all of them are very specialized. Using them at the wrong moment can get Foxy punished with a full combo. She often needs to take risks in neutral due to the aforementioned point as well if she wants to get in.<br />
* '''Steep learning curve''': Due to the aforementioned high number of specialized tools, as well as higher-than-average execution, with dropped combos often leaving her in a very punishable state, Foxy demands a lot in the player's part.<br />
}}<br />
<br />
== Normals ==<br />
<br />
'''Close'''<br />
<br />
*cl.A/B/C are cancel-able<br />
<br />
*cl.A and cl.B chains into lights<br />
<br />
*cl.C hits twice, both hits cancel-able<br />
<br />
*cl.D hits twice and causes hard knockdown<br />
<br />
'''Far'''<br />
<br />
*none of Foxy’s far standing normals are cancel-able.<br />
<br />
*most act as situational pokes and anti-air’s<br />
<br />
'''Crouch'''<br />
*cr.B chains into lights and is cancel-able<br />
*cr.C is special and whiff cancel-able<br />
*cr.D moves Foxy forward a bit<br />
<br />
'''Jump'''<br />
*j.A and j.B cross up, but hard to get much off of<br />
*j.C has a tendency to whiff crouching opponents<br />
*generally bad air game<br />
<br />
== Throws ==<br />
<br />
'''Daisan No Kagi''' - Close, (b/f + C)<br />
<br />
'''Daijuuni no Kagi''' - Close, (b/f + D) <br />
*causes hard knockdown<br />
<br />
== Command Moves ==<br />
<br />
'''No Nanatsu Kinzoku''' - (f + A) <br />
*Foxy advances slightly with a fast non-cancellable poke. <br />
*Spacing tool primarily.<br />
<br />
'''No Nanatsu Kobutsu''' - (df + A) <br />
*Foxy advances with a quick strike that is special and super cancellable <br />
*her best midrange confirm tool.<br />
<br />
'''No Junkan Nanajuu''' - (f + B) <br />
*a parry move, will block jump and mid attacks<br />
<br />
'''No Nanajuu Junryuu''' - (df + B) <br />
*a parry move, will block lows<br />
<br />
== Special Moves ==<br />
<br />
'''Unicorn No Kaku''' - (qcf + A/C) <br />
*a very slow projectile that stun-locks the opponent and then causes a soft knockdown. <br />
*gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs. <br />
*she can also land all hits of her qcfx2 + A/C SDM from midrange.<br />
<br />
'''Taiki no Shoukai''' - (dp + B/D) <br />
*Foxy's teleport move. She advances toward the opponent and goes through projectiles. <br />
*she can cancel into specials, SDMs and both her command parry moves during the teleport. <br />
*you can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential. <br />
*the move will NOT cross through the opponent even during a hard knockdown.<br />
<br />
'''Prenilnium''' - (dp + A/C) <br />
*two hit dp that causes soft knockdown. <br />
* very decent AA and reversal with minor upper and lower body invulnerability. <br />
*first hit can cancel into Song of Swan SDM. <br />
*hit box extends partially behind Foxy allowing to hit jumping opponents late.<br />
<br />
'''Hajimari no Ki''' - (hcb + A/C) <br />
*Foxy advances with a long rapier poke. Slight advantage on block, hits Mid. <br />
'''┗Noa No Kaoku''' - (A/C)<br />
*on hit you follow up with a spinning rapier strike, causes soft knockdown. <br />
*you can also cancel into this before the initial strike lands for just the spinning hit which has slight advantage on block, hits mid. <br />
'''┗Nanajuu no Hoshi''' - (b + B/D) <br />
*cancels the move into Foxy's mid/high parry move. <br />
*decent way to gain ground on an opponent blocking or throwing out jabs.<br />
<br />
'''Chie No Ki''' - (qcf + B/D)<br />
*Foxy slides toward the opponent with a low kick then a rapier slash.<br />
*causes soft knockdown is even on block.<br />
'''┗Tsukino Gin''' - (f + A/C)<br />
*a cancel where Foxy spins in the air slashing her rapier.<br />
*hits overhead so it's a great mixup tool, but very unsafe on block. <br />
*causes soft knockdown. <br />
*you can cancel into this near startup or very late int the slide. Super cancelable.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Shrödinger No Neko''' - (qcb x 2 + A/C) <br />
*Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air. <br />
*a good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.<br />
*Hard knockdown<br />
<br />
'''Hakuchou no Shi''' - (qcf x 2 + A/C) <br />
*Foxy phases forward and then connects for a multi hit combo that causes soft knock down. <br />
*though it looks like her teleport move at the beginning she is not projectile invincible during the Super. <br />
*good whiff punish as it hits from nearly full screen.<br />
''' ┗Tsukino Gin''' - (f + A/C) <br />
*cancel during the phase portion of the Super that hits overhead and allows a juggle on hit<br />
''' ┗No Chishiki ki''' - (down + B/D)<br />
*cancel during the phase portion of the Super that goes into a slide and allows a juggle on hit<br />
<br />
== Super Desperation Move ==<br />
<br />
'''No Wakusei Inoru''' - (qcf x 2 + A + C) in air- <br />
*Foxy slashes down in the air and causes a wave of power to come from behind the opponent, hits mid even the downward slash at beginning. <br />
*Sometimes the downward slash will cause parts of the follow not to connect depending on Foxy's position when it hits.<br />
<br />
== Hidden Super Desperation Move ==<br />
<br />
'''Mitsubachi''' - (qcf x 2 + B + D)<br />
*Foxy points her rapier to the sky and rushes forward enveloped in power. <br />
*On hit it does 100% damage, but also Foxy blows up and dies, singing a sad song. <br />
*You can combo into this with close C, but it's expensive and you lose a character. <br />
*Situational or troll use mostly.<br />
<br />
<br />
==Combos==<br />
You can add a jump-in to every combo. In which case it's best to remove a cr.B at the start if there's more than one.<br />
: You can always slightly delay df+A after f+A for more consistency.<br />
'''Starter''' = (cl.C / cr.Bx1~3), f+A<br />
: Stick to 2 cr.B's for consistency.<br />
<br />
===0 Stock===<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', dp+C / qcf+K / hcb+P>P<br />
<br />
&nbsp;★ '''Starter, df+A, qcf+D / hcb+P>P'''<br />
<br />
<br />
===1 Stock===<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', qcfx2+P / qcbx2+P<br />
<br />
&nbsp;★ '''Starter, df+A, qcfx2+P / qcbx2+P'''<br />
: For qcfx2+P, you have to delay df+A if you add a jump-in unless you stick to 1 or 2 cr.B's.<br />
<br />
<br />
===2 Stocks===<br />
'''Max''' = cl.C/cr.Bx1~2, f+A, delay df+A, [ BC run, cr.B, f+A, delay df+A ] or [ BC walk, f+A, delay df+A ] <br><br />
: The walk one is easier but costs you around 2% damage and you need to be a tiny bit closer on the first cr.B. Doesn't change spacing if you use cl.C.<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', (dp+C(1) / hcb+P), (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Starter''', df+A, hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Starter''', dp+C(1), (SC) qcfx2+P > f+P, dp+C<br />
: You need a decent amount of distance away from the corner for qcfx2+P to last long enough so you can use the f+P follow-up.<br />
<br />
* '''Max''', qcf+D(2), (C) hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Max''', qcf+D(2), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C<br />
<br />
* '''Max''', qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Max''', qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C<br />
<br />
<br />
===3 Stocks===<br />
<br />
''Anywhere''<br />
<br />
* Replace the '''dp+C''' ender by '''qcbx2+P''' in ''2 stocks combos''.<br />
<br />
''Anywhere''<br />
<br />
* cl.C(1), qcfx2+BD<br />
<br />
<br />
===4 Stocks===<br />
<br />
* Replace the '''dp+C''' ender by '''dp+C(1), (SC) qcfx2+P / qcbx2+P''' in ''2 stocks combos''.<br />
<br />
''Corner''<br />
<br />
* qcfx2+P > d+K, qcfx2+BD<br />
<br />
==Videos==<br />
{{#ev:youtube|2BM5_FvMdE4|||'''台灣-阿澤.Aze (Foxy Best Rounds)'''|frame}}<br />
<br />
==External Links==<br />
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=203529246 {{SUBPAGENAME}}'s frame data]<br />
<br />
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]<br />
<br />
Discuss at [http://dreamcancel.com/forum/index.php?topic=464.0 Dream Cancel]<br />
<br />
{{Navbox 2002UM}}<br />
<br />
[[Category:The King of Fighters 2k2UM]]<br />
[[Category:Foxy]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_2002_UM/Foxy&diff=55378The King of Fighters 2002 UM/Foxy2022-08-06T13:02:30Z<p>GoldyDorado01: /* Gameplay Overview */</p>
<hr />
<div>[[File:02UM Foxy Profile.png|right|thumb]][[File:02UM Foxy 0.gif|right|x300px]]<br />
<br />
==Movelist==<br />
<br />
'''Throws'''<br />
<br />
Daisan No Kagi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Daijuuni no Kagi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Moves'''<br />
<br />
No Nanatsu Kobutsu - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
No Nanatsu Kinzoku - [[image:fd.gif]] + [[image:a.gif]] <br />
<br />
::No Nanatsu Kobutsu - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
No Junkan Nanajuu - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
No Nanajuu Junryuu - [[image:df.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Unicorn No Kaku - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Taiki no Shoukai - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Planunium - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Hajimari no Ki - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Noa No Kaoku - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Nanajuu no Hoshi - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Chie No Ki - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
::Tsukino Gin - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Desperation Moves'''<br />
<br />
Shrödinger No Neko - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Hakuchou no Shi- [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Tsukino Gin - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::No Chishiki ki - [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
'''Super Desperation Move'''<br />
<br />
No Wakusei Inoru - in air, [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
'''Hidden Super Desperation Move'''<br />
<br />
Mitsubachi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Starter Combo Reference ==<br />
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''<br />
|-<br />
| '''0 Bar'''<br />
|<br />
Anywhere<br/><br />
<br />
Anywhere, Low<br/><br />
|<br />
(jump-in), cl.C, f+A, (df+A,) qcf+D / hcb+P>P = 29% / 26%<br/><br />
<br />
(jump-in or cr.B), cr.Bx1~2, f+A, (df+A,) qcf+D / hcb+P>P = 25% / 22%<br/><br />
|-<br />
| '''1 Bar'''<br />
|<br />
Anywhere<br/><br />
<br />
Anywhere, Low<br/><br />
| <br />
(jump-in), cl.C, f+A, qcfx2+P = 35%<br/><br />
<br />
(jump-in or cr.B), cr.Bx1~2, f+A, qcfx2+P = 31%<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a flexible character with a big selection of tools and some of the most consistent and damaging combos in 2k2UM<br />
<br />
| pros=<br />
* '''Adaptable''': Sporting a meterless reversal/anti-air, parries, multiple lows and overheads, cross-ups, teleports, and high utility supers, Foxy always feels threatening with or without meter.<br />
* '''Good Combos and Confirms''': Foxy can always get a combo into knockdown as long as she is in 2B range, and can always get really good damage and corner carry from it.<br />
* '''Great CDs''': On counter hit, both her standing and jumping CD will wall bounce her opponent. She can often combo into one of her supers from everywhere on the screen, even her One-Hit-Kill.<br />
| cons=<br />
* '''Bad options for the midrange ''': If she is outside of her amazing 2B range, Foxy sports many lackluster pokes in terms of speed and hitbox, and her jumping attacks are ill-suited to be air-to-airs aside of her j.CD. <br />
* '''All of her options must be committed to''': While she has a lot of options, all of them are very specialized. Using them at the wrong moment can get Foxy punished with a full combo. She often needs to take risks in neutral due to the aforementioned point as well if she wants to get in.<br />
* '''Steep learning curve''': Due to the aforementioned high number of specialized tools, as well as higher-than-average execution, with dropped combos often leaving her in a very punishable state, Foxy requires a lot in the player's part.<br />
}}<br />
<br />
== Normals ==<br />
<br />
'''Close'''<br />
<br />
*cl.A/B/C are cancel-able<br />
<br />
*cl.A and cl.B chains into lights<br />
<br />
*cl.C hits twice, both hits cancel-able<br />
<br />
*cl.D hits twice and causes hard knockdown<br />
<br />
'''Far'''<br />
<br />
*none of Foxy’s far standing normals are cancel-able.<br />
<br />
*most act as situational pokes and anti-air’s<br />
<br />
'''Crouch'''<br />
*cr.B chains into lights and is cancel-able<br />
*cr.C is special and whiff cancel-able<br />
*cr.D moves Foxy forward a bit<br />
<br />
'''Jump'''<br />
*j.A and j.B cross up, but hard to get much off of<br />
*j.C has a tendency to whiff crouching opponents<br />
*generally bad air game<br />
<br />
== Throws ==<br />
<br />
'''Daisan No Kagi''' - Close, (b/f + C)<br />
<br />
'''Daijuuni no Kagi''' - Close, (b/f + D) <br />
*causes hard knockdown<br />
<br />
== Command Moves ==<br />
<br />
'''No Nanatsu Kinzoku''' - (f + A) <br />
*Foxy advances slightly with a fast non-cancellable poke. <br />
*Spacing tool primarily.<br />
<br />
'''No Nanatsu Kobutsu''' - (df + A) <br />
*Foxy advances with a quick strike that is special and super cancellable <br />
*her best midrange confirm tool.<br />
<br />
'''No Junkan Nanajuu''' - (f + B) <br />
*a parry move, will block jump and mid attacks<br />
<br />
'''No Nanajuu Junryuu''' - (df + B) <br />
*a parry move, will block lows<br />
<br />
== Special Moves ==<br />
<br />
'''Unicorn No Kaku''' - (qcf + A/C) <br />
*a very slow projectile that stun-locks the opponent and then causes a soft knockdown. <br />
*gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs. <br />
*she can also land all hits of her qcfx2 + A/C SDM from midrange.<br />
<br />
'''Taiki no Shoukai''' - (dp + B/D) <br />
*Foxy's teleport move. She advances toward the opponent and goes through projectiles. <br />
*she can cancel into specials, SDMs and both her command parry moves during the teleport. <br />
*you can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential. <br />
*the move will NOT cross through the opponent even during a hard knockdown.<br />
<br />
'''Prenilnium''' - (dp + A/C) <br />
*two hit dp that causes soft knockdown. <br />
* very decent AA and reversal with minor upper and lower body invulnerability. <br />
*first hit can cancel into Song of Swan SDM. <br />
*hit box extends partially behind Foxy allowing to hit jumping opponents late.<br />
<br />
'''Hajimari no Ki''' - (hcb + A/C) <br />
*Foxy advances with a long rapier poke. Slight advantage on block, hits Mid. <br />
'''┗Noa No Kaoku''' - (A/C)<br />
*on hit you follow up with a spinning rapier strike, causes soft knockdown. <br />
*you can also cancel into this before the initial strike lands for just the spinning hit which has slight advantage on block, hits mid. <br />
'''┗Nanajuu no Hoshi''' - (b + B/D) <br />
*cancels the move into Foxy's mid/high parry move. <br />
*decent way to gain ground on an opponent blocking or throwing out jabs.<br />
<br />
'''Chie No Ki''' - (qcf + B/D)<br />
*Foxy slides toward the opponent with a low kick then a rapier slash.<br />
*causes soft knockdown is even on block.<br />
'''┗Tsukino Gin''' - (f + A/C)<br />
*a cancel where Foxy spins in the air slashing her rapier.<br />
*hits overhead so it's a great mixup tool, but very unsafe on block. <br />
*causes soft knockdown. <br />
*you can cancel into this near startup or very late int the slide. Super cancelable.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Shrödinger No Neko''' - (qcb x 2 + A/C) <br />
*Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air. <br />
*a good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.<br />
*Hard knockdown<br />
<br />
'''Hakuchou no Shi''' - (qcf x 2 + A/C) <br />
*Foxy phases forward and then connects for a multi hit combo that causes soft knock down. <br />
*though it looks like her teleport move at the beginning she is not projectile invincible during the Super. <br />
*good whiff punish as it hits from nearly full screen.<br />
''' ┗Tsukino Gin''' - (f + A/C) <br />
*cancel during the phase portion of the Super that hits overhead and allows a juggle on hit<br />
''' ┗No Chishiki ki''' - (down + B/D)<br />
*cancel during the phase portion of the Super that goes into a slide and allows a juggle on hit<br />
<br />
== Super Desperation Move ==<br />
<br />
'''No Wakusei Inoru''' - (qcf x 2 + A + C) in air- <br />
*Foxy slashes down in the air and causes a wave of power to come from behind the opponent, hits mid even the downward slash at beginning. <br />
*Sometimes the downward slash will cause parts of the follow not to connect depending on Foxy's position when it hits.<br />
<br />
== Hidden Super Desperation Move ==<br />
<br />
'''Mitsubachi''' - (qcf x 2 + B + D)<br />
*Foxy points her rapier to the sky and rushes forward enveloped in power. <br />
*On hit it does 100% damage, but also Foxy blows up and dies, singing a sad song. <br />
*You can combo into this with close C, but it's expensive and you lose a character. <br />
*Situational or troll use mostly.<br />
<br />
<br />
==Combos==<br />
You can add a jump-in to every combo. In which case it's best to remove a cr.B at the start if there's more than one.<br />
: You can always slightly delay df+A after f+A for more consistency.<br />
'''Starter''' = (cl.C / cr.Bx1~3), f+A<br />
: Stick to 2 cr.B's for consistency.<br />
<br />
===0 Stock===<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', dp+C / qcf+K / hcb+P>P<br />
<br />
&nbsp;★ '''Starter, df+A, qcf+D / hcb+P>P'''<br />
<br />
<br />
===1 Stock===<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', qcfx2+P / qcbx2+P<br />
<br />
&nbsp;★ '''Starter, df+A, qcfx2+P / qcbx2+P'''<br />
: For qcfx2+P, you have to delay df+A if you add a jump-in unless you stick to 1 or 2 cr.B's.<br />
<br />
<br />
===2 Stocks===<br />
'''Max''' = cl.C/cr.Bx1~2, f+A, delay df+A, [ BC run, cr.B, f+A, delay df+A ] or [ BC walk, f+A, delay df+A ] <br><br />
: The walk one is easier but costs you around 2% damage and you need to be a tiny bit closer on the first cr.B. Doesn't change spacing if you use cl.C.<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', (dp+C(1) / hcb+P), (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Starter''', df+A, hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Starter''', dp+C(1), (SC) qcfx2+P > f+P, dp+C<br />
: You need a decent amount of distance away from the corner for qcfx2+P to last long enough so you can use the f+P follow-up.<br />
<br />
* '''Max''', qcf+D(2), (C) hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Max''', qcf+D(2), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C<br />
<br />
* '''Max''', qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Max''', qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C<br />
<br />
<br />
===3 Stocks===<br />
<br />
''Anywhere''<br />
<br />
* Replace the '''dp+C''' ender by '''qcbx2+P''' in ''2 stocks combos''.<br />
<br />
''Anywhere''<br />
<br />
* cl.C(1), qcfx2+BD<br />
<br />
<br />
===4 Stocks===<br />
<br />
* Replace the '''dp+C''' ender by '''dp+C(1), (SC) qcfx2+P / qcbx2+P''' in ''2 stocks combos''.<br />
<br />
''Corner''<br />
<br />
* qcfx2+P > d+K, qcfx2+BD<br />
<br />
==Videos==<br />
{{#ev:youtube|2BM5_FvMdE4|||'''台灣-阿澤.Aze (Foxy Best Rounds)'''|frame}}<br />
<br />
==External Links==<br />
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=203529246 {{SUBPAGENAME}}'s frame data]<br />
<br />
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]<br />
<br />
Discuss at [http://dreamcancel.com/forum/index.php?topic=464.0 Dream Cancel]<br />
<br />
{{Navbox 2002UM}}<br />
<br />
[[Category:The King of Fighters 2k2UM]]<br />
[[Category:Foxy]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_2002_UM/Foxy&diff=55377The King of Fighters 2002 UM/Foxy2022-08-06T12:43:12Z<p>GoldyDorado01: /* Gameplay Overview */</p>
<hr />
<div>[[File:02UM Foxy Profile.png|right|thumb]][[File:02UM Foxy 0.gif|right|x300px]]<br />
<br />
==Movelist==<br />
<br />
'''Throws'''<br />
<br />
Daisan No Kagi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Daijuuni no Kagi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Moves'''<br />
<br />
No Nanatsu Kobutsu - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
No Nanatsu Kinzoku - [[image:fd.gif]] + [[image:a.gif]] <br />
<br />
::No Nanatsu Kobutsu - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
No Junkan Nanajuu - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
No Nanajuu Junryuu - [[image:df.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Unicorn No Kaku - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Taiki no Shoukai - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Planunium - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Hajimari no Ki - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Noa No Kaoku - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Nanajuu no Hoshi - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Chie No Ki - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
::Tsukino Gin - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Desperation Moves'''<br />
<br />
Shrödinger No Neko - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Hakuchou no Shi- [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Tsukino Gin - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::No Chishiki ki - [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
'''Super Desperation Move'''<br />
<br />
No Wakusei Inoru - in air, [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
'''Hidden Super Desperation Move'''<br />
<br />
Mitsubachi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Starter Combo Reference ==<br />
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''<br />
|-<br />
| '''0 Bar'''<br />
|<br />
Anywhere<br/><br />
<br />
Anywhere, Low<br/><br />
|<br />
(jump-in), cl.C, f+A, (df+A,) qcf+D / hcb+P>P = 29% / 26%<br/><br />
<br />
(jump-in or cr.B), cr.Bx1~2, f+A, (df+A,) qcf+D / hcb+P>P = 25% / 22%<br/><br />
|-<br />
| '''1 Bar'''<br />
|<br />
Anywhere<br/><br />
<br />
Anywhere, Low<br/><br />
| <br />
(jump-in), cl.C, f+A, qcfx2+P = 35%<br/><br />
<br />
(jump-in or cr.B), cr.Bx1~2, f+A, qcfx2+P = 31%<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a flexible character with a big selection of tools and some of the most consistent and damaging combos in 2k2UM<br />
<br />
| pros=<br />
* '''Adaptable''': Sporting a meterless reversal/anti-air, parries, multiple lows and overheads, cross-ups, teleports, and high utility supers, Foxy always feels threatening with or without meter.<br />
* '''Good Combos and Confirms''': Foxy can always get a combo into knockdown as long as she is in 2B range, and can always get really good damage and corner carry from it.<br />
* '''Great CDs''': On counter hit, both her standing and jumping CD will wall bounce her opponent. She can often combo into one of her supers, even her One-Hit-Kill.<br />
| cons=<br />
* '''Bad options for the midrange ''': If she is outside of her amazing 2B range, Foxy sports many lackluster pokes in terms of speed and hitbox, and her jumping attacks are ill-suited to be air-to-airs aside of her j.CD. <br />
* '''All of her options must be committed to''': While she has a lot of options, all of them are very specialized. Using them at the wrong moment can get Foxy punished with a full combo. She often needs to take risks in neutral due to the aforementioned point as well if she wants to get in.<br />
* '''Steep learning curve''': Due to the aforementioned high number of specialized tools, as well as higher-than-average execution, with dropped combos often leaving her in a very punishable state, Foxy requires a lot in the player's part.<br />
}}<br />
<br />
== Normals ==<br />
<br />
'''Close'''<br />
<br />
*cl.A/B/C are cancel-able<br />
<br />
*cl.A and cl.B chains into lights<br />
<br />
*cl.C hits twice, both hits cancel-able<br />
<br />
*cl.D hits twice and causes hard knockdown<br />
<br />
'''Far'''<br />
<br />
*none of Foxy’s far standing normals are cancel-able.<br />
<br />
*most act as situational pokes and anti-air’s<br />
<br />
'''Crouch'''<br />
*cr.B chains into lights and is cancel-able<br />
*cr.C is special and whiff cancel-able<br />
*cr.D moves Foxy forward a bit<br />
<br />
'''Jump'''<br />
*j.A and j.B cross up, but hard to get much off of<br />
*j.C has a tendency to whiff crouching opponents<br />
*generally bad air game<br />
<br />
== Throws ==<br />
<br />
'''Daisan No Kagi''' - Close, (b/f + C)<br />
<br />
'''Daijuuni no Kagi''' - Close, (b/f + D) <br />
*causes hard knockdown<br />
<br />
== Command Moves ==<br />
<br />
'''No Nanatsu Kinzoku''' - (f + A) <br />
*Foxy advances slightly with a fast non-cancellable poke. <br />
*Spacing tool primarily.<br />
<br />
'''No Nanatsu Kobutsu''' - (df + A) <br />
*Foxy advances with a quick strike that is special and super cancellable <br />
*her best midrange confirm tool.<br />
<br />
'''No Junkan Nanajuu''' - (f + B) <br />
*a parry move, will block jump and mid attacks<br />
<br />
'''No Nanajuu Junryuu''' - (df + B) <br />
*a parry move, will block lows<br />
<br />
== Special Moves ==<br />
<br />
'''Unicorn No Kaku''' - (qcf + A/C) <br />
*a very slow projectile that stun-locks the opponent and then causes a soft knockdown. <br />
*gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs. <br />
*she can also land all hits of her qcfx2 + A/C SDM from midrange.<br />
<br />
'''Taiki no Shoukai''' - (dp + B/D) <br />
*Foxy's teleport move. She advances toward the opponent and goes through projectiles. <br />
*she can cancel into specials, SDMs and both her command parry moves during the teleport. <br />
