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The King of Fighters '98 UMFE/Wolfgang Krauser: Difference between revisions

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== Introduction  ==
== Introduction  ==
Krauser is a character with an unusual moveset combination. He's a big body with big normals to poke with in neutral. He also has access to two different fireball heights to use to control space in neutral and fight in fireball wars. He also has access to some big preemptive anti air normals and specials that allows him to control the air space very well. He has access to an overhead that doubles as an anti air that he can use up close for pressure and mixups. up Close he also has a special move that he can cancel into other specials to make it safer. His supers are also good as they give him an easy way to win fireball wars, a reversal and a 1 frame command grab. Krauser's weaknesses are that his big size leaves him more vulnerable to mixups and pressure, and that he needs meter for a proper reversal.


== Changes from previous versions ==
{{StrengthsAndWeaknesses
|ext=jpg
| description =Krauser is a character with an unusual moveset, combining a big-bodied character's huge normals and specials for midrange control, a grappler's command grabs and strong up-close buttons, and a zoner's multiple projectiles and long-range options. His anti-air capability is also very strong, allowing him to control his opponent's air movement from a variety of ranges and angles, and his offensive pressure is also good, with a special-cancelable special and a strong overhead special. Krauser is comfortable at every range, with tools for every situation and a variety of DMs that allow him to get a lot of damage in those situations as well. Krauser's weaknesses are that his big size leaves him more vulnerable to mixups and pressure, and that he needs meter for a proper reversal.}}


'''98 to 98UM'''
== Changes from Previous Versions ==
 
'''98UM to 98UMFE'''


Normals:
Normals:
* cl.C less damage
 
* st.C less damage
* cl.C now does less damage
* st.D less damage
 
* st.CD less damage, smaller hitbox
* st.C now does less damage
 
* st.D now does less damage
 
* st.CD now does less damage and has a smaller hitbox


Specials:
Specials:
* rdp+K less damage, D version no longer has invincibility, more recovery
 
* qcf+K less damage
* rdp+K now does less damage, the D version no longer has invincibility, and it now has more recovery
* qcf+P/K less damage, heavy version has faster startup but more recovery
 
* f,hcf+P less damage
* qcf+K now does less damage
 
* qcf+P/K now do less damage, and the C/D versions now have faster startup but more recovery
 
* f,hcf+P now does less damage


Supers:
Supers:
* qcf,hcb+P more recovery on whiff, characteristics don't change if both buttons are pressed
 
* qcf,hcb+P now has more recovery on whiff, and its characteristics don't change if both buttons are pressed


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: good for stopping hops when you're too close for st.A/B. Good light combo filler. Cancelable. Chainable.
*cl. B: hits low. Cancelable.
*cl. C: hits higher up than cl.D but is otherwise outclassed by cl.D. whiffs on short crouchers. Cancelable.
*cl. D: His best heavy button for combos. has a nice amount of active frames so can be a good meaty. Cancelable.


'''Stand'''
* cl.A: Good for stopping hops when you're too close for st.A/B. Good light combo filler. Chainable and cancelable.
*st. A: good anti hop button. whiffs on short crouchers. Cancelable.
 
*st. B: good anti hop button and fast mid range poke. whiffs on short crouchers.
* cl.B: Standing low. Cancelable.
*st. C: pretty nice higher hitting poke as it's safe on block. whiffs on short crouchers.
 
*st. D: His best long range poke as it will hit the shorter crouchers. Has good priority.
* cl.C: Hits higher up than cl.D, but is otherwise outclassed by cl.D. Good anti-air. Whiffs on short crouchers. Cancelable.
 
* cl.D: His best heavy button for combos. Has a nice amount of active frames, so it can be a good meaty. Cancelable.
 
'''Standing'''
 
* st.A: Good anti-hop button. Whiffs on short crouchers. Cancelable.
 
* st.B: Good anti-