*you can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential. <br />
*the move will NOT cross through the opponent even during a hard knockdown.<br />
<br />
'''Prenilnium''' - (dp + A/C) <br />
*two hit dp that causes soft knockdown. <br />
* very decent AA and reversal with minor upper and lower body invulnerability. <br />
*first hit can cancel into Song of Swan SDM. <br />
*hit box extends partially behind Foxy allowing to hit jumping opponents late.<br />
<br />
'''Hajimari no Ki''' - (hcb + A/C) <br />
*Foxy advances with a long rapier poke. Slight advantage on block, hits Mid. <br />
'''┗Noa No Kaoku''' - (A/C)<br />
*on hit you follow up with a spinning rapier strike, causes soft knockdown. <br />
*you can also cancel into this before the initial strike lands for just the spinning hit which has slight advantage on block, hits mid. <br />
'''┗Nanajuu no Hoshi''' - (b + B/D) <br />
*cancels the move into Foxy's mid/high parry move. <br />
*decent way to gain ground on an opponent blocking or throwing out jabs.<br />
<br />
'''Chie No Ki''' - (qcf + B/D)<br />
*Foxy slides toward the opponent with a low kick then a rapier slash.<br />
*causes soft knockdown is even on block.<br />
'''┗Tsukino Gin''' - (f + A/C)<br />
*a cancel where Foxy spins in the air slashing her rapier.<br />
*hits overhead so it's a great mixup tool, but very unsafe on block. <br />
*causes soft knockdown. <br />
*you can cancel into this near startup or very late int the slide. Super cancelable.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Shrödinger No Neko''' - (qcb x 2 + A/C) <br />
*Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air. <br />
*a good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.<br />
*Hard knockdown<br />
<br />
'''Hakuchou no Shi''' - (qcf x 2 + A/C) <br />
*Foxy phases forward and then connects for a multi hit combo that causes soft knock down. <br />
*though it looks like her teleport move at the beginning she is not projectile invincible during the Super. <br />
*good whiff punish as it hits from nearly full screen.<br />
''' ┗Tsukino Gin''' - (f + A/C) <br />
*cancel during the phase portion of the Super that hits overhead and allows a juggle on hit<br />
''' ┗No Chishiki ki''' - (down + B/D)<br />
*cancel during the phase portion of the Super that goes into a slide and allows a juggle on hit<br />
<br />
== Super Desperation Move ==<br />
<br />
'''No Wakusei Inoru''' - (qcf x 2 + A + C) in air- <br />
*Foxy slashes down in the air and causes a wave of power to come from behind the opponent, hits mid even the downward slash at beginning. <br />
*Sometimes the downward slash will cause parts of the follow not to connect depending on Foxy's position when it hits.<br />
<br />
== Hidden Super Desperation Move ==<br />
<br />
'''Mitsubachi''' - (qcf x 2 + B + D)<br />
*Foxy points her rapier to the sky and rushes forward enveloped in power. <br />
*On hit it does 100% damage, but also Foxy blows up and dies, singing a sad song. <br />
*You can combo into this with close C, but it's expensive and you lose a character. <br />
*Situational or troll use mostly.<br />
<br />
<br />
==Combos==<br />
You can add a jump-in to every combo. In which case it's best to remove a cr.B at the start if there's more than one.<br />
: You can always slightly delay df+A after f+A for more consistency.<br />
'''Starter''' = (cl.C / cr.Bx1~3), f+A<br />
: Stick to 2 cr.B's for consistency.<br />
<br />
===0 Stock===<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', dp+C / qcf+K / hcb+P>P<br />
<br />
&nbsp;★ '''Starter, df+A, qcf+D / hcb+P>P'''<br />
<br />
<br />
===1 Stock===<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', qcfx2+P / qcbx2+P<br />
<br />
&nbsp;★ '''Starter, df+A, qcfx2+P / qcbx2+P'''<br />
: For qcfx2+P, you have to delay df+A if you add a jump-in unless you stick to 1 or 2 cr.B's.<br />
<br />
<br />
===2 Stocks===<br />
'''Max''' = cl.C/cr.Bx1~2, f+A, delay df+A, [ BC run, cr.B, f+A, delay df+A ] or [ BC walk, f+A, delay df+A ] <br><br />
: The walk one is easier but costs you around 2% damage and you need to be a tiny bit closer on the first cr.B. Doesn't change spacing if you use cl.C.<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', (dp+C(1) / hcb+P), (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Starter''', df+A, hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Starter''', dp+C(1), (SC) qcfx2+P > f+P, dp+C<br />
: You need a decent amount of distance away from the corner for qcfx2+P to last long enough so you can use the f+P follow-up.<br />
<br />
* '''Max''', qcf+D(2), (C) hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Max''', qcf+D(2), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C<br />
<br />
* '''Max''', qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Max''', qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C<br />
<br />
<br />
===3 Stocks===<br />
<br />
''Anywhere''<br />
<br />
* Replace the '''dp+C''' ender by '''qcbx2+P''' in ''2 stocks combos''.<br />
<br />
''Anywhere''<br />
<br />
* cl.C(1), qcfx2+BD<br />
<br />
<br />
===4 Stocks===<br />
<br />
* Replace the '''dp+C''' ender by '''dp+C(1), (SC) qcfx2+P / qcbx2+P''' in ''2 stocks combos''.<br />
<br />
''Corner''<br />
<br />
* qcfx2+P > d+K, qcfx2+BD<br />
<br />
==Videos==<br />
{{#ev:youtube|2BM5_FvMdE4|||'''台灣-阿澤.Aze (Foxy Best Rounds)'''|frame}}<br />
<br />
==External Links==<br />
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=203529246 {{SUBPAGENAME}}'s frame data]<br />
<br />
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]<br />
<br />
Discuss at [http://dreamcancel.com/forum/index.php?topic=464.0 Dream Cancel]<br />
<br />
{{Navbox 2002UM}}<br />
<br />
[[Category:The King of Fighters 2k2UM]]<br />
[[Category:Foxy]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_2002_UM/Foxy&diff=55376The King of Fighters 2002 UM/Foxy2022-08-06T11:48:25Z<p>GoldyDorado01: /* Normals */</p>
<hr />
<div>[[File:02UM Foxy Profile.png|right|thumb]][[File:02UM Foxy 0.gif|right|x300px]]<br />
<br />
==Movelist==<br />
<br />
'''Throws'''<br />
<br />
Daisan No Kagi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Daijuuni no Kagi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Moves'''<br />
<br />
No Nanatsu Kobutsu - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
No Nanatsu Kinzoku - [[image:fd.gif]] + [[image:a.gif]] <br />
<br />
::No Nanatsu Kobutsu - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
No Junkan Nanajuu - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
No Nanajuu Junryuu - [[image:df.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Unicorn No Kaku - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Taiki no Shoukai - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Planunium - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Hajimari no Ki - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Noa No Kaoku - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Nanajuu no Hoshi - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Chie No Ki - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
::Tsukino Gin - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Desperation Moves'''<br />
<br />
Shrödinger No Neko - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Hakuchou no Shi- [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::Tsukino Gin - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
::No Chishiki ki - [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
'''Super Desperation Move'''<br />
<br />
No Wakusei Inoru - in air, [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
'''Hidden Super Desperation Move'''<br />
<br />
Mitsubachi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Starter Combo Reference ==<br />
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''<br />
|-<br />
| '''0 Bar'''<br />
|<br />
Anywhere<br/><br />
<br />
Anywhere, Low<br/><br />
|<br />
(jump-in), cl.C, f+A, (df+A,) qcf+D / hcb+P>P = 29% / 26%<br/><br />
<br />
(jump-in or cr.B), cr.Bx1~2, f+A, (df+A,) qcf+D / hcb+P>P = 25% / 22%<br/><br />
|-<br />
| '''1 Bar'''<br />
|<br />
Anywhere<br/><br />
<br />
Anywhere, Low<br/><br />
| <br />
(jump-in), cl.C, f+A, qcfx2+P = 35%<br/><br />
<br />
(jump-in or cr.B), cr.Bx1~2, f+A, qcfx2+P = 31%<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a flexible character with a big selection of tools and some of the most consistent and damaging combos in 2k2UM<br />
<br />
| pros=<br />
* '''Adaptable''': Sporting a meterless reversal/anti-air, parries, multiple lows and overheads, cross-ups, teleports, and high utility supers, Foxy always feels threatening with or without meter.<br />
* '''Good Combos and Confirms''': Foxy can always get a combo into knockdown as long as she is in 2B range, and can always get really good damage and corner carry from it.<br />
| cons=<br />
* '''Bad options for the midrange ''': If she is outside of her amazing 2B range, Foxy sports many lackluster pokes in terms of speed and hitbox, and her jumping attacks are ill-suited to be air-to-airs. Not only that, she lacks a button to stop hops from certain distances, meaning she can get rush down easily <br />
* '''All of her options must be committed to''': While she has a lot of options, all of them are very specialized. Using them at the wrong moment can get Foxy punished with a full combo. She often needs to take risks in neutral due to the aforementioned point as well if she wants to get in.<br />
* '''Steep learning curve''': Due to the aforementioned high number of specialized tools, as well as higher-than-average execution, with dropped combos often leaving her in a very punishable state, Foxy requires a lot in the player's part.<br />
}}<br />
== Normals ==<br />
<br />
'''Close'''<br />
<br />
*cl.A/B/C are cancel-able<br />
<br />
*cl.A and cl.B chains into lights<br />
<br />
*cl.C hits twice, both hits cancel-able<br />
<br />
*cl.D hits twice and causes hard knockdown<br />
<br />
'''Far'''<br />
<br />
*none of Foxy’s far standing normals are cancel-able.<br />
<br />
*most act as situational pokes and anti-air’s<br />
<br />
'''Crouch'''<br />
*cr.B chains into lights and is cancel-able<br />
*cr.C is special and whiff cancel-able<br />
*cr.D moves Foxy forward a bit<br />
<br />
'''Jump'''<br />
*j.A and j.B cross up, but hard to get much off of<br />
*j.C has a tendency to whiff crouching opponents<br />
*generally bad air game<br />
<br />
== Throws ==<br />
<br />
'''Daisan No Kagi''' - Close, (b/f + C)<br />
<br />
'''Daijuuni no Kagi''' - Close, (b/f + D) <br />
*causes hard knockdown<br />
<br />
== Command Moves ==<br />
<br />
'''No Nanatsu Kinzoku''' - (f + A) <br />
*Foxy advances slightly with a fast non-cancellable poke. <br />
*Spacing tool primarily.<br />
<br />
'''No Nanatsu Kobutsu''' - (df + A) <br />
*Foxy advances with a quick strike that is special and super cancellable <br />
*her best midrange confirm tool.<br />
<br />
'''No Junkan Nanajuu''' - (f + B) <br />
*a parry move, will block jump and mid attacks<br />
<br />
'''No Nanajuu Junryuu''' - (df + B) <br />
*a parry move, will block lows<br />
<br />
== Special Moves ==<br />
<br />
'''Unicorn No Kaku''' - (qcf + A/C) <br />
*a very slow projectile that stun-locks the opponent and then causes a soft knockdown. <br />
*gives Foxy enough time to run in from nearly full screen for a combo before the knockdown occurs. <br />
*she can also land all hits of her qcfx2 + A/C SDM from midrange.<br />
<br />
'''Taiki no Shoukai''' - (dp + B/D) <br />
*Foxy's teleport move. She advances toward the opponent and goes through projectiles. <br />
*she can cancel into specials, SDMs and both her command parry moves during the teleport. <br />
*you can also cancel this within its startup frames as a kara into her Chie No Ki for mixup potential. <br />
*the move will NOT cross through the opponent even during a hard knockdown.<br />
<br />
'''Prenilnium''' - (dp + A/C) <br />
*two hit dp that causes soft knockdown. <br />
* very decent AA and reversal with minor upper and lower body invulnerability. <br />
*first hit can cancel into Song of Swan SDM. <br />
*hit box extends partially behind Foxy allowing to hit jumping opponents late.<br />
<br />
'''Hajimari no Ki''' - (hcb + A/C) <br />
*Foxy advances with a long rapier poke. Slight advantage on block, hits Mid. <br />
'''┗Noa No Kaoku''' - (A/C)<br />
*on hit you follow up with a spinning rapier strike, causes soft knockdown. <br />
*you can also cancel into this before the initial strike lands for just the spinning hit which has slight advantage on block, hits mid. <br />
'''┗Nanajuu no Hoshi''' - (b + B/D) <br />
*cancels the move into Foxy's mid/high parry move. <br />
*decent way to gain ground on an opponent blocking or throwing out jabs.<br />
<br />
'''Chie No Ki''' - (qcf + B/D)<br />
*Foxy slides toward the opponent with a low kick then a rapier slash.<br />
*causes soft knockdown is even on block.<br />
'''┗Tsukino Gin''' - (f + A/C)<br />
*a cancel where Foxy spins in the air slashing her rapier.<br />
*hits overhead so it's a great mixup tool, but very unsafe on block. <br />
*causes soft knockdown. <br />
*you can cancel into this near startup or very late int the slide. Super cancelable.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Shrödinger No Neko''' - (qcb x 2 + A/C) <br />
*Foxy slashes her 'hair flag' above her draping the opponent then jumps slashing them many time in the air. <br />
*a good combo ender, it can also be used as situational anti air as its hitbox extends decently above Foxy as well as in front.<br />
*Hard knockdown<br />
<br />
'''Hakuchou no Shi''' - (qcf x 2 + A/C) <br />
*Foxy phases forward and then connects for a multi hit combo that causes soft knock down. <br />
*though it looks like her teleport move at the beginning she is not projectile invincible during the Super. <br />
*good whiff punish as it hits from nearly full screen.<br />
''' ┗Tsukino Gin''' - (f + A/C) <br />
*cancel during the phase portion of the Super that hits overhead and allows a juggle on hit<br />
''' ┗No Chishiki ki''' - (down + B/D)<br />
*cancel during the phase portion of the Super that goes into a slide and allows a juggle on hit<br />
<br />
== Super Desperation Move ==<br />
<br />
'''No Wakusei Inoru''' - (qcf x 2 + A + C) in air- <br />
*Foxy slashes down in the air and causes a wave of power to come from behind the opponent, hits mid even the downward slash at beginning. <br />
*Sometimes the downward slash will cause parts of the follow not to connect depending on Foxy's position when it hits.<br />
<br />
== Hidden Super Desperation Move ==<br />
<br />
'''Mitsubachi''' - (qcf x 2 + B + D)<br />
*Foxy points her rapier to the sky and rushes forward enveloped in power. <br />
*On hit it does 100% damage, but also Foxy blows up and dies, singing a sad song. <br />
*You can combo into this with close C, but it's expensive and you lose a character. <br />
*Situational or troll use mostly.<br />
<br />
<br />
==Combos==<br />
You can add a jump-in to every combo. In which case it's best to remove a cr.B at the start if there's more than one.<br />
: You can always slightly delay df+A after f+A for more consistency.<br />
'''Starter''' = (cl.C / cr.Bx1~3), f+A<br />
: Stick to 2 cr.B's for consistency.<br />
<br />
===0 Stock===<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', dp+C / qcf+K / hcb+P>P<br />
<br />
&nbsp;★ '''Starter, df+A, qcf+D / hcb+P>P'''<br />
<br />
<br />
===1 Stock===<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', qcfx2+P / qcbx2+P<br />
<br />
&nbsp;★ '''Starter, df+A, qcfx2+P / qcbx2+P'''<br />
: For qcfx2+P, you have to delay df+A if you add a jump-in unless you stick to 1 or 2 cr.B's.<br />
<br />
<br />
===2 Stocks===<br />
'''Max''' = cl.C/cr.Bx1~2, f+A, delay df+A, [ BC run, cr.B, f+A, delay df+A ] or [ BC walk, f+A, delay df+A ] <br><br />
: The walk one is easier but costs you around 2% damage and you need to be a tiny bit closer on the first cr.B. Doesn't change spacing if you use cl.C.<br />
<br />
''Anywhere''<br />
<br />
* '''Starter''', (dp+C(1) / hcb+P), (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Starter''', df+A, hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Starter''', dp+C(1), (SC) qcfx2+P > f+P, dp+C<br />
: You need a decent amount of distance away from the corner for qcfx2+P to last long enough so you can use the f+P follow-up.<br />
<br />
* '''Max''', qcf+D(2), (C) hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Max''', qcf+D(2), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C<br />
<br />
* '''Max''', qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P / qcbx2+P<br />
<br />
* '''Max''', qcf+D(1), (C) hcb+P, (C) dp+C(1), (C) hcb+P, (SC) qcfx2+P > f+P, dp+C<br />
<br />
<br />
===3 Stocks===<br />
<br />
''Anywhere''<br />
<br />
* Replace the '''dp+C''' ender by '''qcbx2+P''' in ''2 stocks combos''.<br />
<br />
''Anywhere''<br />
<br />
* cl.C(1), qcfx2+BD<br />
<br />
<br />
===4 Stocks===<br />
<br />
* Replace the '''dp+C''' ender by '''dp+C(1), (SC) qcfx2+P / qcbx2+P''' in ''2 stocks combos''.<br />
<br />
''Corner''<br />
<br />
* qcfx2+P > d+K, qcfx2+BD<br />
<br />
==Videos==<br />
{{#ev:youtube|2BM5_FvMdE4|||'''台灣-阿澤.Aze (Foxy Best Rounds)'''|frame}}<br />
<br />
==External Links==<br />
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=203529246 {{SUBPAGENAME}}'s frame data]<br />
<br />
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]<br />
<br />
Discuss at [http://dreamcancel.com/forum/index.php?topic=464.0 Dream Cancel]<br />
<br />
{{Navbox 2002UM}}<br />
<br />
[[Category:The King of Fighters 2k2UM]]<br />
[[Category:Foxy]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Terry_Bogard&diff=55374The King of Fighters '98 UMFE/Terry Bogard2022-08-05T21:35:22Z<p>GoldyDorado01: /* Combos */</p>
<hr />
<div>[[File:Kof98umfeterrymovelist.png|right|thumb|Command List]]<br />
<br />
== Introduction ==<br />
<br />
Terry is a mid- to close-range pressure character. At close range, he has access to really nice hitconfirms and blockstrings that allow him to play a fairly safe offensive game. An important part of this is that he has multiple specials that allow him to end strings pretty safely and still be in a good position to poke. In neutral, he has some decent pokes to keep the opponent in check, as well as some special moves he can use to move forward to get into his preferred range. On defense, he has access to a meterless invincible reversal. His weaknesses are a lack of strong mixups, as he does not have an overhead or a command grab, and just generally not having much going for him outside of his pressure capabilities.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* The activation range of cl.D has been reduced<br />
<br />
* st.D's priority has been reduced<br />
<br />
* j.D from a full jump now has less downwards priority, meaning that you can no longer use it as an instant overhead on regular crouchers; j.D from a hop still works, though<br />
<br />
Specials:<br />
<br />
* hcf+B's damage has been reduced from 9 to 4<br />
<br />
* dp+K's second hit now has an increased hitbox size, so it air-to-airs better<br />
<br />
* dp+B's second hit's damage has been reduced from 14 to 11<br />
<br />
* dp+D's second hit's damage has been reduced from 15 to 13<br />
<br />
Supers:<br />
<br />
* Third hit of qcfx2+AC's hitbox has been increased behind it; now all hits of qcfx2+AC connect even at the edge of the screen, though it will drop if used all the way in the corner<br />
<br />
'''98 to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* st.B's damage has been increased from 5 to 6<br />
<br />
Specials:<br />
<br />
* dp+C now has 3f extra invincibility<br />
<br />
* qcb+D's recovery has been reduced by 3 frames<br />
<br />
* qcb+D's hitbox has been extended downwards, it can now hit short crouchers<br />
<br />
* hcf+B's damage has been increased from 4 to 8<br />
<br />
* hcf+D's damage has been increased from 9 to 12<br />
<br />
* dp+D's first hit now launches the opponent higher in the air, on a trade it knocks the opponent up into a juggle state<br />
<br />
Supers:<br />
<br />
* qcfx2+BD now has added startup invincibility<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Will hit all crouchers. Cancelable.<br />
<br />
* cl.C: Two-hitting cl.C. Good to use in combos as both hits are cancelable, making it easy to confirm from.<br />
<br />
* cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.<br />
<br />
* st.B: Good far-reaching mid-range poke.<br />
<br />
* st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.<br />
<br />
* st.D: Slow startup and recovery. Long range.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: Standard crouching jab. Chainable and cancelable.<br />
<br />
* cr.B: Terry's main low confirm option. Chainable.<br />
<br />
* cr.C: Fairly fast, nice range. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff. <br />
<br />
'''Jumping'''<br />
<br />
* j.A: Nice priority for air-to-airs. Can also be used as a jump-in.<br />
<br />
* j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.<br />
<br />
* j.C: Decent jump-in. Can crossup.<br />
<br />
* j.D: His most-used jump-in, and a great multi-purpose tool, as it also works as an air-to-air, crossup, and instant overhead (only the hop version) on regular crouchers.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow-to-start-up st.CD that has decent range, moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit.<br />
<br />
* j.CD: An attack with somewhat slow startup that is angled downward and out, and has a good horizontal hitbox. Great for jump-in pressure, and may also be used as a preemptive air-to-air.<br />
<br />
== Throws ==<br />
<br />
'''Grasping Upper:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Terry grabs the opponent then does a hook to the face.<br />
<br />
'''Buster Throw:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Terry grabs the opponent, then flips them over his shoulder and onto the ground. Because it causes a reverse knockdown, it can be used to set up a meaty jump-in afterward, whether it's midscreen or in the corner. Switches sides.<br />
<br />
== Command Moves ==<br />
<br />
'''Back Knuckle:''' <code>f+A</code><br />
<br />
* Terry swings his arm forward, hitting the opponent twice.<br />
<br />
* A good command normal for Terry, but he only gets most of its use when you want to combo into one of his DM's, most of his special attacks aren't fast enough unless you bypass using the strong normal to combo into it.<br />
<br />
* Second hit is free-cancelable.<br />
<br />
'''Rising Upper:''' <code>df+C</code><br />
<br />
* Terry does a quick hook, hitting the opponent in the face. <br />
<br />
* Another useful command normal, comes out very quick so you have to be fast if you want to cancel. qcb+A in most cases is the best option, as it's fast and relatively safe. <br />
<br />
* Cancelable if canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Power Wave:''' <code>qcf+A/C</code><br />
<br />
* Terry punches the ground, sending an energy wave across the screen.<br />
<br />
* Great for ground and (in some instances) air control—the hitbox reaches pretty high off the ground, so it can be a reliable anti-air on opponents that like to jump in (but the timing is crucial). <br />
<br />
* Knocks the opponent down at close range, but doesn't further out.<br />
<br />
* Builds good meter, even more so when it hits.<br />
<br />
'''Burning Knuckle:''' <code>qcb+A/C</code><br />
<br />
* Terry does a quick pose, then charge punches towards the opponent. Terry's most basic combo finisher when he doesn't have any meter to spend.<br />
<br />
* The A version goes about 40% of the screen while the C version goes fullscreen, neither are safe on block unless spaced to a T.<br />
<br />
* Can be used as a makeshift anti-air, or to defeat moves with slow startup/no priority. <br />
<br />
'''Crack Shoot:''' <code>qcb+B/D</code><br />
<br />
* Terry does a one-legged flip, swinging down to hit the opponent on the head. Despite the look of this attack, it is not an overhead and your opponent can guard it crouching.<br />
<br />
* It can still be used as a combo finisher, just like qcf+P, but the difference here it doesn't knock down and only the B version is practical because of its fast startup.<br />
<br />
* It has surprisingly good vertical range and priority, so it can act as an anti-air.<br />
<br />
* Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air.<br />
<br />
* qcb+D gives you frame advantage on block, making it an excellent blocksring and frametrapping move.<br />
<br />
'''Rising Tackle:''' <code>dp+A/C</code><br />
<br />
* Terry does a flurry of rising kicks launching his opponent into the air, Terry's one and only DP.<br />
<br />
* This move is strong and has great priority, has a few good combo options but can also be used to anti-air opponents on a whim.<br />
<br />
* C version is invincible into the first few active frames, and thus can be used as a reversal.<br />
<br />
'''Power Dunk:''' <code>dp+B/D</code><br />
<br />
* Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again.<br />
<br />
* Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.<br />
<br />
* D version can be used as an anti-air, as you get a hard knockdown if it lands, but dp+C is a much safer alternative for a bit less reward.<br />
<br />
* In a trade situation, the D version will juggle them upwards, allowing for a followup attack.<br />
<br />
* Good combo ender after hcf+K, as it gives you plenty of time to set up whatever offense you want.<br />
<br />
'''Power Charge:''' <code>hcf+B/D</code><br />
<br />
* Terry slides forward with a shoulder tackle, knocking the opponent into the air.<br />
<br />
* B version is safer overall to use, but D version does a bit more damage. <br />
<br />
* Terry's main combo confirming tool, as it gives you a juggle chance on hit and is cancelable into other special moves.<br />
<br />
* It's also fairly safe on block, making it an excellent blockstring ender for Terry.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Power Geyser:''' <code>qcb,db,f+A/C</code><br />
<br />
* Terry slams the ground, creating a big burst of energy in front of him.<br />
<br />
* Good combo ender for Terry, as it combos from most of his routes.<br />
<br />
* Has some invincibility, but is pretty slow to be used as a reversal or anti-air except on a read.<br />
<br />
* The MAX version creates three big pillars of energy, each one further away from Terry.<br />
<br />
'''High Angle Geyser:''' <code>qcfx2+B/D</code><br />
<br />
* Does a bit more damage than qcb,db,f+P, but is way harder to combo into, so it's not a DM worth using much.<br />
<br />
* qcfx2+D has full startup invincibility, but can trade once the hitbox comes out.<br />
<br />
* MAX version does more damage and travels further than the regular version, making it easier to combo into.<br />
<br />
== Combos ==<br />
<br />
'''General Notes:'''<br />
<br />
* You can shorten the input (21416A) to 2146A or 246A.<br />
<br />
* In any meter-using combo, you can replace 236236B with 236236BD or 21416A with 21416AC for more damage if you have the resources.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, 3C, 214A</code><br />
<br />
: <code>2Bx1-2, 2A, 3C, 41236B, j.D</code><br />
: You need to do a regular jump or superjump for j.D to connect.<br />
<br />
: <code>2Bx1-2, 2A, 3C, 41236D, 623C</code><br />
: 41236D is canceled into 623C.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 3C, 214A</code><br />
<br />
: <code>(j.X), cl.C, 3C, 41236B, j.D</code><br />
: You need to do a regular jump or superjump for j.D to connect.<br />
<br />
: <code>(j.X), cl.C, 3C, 41236D, 623C</code><br />
: hcf+D is canceled into dp+C.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 3C, 41236D, 623B</code><br />
: You can do this combo outside of the corner, but you need a very tight microrun after hcf+D.<br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>2Bx1-2, st.A, 236236B</code><br />
: You can do this as 2B, 236A, 236B for an easier cancel.<br />
<br />
: <code>2Bx1-2, 2A, 3C, 21416+A</code><br />
: It's much easier to do 3C into DM if you remove the down back part after 214, looking something like 3C2146A. This applies to all combos that have this as an ender.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 236236B</code><br />
<br />
: <code>(j.X), cl.C, 3C, 21416+A</code><br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>2B, ABC, cl.C, 3C, 21416A</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 3C, 41236B, ABC, 21416A</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|RiTTQ3orrBc|||'''King of Fighters 98 UM FE: Terry Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Terry Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Terry_Bogard&diff=55373The King of Fighters '98 UMFE/Terry Bogard2022-08-05T21:29:47Z<p>GoldyDorado01: /* With Quick MAX */</p>
<hr />
<div>[[File:Kof98umfeterrymovelist.png|right|thumb|Command List]]<br />
<br />
== Introduction ==<br />
<br />
Terry is a mid- to close-range pressure character. At close range, he has access to really nice hitconfirms and blockstrings that allow him to play a fairly safe offensive game. An important part of this is that he has multiple specials that allow him to end strings pretty safely and still be in a good position to poke. In neutral, he has some decent pokes to keep the opponent in check, as well as some special moves he can use to move forward to get into his preferred range. On defense, he has access to a meterless invincible reversal. His weaknesses are a lack of strong mixups, as he does not have an overhead or a command grab, and just generally not having much going for him outside of his pressure capabilities.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* The activation range of cl.D has been reduced<br />
<br />
* st.D's priority has been reduced<br />
<br />
* j.D from a full jump now has less downwards priority, meaning that you can no longer use it as an instant overhead on regular crouchers; j.D from a hop still works, though<br />
<br />
Specials:<br />
<br />
* hcf+B's damage has been reduced from 9 to 4<br />
<br />
* dp+K's second hit now has an increased hitbox size, so it air-to-airs better<br />
<br />
* dp+B's second hit's damage has been reduced from 14 to 11<br />
<br />
* dp+D's second hit's damage has been reduced from 15 to 13<br />
<br />
Supers:<br />
<br />
* Third hit of qcfx2+AC's hitbox has been increased behind it; now all hits of qcfx2+AC connect even at the edge of the screen, though it will drop if used all the way in the corner<br />
<br />
'''98 to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* st.B's damage has been increased from 5 to 6<br />
<br />
Specials:<br />
<br />
* dp+C now has 3f extra invincibility<br />
<br />
* qcb+D's recovery has been reduced by 3 frames<br />
<br />
* qcb+D's hitbox has been extended downwards, it can now hit short crouchers<br />
<br />
* hcf+B's damage has been increased from 4 to 8<br />
<br />
* hcf+D's damage has been increased from 9 to 12<br />
<br />
* dp+D's first hit now launches the opponent higher in the air, on a trade it knocks the opponent up into a juggle state<br />
<br />
Supers:<br />
<br />
* qcfx2+BD now has added startup invincibility<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Will hit all crouchers. Cancelable.<br />
<br />
* cl.C: Two-hitting cl.C. Good to use in combos as both hits are cancelable, making it easy to confirm from.<br />
<br />
* cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.<br />
<br />
* st.B: Good far-reaching mid-range poke.<br />
<br />
* st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.<br />
<br />
* st.D: Slow startup and recovery. Long range.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: Standard crouching jab. Chainable and cancelable.<br />
<br />
* cr.B: Terry's main low confirm option. Chainable.<br />
<br />
* cr.C: Fairly fast, nice range. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff. <br />
<br />
'''Jumping'''<br />
<br />
* j.A: Nice priority for air-to-airs. Can also be used as a jump-in.<br />
<br />
* j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.<br />
<br />
* j.C: Decent jump-in. Can crossup.<br />
<br />
* j.D: His most-used jump-in, and a great multi-purpose tool, as it also works as an air-to-air, crossup, and instant overhead (only the hop version) on regular crouchers.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow-to-start-up st.CD that has decent range, moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit.<br />
<br />
* j.CD: An attack with somewhat slow startup that is angled downward and out, and has a good horizontal hitbox. Great for jump-in pressure, and may also be used as a preemptive air-to-air.<br />
<br />
== Throws ==<br />
<br />
'''Grasping Upper:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Terry grabs the opponent then does a hook to the face.<br />
<br />
'''Buster Throw:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Terry grabs the opponent, then flips them over his shoulder and onto the ground. Because it causes a reverse knockdown, it can be used to set up a meaty jump-in afterward, whether it's midscreen or in the corner. Switches sides.<br />
<br />
== Command Moves ==<br />
<br />
'''Back Knuckle:''' <code>f+A</code><br />
<br />
* Terry swings his arm forward, hitting the opponent twice.<br />
<br />
* A good command normal for Terry, but he only gets most of its use when you want to combo into one of his DM's, most of his special attacks aren't fast enough unless you bypass using the strong normal to combo into it.<br />
<br />
* Second hit is free-cancelable.<br />
<br />
'''Rising Upper:''' <code>df+C</code><br />
<br />
* Terry does a quick hook, hitting the opponent in the face. <br />
<br />
* Another useful command normal, comes out very quick so you have to be fast if you want to cancel. qcb+A in most cases is the best option, as it's fast and relatively safe. <br />
<br />
* Cancelable if canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Power Wave:''' <code>qcf+A/C</code><br />
<br />
* Terry punches the ground, sending an energy wave across the screen.<br />
<br />
* Great for ground and (in some instances) air control—the hitbox reaches pretty high off the ground, so it can be a reliable anti-air on opponents that like to jump in (but the timing is crucial). <br />
<br />
* Knocks the opponent down at close range, but doesn't further out.<br />
<br />
* Builds good meter, even more so when it hits.<br />
<br />
'''Burning Knuckle:''' <code>qcb+A/C</code><br />
<br />
* Terry does a quick pose, then charge punches towards the opponent. Terry's most basic combo finisher when he doesn't have any meter to spend.<br />
<br />
* The A version goes about 40% of the screen while the C version goes fullscreen, neither are safe on block unless spaced to a T.<br />
<br />
* Can be used as a makeshift anti-air, or to defeat moves with slow startup/no priority. <br />
<br />
'''Crack Shoot:''' <code>qcb+B/D</code><br />
<br />
* Terry does a one-legged flip, swinging down to hit the opponent on the head. Despite the look of this attack, it is not an overhead and your opponent can guard it crouching.<br />
<br />
* It can still be used as a combo finisher, just like qcf+P, but the difference here it doesn't knock down and only the B version is practical because of its fast startup.<br />
<br />
* It has surprisingly good vertical range and priority, so it can act as an anti-air.<br />
<br />
* Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air.<br />
<br />
* qcb+D gives you frame advantage on block, making it an excellent blocksring and frametrapping move.<br />
<br />
'''Rising Tackle:''' <code>dp+A/C</code><br />
<br />
* Terry does a flurry of rising kicks launching his opponent into the air, Terry's one and only DP.<br />
<br />
* This move is strong and has great priority, has a few good combo options but can also be used to anti-air opponents on a whim.<br />
<br />
* C version is invincible into the first few active frames, and thus can be used as a reversal.<br />
<br />
'''Power Dunk:''' <code>dp+B/D</code><br />
<br />
* Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again.<br />
<br />
* Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.<br />
<br />
* D version can be used as an anti-air, as you get a hard knockdown if it lands, but dp+C is a much safer alternative for a bit less reward.<br />
<br />
* In a trade situation, the D version will juggle them upwards, allowing for a followup attack.<br />
<br />
* Good combo ender after hcf+K, as it gives you plenty of time to set up whatever offense you want.<br />
<br />
'''Power Charge:''' <code>hcf+B/D</code><br />
<br />
* Terry slides forward with a shoulder tackle, knocking the opponent into the air.<br />
<br />
* B version is safer overall to use, but D version does a bit more damage. <br />
<br />
* Terry's main combo confirming tool, as it gives you a juggle chance on hit and is cancelable into other special moves.<br />
<br />
* It's also fairly safe on block, making it an excellent blockstring ender for Terry.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Power Geyser:''' <code>qcb,db,f+A/C</code><br />
<br />
* Terry slams the ground, creating a big burst of energy in front of him.<br />
<br />
* Good combo ender for Terry, as it combos from most of his routes.<br />
<br />
* Has some invincibility, but is pretty slow to be used as a reversal or anti-air except on a read.<br />
<br />
* The MAX version creates three big pillars of energy, each one further away from Terry.<br />
<br />
'''High Angle Geyser:''' <code>qcfx2+B/D</code><br />
<br />
* Does a bit more damage than qcb,db,f+P, but is way harder to combo into, so it's not a DM worth using much.<br />
<br />
* qcfx2+D has full startup invincibility, but can trade once the hitbox comes out.<br />
<br />
* MAX version does more damage and travels further than the regular version, making it easier to combo into.<br />
<br />
== Combos ==<br />
<br />
'''General Notes:'''<br />
<br />
* You can shorten the input (qcb,db,f+A) to qcb,f+A or d,b,f+A.<br />
<br />
* In any meter-using combo, you can replace qcfx2+A with qcfx2+AC or qcb,db,f+B with qcb,db,f+BD for more damage if you have the resources.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A, df+C, qcb+A</code><br />
<br />
: <code>cr.Bx1-2, cr.A, df+C, hcf+B, j.D</code><br />
: You need to do a regular jump or superjump for j.D to connect.<br />
<br />
: <code>cr.Bx1-2, cr.A, df+C, hcf+D, dp+C</code><br />
: hcf+D is canceled into dp+C.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, df+C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, df+C, hcf+B, j.D</code><br />
: You need to do a regular jump or superjump for j.D to connect.<br />
<br />
: <code>(j.X), cl.C, df+C, hcf+D, dp+C</code><br />
: hcf+D is canceled into dp+C.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, df+C, hcf+D, dp+B</code><br />
: You can do this combo outside of the corner, but you need a very tight microrun after hcf+D.<br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>2Bx1-2, st.A, 236236B</code><br />
: You can do this as 2B, 236A, 236B for an easier cancel.<br />
<br />
: <code>2Bx1-2, 2A, 3C, 21416+A</code><br />
: It's much easier to do 3C into DM if you remove the down back part after 214, looking something like 3C2146A. This applies to all combos that have this as an ender.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 236236B</code><br />
<br />
: <code>(j.X), cl.C, 3C, 21416+A</code><br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>2B, ABC, cl.C, 3C, 21416A</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 3C, 41236B, ABC, 21416A</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|RiTTQ3orrBc|||'''King of Fighters 98 UM FE: Terry Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Terry Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Terry_Bogard&diff=55372The King of Fighters '98 UMFE/Terry Bogard2022-08-05T21:28:06Z<p>GoldyDorado01: /* With Meter */</p>
<hr />
<div>[[File:Kof98umfeterrymovelist.png|right|thumb|Command List]]<br />
<br />
== Introduction ==<br />
<br />
Terry is a mid- to close-range pressure character. At close range, he has access to really nice hitconfirms and blockstrings that allow him to play a fairly safe offensive game. An important part of this is that he has multiple specials that allow him to end strings pretty safely and still be in a good position to poke. In neutral, he has some decent pokes to keep the opponent in check, as well as some special moves he can use to move forward to get into his preferred range. On defense, he has access to a meterless invincible reversal. His weaknesses are a lack of strong mixups, as he does not have an overhead or a command grab, and just generally not having much going for him outside of his pressure capabilities.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* The activation range of cl.D has been reduced<br />
<br />
* st.D's priority has been reduced<br />
<br />
* j.D from a full jump now has less downwards priority, meaning that you can no longer use it as an instant overhead on regular crouchers; j.D from a hop still works, though<br />
<br />
Specials:<br />
<br />
* hcf+B's damage has been reduced from 9 to 4<br />
<br />
* dp+K's second hit now has an increased hitbox size, so it air-to-airs better<br />
<br />
* dp+B's second hit's damage has been reduced from 14 to 11<br />
<br />
* dp+D's second hit's damage has been reduced from 15 to 13<br />
<br />
Supers:<br />
<br />
* Third hit of qcfx2+AC's hitbox has been increased behind it; now all hits of qcfx2+AC connect even at the edge of the screen, though it will drop if used all the way in the corner<br />
<br />
'''98 to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* st.B's damage has been increased from 5 to 6<br />
<br />
Specials:<br />
<br />
* dp+C now has 3f extra invincibility<br />
<br />
* qcb+D's recovery has been reduced by 3 frames<br />
<br />
* qcb+D's hitbox has been extended downwards, it can now hit short crouchers<br />
<br />
* hcf+B's damage has been increased from 4 to 8<br />
<br />
* hcf+D's damage has been increased from 9 to 12<br />
<br />
* dp+D's first hit now launches the opponent higher in the air, on a trade it knocks the opponent up into a juggle state<br />
<br />
Supers:<br />
<br />
* qcfx2+BD now has added startup invincibility<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: A standard cl.A. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Will hit all crouchers. Cancelable.<br />
<br />
* cl.C: Two-hitting cl.C. Good to use in combos as both hits are cancelable, making it easy to confirm from.<br />
<br />
* cl.D: Larger activation range than cl.C, but only does 1 hit. Has a lot of active frames, so good as a meaty. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Standard jab. Good for stopping hops. Whiffs on regular crouchers. Chainable and cancelable.<br />
<br />
* st.B: Good far-reaching mid-range poke.<br />
<br />
* st.C: Whiffs on low crouchers. Comes out at a nice height for stopping hops.<br />
<br />
* st.D: Slow startup and recovery. Long range.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: Standard crouching jab. Chainable and cancelable.<br />
<br />
* cr.B: Terry's main low confirm option. Chainable.<br />
<br />
* cr.C: Fairly fast, nice range. Cancelable on hit, block, and whiff.<br />
<br />
* cr.D: A long-range sweep with fairly long startup. Decent for midrange poking when canceled. Cancelable on hit, block, and whiff. <br />
<br />
'''Jumping'''<br />
<br />
* j.A: Nice priority for air-to-airs. Can also be used as a jump-in.<br />
<br />
* j.B: Mostly good as an air-to-air. Whiffs on regular crouchers.<br />
<br />
* j.C: Decent jump-in. Can crossup.<br />
<br />
* j.D: His most-used jump-in, and a great multi-purpose tool, as it also works as an air-to-air, crossup, and instant overhead (only the hop version) on regular crouchers.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Slow-to-start-up st.CD that has decent range, moves Terry forward slightly, and can avoid low attacks starting from frame 6. Can be cancelled on whiff, block, and hit.<br />
<br />
* j.CD: An attack with somewhat slow startup that is angled downward and out, and has a good horizontal hitbox. Great for jump-in pressure, and may also be used as a preemptive air-to-air.<br />
<br />
== Throws ==<br />
<br />
'''Grasping Upper:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. Terry grabs the opponent then does a hook to the face.<br />
<br />
'''Buster Throw:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Terry grabs the opponent, then flips them over his shoulder and onto the ground. Because it causes a reverse knockdown, it can be used to set up a meaty jump-in afterward, whether it's midscreen or in the corner. Switches sides.<br />
<br />
== Command Moves ==<br />
<br />
'''Back Knuckle:''' <code>f+A</code><br />
<br />
* Terry swings his arm forward, hitting the opponent twice.<br />
<br />
* A good command normal for Terry, but he only gets most of its use when you want to combo into one of his DM's, most of his special attacks aren't fast enough unless you bypass using the strong normal to combo into it.<br />
<br />
* Second hit is free-cancelable.<br />
<br />
'''Rising Upper:''' <code>df+C</code><br />
<br />
* Terry does a quick hook, hitting the opponent in the face. <br />
<br />
* Another useful command normal, comes out very quick so you have to be fast if you want to cancel. qcb+A in most cases is the best option, as it's fast and relatively safe. <br />
<br />
* Cancelable if canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Power Wave:''' <code>qcf+A/C</code><br />
<br />
* Terry punches the ground, sending an energy wave across the screen.<br />
<br />
* Great for ground and (in some instances) air control—the hitbox reaches pretty high off the ground, so it can be a reliable anti-air on opponents that like to jump in (but the timing is crucial). <br />
<br />
* Knocks the opponent down at close range, but doesn't further out.<br />
<br />
* Builds good meter, even more so when it hits.<br />
<br />
'''Burning Knuckle:''' <code>qcb+A/C</code><br />
<br />
* Terry does a quick pose, then charge punches towards the opponent. Terry's most basic combo finisher when he doesn't have any meter to spend.<br />
<br />
* The A version goes about 40% of the screen while the C version goes fullscreen, neither are safe on block unless spaced to a T.<br />
<br />
* Can be used as a makeshift anti-air, or to defeat moves with slow startup/no priority. <br />
<br />
'''Crack Shoot:''' <code>qcb+B/D</code><br />
<br />
* Terry does a one-legged flip, swinging down to hit the opponent on the head. Despite the look of this attack, it is not an overhead and your opponent can guard it crouching.<br />
<br />
* It can still be used as a combo finisher, just like qcf+P, but the difference here it doesn't knock down and only the B version is practical because of its fast startup.<br />
<br />
* It has surprisingly good vertical range and priority, so it can act as an anti-air.<br />
<br />
* Creates a half-juggle state on hit, meaning that you can juggle them when they're going upwards but not when they've started falling down in the air.<br />
<br />
* qcb+D gives you frame advantage on block, making it an excellent blocksring and frametrapping move.<br />
<br />
'''Rising Tackle:''' <code>dp+A/C</code><br />
<br />
* Terry does a flurry of rising kicks launching his opponent into the air, Terry's one and only DP.<br />
<br />
* This move is strong and has great priority, has a few good combo options but can also be used to anti-air opponents on a whim.<br />
<br />
* C version is invincible into the first few active frames, and thus can be used as a reversal.<br />
<br />
'''Power Dunk:''' <code>dp+B/D</code><br />
<br />
* Terry does a leaping punch that knocks the opponent up into the air, and then another punch that knocks them back down again.<br />
<br />
* Full startup invincibility, but none on the active frames, meaning that it can trade if used as a reversal.<br />
<br />
* D version can be used as an anti-air, as you get a hard knockdown if it lands, but dp+C is a much safer alternative for a bit less reward.<br />
<br />
* In a trade situation, the D version will juggle them upwards, allowing for a followup attack.<br />
<br />
* Good combo ender after hcf+K, as it gives you plenty of time to set up whatever offense you want.<br />
<br />
'''Power Charge:''' <code>hcf+B/D</code><br />
<br />
* Terry slides forward with a shoulder tackle, knocking the opponent into the air.<br />
<br />
* B version is safer overall to use, but D version does a bit more damage. <br />
<br />
* Terry's main combo confirming tool, as it gives you a juggle chance on hit and is cancelable into other special moves.<br />
<br />
* It's also fairly safe on block, making it an excellent blockstring ender for Terry.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Power Geyser:''' <code>qcb,db,f+A/C</code><br />
<br />
* Terry slams the ground, creating a big burst of energy in front of him.<br />
<br />
* Good combo ender for Terry, as it combos from most of his routes.<br />
<br />
* Has some invincibility, but is pretty slow to be used as a reversal or anti-air except on a read.<br />
<br />
* The MAX version creates three big pillars of energy, each one further away from Terry.<br />
<br />
'''High Angle Geyser:''' <code>qcfx2+B/D</code><br />
<br />
* Does a bit more damage than qcb,db,f+P, but is way harder to combo into, so it's not a DM worth using much.<br />
<br />
* qcfx2+D has full startup invincibility, but can trade once the hitbox comes out.<br />
<br />
* MAX version does more damage and travels further than the regular version, making it easier to combo into.<br />
<br />
== Combos ==<br />
<br />
'''General Notes:'''<br />
<br />
* You can shorten the input (qcb,db,f+A) to qcb,f+A or d,b,f+A.<br />
<br />
* In any meter-using combo, you can replace qcfx2+A with qcfx2+AC or qcb,db,f+B with qcb,db,f+BD for more damage if you have the resources.<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.A, df+C, qcb+A</code><br />
<br />
: <code>cr.Bx1-2, cr.A, df+C, hcf+B, j.D</code><br />
: You need to do a regular jump or superjump for j.D to connect.<br />
<br />
: <code>cr.Bx1-2, cr.A, df+C, hcf+D, dp+C</code><br />
: hcf+D is canceled into dp+C.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, df+C, qcb+A</code><br />
<br />
: <code>(j.X), cl.C, df+C, hcf+B, j.D</code><br />
: You need to do a regular jump or superjump for j.D to connect.<br />
<br />
: <code>(j.X), cl.C, df+C, hcf+D, dp+C</code><br />
: hcf+D is canceled into dp+C.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, df+C, hcf+D, dp+B</code><br />
: You can do this combo outside of the corner, but you need a very tight microrun after hcf+D.<br />
<br />
===With Meter===<br />
<br />
''Low''<br />
<br />
: <code>2Bx1-2, st.A, 236236B</code><br />
: You can do this as 2B, 236A, 236B for an easier cancel.<br />
<br />
: <code>2Bx1-2, 2A, 3C, 21416+A</code><br />
: It's much easier to do 3C into DM if you remove the down back part after 214, looking something like 3C2146A. This applies to all combos that have this as an ender.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 236236B</code><br />
<br />
: <code>(j.X), cl.C, 3C, 21416+A</code><br />
<br />
===With Quick MAX===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, ABC, cl.C, df+C, qcb,db,f+A</code><br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, df+C, hcf+B, ABC, qcb,db,f+A</code><br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|RiTTQ3orrBc|||'''King of Fighters 98 UM FE: Terry Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Terry Bogard]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Billy_Kane&diff=55292The King of Fighters '98 UMFE/Billy Kane2022-08-02T09:42:15Z<p>GoldyDorado01: /* With Quick MAX */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:kyo98umfebilly.jpg]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfebillykanemovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a fast counter and a DP to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some decent mixups with his overhead and untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* A new hitbox added to st.C, it now hits diagonally upwards as well as in front<br />
<br />
* Hitbox of cr.A lengthened<br />
<br />
* New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep<br />
<br />
* Raw f+B is now an overhead<br />
<br />
Specials:<br />
<br />
* The reach and maximum number of hits of mash C increased<br />
<br />
* Both hits of dp+C now launch, both hits will also hit airborne opponents now<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.C no longer whiffs on short characters<br />
<br />
* cr.D now cancels into special moves and DMs<br />
<br />
* f+A's second hit should no longer whiff on short characters<br />
<br />
Specials:<br />
<br />
* Startup of qcb+K shortened to 2 frames<br />
<br />
* hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery<br />
<br />
* You can now cancel the animation of mash A/C by pressing ABCD together<br />
<br />
Supers:<br />
<br />
* For qcfx2+P, if the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.<br />
<br />
* cl.C: One of Billy's main combo tools. It has a lot of active frames so it can be a good meaty. Cancelable. <br />
<br />
* cl.D: Whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.<br />
<br />
* st.B: Can be useful for anti-airing hops. Whiffs on short crouchers.<br />
<br />
* st.C: Long-range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.<br />
<br />
* st.D: Very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.<br />
<br />
* cr.B: Billy's main low combo tool. Chainable and cancelable.<br />
<br />
* cr.C: Very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.<br />
<br />
* cr.D: Long-range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable. <br />
<br />
'''Jumping'''<br />
<br />
* j.A: Very fast, making it excellent for air-to-airs.<br />
<br />
* nj.A: Long-reaching forward poke that can be good for air-to-airs. Bad priority.<br />
<br />
* j.B: Good jump-in that also works as an instant overhead.<br />
<br />
* nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.<br />
<br />
* j.C: Long-range poke with a lot of active frames. Bad priority.<br />
<br />
* nj.C: Downwards-hitting long poke with good priority, making it a good anti-air and air-to-air tool.<br />
<br />
* j.D: Good for jump-ins and crossups.<br />
<br />
* nj.D: Pretty much the same as j.D, but with a different animation.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Great long-range poke with nice priority. Whiff cancelable.<br />
<br />
* j.CD: Great jump-in attack with good priority.<br />
<br />
== Throws ==<br />
<br />
'''Drop into Hell:''' <code>b/f+C (close)</code><br />
<br />
* Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slams them down, sending them fullscreen away with a hard knockdown.<br />
<br />
'''Skewering Toss:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Wide Revolving Kick:''' <code>f+A</code><br />
<br />
* Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.<br />
<br />
'''Pole Vault Kick:''' <code>f+B</code><br />
<br />
* Slow overhead move that travels forward a lot. Has good priority.<br />
<br />
== Special Moves ==<br />
<br />
'''Midsection Club Cruncher:''' <code>hcf+A/C</code><br />
<br />
* Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.<br />
<br />
* The A version is your go-to combo tool, as the C version is too slow to combo.<br />
<br />
* The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.<br />
<br />
* Has a ton of priority, so it can almost be considered a projectile in use.<br />
<br />
: '''Flaming Midsection Club Cruncher:''' <code>qcf+A/C (during hcf+P hit)</code><br />
<br />
:* Followup move to hcf+P. Billy's extended pole erupts into a burst of flames that knocks down.<br />
<br />
:* Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.<br />
<br />
:* Only comes out on hit.<br />
<br />
:* Causes a soft knockdown.<br />
<br />
'''Whirlwind Cane:''' <code>press A repeatedly</code><br />
<br />
* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.<br />
<br />
* Can nullify projectiles.<br />
<br />
* Does a lot of hits and good damage if you catch the cornered or backturned opponent with this.<br />
<br />
'''Focus Continuous Beat Canes:''' <code>press C repeatedly</code><br />
<br />
* Billy sends his pole out in front of him at a rapid-fire pace. Can be canceled at any point by pressing ABCD. <br />
<br />
* This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.<br />
<br />
* Unlike the A version, this move does not nullify projectiles.<br />
<br />
'''Soaring Crackdown Cane:''' <code>dp+B/D</code><br />
<br />
* Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.<br />
<br />
* Launches the opponent on hit, allowing for followup juggles.<br />
<br />
* The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.<br />
<br />
* The D version is slower and harder to combo into, but leads to better juggles.<br />
<br />
* Neither version combos from lights but both combo from heavies.<br />
<br />
* In the corner, this move is extra deadly because you can combo a DM afterwards for big damage.<br />
<br />
'''Pursuing Fire Dragon Cane:''' <code>qcb+B</code><br />
<br />
* Counters high attacks.<br />
<br />
* Very fast, with only has one startup frame, making it a good reaction anti-air tool.<br />
<br />
'''Pursing Water Serpent Cane:''' <code>qcb+D</code><br />
<br />
* Counters mid/low attacks.<br />
<br />
* Comes out at the same speed as the B version, and is therefore good to catch grounded pokes.<br />
<br />
'''Slicing Spiral Cane:''' <code>dp+A/C</code><br />
<br />
* Billy spins his pole and jumps up into the air.<br />
<br />
* Though this looks like a DP, it only has startup invincibility and is not a true reversal.<br />
<br />
* Can be used as a good anti air, the C version is slower but has better anti air hitboxes.<br />
<br />
* The A version is faster, but the first hitbox of the move is not good for anti airing so it needs to be done a bit earlier than the C version to have good chances of success.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Super Fire Wheel:''' <code>qcf,hcb+A/C</code><br />
<br />
* Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards.<br />
<br />
* Both A and C version are fairly similar, they mostly have different timing for the hits.<br />
<br />
* Mostly used for a corner combo after dp+K.<br />
<br />
* MAX version does more damage.<br />
<br />
'''Big Fan:''' <code>qcfx2+A/C</code><br />
<br />
* Billy swings his pole upwards and then back down again.<br />
<br />
* Good combo DM and longer-range punish.<br />
<br />
* In the MAX version, Billy slams the pole down multiple times, dealing more damage.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.B, st.B, f+A/dp+A</code><br />
: Hit-confirm into f+A for more damage, or dp+A for soft knockdown.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cr.C, hcf+A > qcf+A</code><br />
: Midscreen punish or jump-in combo.<br />
<br />
: <code>cr.C, dp+B, mash C</code><br />
: Midscreen juggle after dp+B ending in his mash C move.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cr.C, qcfx2+A</code><br />
:Jump-in or punish combo into DM. Good to use close to the corner, because further out the second hit will whiff.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cr.C, dp+B, qcf,hcb+A</code><br />
: Corner combo juggle into DM.<br />
<br />
===With Quick MAX===<br />
''Midscreen''<br />
<br />
<code>2B ABC, 2C, 236236P</code><br />
<br />
Quick Max combo from a low. If your 2B hits from far away, cancel the 2C into 41236A>236A instead. Works in the corner, and it's also the best follow-up there.<br />
<br />
<code>6B ABC, mash C</code><br />
<br />
Small follow-up after Billy's overhead from midscreen. Only works on Counter Hit. Even if the overhead doesn't hit, it is now more safe thanks QM reducing recovery, so it's worth to go for.<br />
<br />
''Corner''<br />
<br />
<code>(j.X), 2C, 623B ABC, 2363214P</code><br />
<br />
Only recommended if your lifebar is flashing red, otherwise, there's no real advantage as 623B naturally leads into 2141236P either way. QM the last hit of 623B, do it too early and the juggle won't work.<br />
<br />
<code>6B ABC, 236321P</code><br />
<br />
Overhead into super route. Only works on counter hit.<br />
<br />
<code>214B ABC, 2363214P</code><br />
<br />
QM combo from anti-air counter. The attack needs to be parried when they are not too close to the ground.<br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|_TLgz4AUuis|||'''King of Fighters 98 UM FE: Billy Kane Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Billy Kane]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Billy_Kane&diff=55289The King of Fighters '98 UMFE/Billy Kane2022-08-01T10:22:23Z<p>GoldyDorado01: /* With Quick MAX */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:kyo98umfebilly.jpg]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfebillykanemovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a fast counter and a DP to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some decent mixups with his overhead and untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* A new hitbox added to st.C, it now hits diagonally upwards as well as in front<br />
<br />
* Hitbox of cr.A lengthened<br />
<br />
* New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep<br />
<br />
* Raw f+B is now an overhead<br />
<br />
Specials:<br />
<br />
* The reach and maximum number of hits of mash C increased<br />
<br />
* Both hits of dp+C now launch, both hits will also hit airborne opponents now<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.C no longer whiffs on short characters<br />
<br />
* cr.D now cancels into special moves and DMs<br />
<br />
* f+A's second hit should no longer whiff on short characters<br />
<br />
Specials:<br />
<br />
* Startup of qcb+K shortened to 2 frames<br />
<br />
* hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery<br />
<br />
* You can now cancel the animation of mash A/C by pressing ABCD together<br />
<br />
Supers:<br />
<br />
* For qcfx2+P, if the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.<br />
<br />
* cl.C: One of Billy's main combo tools. It has a lot of active frames so it can be a good meaty. Cancelable. <br />
<br />
* cl.D: Whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.<br />
<br />
* st.B: Can be useful for anti-airing hops. Whiffs on short crouchers.<br />
<br />
* st.C: Long-range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.<br />
<br />
* st.D: Very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.<br />
<br />
* cr.B: Billy's main low combo tool. Chainable and cancelable.<br />
<br />
* cr.C: Very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.<br />
<br />
* cr.D: Long-range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable. <br />
<br />
'''Jumping'''<br />
<br />
* j.A: Very fast, making it excellent for air-to-airs.<br />
<br />
* nj.A: Long-reaching forward poke that can be good for air-to-airs. Bad priority.<br />
<br />
* j.B: Good jump-in that also works as an instant overhead.<br />
<br />
* nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.<br />
<br />
* j.C: Long-range poke with a lot of active frames. Bad priority.<br />
<br />
* nj.C: Downwards-hitting long poke with good priority, making it a good anti-air and air-to-air tool.<br />
<br />
* j.D: Good for jump-ins and crossups.<br />
<br />
* nj.D: Pretty much the same as j.D, but with a different animation.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Great long-range poke with nice priority. Whiff cancelable.<br />
<br />
* j.CD: Great jump-in attack with good priority.<br />
<br />
== Throws ==<br />
<br />
'''Drop into Hell:''' <code>b/f+C (close)</code><br />
<br />
* Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slams them down, sending them fullscreen away with a hard knockdown.<br />
<br />
'''Skewering Toss:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Wide Revolving Kick:''' <code>f+A</code><br />
<br />
* Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.<br />
<br />
'''Pole Vault Kick:''' <code>f+B</code><br />
<br />
* Slow overhead move that travels forward a lot. Has good priority.<br />
<br />
== Special Moves ==<br />
<br />
'''Midsection Club Cruncher:''' <code>hcf+A/C</code><br />
<br />
* Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.<br />
<br />
* The A version is your go-to combo tool, as the C version is too slow to combo.<br />
<br />
* The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.<br />
<br />
* Has a ton of priority, so it can almost be considered a projectile in use.<br />
<br />
: '''Flaming Midsection Club Cruncher:''' <code>qcf+A/C (during hcf+P hit)</code><br />
<br />
:* Followup move to hcf+P. Billy's extended pole erupts into a burst of flames that knocks down.<br />
<br />
:* Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.<br />
<br />
:* Only comes out on hit.<br />
<br />
:* Causes a soft knockdown.<br />
<br />
'''Whirlwind Cane:''' <code>press A repeatedly</code><br />
<br />
* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.<br />
<br />
* Can nullify projectiles.<br />
<br />
* Does a lot of hits and good damage if you catch the cornered or backturned opponent with this.<br />
<br />
'''Focus Continuous Beat Canes:''' <code>press C repeatedly</code><br />
<br />
* Billy sends his pole out in front of him at a rapid-fire pace. Can be canceled at any point by pressing ABCD. <br />
<br />
* This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.<br />
<br />
* Unlike the A version, this move does not nullify projectiles.<br />
<br />
'''Soaring Crackdown Cane:''' <code>dp+B/D</code><br />
<br />
* Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.<br />
<br />
* Launches the opponent on hit, allowing for followup juggles.<br />
<br />
* The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.<br />
<br />
* The D version is slower and harder to combo into, but leads to better juggles.<br />
<br />
* Neither version combos from lights but both combo from heavies.<br />
<br />
* In the corner, this move is extra deadly because you can combo a DM afterwards for big damage.<br />
<br />
'''Pursuing Fire Dragon Cane:''' <code>qcb+B</code><br />
<br />
* Counters high attacks.<br />
<br />
* Very fast, with only has one startup frame, making it a good reaction anti-air tool.<br />
<br />
'''Pursing Water Serpent Cane:''' <code>qcb+D</code><br />
<br />
* Counters mid/low attacks.<br />
<br />
* Comes out at the same speed as the B version, and is therefore good to catch grounded pokes.<br />
<br />
'''Slicing Spiral Cane:''' <code>dp+A/C</code><br />
<br />
* Billy spins his pole and jumps up into the air.<br />
<br />
* Though this looks like a DP, it only has startup invincibility and is not a true reversal.<br />
<br />
* Can be used as a good anti air, the C version is slower but has better anti air hitboxes.<br />
<br />
* The A version is faster, but the first hitbox of the move is not good for anti airing so it needs to be done a bit earlier than the C version to have good chances of success.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Super Fire Wheel:''' <code>qcf,hcb+A/C</code><br />
<br />
* Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards.<br />
<br />
* Both A and C version are fairly similar, they mostly have different timing for the hits.<br />
<br />
* Mostly used for a corner combo after dp+K.<br />
<br />
* MAX version does more damage.<br />
<br />
'''Big Fan:''' <code>qcfx2+A/C</code><br />
<br />
* Billy swings his pole upwards and then back down again.<br />
<br />
* Good combo DM and longer-range punish.<br />
<br />
* In the MAX version, Billy slams the pole down multiple times, dealing more damage.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.B, st.B, f+A/dp+A</code><br />
: Hit-confirm into f+A for more damage, or dp+A for soft knockdown.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cr.C, hcf+A > qcf+A</code><br />
: Midscreen punish or jump-in combo.<br />
<br />
: <code>cr.C, dp+B, mash C</code><br />
: Midscreen juggle after dp+B ending in his mash C move.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cr.C, qcfx2+A</code><br />
:Jump-in or punish combo into DM. Good to use close to the corner, because further out the second hit will whiff.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cr.C, dp+B, qcf,hcb+A</code><br />
: Corner combo juggle into DM.<br />
<br />
===With Quick MAX===<br />
''Midscreen''<br />
<br />
<code>2B ABC, 2C, 236236P</code><br />
<br />
Quick Max combo from a low. If your 2B hits from far away, cancel the 2C into 41236A>236A instead. Works in the corner, and it's also the best follow-up there.<br />
<br />
<code>6B ABC, mash C</code><br />
<br />
Small follow-up after Billy's overhead from midscreen. Even if the overhead doesn't hit, it is now more safe thanks QM reducing recovery, so it's worth to go for.<br />
<br />
''Corner''<br />
<br />
<code>(j.X), 2C, 623B ABC, 2363214P</code><br />
<br />
Only recommended if your lifebar is flashing red, otherwise, there's no real advantage as 623B naturally leads into 2141236P either way. QM the last hit of 623B, do it too early and the juggle won't work.<br />
<br />
<code>6B ABC, 236321P</code><br />
<br />
Overhead into super route.<br />
<br />
<code>214B ABC, 2363214P</code><br />
<br />
QM combo from anti-air counter. The attack needs to be parried when they are not too close to the ground.<br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|_TLgz4AUuis|||'''King of Fighters 98 UM FE: Billy Kane Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Billy Kane]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Billy_Kane&diff=55282The King of Fighters '98 UMFE/Billy Kane2022-08-01T09:58:04Z<p>GoldyDorado01: /* With Quick MAX */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:kyo98umfebilly.jpg]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfebillykanemovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a fast counter and a DP to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some decent mixups with his overhead and untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* A new hitbox added to st.C, it now hits diagonally upwards as well as in front<br />
<br />
* Hitbox of cr.A lengthened<br />
<br />
* New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep<br />
<br />
* Raw f+B is now an overhead<br />
<br />
Specials:<br />
<br />
* The reach and maximum number of hits of mash C increased<br />
<br />
* Both hits of dp+C now launch, both hits will also hit airborne opponents now<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.C no longer whiffs on short characters<br />
<br />
* cr.D now cancels into special moves and DMs<br />
<br />
* f+A's second hit should no longer whiff on short characters<br />
<br />
Specials:<br />
<br />
* Startup of qcb+K shortened to 2 frames<br />
<br />
* hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery<br />
<br />
* You can now cancel the animation of mash A/C by pressing ABCD together<br />
<br />
Supers:<br />
<br />
* For qcfx2+P, if the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.<br />
<br />
* cl.C: One of Billy's main combo tools. It has a lot of active frames so it can be a good meaty. Cancelable. <br />
<br />
* cl.D: Whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.<br />
<br />
* st.B: Can be useful for anti-airing hops. Whiffs on short crouchers.<br />
<br />
* st.C: Long-range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.<br />
<br />
* st.D: Very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.<br />
<br />
* cr.B: Billy's main low combo tool. Chainable and cancelable.<br />
<br />
* cr.C: Very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.<br />
<br />
* cr.D: Long-range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable. <br />
<br />
'''Jumping'''<br />
<br />
* j.A: Very fast, making it excellent for air-to-airs.<br />
<br />
* nj.A: Long-reaching forward poke that can be good for air-to-airs. Bad priority.<br />
<br />
* j.B: Good jump-in that also works as an instant overhead.<br />
<br />
* nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.<br />
<br />
* j.C: Long-range poke with a lot of active frames. Bad priority.<br />
<br />
* nj.C: Downwards-hitting long poke with good priority, making it a good anti-air and air-to-air tool.<br />
<br />
* j.D: Good for jump-ins and crossups.<br />
<br />
* nj.D: Pretty much the same as j.D, but with a different animation.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Great long-range poke with nice priority. Whiff cancelable.<br />
<br />
* j.CD: Great jump-in attack with good priority.<br />
<br />
== Throws ==<br />
<br />
'''Drop into Hell:''' <code>b/f+C (close)</code><br />
<br />
* Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slams them down, sending them fullscreen away with a hard knockdown.<br />
<br />
'''Skewering Toss:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Wide Revolving Kick:''' <code>f+A</code><br />
<br />
* Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.<br />
<br />
'''Pole Vault Kick:''' <code>f+B</code><br />
<br />
* Slow overhead move that travels forward a lot. Has good priority.<br />
<br />
== Special Moves ==<br />
<br />
'''Midsection Club Cruncher:''' <code>hcf+A/C</code><br />
<br />
* Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.<br />
<br />
* The A version is your go-to combo tool, as the C version is too slow to combo.<br />
<br />
* The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.<br />
<br />
* Has a ton of priority, so it can almost be considered a projectile in use.<br />
<br />
: '''Flaming Midsection Club Cruncher:''' <code>qcf+A/C (during hcf+P hit)</code><br />
<br />
:* Followup move to hcf+P. Billy's extended pole erupts into a burst of flames that knocks down.<br />
<br />
:* Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.<br />
<br />
:* Only comes out on hit.<br />
<br />
:* Causes a soft knockdown.<br />
<br />
'''Whirlwind Cane:''' <code>press A repeatedly</code><br />
<br />
* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.<br />
<br />
* Can nullify projectiles.<br />
<br />
* Does a lot of hits and good damage if you catch the cornered or backturned opponent with this.<br />
<br />
'''Focus Continuous Beat Canes:''' <code>press C repeatedly</code><br />
<br />
* Billy sends his pole out in front of him at a rapid-fire pace. Can be canceled at any point by pressing ABCD. <br />
<br />
* This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.<br />
<br />
* Unlike the A version, this move does not nullify projectiles.<br />
<br />
'''Soaring Crackdown Cane:''' <code>dp+B/D</code><br />
<br />
* Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.<br />
<br />
* Launches the opponent on hit, allowing for followup juggles.<br />
<br />
* The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.<br />
<br />
* The D version is slower and harder to combo into, but leads to better juggles.<br />
<br />
* Neither version combos from lights but both combo from heavies.<br />
<br />
* In the corner, this move is extra deadly because you can combo a DM afterwards for big damage.<br />
<br />
'''Pursuing Fire Dragon Cane:''' <code>qcb+B</code><br />
<br />
* Counters high attacks.<br />
<br />
* Very fast, with only has one startup frame, making it a good reaction anti-air tool.<br />
<br />
'''Pursing Water Serpent Cane:''' <code>qcb+D</code><br />
<br />
* Counters mid/low attacks.<br />
<br />
* Comes out at the same speed as the B version, and is therefore good to catch grounded pokes.<br />
<br />
'''Slicing Spiral Cane:''' <code>dp+A/C</code><br />
<br />
* Billy spins his pole and jumps up into the air.<br />
<br />
* Though this looks like a DP, it only has startup invincibility and is not a true reversal.<br />
<br />
* Can be used as a good anti air, the C version is slower but has better anti air hitboxes.<br />
<br />
* The A version is faster, but the first hitbox of the move is not good for anti airing so it needs to be done a bit earlier than the C version to have good chances of success.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Super Fire Wheel:''' <code>qcf,hcb+A/C</code><br />
<br />
* Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards.<br />
<br />
* Both A and C version are fairly similar, they mostly have different timing for the hits.<br />
<br />
* Mostly used for a corner combo after dp+K.<br />
<br />
* MAX version does more damage.<br />
<br />
'''Big Fan:''' <code>qcfx2+A/C</code><br />
<br />
* Billy swings his pole upwards and then back down again.<br />
<br />
* Good combo DM and longer-range punish.<br />
<br />
* In the MAX version, Billy slams the pole down multiple times, dealing more damage.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.B, st.B, f+A/dp+A</code><br />
: Hit-confirm into f+A for more damage, or dp+A for soft knockdown.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cr.C, hcf+A > qcf+A</code><br />
: Midscreen punish or jump-in combo.<br />
<br />
: <code>cr.C, dp+B, mash C</code><br />
: Midscreen juggle after dp+B ending in his mash C move.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cr.C, qcfx2+A</code><br />
:Jump-in or punish combo into DM. Good to use close to the corner, because further out the second hit will whiff.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cr.C, dp+B, qcf,hcb+A</code><br />
: Corner combo juggle into DM.<br />
<br />
===With Quick MAX===<br />
''Midscreen''<br />
<br />
<code>2B ABC, 2C, 236236P</code><br />
<br />
Quick Max combo from a low. If your 2B hits from far away, cancel the 2C into 41236A>236A instead. Works in the corner, and it's also the best follow-up there.<br />
<br />
<code>6B ABC, mash C</code><br />
<br />
Small follow-up after Billy's overhead from midscreen. Even if the overhead doesn't hit, it is now more safe thanks QM reducing recovery, so it's worth to go for.<br />
<br />
''Corner''<br />
<br />
<code>(j.X), 2C, 623B ABC, 2363214P</code><br />
<br />
Only recommended if your lifebar is flashing red, otherwise, there's no real advantage as 623B naturally leads into 2141236P either way. QM the last hit of 623B, do it too early and the juggle won't work.<br />
<br />
<code>6B ABC, 236321P</code><br />
<br />
Overhead into super route.<br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|_TLgz4AUuis|||'''King of Fighters 98 UM FE: Billy Kane Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Billy Kane]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Billy_Kane&diff=55281The King of Fighters '98 UMFE/Billy Kane2022-08-01T09:42:13Z<p>GoldyDorado01: /* With Quick MAX */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:kyo98umfebilly.jpg]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfebillykanemovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
<br />
Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a fast counter and a DP to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some decent mixups with his overhead and untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* A new hitbox added to st.C, it now hits diagonally upwards as well as in front<br />
<br />
* Hitbox of cr.A lengthened<br />
<br />
* New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep<br />
<br />
* Raw f+B is now an overhead<br />
<br />
Specials:<br />
<br />
* The reach and maximum number of hits of mash C increased<br />
<br />
* Both hits of dp+C now launch, both hits will also hit airborne opponents now<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.C no longer whiffs on short characters<br />
<br />
* cr.D now cancels into special moves and DMs<br />
<br />
* f+A's second hit should no longer whiff on short characters<br />
<br />
Specials:<br />
<br />
* Startup of qcb+K shortened to 2 frames<br />
<br />
* hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery<br />
<br />
* You can now cancel the animation of mash A/C by pressing ABCD together<br />
<br />
Supers:<br />
<br />
* For qcfx2+P, if the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards<br />
<br />
== Normal Moves ==<br />
<br />
'''Close'''<br />
<br />
* cl.A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable and cancelable.<br />
<br />
* cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.<br />
<br />
* cl.C: One of Billy's main combo tools. It has a lot of active frames so it can be a good meaty. Cancelable. <br />
<br />
* cl.D: Whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.<br />
<br />
'''Standing'''<br />
<br />
* st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.<br />
<br />
* st.B: Can be useful for anti-airing hops. Whiffs on short crouchers.<br />
<br />
* st.C: Long-range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.<br />
<br />
* st.D: Very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution.<br />
<br />
'''Crouching'''<br />
<br />
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.<br />
<br />
* cr.B: Billy's main low combo tool. Chainable and cancelable.<br />
<br />
* cr.C: Very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.<br />
<br />
* cr.D: Long-range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable. <br />
<br />
'''Jumping'''<br />
<br />
* j.A: Very fast, making it excellent for air-to-airs.<br />
<br />
* nj.A: Long-reaching forward poke that can be good for air-to-airs. Bad priority.<br />
<br />
* j.B: Good jump-in that also works as an instant overhead.<br />
<br />
* nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.<br />
<br />
* j.C: Long-range poke with a lot of active frames. Bad priority.<br />
<br />
* nj.C: Downwards-hitting long poke with good priority, making it a good anti-air and air-to-air tool.<br />
<br />
* j.D: Good for jump-ins and crossups.<br />
<br />
* nj.D: Pretty much the same as j.D, but with a different animation.<br />
<br />
'''CD Normals'''<br />
<br />
* st.CD: Great long-range poke with nice priority. Whiff cancelable.<br />
<br />
* j.CD: Great jump-in attack with good priority.<br />
<br />
== Throws ==<br />
<br />
'''Drop into Hell:''' <code>b/f+C (close)</code><br />
<br />
* Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slams them down, sending them fullscreen away with a hard knockdown.<br />
<br />
'''Skewering Toss:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Wide Revolving Kick:''' <code>f+A</code><br />
<br />
* Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.<br />
<br />
'''Pole Vault Kick:''' <code>f+B</code><br />
<br />
* Slow overhead move that travels forward a lot. Has good priority.<br />
<br />
== Special Moves ==<br />
<br />
'''Midsection Club Cruncher:''' <code>hcf+A/C</code><br />
<br />
* Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.<br />
<br />
* The A version is your go-to combo tool, as the C version is too slow to combo.<br />
<br />
* The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.<br />
<br />
* Has a ton of priority, so it can almost be considered a projectile in use.<br />
<br />
: '''Flaming Midsection Club Cruncher:''' <code>qcf+A/C (during hcf+P hit)</code><br />
<br />
:* Followup move to hcf+P. Billy's extended pole erupts into a burst of flames that knocks down.<br />
<br />
:* Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.<br />
<br />
:* Only comes out on hit.<br />
<br />
:* Causes a soft knockdown.<br />
<br />
'''Whirlwind Cane:''' <code>press A repeatedly</code><br />
<br />
* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.<br />
<br />
* Can nullify projectiles.<br />
<br />
* Does a lot of hits and good damage if you catch the cornered or backturned opponent with this.<br />
<br />
'''Focus Continuous Beat Canes:''' <code>press C repeatedly</code><br />
<br />
* Billy sends his pole out in front of him at a rapid-fire pace. Can be canceled at any point by pressing ABCD. <br />
<br />
* This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.<br />
<br />
* Unlike the A version, this move does not nullify projectiles.<br />
<br />
'''Soaring Crackdown Cane:''' <code>dp+B/D</code><br />
<br />
* Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.<br />
<br />
* Launches the opponent on hit, allowing for followup juggles.<br />
<br />
* The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.<br />
<br />
* The D version is slower and harder to combo into, but leads to better juggles.<br />
<br />
* Neither version combos from lights but both combo from heavies.<br />
<br />
* In the corner, this move is extra deadly because you can combo a DM afterwards for big damage.<br />
<br />
'''Pursuing Fire Dragon Cane:''' <code>qcb+B</code><br />
<br />
* Counters high attacks.<br />
<br />
* Very fast, with only has one startup frame, making it a good reaction anti-air tool.<br />
<br />
'''Pursing Water Serpent Cane:''' <code>qcb+D</code><br />
<br />
* Counters mid/low attacks.<br />
<br />
* Comes out at the same speed as the B version, and is therefore good to catch grounded pokes.<br />
<br />
'''Slicing Spiral Cane:''' <code>dp+A/C</code><br />
<br />
* Billy spins his pole and jumps up into the air.<br />
<br />
* Though this looks like a DP, it only has startup invincibility and is not a true reversal.<br />
<br />
* Can be used as a good anti air, the C version is slower but has better anti air hitboxes.<br />
<br />
* The A version is faster, but the first hitbox of the move is not good for anti airing so it needs to be done a bit earlier than the C version to have good chances of success.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Super Fire Wheel:''' <code>qcf,hcb+A/C</code><br />
<br />
* Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards.<br />
<br />
* Both A and C version are fairly similar, they mostly have different timing for the hits.<br />
<br />
* Mostly used for a corner combo after dp+K.<br />
<br />
* MAX version does more damage.<br />
<br />
'''Big Fan:''' <code>qcfx2+A/C</code><br />
<br />
* Billy swings his pole upwards and then back down again.<br />
<br />
* Good combo DM and longer-range punish.<br />
<br />
* In the MAX version, Billy slams the pole down multiple times, dealing more damage.<br />
<br />
== Combos ==<br />
<br />
'''General Notes'''<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>cr.B, cr.B, st.B, f+A/dp+A</code><br />
: Hit-confirm into f+A for more damage, or dp+A for soft knockdown.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cr.C, hcf+A > qcf+A</code><br />
: Midscreen punish or jump-in combo.<br />
<br />
: <code>cr.C, dp+B, mash C</code><br />
: Midscreen juggle after dp+B ending in his mash C move.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cr.C, qcfx2+A</code><br />
:Jump-in or punish combo into DM. Good to use close to the corner, because further out the second hit will whiff.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cr.C, dp+B, qcf,hcb+A</code><br />
: Corner combo juggle into DM.<br />
<br />
===With Quick MAX===<br />
''Midscreen''<br />
<br />
<code>2B ABC, 2C, 236236P</code><br />
<br />
Quick Max combo from a low. If your 2B hits from far away, cancel the 2C into 41236A>236A instead. Works in the corner, and it's also the best follow-up there.<br />
<br />
<code>6B ABC, mash C</code><br />
<br />
Small follow-up after Billy's overhead from midscreen. Even if the overhead doesn't hit, it is now more safe thanks QM reducing recovery, so it's worth to go for.<br />
<br />
''Corner''<br />
<br />
<code>(j.X), 2C, 623B ABC, 2363214P</code><br />
<br />
Only recommended if your lifebar is flashing red, otherwise, there's no real advantage as 623B naturally leads into 2141236P either way. QM the last hit of 623B, do it too early and the juggle won't work.<br />
<br />
<code>6B ABC, 236321P/<code><br />
<br />
Overhead into super route.<br />
<br />
== Strategy & Tips ==<br />
<br />
== Videos ==<br />
{{#ev:youtube|_TLgz4AUuis|||'''King of Fighters 98 UM FE: Billy Kane Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Billy Kane]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/Kyo_Kusanagi/Data&diff=55196The King of Fighters '98 UMFE/Kyo Kusanagi/Data2022-07-26T18:11:29Z<p>GoldyDorado01: Created page with "==Ground Normals== ===Close=== {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca | name = Close A | input = cl.A | images = UMFE-Kyo-c5A.png | hitboxes = UMFE-Kyo-c5A.png | damage = ? | counter = ? | stun = ? | guard = Mid | cancel = C | startup = 3 | active = 4 | recovery = 3 | hitadv = +5 | blockadv = +3 | invul = }} {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb | name = Close B | input = cl.B | images = UMFE-Kyo-c5B.png | hitbo..."</p>
<hr />
<div>==Ground Normals==<br />
===Close===<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca<br />
| name = Close A<br />
| input = cl.A<br />
| images = UMFE-Kyo-c5A.png<br />
| hitboxes = UMFE-Kyo-c5A.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 3<br />
| active = 4<br />
| recovery = 3<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb<br />
| name = Close B<br />
| input = cl.B<br />
| images = UMFE-Kyo-c5B.png<br />
| hitboxes = UMFE-Kyo-c5B.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Low<br />
| cancel = C<br />
| startup = 5<br />
| active = 4<br />
| recovery = 8<br />
| hitadv = ±0<br />
| blockadv = -2<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cc<br />
| name = Close C<br />
| input = cl.C<br />
| images = UMFE-Kyo-c5C.png<br />
| hitboxes = UMFE-Kyo-c5C.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 2<br />
| active = 3,9<br />
| recovery = 9<br />
| hitadv = -5<br />
| blockadv = -3<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd<br />
| name = Close D<br />
| input = cl.D<br />
| images = UMFE-Kyo-c5D.png<br />
| hitboxes = UMFE-Kyo-c5D.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 3<br />
| active = 4<br />
| recovery = 5<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
}}<br />
===Far===<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fa<br />
| name = Far A<br />
| input = f.A<br />
| images = UMFE-Kyo-f5A.png<br />
| hitboxes = UMFE-Kyo-f5A.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 3<br />
| active = 4<br />
| recovery = 5<br />
| hitadv = +1<br />
| blockadv = -1<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fb<br />
| name = Far B<br />
| input = f.B<br />
| images = UMFE-Kyo-f5B.png<br />
| hitboxes = UMFE-Kyo-f5B.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = N<br />
| startup = 7<br />
| active = 3<br />
| recovery = 13<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fc<br />
| name = Far C<br />
| input = f.C<br />
| images = UMFE-Kyo-f5C.png<br />
| hitboxes = UMFE-Kyo-f5C.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 12<br />
| active = 2<br />
| recovery = 17<br />
| hitadv = -3<br />
| blockadv = -1<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fd<br />
| name = Far D<br />
| input = f.D<br />
| images = UMFE-Kyo-f5D.png<br />
| hitboxes = UMFE-Kyo-f5D.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 3<br />
| active = 4<br />
| recovery = 5<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_5CD<br />
| name = Standing CD<br />
| input = 5CD<br />
| images = UMFE-Kyo-f5CD.png<br />
| hitboxes = UMFE-Kyo-f5CD.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 19<br />
| active = 4<br />
| recovery = 16<br />
| hitadv = SKD<br />
| blockadv = +2<br />
| invul = <br />
}}<br />
===Crouching===<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2a<br />
| name = Crouching A<br />
| input = 2A<br />
| images = UMFE-Kyo-2A.png<br />
| hitboxes = UMFE-Kyo-2A.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 3<br />
| active = 4<br />
| recovery = 4<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2b<br />
| name = Crouching B<br />
| input = 2B<br />
| images = UMFE-Kyo-2B.png<br />
| hitboxes = UMFE-Kyo-2B.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Low<br />
| cancel = N<br />
| startup = 3<br />
| active = 4<br />
| recovery = 5<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2c<br />
| name = Crouching C<br />
| input = 2C<br />
| images = UMFE-Kyo-2C.png<br />
| hitboxes = UMFE-Kyo-2C.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = C<br />
| startup = 4<br />
| active = 3,3<br />
| recovery = 20<br />
| hitadv = -6<br />
| blockadv = -8<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d<br />
| name = Crouching D<br />
| input = 2D<br />
| images = UMFE-Kyo-2D.png<br />
| hitboxes = UMFE-Kyo-2D.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Low<br />
| cancel = C<br />
| startup = 11<br />
| active = 3<br />
| recovery = 19<br />
| hitadv = SKD<br />
| blockadv = -4<br />
| invul = <br />
}}<br />
===Jumping===<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_ja<br />
| name = Jumping A<br />
| input = j.A<br />
| images = UMFE-Kyo-jA.png<br />
| hitboxes = UMFE-Kyo-jA.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = High<br />
| cancel = N<br />
| startup = 5<br />
| active = 8<br />
| recovery = -<br />
| hitadv = -<br />
| blockadv = -<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njb<br />
| name = Neutral Jump B<br />
| input = nj.B<br />
| images = UMFE-Kyo-njB.png<br />
| hitboxes = UMFE-Kyo-njB.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = High<br />
| cancel = N<br />
| startup = 5<br />
| active = 9<br />
| recovery = -<br />
| hitadv = -<br />
| blockadv = -<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jb<br />
| name = Jumping B<br />
| input = j.B<br />
| images = UMFE-Kyo-jB.png<br />
| hitboxes = UMFE-Kyo-jB.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = High<br />
| cancel = N<br />
| startup = 5<br />
| active = 9<br />
| recovery = -<br />
| hitadv = -<br />
| blockadv = -<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jc<br />
| name = Jumping C<br />
| input = j.C<br />
| images = UMFE-Kyo-jC.png<br />
| hitboxes = UMFE-Kyo-jC.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = High<br />
| cancel = N<br />
| startup = 6<br />
| active = 4<br />
| recovery = -<br />
| hitadv = -<br />
| blockadv = -<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njd<br />
| name = Neutral Jump D<br />
| input = nj.D<br />
| images = UMFE-Kyo-njD.png<br />
| hitboxes = UMFE-Kyo-njD.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = High<br />
| cancel = N<br />
| startup = 7<br />
| active = 8<br />
| recovery = -<br />
| hitadv = -<br />
| blockadv = -<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jd<br />
| name = Jumping D<br />
| input = j.D<br />
| images = UMFE-Kyo-jD.png<br />
| hitboxes = UMFE-Kyo-jD.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = High<br />
| cancel = N<br />
| startup = 9<br />
| active = 5<br />
| recovery = -<br />
| hitadv = -<br />
| blockadv = -<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jCD<br />
| name = Jumping CD<br />
| input = j.CD<br />
| images = UMFE-Kyo-jCD.png<br />
| hitboxes = UMFE-Kyo-jCD.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid<br />
| cancel = N<br />
| startup = 17<br />
| active = 4<br />
| recovery = -<br />
| hitadv = -<br />
| blockadv = -<br />
| invul = <br />
}}<br />
===Command===<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_6b<br />
| name = Thundering Axe Burst<br />
| input = 6B<br />
| images = UMFE-Kyo-6B.png<br />
| hitboxes = UMFE-Kyo-6B.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Mid,High<br />
| cancel = N<br />
| startup = 11<br />
| active = 7(3)7<br />
| recovery = 18<br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d<br />
| name = Style 818<br />
| input = 3D<br />
| images = UMFE-Kyo-3D.png<br />
| hitboxes = UMFE-Kyo-3D.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = Low<br />
| cancel = N<br />
| startup = 2<br />
| active = 3(12)4<br />
| recovery = 24<br />
| hitadv = -8<br />
| blockadv = -10<br />
| invul = <br />
}}<br />
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C<br />
| name = Drop to Naraku<br />
| input = j.2C<br />
| images = UMFE-Kyo-j2C.png<br />
| hitboxes = UMFE-Kyo-j2C.png<br />
| damage = ?<br />
| counter = ?<br />
| stun = ?<br />
| guard = High<br />
| cancel = N<br />
| startup = 6<br />
| active = 5<br />
| recovery = -<br />
| hitadv = HKD (Airborne)<br />
| blockadv = -<br />
| invul = <br />
}}</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Kyo&diff=55094The King of Fighters '98 UMFE/EX Kyo2022-07-24T09:45:51Z<p>GoldyDorado01: </p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:EX-Kyo-member.png]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexkyomovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C's activation range has been decreased<br />
<br />
* Far A now has reduced priority<br />
<br />
* Far D now starts up 4 frames faster<br />
<br />
* The first hitbox on 2C has been shortened, and the second hitbox has been lengthened<br />
<br />
* 2D now has reduced priority<br />
<br />
* j.D now has reduced priority<br />
<br />
* You can no longer use j.2C during Extra mode step dash<br />
<br />
Specials:<br />
<br />
* 236P's hitbox size has been reduced<br />
<br />
* 623C now reliably hits 2 times, even when hitting an airborne opponent<br />
<br />
* 421B's recovery has been reduced by 2 frames<br />
<br />
* 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames<br />
<br />
* 63214K's damage has been increased<br />
<br />
* EX Kyo now uses sound files from '95<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.A now has 2 frames less recovery<br />
<br />
* 2A now has 1 frame less recovery<br />
<br />
Specials:<br />
<br />
* 236P now has 3 frames less recovery, but builds less meter<br />
<br />
==Normals==<br />
===Close===<br />
{{MoveData<br />
|image=UMFE-Kyo-c5A.png<br />
|caption=<br />
|name=Close A<br />
|input=cl.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=3<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5B.png<br />
|caption=<br />
|name=Close B<br />
|input=cl.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standing low. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5C.png<br />
|image2=UMFE-Kyo-c5C-2.png<br />
|caption=<br />
|name=Close C<br />
|input=cl.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3,9<br />
|recovery=9<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has very fast start-up. Great combo starter and anti-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5D.png<br />
|caption=<br />
|name=Close D<br />
|input=cl.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -7<br />
|cancel= Y<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A bit slower than Close C<br />
}}<br />
}}<br />
<br />
<br />
===Far===<br />
{{MoveData<br />
|image=UMFE-Kyo-f5A.png<br />
|caption=<br />
|name=Far A<br />
|input=f.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good for stopping hops. Whiffs on crouchers. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5B.png<br />
|caption=<br />
|name=Far B<br />
|input=f.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=3<br />
|recovery=13<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-6<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5C.png<br />
|caption=<br />
|name=Far C<br />
|input=f.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=12<br />
|active=2<br />
|recovery=17<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5D.png<br />
|caption=<br />
|name=Far D<br />
|input=f.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 10<br />
|active= 5<br />
|recovery= 12<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +1<br />
|cancel= N<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A sobat kick. Can avoid lows.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5CD.png<br />
|caption=<br />
|name=Blowback<br />
|input=5CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 19<br />
|active= 4<br />
|recovery= 16<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +2<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Average start-up. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
===Crouching===<br />
{{MoveData<br />
|image=UMFE-Kyo-2A.png<br />
|caption=<br />
|name=Crouching A<br />
|input=2A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=4<br />
|guard= HL<br />
|adv hit=?<br />
|adv Block=+2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard outward jab. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2B.png<br />
|caption=<br />
|name=Crouching B<br />
|input=2B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Fast low combo starter. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2C.png<br />
|image2=UMFE-Kyo-2C-2.png<br />
|caption=<br />
|name=Crouching C<br />
|input=2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=4<br />
|active=3,3<br />
|recovery=20<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-8<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard anti-air against jumps and hops. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2D.png<br />
|caption=<br />
|name=Crouching D<br />
|input=2D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -4<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Can low-profile some moves.<br />
}}<br />
}}<br />
<br />
===Jumping===<br />
{{MoveData<br />
|image=UMFE-Kyo-jA.png<br />
|caption=<br />
|name=Jumping A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Ok air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njB.png<br />
|caption=<br />
|name=Neutral Jump B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Decent air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jB.png<br />
|caption=<br />
|name=Jumping B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jC.png<br />
|caption=<br />
|name=Jumping C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Another good jump-in.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njD.png<br />
|caption=<br />
|name=Neutral Jump D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jD.png<br />
|caption=<br />
|name=Jumping D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 9 <br />
|active= 5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can act as a pressure tool when spaced. <br />
*A bit difficult to crossup with.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jCD.png<br />
|caption=<br />
|name=Jumping CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=17<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
===Command Normals===<br />
{{MoveData<br />
|image=UMFE-Kyo-6B.png<br />
|image2=UMFE-Kyo-6B-2.png<br />
|caption=<br />
|name=Thundering Axe Burst<br />
|input=6B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=11<br />
|active=7(3)7<br />
|recovery=18<br />
|guard=HL,H<br />
|adv hit=?<br />
|adv Block=-7<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Two-hit axe-kick.<br />
*Second hit hits overhead.<br />
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.<br />
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-3D.png<br />
|image2=UMFE-Kyo-3D-2.png<br />
|caption=<br />
|name=Style 818<br />
|input=3D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3(12)4<br />
|recovery=24<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-10<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Kyo kicks near the ground twice, one foot then the other.<br />
*Hits low, even when canceled into.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-j2C.png<br />
|caption=<br />
|name=Drop to Naraku<br />
|input=j.2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Hard (Airborne)<br />
|juggle=Y<br />
|description=*Two-handed hammerfiFar <br />
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.<br />
*Causes a hard knockdown on airborne opponents.<br />
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.<br />
}}<br />
}}<br />
<br />
== Throws ==<br />
<br />
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.<br />
<br />
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.<br />
<br />
== Special Moves ==<br />
<br />
'''Dark Thrust [Yami Barai]:''' <code>236A/C</code><br />
<br />
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.<br />
<br />
* Either version can be used to control space or to safely end a blockstring.<br />
<br />
'''Fire Ball [Oniyaki]:''' <code>623A/C</code><br />
<br />
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Has both autoguard and invincibility at the beginning of the move.<br />
<br />
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.<br />
<br />
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.<br />
<br />
'''Spinning kick [Oboroguruma]:''' <code>421B/D</code><br />
<br />
* Can be combo-ed into from most normals.<br />
<br />
* Will whiff on crouching opponents.<br />
<br />
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.<br />
<br />
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good oki. Your ideal combo ender.<br />
<br />
'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code><br />
<br />
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.<br />
<br />
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.<br />
<br />
* B version only allows for 623P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.<br />
<br />
'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code><br />
<br />
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.<br />
<br />
* Very unsafe on block.<br />
<br />
* Can be combo-ed into from heavy normals and f+B.<br />
<br />
* Causes a hard knockdown, allowing for an okizeme opportunity.<br />
<br />
== Desperation Moves ==<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2141236AC.png<br />
|image2=UMFE-Kyo-2141236P.png<br />
|caption=Hitbox only activates if it is MAX version<br />
|name=Serpent Wave<br />
|input=2141236P (can be held)<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=20<br />
|active=16<br />
|recovery=25<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Kyo throws a wave of fire in front of him.<br />
*Causes a soft knockdown.<br />
*Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.<br />
*A version has lower-body invincibility.<br />
*C version has upper-body invincibility.<br />
*MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.<br />
*Both versions can be juggled into from 236K>K.<br />
*If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C/421D<br />
}}<br />
}}<br />
<br />
<br />
== Combos ==<br />
<br />
General Notes:<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, 421D</code><br />
: Basic low confirm into hard knockdown. Has good corner carry.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 421D</code><br />
<br />
: <code>(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214D/421D</code><br />
: Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code><br />
: Must be executed as quickly as possible for the combo to fully connect.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), 2C, 2141236C</code><br />
<br />
: <code>cl.C, 236D,D, 2141236C</code><br />
<br />
: <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code><br />
: Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.<br />
<br />
===With Quick MAX===<br />
<br />
''At or Approaching Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C</code><br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code><br />
<br />
== Strategy & Tips ==<br />
<br />
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.<br />
<br />
== Videos ==<br />
{{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|f_Ml_0owCxU}}<br />
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Kyo Kusanagi]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Kyo&diff=55093The King of Fighters '98 UMFE/EX Kyo2022-07-24T09:44:03Z<p>GoldyDorado01: </p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:EX-Kyo-member.png]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexkyomovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C's activation range has been decreased<br />
<br />
* Far A now has reduced priority<br />
<br />
* Far D now starts up 4 frames faster<br />
<br />
* The first hitbox on 2C has been shortened, and the second hitbox has been lengthened<br />
<br />
* 2D now has reduced priority<br />
<br />
* j.D now has reduced priority<br />
<br />
* You can no longer use j.2C during Extra mode step dash<br />
<br />
Specials:<br />
<br />
* 236P's hitbox size has been reduced<br />
<br />
* 623C now reliably hits 2 times, even when hitting an airborne opponent<br />
<br />
* 421B's recovery has been reduced by 2 frames<br />
<br />
* 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames<br />
<br />
* 63214K's damage has been increased<br />
<br />
* EX Kyo now uses sound files from '95<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.A now has 2 frames less recovery<br />
<br />
* 2A now has 1 frame less recovery<br />
<br />
Specials:<br />
<br />
* 236P now has 3 frames less recovery, but builds less meter<br />
<br />
==Normals==<br />
===Close===<br />
{{MoveData<br />
|image=UMFE-Kyo-c5A.png<br />
|caption=<br />
|name=Close A<br />
|input=cl.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=3<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5B.png<br />
|caption=<br />
|name=Close B<br />
|input=cl.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standing low. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5C.png<br />
|image2=UMFE-Kyo-c5C-2.png<br />
|caption=<br />
|name=Close C<br />
|input=cl.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3,9<br />
|recovery=9<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has very fast start-up. Great combo starter and anti-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5D.png<br />
|caption=<br />
|name=Close D<br />
|input=cl.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -7<br />
|cancel= Y<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A bit slower than Close C<br />
}}<br />
}}<br />
<br />
<br />
===Far===<br />
{{MoveData<br />
|image=UMFE-Kyo-f5A.png<br />
|caption=<br />
|name=Far A<br />
|input=f.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good for stopping hops. Whiffs on crouchers. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5B.png<br />
|caption=<br />
|name=Far B<br />
|input=f.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=3<br />
|recovery=13<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-6<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5C.png<br />
|caption=<br />
|name=Far C<br />
|input=f.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=12<br />
|active=2<br />
|recovery=17<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5D.png<br />
|caption=<br />
|name=Far D<br />
|input=f.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 10<br />
|active= 5<br />
|recovery= 12<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +1<br />
|cancel= N<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A sobat kick. Can avoid lows.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5CD.png<br />
|caption=<br />
|name=Blowback<br />
|input=5CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 19<br />
|active= 4<br />
|recovery= 16<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +2<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Average start-up. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
===Crouching===<br />
{{MoveData<br />
|image=UMFE-Kyo-2A.png<br />
|caption=<br />
|name=Crouching A<br />
|input=2A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=4<br />
|guard= HL<br />
|adv hit=?<br />
|adv Block=+2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard outward jab. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2B.png<br />
|caption=<br />
|name=Crouching B<br />
|input=2B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Fast low combo starter. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2C.png<br />
|image2=UMFE-Kyo-2C-2.png<br />
|caption=<br />
|name=Crouching C<br />
|input=2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=4<br />
|active=3,3<br />
|recovery=20<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-8<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard anti-air against jumps and hops. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2D.png<br />
|caption=<br />
|name=Crouching D<br />
|input=2D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -4<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Can low-profile some moves.<br />
}}<br />
}}<br />
<br />
===Jumping===<br />
{{MoveData<br />
|image=UMFE-Kyo-jA.png<br />
|caption=<br />
|name=Jumping A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Ok air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njB.png<br />
|caption=<br />
|name=Neutral Jump B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Decent air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jB.png<br />
|caption=<br />
|name=Jumping B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jC.png<br />
|caption=<br />
|name=Jumping C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Another good jump-in.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njD.png<br />
|caption=<br />
|name=Neutral Jump D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jD.png<br />
|caption=<br />
|name=Jumping D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 9 <br />
|active= 5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can act as a pressure tool when spaced. <br />
*A bit difficult to crossup with.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jCD.png<br />
|caption=<br />
|name=Jumping CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=17<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
===Command Normals===<br />
{{MoveData<br />
|image=UMFE-Kyo-6B.png<br />
|image2=UMFE-Kyo-6B-2.png<br />
|caption=<br />
|name=Thundering Axe Burst<br />
|input=6B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=11<br />
|active=7(3)7<br />
|recovery=18<br />
|guard=HL,H<br />
|adv hit=?<br />
|adv Block=-7<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Two-hit axe-kick.<br />
*Second hit hits overhead.<br />
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.<br />
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-3D.png<br />
|image2=UMFE-Kyo-3D-2.png<br />
|caption=<br />
|name=Style 818<br />
|input=3D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3(12)4<br />
|recovery=24<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-10<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Kyo kicks near the ground twice, one foot then the other.<br />
*Hits low, even when canceled into.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-j2C.png<br />
|caption=<br />
|name=Drop to Naraku<br />
|input=j.2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Hard (Airborne)<br />
|juggle=Y<br />
|description=*Two-handed hammerfiFar <br />
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.<br />
*Causes a hard knockdown on airborne opponents.<br />
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.<br />
}}<br />
}}<br />
<br />
== Throws ==<br />
<br />
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.<br />
<br />
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' <code>f+B</code><br />
<br />
* Two-hitting axe kick. Second hit hits overhead.<br />
<br />
* Can be canceled into from normals, which makes it special-cancelable but takes away the overhead property. This can be avoided if you late-cancel it, which retains its raw properties.<br />
<br />
'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code><br />
<br />
* Two-handed hammerfiFar <br />
<br />
* Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones.<br />
<br />
* Great crossup. Aim to have EX Kyo's bent legs right over the opponent's head.<br />
<br />
'''Style 818 [88 Shiki]:''' <code>df+D</code><br />
<br />
* EX Kyo kicks near the ground twice, one foot then the other.<br />
<br />
* Hits low, even when canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Dark Thrust [Yami Barai]:''' <code>236A/C</code><br />
<br />
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.<br />
<br />
* Either version can be used to control space or to safely end a blockstring.<br />
<br />
'''Fire Ball [Oniyaki]:''' <code>623A/C</code><br />
<br />
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Has both autoguard and invincibility at the beginning of the move.<br />
<br />
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.<br />
<br />
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.<br />
<br />
'''Spinning kick [Oboroguruma]:''' <code>421B/D</code><br />
<br />
* Can be combo-ed into from most normals.<br />
<br />
* Will whiff on crouching opponents.<br />
<br />
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.<br />
<br />
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good oki. Your ideal combo ender.<br />
<br />
'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code><br />
<br />
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.<br />
<br />
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.<br />
<br />
* B version only allows for 623P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.<br />
<br />
'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code><br />
<br />
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.<br />
<br />
* Very unsafe on block.<br />
<br />
* Can be combo-ed into from heavy normals and f+B.<br />
<br />
* Causes a hard knockdown, allowing for an okizeme opportunity.<br />
<br />
== Desperation Moves ==<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2141236AC.png<br />
|image2=UMFE-Kyo-2141236P.png<br />
|caption=Hitbox only activates if it is MAX version<br />
|name=Serpent Wave<br />
|input=2141236P (can be held)<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=20<br />
|active=16<br />
|recovery=25<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Kyo throws a wave of fire in front of him.<br />
*Causes a soft knockdown.<br />
*Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.<br />
*A version has lower-body invincibility.<br />
*C version has upper-body invincibility.<br />
*MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.<br />
*Both versions can be juggled into from 236K>K.<br />
*If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C/421D<br />
}}<br />
}}<br />
<br />
<br />
== Combos ==<br />
<br />
General Notes:<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, 421D</code><br />
: Basic low confirm into hard knockdown. Has good corner carry.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 421D</code><br />
<br />
: <code>(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214D/421D</code><br />
: Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code><br />
: Must be executed as quickly as possible for the combo to fully connect.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), 2C, 2141236C</code><br />
<br />
: <code>cl.C, 236D,D, 2141236C</code><br />
<br />
: <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code><br />
: Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.<br />
<br />
===With Quick MAX===<br />
<br />
''At or Approaching Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C</code><br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code><br />
<br />
== Strategy & Tips ==<br />
<br />
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.<br />
<br />
== Videos ==<br />
{{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|f_Ml_0owCxU}}<br />
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Kyo Kusanagi]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Kyo&diff=55092The King of Fighters '98 UMFE/EX Kyo2022-07-24T09:42:36Z<p>GoldyDorado01: </p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:EX-Kyo-member.png]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexkyomovelist.png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C's activation range has been decreased<br />
<br />
* Far A now has reduced priority<br />
<br />
* Far D now starts up 4 frames faster<br />
<br />
* The first hitbox on 2C has been shortened, and the second hitbox has been lengthened<br />
<br />
* 2D now has reduced priority<br />
<br />
* j.D now has reduced priority<br />
<br />
* You can no longer use j.2C during Extra mode step dash<br />
<br />
Specials:<br />
<br />
* 236P's hitbox size has been reduced<br />
<br />
* 623C now reliably hits 2 times, even when hitting an airborne opponent<br />
<br />
* 421B's recovery has been reduced by 2 frames<br />
<br />
* 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames<br />
<br />
* 63214K's damage has been increased<br />
<br />
* EX Kyo now uses sound files from '95<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.A now has 2 frames less recovery<br />
<br />
* 2A now has 1 frame less recovery<br />
<br />
Specials:<br />
<br />
* 236P now has 3 frames less recovery, but builds less meter<br />
<br />
==Normals==<br />
===Close===<br />
{{MoveData<br />
|image=UMFE-Kyo-c5A.png<br />
|caption=<br />
|name=Close A<br />
|input=cl.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=3<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5B.png<br />
|caption=<br />
|name=Close B<br />
|input=cl.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standing low. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5C.png<br />
|image2=UMFE-Kyo-c5C-2.png<br />
|caption=<br />
|name=Close C<br />
|input=cl.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3,9<br />
|recovery=9<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has very fast start-up. Great combo starter and anti-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5D.png<br />
|caption=<br />
|name=Close D<br />
|input=cl.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -7<br />
|cancel= Y<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A bit slower than Close C<br />
}}<br />
}}<br />
<br />
<br />
===Far===<br />
{{MoveData<br />
|image=UMFE-Kyo-f5A.png<br />
|caption=<br />
|name=Far A<br />
|input=f.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good for stopping hops. Whiffs on crouchers. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5B.png<br />
|caption=<br />
|name=Far B<br />
|input=f.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=3<br />
|recovery=13<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-6<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5C.png<br />
|caption=<br />
|name=Far C<br />
|input=f.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=12<br />
|active=2<br />
|recovery=17<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5D.png<br />
|caption=<br />
|name=Far D<br />
|input=f.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 10<br />
|active= 5<br />
|recovery= 12<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +1<br />
|cancel= N<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A sobat kick. Can avoid lows.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5CD.png<br />
|caption=<br />
|name=Blowback<br />
|input=5CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 19<br />
|active= 4<br />
|recovery= 16<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +2<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Average start-up. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
===Crouching===<br />
{{MoveData<br />
|image=UMFE-Kyo-2A.png<br />
|caption=<br />
|name=Crouching A<br />
|input=2A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=4<br />
|guard= HL<br />
|adv hit=?<br />
|adv Block=+2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard outward jab. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2B.png<br />
|caption=<br />
|name=Crouching B<br />
|input=2B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Fast low combo starter. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2C.png<br />
|image2=UMFE-Kyo-2C-2.png<br />
|caption=<br />
|name=Crouching C<br />
|input=2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=4<br />
|active=3,3<br />
|recovery=20<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-8<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard anti-air against jumps and hops. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2D.png<br />
|caption=<br />
|name=Crouching D<br />
|input=2D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -4<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Can low-profile some moves.<br />
}}<br />
}}<br />
<br />
===Jumping===<br />
{{MoveData<br />
|image=UMFE-Kyo-jA.png<br />
|caption=<br />
|name=Jumping A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Ok air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njB.png<br />
|caption=<br />
|name=Neutral Jump B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Decent air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jB.png<br />
|caption=<br />
|name=Jumping B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jC.png<br />
|caption=<br />
|name=Jumping C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Another good jump-in.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njD.png<br />
|caption=<br />
|name=Neutral Jump D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jD.png<br />
|caption=<br />
|name=Jumping D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 9 <br />
|active= 5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can act as a pressure tool when spaced. <br />
*A bit difficult to crossup with.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jCD.png<br />
|caption=<br />
|name=Jumping CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=17<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
===Command Normals===<br />
{{MoveData<br />
|image=UMFE-Kyo-6B.png<br />
|image2=UMFE-Kyo-6B-2.png<br />
|caption=<br />
|name=Thundering Axe Burst<br />
|input=6B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=11<br />
|active=7(3)7<br />
|recovery=18<br />
|guard=HL,H<br />
|adv hit=?<br />
|adv Block=-7<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Two-hit axe-kick.<br />
*Second hit hits overhead.<br />
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.<br />
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-3D.png<br />
|image2=UMFE-Kyo-3D-2.png<br />
|caption=<br />
|name=Style 818<br />
|input=3D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3(12)4<br />
|recovery=24<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-10<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Kyo kicks near the ground twice, one foot then the other.<br />
*Hits low, even when canceled into.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-j2C.png<br />
|caption=<br />
|name=Drop to Naraku<br />
|input=j.2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Hard (Airborne)<br />
|juggle=Y<br />
|description=*Two-handed hammerfiFar <br />
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.<br />
*Causes a hard knockdown on airborne opponents.<br />
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.<br />
}}<br />
}}<br />
<br />
== Throws ==<br />
<br />
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.<br />
<br />
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' <code>f+B</code><br />
<br />
* Two-hitting axe kick. Second hit hits overhead.<br />
<br />
* Can be canceled into from normals, which makes it special-cancelable but takes away the overhead property. This can be avoided if you late-cancel it, which retains its raw properties.<br />
<br />
'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code><br />
<br />
* Two-handed hammerfiFar <br />
<br />
* Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones.<br />
<br />
* Great crossup. Aim to have EX Kyo's bent legs right over the opponent's head.<br />
<br />
'''Style 818 [88 Shiki]:''' <code>df+D</code><br />
<br />
* EX Kyo kicks near the ground twice, one foot then the other.<br />
<br />
* Hits low, even when canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Dark Thrust [Yami Barai]:''' <code>236A/C</code><br />
<br />
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.<br />
<br />
* Either version can be used to control space or to safely end a blockstring.<br />
<br />
'''Fire Ball [Oniyaki]:''' <code>623A/C</code><br />
<br />
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Has both autoguard and invincibility at the beginning of the move.<br />
<br />
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.<br />
<br />
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.<br />
<br />
'''Spinning kick [Oboroguruma]:''' <code>421B/D</code><br />
<br />
* Can be combo-ed into from most normals.<br />
<br />
* Will whiff on crouching opponents.<br />
<br />
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.<br />
<br />
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good oki. Your ideal combo ender.<br />
<br />
'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code><br />
<br />
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.<br />
<br />
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.<br />
<br />
* B version only allows for 623P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.<br />
<br />
'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code><br />
<br />
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.<br />
<br />
* Very unsafe on block.<br />
<br />
* Can be combo-ed into from heavy normals and f+B.<br />
<br />
* Causes a hard knockdown, allowing for an okizeme opportunity.<br />
<br />
== Desperation Moves ==<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2141236AC.png<br />
|image2=UMFE-Kyo-2141236P.png<br />
|caption=Hitbox only activates if it is MAX version<br />
|name=Serpent Wave<br />
|input=2141236P (can be held)<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=20<br />
|active=16<br />
|recovery=25<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Kyo throws a wave of fire in front of him.<br />
*Causes a soft knockdown.<br />
*Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.<br />
*A version has lower-body invincibility.<br />
*C version has upper-body invincibility.<br />
*MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.<br />
*Both versions can be juggled into from 236K>K.<br />
*If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C or 421D.<br />
}}<br />
}}<br />
<br />
<br />
== Combos ==<br />
<br />
General Notes:<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, 421D</code><br />
: Basic low confirm into hard knockdown. Has good corner carry.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 421D</code><br />
<br />
: <code>(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214D/421D</code><br />
: Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code><br />
: Must be executed as quickly as possible for the combo to fully connect.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), 2C, 2141236C</code><br />
<br />
: <code>cl.C, 236D,D, 2141236C</code><br />
<br />
: <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code><br />
: Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.<br />
<br />
===With Quick MAX===<br />
<br />
''At or Approaching Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C</code><br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code><br />
<br />
== Strategy & Tips ==<br />
<br />
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.<br />
<br />
== Videos ==<br />
{{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|f_Ml_0owCxU}}<br />
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Kyo Kusanagi]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Kyo&diff=55091The King of Fighters '98 UMFE/EX Kyo2022-07-24T09:35:40Z<p>GoldyDorado01: /* Meterless */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:EX-Kyo-member.png]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexkyomoveliFar png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C's activation range has been decreased<br />
<br />
* Far A now has reduced priority<br />
<br />
* Far D now starts up 4 frames faster<br />
<br />
* The first hitbox on 2C has been shortened, and the second hitbox has been lengthened<br />
<br />
* 2D now has reduced priority<br />
<br />
* j.D now has reduced priority<br />
<br />
* You can no longer use j.2C during Extra mode step dash<br />
<br />
Specials:<br />
<br />
* 236P's hitbox size has been reduced<br />
<br />
* 623C now reliably hits 2 times, even when hitting an airborne opponent<br />
<br />
* 421B's recovery has been reduced by 2 frames<br />
<br />
* 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames<br />
<br />
* 63214K's damage has been increased<br />
<br />
* EX Kyo now uses sound files from '95<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.A now has 2 frames less recovery<br />
<br />
* 2A now has 1 frame less recovery<br />
<br />
Specials:<br />
<br />
* 236P now has 3 frames less recovery, but builds less meter<br />
<br />
==Normals==<br />
===Close===<br />
{{MoveData<br />
|image=UMFE-Kyo-c5A.png<br />
|caption=<br />
|name=Close A<br />
|input=cl.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=3<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5B.png<br />
|caption=<br />
|name=Close B<br />
|input=cl.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standing low. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5C.png<br />
|image2=UMFE-Kyo-c5C-2.png<br />
|caption=<br />
|name=Close C<br />
|input=cl.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3,9<br />
|recovery=9<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has very fast start-up. Great combo starter and anti-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5D.png<br />
|caption=<br />
|name=Close D<br />
|input=cl.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -7<br />
|cancel= Y<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A bit slower than Close C<br />
}}<br />
}}<br />
<br />
<br />
===Far===<br />
{{MoveData<br />
|image=UMFE-Kyo-f5A.png<br />
|caption=<br />
|name=Far A<br />
|input=f.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good for stopping hops. Whiffs on crouchers. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5B.png<br />
|caption=<br />
|name=Far B<br />
|input=f.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=3<br />
|recovery=13<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-6<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5C.png<br />
|caption=<br />
|name=Far C<br />
|input=f.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=12<br />
|active=2<br />
|recovery=17<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5D.png<br />
|caption=<br />
|name=Far D<br />
|input=f.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 10<br />
|active= 5<br />
|recovery= 12<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +1<br />
|cancel= N<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A sobat kick. Can avoid lows.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5CD.png<br />
|caption=<br />
|name=Blowback<br />
|input=5CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 19<br />
|active= 4<br />
|recovery= 16<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +2<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Average start-up. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
===Crouching===<br />
{{MoveData<br />
|image=UMFE-Kyo-2A.png<br />
|caption=<br />
|name=Crouching A<br />
|input=2A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=4<br />
|guard= HL<br />
|adv hit=?<br />
|adv Block=+2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard outward jab. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2B.png<br />
|caption=<br />
|name=Crouching B<br />
|input=2B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Fast low combo starter. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2C.png<br />
|image2=UMFE-Kyo-2C-2.png<br />
|caption=<br />
|name=Crouching C<br />
|input=2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=4<br />
|active=3,3<br />
|recovery=20<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-8<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard anti-air against jumps and hops. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2D.png<br />
|caption=<br />
|name=Crouching D<br />
|input=2D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -4<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Can low-profile some moves.<br />
}}<br />
}}<br />
<br />
===Jumping===<br />
{{MoveData<br />
|image=UMFE-Kyo-jA.png<br />
|caption=<br />
|name=Jumping A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Ok air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njB.png<br />
|caption=<br />
|name=Neutral Jump B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Decent air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jB.png<br />
|caption=<br />
|name=Jumping B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jC.png<br />
|caption=<br />
|name=Jumping C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Another good jump-in.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njD.png<br />
|caption=<br />
|name=Neutral Jump D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jD.png<br />
|caption=<br />
|name=Jumping D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 9 <br />
|active= 5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can act as a pressure tool when spaced. <br />
*A bit difficult to crossup with.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jCD.png<br />
|caption=<br />
|name=Jumping CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=17<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
===Command Normals===<br />
{{MoveData<br />
|image=UMFE-Kyo-6B.png<br />
|image2=UMFE-Kyo-6B-2.png<br />
|caption=<br />
|name=Thundering Axe Burst<br />
|input=6B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=11<br />
|active=7(3)7<br />
|recovery=18<br />
|guard=HL,H<br />
|adv hit=?<br />
|adv Block=-7<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Two-hit axe-kick.<br />
*Second hit hits overhead.<br />
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.<br />
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-3D.png<br />
|image2=UMFE-Kyo-3D-2.png<br />
|caption=<br />
|name=Style 818<br />
|input=3D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3(12)4<br />
|recovery=24<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-10<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Kyo kicks near the ground twice, one foot then the other.<br />
*Hits low, even when canceled into.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-j2C.png<br />
|caption=<br />
|name=Drop to Naraku<br />
|input=j.2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Hard (Airborne)<br />
|juggle=Y<br />
|description=*Two-handed hammerfiFar <br />
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.<br />
*Causes a hard knockdown on airborne opponents.<br />
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.<br />
}}<br />
}}<br />
<br />
== Throws ==<br />
<br />
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.<br />
<br />
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' <code>f+B</code><br />
<br />
* Two-hitting axe kick. Second hit hits overhead.<br />
<br />
* Can be canceled into from normals, which makes it special-cancelable but takes away the overhead property. This can be avoided if you late-cancel it, which retains its raw properties.<br />
<br />
'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code><br />
<br />
* Two-handed hammerfiFar <br />
<br />
* Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones.<br />
<br />
* Great crossup. Aim to have EX Kyo's bent legs right over the opponent's head.<br />
<br />
'''Style 818 [88 Shiki]:''' <code>df+D</code><br />
<br />
* EX Kyo kicks near the ground twice, one foot then the other.<br />
<br />
* Hits low, even when canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Dark Thrust [Yami Barai]:''' <code>236A/C</code><br />
<br />
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.<br />
<br />
* Either version can be used to control space or to safely end a blockstring.<br />
<br />
'''Fire Ball [Oniyaki]:''' <code>623A/C</code><br />
<br />
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Has both autoguard and invincibility at the beginning of the move.<br />
<br />
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.<br />
<br />
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.<br />
<br />
'''Spinning kick [Oboroguruma]:''' <code>421B/D</code><br />
<br />
* Can be combo-ed into from most normals.<br />
<br />
* Will whiff on crouching opponents.<br />
<br />
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.<br />
<br />
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good oki. Your ideal combo ender.<br />
<br />
'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code><br />
<br />
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.<br />
<br />
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.<br />
<br />
* B version only allows for 623P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.<br />
<br />
'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code><br />
<br />
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.<br />
<br />
* Very unsafe on block.<br />
<br />
* Can be combo-ed into from heavy normals and f+B.<br />
<br />
* Causes a hard knockdown, allowing for an okizeme opportunity.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Serpent Wave:''' <code>2141236A/C</code><br />
<br />
* EX Kyo throws a wave of fire in front of him.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Regular version does one hit. A version has lower-body invincibility, while the C version has upper-body invincibility, has slightly faster startup, and can combo from heavy attacks.<br />
<br />
* Can be held, for no benefit beyond controlling the timing of juggles.<br />
<br />
* MAX version has EX Kyo engulf his body in flame, giving it its own hitbox with up to three hits if the move is held. On release, EX Kyo releases the wave. The fire wave itself does three hits as well, and more damage; if all six hits connect, the move does massive damage.<br />
<br />
* All versions can be juggled into from 236D. If timed right, only two hits of the MAX version will connect from this. This puts the opponent into a juggle state that can be followed up with 623C/421D.<br />
<br />
== Combos ==<br />
<br />
General Notes:<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, 421D</code><br />
: Basic low confirm into hard knockdown. Has good corner carry.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 421D</code><br />
<br />
: <code>(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214D/421D</code><br />
: Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code><br />
: Must be executed as quickly as possible for the combo to fully connect.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), 2C, 2141236C</code><br />
<br />
: <code>cl.C, 236D,D, 2141236C</code><br />
<br />
: <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code><br />
: Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.<br />
<br />
===With Quick MAX===<br />
<br />
''At or Approaching Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C</code><br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code><br />
<br />
== Strategy & Tips ==<br />
<br />
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.<br />
<br />
== Videos ==<br />
{{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|f_Ml_0owCxU}}<br />
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Kyo Kusanagi]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Kyo&diff=55090The King of Fighters '98 UMFE/EX Kyo2022-07-24T09:34:40Z<p>GoldyDorado01: </p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:EX-Kyo-member.png]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexkyomoveliFar png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C's activation range has been decreased<br />
<br />
* Far A now has reduced priority<br />
<br />
* Far D now starts up 4 frames faster<br />
<br />
* The first hitbox on 2C has been shortened, and the second hitbox has been lengthened<br />
<br />
* 2D now has reduced priority<br />
<br />
* j.D now has reduced priority<br />
<br />
* You can no longer use j.2C during Extra mode step dash<br />
<br />
Specials:<br />
<br />
* 236P's hitbox size has been reduced<br />
<br />
* 623C now reliably hits 2 times, even when hitting an airborne opponent<br />
<br />
* 421B's recovery has been reduced by 2 frames<br />
<br />
* 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames<br />
<br />
* 63214K's damage has been increased<br />
<br />
* EX Kyo now uses sound files from '95<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.A now has 2 frames less recovery<br />
<br />
* 2A now has 1 frame less recovery<br />
<br />
Specials:<br />
<br />
* 236P now has 3 frames less recovery, but builds less meter<br />
<br />
==Normals==<br />
===Close===<br />
{{MoveData<br />
|image=UMFE-Kyo-c5A.png<br />
|caption=<br />
|name=Close A<br />
|input=cl.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=3<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5B.png<br />
|caption=<br />
|name=Close B<br />
|input=cl.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standing low. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5C.png<br />
|image2=UMFE-Kyo-c5C-2.png<br />
|caption=<br />
|name=Close C<br />
|input=cl.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3,9<br />
|recovery=9<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has very fast start-up. Great combo starter and anti-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5D.png<br />
|caption=<br />
|name=Close D<br />
|input=cl.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -7<br />
|cancel= Y<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A bit slower than Close C<br />
}}<br />
}}<br />
<br />
<br />
===Far===<br />
{{MoveData<br />
|image=UMFE-Kyo-f5A.png<br />
|caption=<br />
|name=Far A<br />
|input=f.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good for stopping hops. Whiffs on crouchers. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5B.png<br />
|caption=<br />
|name=Far B<br />
|input=f.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=3<br />
|recovery=13<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-6<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5C.png<br />
|caption=<br />
|name=Far C<br />
|input=f.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=12<br />
|active=2<br />
|recovery=17<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5D.png<br />
|caption=<br />
|name=Far D<br />
|input=f.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 10<br />
|active= 5<br />
|recovery= 12<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +1<br />
|cancel= N<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A sobat kick. Can avoid lows.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5CD.png<br />
|caption=<br />
|name=Blowback<br />
|input=5CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 19<br />
|active= 4<br />
|recovery= 16<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +2<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Average start-up. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
===Crouching===<br />
{{MoveData<br />
|image=UMFE-Kyo-2A.png<br />
|caption=<br />
|name=Crouching A<br />
|input=2A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=4<br />
|guard= HL<br />
|adv hit=?<br />
|adv Block=+2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard outward jab. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2B.png<br />
|caption=<br />
|name=Crouching B<br />
|input=2B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Fast low combo starter. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2C.png<br />
|image2=UMFE-Kyo-2C-2.png<br />
|caption=<br />
|name=Crouching C<br />
|input=2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=4<br />
|active=3,3<br />
|recovery=20<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-8<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard anti-air against jumps and hops. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2D.png<br />
|caption=<br />
|name=Crouching D<br />
|input=2D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -4<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Can low-profile some moves.<br />
}}<br />
}}<br />
<br />
===Jumping===<br />
{{MoveData<br />
|image=UMFE-Kyo-jA.png<br />
|caption=<br />
|name=Jumping A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Ok air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njB.png<br />
|caption=<br />
|name=Neutral Jump B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Decent air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jB.png<br />
|caption=<br />
|name=Jumping B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jC.png<br />
|caption=<br />
|name=Jumping C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Another good jump-in.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njD.png<br />
|caption=<br />
|name=Neutral Jump D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jD.png<br />
|caption=<br />
|name=Jumping D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 9 <br />
|active= 5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can act as a pressure tool when spaced. <br />
*A bit difficult to crossup with.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jCD.png<br />
|caption=<br />
|name=Jumping CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=17<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
===Command Normals===<br />
{{MoveData<br />
|image=UMFE-Kyo-6B.png<br />
|image2=UMFE-Kyo-6B-2.png<br />
|caption=<br />
|name=Thundering Axe Burst<br />
|input=6B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=11<br />
|active=7(3)7<br />
|recovery=18<br />
|guard=HL,H<br />
|adv hit=?<br />
|adv Block=-7<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Two-hit axe-kick.<br />
*Second hit hits overhead.<br />
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.<br />
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-3D.png<br />
|image2=UMFE-Kyo-3D-2.png<br />
|caption=<br />
|name=Style 818<br />
|input=3D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3(12)4<br />
|recovery=24<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-10<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Kyo kicks near the ground twice, one foot then the other.<br />
*Hits low, even when canceled into.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-j2C.png<br />
|caption=<br />
|name=Drop to Naraku<br />
|input=j.2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Hard (Airborne)<br />
|juggle=Y<br />
|description=*Two-handed hammerfiFar <br />
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.<br />
*Causes a hard knockdown on airborne opponents.<br />
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.<br />
}}<br />
}}<br />
<br />
== Throws ==<br />
<br />
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.<br />
<br />
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' <code>f+B</code><br />
<br />
* Two-hitting axe kick. Second hit hits overhead.<br />
<br />
* Can be canceled into from normals, which makes it special-cancelable but takes away the overhead property. This can be avoided if you late-cancel it, which retains its raw properties.<br />
<br />
'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code><br />
<br />
* Two-handed hammerfiFar <br />
<br />
* Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones.<br />
<br />
* Great crossup. Aim to have EX Kyo's bent legs right over the opponent's head.<br />
<br />
'''Style 818 [88 Shiki]:''' <code>df+D</code><br />
<br />
* EX Kyo kicks near the ground twice, one foot then the other.<br />
<br />
* Hits low, even when canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Dark Thrust [Yami Barai]:''' <code>236A/C</code><br />
<br />
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.<br />
<br />
* Either version can be used to control space or to safely end a blockstring.<br />
<br />
'''Fire Ball [Oniyaki]:''' <code>623A/C</code><br />
<br />
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Has both autoguard and invincibility at the beginning of the move.<br />
<br />
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.<br />
<br />
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.<br />
<br />
'''Spinning kick [Oboroguruma]:''' <code>421B/D</code><br />
<br />
* Can be combo-ed into from most normals.<br />
<br />
* Will whiff on crouching opponents.<br />
<br />
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.<br />
<br />
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good oki. Your ideal combo ender.<br />
<br />
'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code><br />
<br />
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.<br />
<br />
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.<br />
<br />
* B version only allows for 623P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.<br />
<br />
'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code><br />
<br />
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.<br />
<br />
* Very unsafe on block.<br />
<br />
* Can be combo-ed into from heavy normals and f+B.<br />
<br />
* Causes a hard knockdown, allowing for an okizeme opportunity.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Serpent Wave:''' <code>2141236A/C</code><br />
<br />
* EX Kyo throws a wave of fire in front of him.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Regular version does one hit. A version has lower-body invincibility, while the C version has upper-body invincibility, has slightly faster startup, and can combo from heavy attacks.<br />
<br />
* Can be held, for no benefit beyond controlling the timing of juggles.<br />
<br />
* MAX version has EX Kyo engulf his body in flame, giving it its own hitbox with up to three hits if the move is held. On release, EX Kyo releases the wave. The fire wave itself does three hits as well, and more damage; if all six hits connect, the move does massive damage.<br />
<br />
* All versions can be juggled into from 236D. If timed right, only two hits of the MAX version will connect from this. This puts the opponent into a juggle state that can be followed up with 623C/421D.<br />
<br />
== Combos ==<br />
<br />
General Notes:<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, 421D</code><br />
: Basic low confirm into hard knockdown. Has good corner carry.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 421D</code><br />
<br />
: <code>(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214+D/421D</code><br />
: Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code><br />
: Must be executed as quickly as possible for the combo to fully connect.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), 2C, 2141236C</code><br />
<br />
: <code>cl.C, 236D,D, 2141236C</code><br />
<br />
: <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code><br />
: Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.<br />
<br />
===With Quick MAX===<br />
<br />
''At or Approaching Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C</code><br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code><br />
<br />
== Strategy & Tips ==<br />
<br />
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.<br />
<br />
== Videos ==<br />
{{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|f_Ml_0owCxU}}<br />
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Kyo Kusanagi]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Kyo&diff=55089The King of Fighters '98 UMFE/EX Kyo2022-07-24T09:34:11Z<p>GoldyDorado01: /* With Quick MAX */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:EX-Kyo-member.png]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexkyomoveliFar png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C's activation range has been decreased<br />
<br />
* Far A now has reduced priority<br />
<br />
* Far D now starts up 4 frames faster<br />
<br />
* The first hitbox on 2C has been shortened, and the second hitbox has been lengthened<br />
<br />
* 2D now has reduced priority<br />
<br />
* j.D now has reduced priority<br />
<br />
* You can no longer use j.2C during Extra mode step dash<br />
<br />
Specials:<br />
<br />
* 236P's hitbox size has been reduced<br />
<br />
* 623C now reliably hits 2 times, even when hitting an airborne opponent<br />
<br />
* 421B's recovery has been reduced by 2 frames<br />
<br />
* 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames<br />
<br />
* 63214K's damage has been increased<br />
<br />
* EX Kyo now uses sound files from '95<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.A now has 2 frames less recovery<br />
<br />
* 2A now has 1 frame less recovery<br />
<br />
Specials:<br />
<br />
* 236P now has 3 frames less recovery, but builds less meter<br />
<br />
==Normals==<br />
===Close===<br />
{{MoveData<br />
|image=UMFE-Kyo-c5A.png<br />
|caption=<br />
|name=Close A<br />
|input=cl.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=3<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5B.png<br />
|caption=<br />
|name=Close B<br />
|input=cl.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standing low. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5C.png<br />
|image2=UMFE-Kyo-c5C-2.png<br />
|caption=<br />
|name=Close C<br />
|input=cl.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3,9<br />
|recovery=9<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has very fast start-up. Great combo starter and anti-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5D.png<br />
|caption=<br />
|name=Close D<br />
|input=cl.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -7<br />
|cancel= Y<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A bit slower than Close C<br />
}}<br />
}}<br />
<br />
<br />
===Far===<br />
{{MoveData<br />
|image=UMFE-Kyo-f5A.png<br />
|caption=<br />
|name=Far A<br />
|input=f.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good for stopping hops. Whiffs on crouchers. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5B.png<br />
|caption=<br />
|name=Far B<br />
|input=f.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=3<br />
|recovery=13<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-6<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5C.png<br />
|caption=<br />
|name=Far C<br />
|input=f.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=12<br />
|active=2<br />
|recovery=17<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5D.png<br />
|caption=<br />
|name=Far D<br />
|input=f.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 10<br />
|active= 5<br />
|recovery= 12<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +1<br />
|cancel= N<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A sobat kick. Can avoid lows.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5CD.png<br />
|caption=<br />
|name=Blowback<br />
|input=5CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 19<br />
|active= 4<br />
|recovery= 16<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +2<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Average start-up. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
===Crouching===<br />
{{MoveData<br />
|image=UMFE-Kyo-2A.png<br />
|caption=<br />
|name=Crouching A<br />
|input=2A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=4<br />
|guard= HL<br />
|adv hit=?<br />
|adv Block=+2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard outward jab. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2B.png<br />
|caption=<br />
|name=Crouching B<br />
|input=2B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Fast low combo starter. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2C.png<br />
|image2=UMFE-Kyo-2C-2.png<br />
|caption=<br />
|name=Crouching C<br />
|input=2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=4<br />
|active=3,3<br />
|recovery=20<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-8<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard anti-air against jumps and hops. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2D.png<br />
|caption=<br />
|name=Crouching D<br />
|input=2D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -4<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Can low-profile some moves.<br />
}}<br />
}}<br />
<br />
===Jumping===<br />
{{MoveData<br />
|image=UMFE-Kyo-jA.png<br />
|caption=<br />
|name=Jumping A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Ok air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njB.png<br />
|caption=<br />
|name=Neutral Jump B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Decent air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jB.png<br />
|caption=<br />
|name=Jumping B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jC.png<br />
|caption=<br />
|name=Jumping C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Another good jump-in.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njD.png<br />
|caption=<br />
|name=Neutral Jump D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jD.png<br />
|caption=<br />
|name=Jumping D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 9 <br />
|active= 5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can act as a pressure tool when spaced. <br />
*A bit difficult to crossup with.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jCD.png<br />
|caption=<br />
|name=Jumping CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=17<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
===Command Normals===<br />
{{MoveData<br />
|image=UMFE-Kyo-6B.png<br />
|image2=UMFE-Kyo-6B-2.png<br />
|caption=<br />
|name=Thundering Axe Burst<br />
|input=6B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=11<br />
|active=7(3)7<br />
|recovery=18<br />
|guard=HL,H<br />
|adv hit=?<br />
|adv Block=-7<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Two-hit axe-kick.<br />
*Second hit hits overhead.<br />
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.<br />
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-3D.png<br />
|image2=UMFE-Kyo-3D-2.png<br />
|caption=<br />
|name=Style 818<br />
|input=3D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3(12)4<br />
|recovery=24<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-10<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Kyo kicks near the ground twice, one foot then the other.<br />
*Hits low, even when canceled into.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-j2C.png<br />
|caption=<br />
|name=Drop to Naraku<br />
|input=j.2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Hard (Airborne)<br />
|juggle=Y<br />
|description=*Two-handed hammerfiFar <br />
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.<br />
*Causes a hard knockdown on airborne opponents.<br />
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.<br />
}}<br />
}}<br />
<br />
== Throws ==<br />
<br />
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.<br />
<br />
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' <code>f+B</code><br />
<br />
* Two-hitting axe kick. Second hit hits overhead.<br />
<br />
* Can be canceled into from normals, which makes it special-cancelable but takes away the overhead property. This can be avoided if you late-cancel it, which retains its raw properties.<br />
<br />
'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code><br />
<br />
* Two-handed hammerfiFar <br />
<br />
* Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones.<br />
<br />
* Great crossup. Aim to have EX Kyo's bent legs right over the opponent's head.<br />
<br />
'''Style 818 [88 Shiki]:''' <code>df+D</code><br />
<br />
* EX Kyo kicks near the ground twice, one foot then the other.<br />
<br />
* Hits low, even when canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Dark Thrust [Yami Barai]:''' <code>236A/C</code><br />
<br />
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.<br />
<br />
* Either version can be used to control space or to safely end a blockstring.<br />
<br />
'''Fire Ball [Oniyaki]:''' <code>623+A/C</code><br />
<br />
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Has both autoguard and invincibility at the beginning of the move.<br />
<br />
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.<br />
<br />
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.<br />
<br />
'''Spinning kick [Oboroguruma]:''' <code>421B/D</code><br />
<br />
* Can be combo-ed into from most normals.<br />
<br />
* Will whiff on crouching opponents.<br />
<br />
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.<br />
<br />
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623+C, and causes a hard knockdown with good oki. Your ideal combo ender.<br />
<br />
'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code><br />
<br />
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.<br />
<br />
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.<br />
<br />
* B version only allows for 623+P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.<br />
<br />
'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code><br />
<br />
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.<br />
<br />
* Very unsafe on block.<br />
<br />
* Can be combo-ed into from heavy normals and f+B.<br />
<br />
* Causes a hard knockdown, allowing for an okizeme opportunity.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Serpent Wave:''' <code>2141236A/C</code><br />
<br />
* EX Kyo throws a wave of fire in front of him.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Regular version does one hit. A version has lower-body invincibility, while the C version has upper-body invincibility, has slightly faster startup, and can combo from heavy attacks.<br />
<br />
* Can be held, for no benefit beyond controlling the timing of juggles.<br />
<br />
* MAX version has EX Kyo engulf his body in flame, giving it its own hitbox with up to three hits if the move is held. On release, EX Kyo releases the wave. The fire wave itself does three hits as well, and more damage; if all six hits connect, the move does massive damage.<br />
<br />
* All versions can be juggled into from 236D. If timed right, only two hits of the MAX version will connect from this. This puts the opponent into a juggle state that can be followed up with 623+C/421D.<br />
<br />
== Combos ==<br />
<br />
General Notes:<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, 421D</code><br />
: Basic low confirm into hard knockdown. Has good corner carry.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 421D</code><br />
<br />
: <code>(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214+D/421D</code><br />
: Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code><br />
: Must be executed as quickly as possible for the combo to fully connect.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), 2C, 2141236C</code><br />
<br />
: <code>cl.C, 236D,D, 2141236C</code><br />
<br />
: <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code><br />
: Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.<br />
<br />
===With Quick MAX===<br />
<br />
''At or Approaching Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C</code><br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code><br />
<br />
== Strategy & Tips ==<br />
<br />
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.<br />
<br />
== Videos ==<br />
{{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|f_Ml_0owCxU}}<br />
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Kyo Kusanagi]]</div>GoldyDorado01https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_%2798_UMFE/EX_Kyo&diff=55088The King of Fighters '98 UMFE/EX Kyo2022-07-24T09:33:53Z<p>GoldyDorado01: /* Strategy & Tips */</p>
<hr />
<div>{| style="margin-right:1em;" align="right"<br />
| __TOC__<br />
|}<br />
[[File:EX-Kyo-member.png]]<br />
[[File:Notationkof.png|left]]<br />
[[File:Kof98umfeexkyomoveliFar png|left]]<br />
<br clear=all><br />
<br />
== Introduction ==<br />
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.<br />
<br />
== Changes from Previous Versions ==<br />
<br />
'''98 to 98UM'''<br />
<br />
Normals:<br />
<br />
* cl.C's activation range has been decreased<br />
<br />
* Far A now has reduced priority<br />
<br />
* Far D now starts up 4 frames faster<br />
<br />
* The first hitbox on 2C has been shortened, and the second hitbox has been lengthened<br />
<br />
* 2D now has reduced priority<br />
<br />
* j.D now has reduced priority<br />
<br />
* You can no longer use j.2C during Extra mode step dash<br />
<br />
Specials:<br />
<br />
* 236P's hitbox size has been reduced<br />
<br />
* 623C now reliably hits 2 times, even when hitting an airborne opponent<br />
<br />
* 421B's recovery has been reduced by 2 frames<br />
<br />
* 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames<br />
<br />
* 63214K's damage has been increased<br />
<br />
* EX Kyo now uses sound files from '95<br />
<br />
'''98UM to 98UMFE'''<br />
<br />
Normals:<br />
<br />
* cl.A now has 2 frames less recovery<br />
<br />
* 2A now has 1 frame less recovery<br />
<br />
Specials:<br />
<br />
* 236P now has 3 frames less recovery, but builds less meter<br />
<br />
==Normals==<br />
===Close===<br />
{{MoveData<br />
|image=UMFE-Kyo-c5A.png<br />
|caption=<br />
|name=Close A<br />
|input=cl.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=3<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5B.png<br />
|caption=<br />
|name=Close B<br />
|input=cl.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standing low. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5C.png<br />
|image2=UMFE-Kyo-c5C-2.png<br />
|caption=<br />
|name=Close C<br />
|input=cl.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3,9<br />
|recovery=9<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-3<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has very fast start-up. Great combo starter and anti-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-c5D.png<br />
|caption=<br />
|name=Close D<br />
|input=cl.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -7<br />
|cancel= Y<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A bit slower than Close C<br />
}}<br />
}}<br />
<br />
<br />
===Far===<br />
{{MoveData<br />
|image=UMFE-Kyo-f5A.png<br />
|caption=<br />
|name=Far A<br />
|input=f.A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good for stopping hops. Whiffs on crouchers. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5B.png<br />
|caption=<br />
|name=Far B<br />
|input=f.B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=3<br />
|recovery=13<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-6<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5C.png<br />
|caption=<br />
|name=Far C<br />
|input=f.C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=12<br />
|active=2<br />
|recovery=17<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-1<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5D.png<br />
|caption=<br />
|name=Far D<br />
|input=f.D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 10<br />
|active= 5<br />
|recovery= 12<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +1<br />
|cancel= N<br />
|knockdown= N<br />
|juggle= Y<br />
|description=*A sobat kick. Can avoid lows.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-f5CD.png<br />
|caption=<br />
|name=Blowback<br />
|input=5CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 19<br />
|active= 4<br />
|recovery= 16<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= +2<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Average start-up. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
===Crouching===<br />
{{MoveData<br />
|image=UMFE-Kyo-2A.png<br />
|caption=<br />
|name=Crouching A<br />
|input=2A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=4<br />
|guard= HL<br />
|adv hit=?<br />
|adv Block=+2<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard outward jab. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2B.png<br />
|caption=<br />
|name=Crouching B<br />
|input=2B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=3<br />
|active=4<br />
|recovery=5<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=+1<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Fast low combo starter. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2C.png<br />
|image2=UMFE-Kyo-2C-2.png<br />
|caption=<br />
|name=Crouching C<br />
|input=2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=4<br />
|active=3,3<br />
|recovery=20<br />
|guard=HL<br />
|adv hit=?<br />
|adv Block=-8<br />
|cancel=Y<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Standard anti-air against jumps and hops. <br />
*Cancelable on hit, block, and whiff.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-2D.png<br />
|caption=<br />
|name=Crouching D<br />
|input=2D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 4<br />
|active= 3<br />
|recovery= 22<br />
|guard= HL<br />
|hitAdv= ?<br />
|blockAdv= -4<br />
|cancel= Y<br />
|knockdown= Soft<br />
|juggle= Y<br />
|description=*Can low-profile some moves.<br />
}}<br />
}}<br />
<br />
===Jumping===<br />
{{MoveData<br />
|image=UMFE-Kyo-jA.png<br />
|caption=<br />
|name=Jumping A<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Ok air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njB.png<br />
|caption=<br />
|name=Neutral Jump B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Decent air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jB.png<br />
|caption=<br />
|name=Jumping B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=5<br />
|active=9<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jC.png<br />
|caption=<br />
|name=Jumping C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Another good jump-in.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-njD.png<br />
|caption=<br />
|name=Neutral Jump D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=7<br />
|active=8<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Good air-to-air.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jD.png<br />
|caption=<br />
|name=Jumping D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup= 9 <br />
|active= 5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Can act as a pressure tool when spaced. <br />
*A bit difficult to crossup with.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-jCD.png<br />
|caption=<br />
|name=Jumping CD<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=17<br />
|active=4<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Soft<br />
|juggle=Y<br />
|description=*Has more recovery than Far A, but more range. <br />
*Chainable.<br />
}}<br />
}}<br />
<br />
===Command Normals===<br />
{{MoveData<br />
|image=UMFE-Kyo-6B.png<br />
|image2=UMFE-Kyo-6B-2.png<br />
|caption=<br />
|name=Thundering Axe Burst<br />
|input=6B<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=11<br />
|active=7(3)7<br />
|recovery=18<br />
|guard=HL,H<br />
|adv hit=?<br />
|adv Block=-7<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Two-hit axe-kick.<br />
*Second hit hits overhead.<br />
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.<br />
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-3D.png<br />
|image2=UMFE-Kyo-3D-2.png<br />
|caption=<br />
|name=Style 818<br />
|input=3D<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=2<br />
|active=3(12)4<br />
|recovery=24<br />
|guard=L<br />
|adv hit=?<br />
|adv Block=-10<br />
|cancel=N<br />
|knockdown=N<br />
|juggle=Y<br />
|description=*Kyo kicks near the ground twice, one foot then the other.<br />
*Hits low, even when canceled into.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=UMFE-Kyo-j2C.png<br />
|caption=<br />
|name=Drop to Naraku<br />
|input=j.2C<br />
|data=<br />
{{AttackData-KOF98FE<br />
|startup=6<br />
|active=5<br />
|recovery=x<br />
|guard=H<br />
|adv hit=?<br />
|adv Block=?<br />
|cancel=N<br />
|knockdown=Hard (Airborne)<br />
|juggle=Y<br />
|description=*Two-handed hammerfiFar <br />
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.<br />
*Causes a hard knockdown on airborne opponents.<br />
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.<br />
}}<br />
}}<br />
<br />
== Throws ==<br />
<br />
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code><br />
<br />
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.<br />
<br />
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code><br />
<br />
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.<br />
<br />
== Command Moves ==<br />
<br />
'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' <code>f+B</code><br />
<br />
* Two-hitting axe kick. Second hit hits overhead.<br />
<br />
* Can be canceled into from normals, which makes it special-cancelable but takes away the overhead property. This can be avoided if you late-cancel it, which retains its raw properties.<br />
<br />
'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code><br />
<br />
* Two-handed hammerfiFar <br />
<br />
* Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones.<br />
<br />
* Great crossup. Aim to have EX Kyo's bent legs right over the opponent's head.<br />
<br />
'''Style 818 [88 Shiki]:''' <code>df+D</code><br />
<br />
* EX Kyo kicks near the ground twice, one foot then the other.<br />
<br />
* Hits low, even when canceled into.<br />
<br />
== Special Moves ==<br />
<br />
'''Dark Thrust [Yami Barai]:''' <code>236A/C</code><br />
<br />
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.<br />
<br />
* Either version can be used to control space or to safely end a blockstring.<br />
<br />
'''Fire Ball [Oniyaki]:''' <code>623+A/C</code><br />
<br />
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Has both autoguard and invincibility at the beginning of the move.<br />
<br />
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.<br />
<br />
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.<br />
<br />
'''Spinning kick [Oboroguruma]:''' <code>421B/D</code><br />
<br />
* Can be combo-ed into from most normals.<br />
<br />
* Will whiff on crouching opponents.<br />
<br />
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.<br />
<br />
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623+C, and causes a hard knockdown with good oki. Your ideal combo ender.<br />
<br />
'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code><br />
<br />
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.<br />
<br />
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.<br />
<br />
* B version only allows for 623+P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.<br />
<br />
'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code><br />
<br />
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.<br />
<br />
* Very unsafe on block.<br />
<br />
* Can be combo-ed into from heavy normals and f+B.<br />
<br />
* Causes a hard knockdown, allowing for an okizeme opportunity.<br />
<br />
== Desperation Moves ==<br />
<br />
'''Serpent Wave:''' <code>2141236A/C</code><br />
<br />
* EX Kyo throws a wave of fire in front of him.<br />
<br />
* Causes a soft knockdown.<br />
<br />
* Regular version does one hit. A version has lower-body invincibility, while the C version has upper-body invincibility, has slightly faster startup, and can combo from heavy attacks.<br />
<br />
* Can be held, for no benefit beyond controlling the timing of juggles.<br />
<br />
* MAX version has EX Kyo engulf his body in flame, giving it its own hitbox with up to three hits if the move is held. On release, EX Kyo releases the wave. The fire wave itself does three hits as well, and more damage; if all six hits connect, the move does massive damage.<br />
<br />
* All versions can be juggled into from 236D. If timed right, only two hits of the MAX version will connect from this. This puts the opponent into a juggle state that can be followed up with 623+C/421D.<br />
<br />
== Combos ==<br />
<br />
General Notes:<br />
<br />
===Meterless===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, 421D</code><br />
: Basic low confirm into hard knockdown. Has good corner carry.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C, 421D</code><br />
<br />
: <code>(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214+D/421D</code><br />
: Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.<br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code><br />
: Must be executed as quickly as possible for the combo to fully connect.<br />
<br />
===With Meter===<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), 2C, 2141236C</code><br />
<br />
: <code>cl.C, 236D,D, 2141236C</code><br />
<br />
: <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code><br />
: Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.<br />
<br />
===With Quick MAX===<br />
<br />
''At or Approaching Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623+C</code><br />
<br />
''Corner''<br />
<br />
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code><br />
<br />
== Strategy & Tips ==<br />
<br />
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.<br />
<br />
== Videos ==<br />
{{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}<br />
{{#ev:youtube|f_Ml_0owCxU}}<br />
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.<br />
<br />
== External Links ==<br />
<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Kyo Kusanagi]]</div>GoldyDorado01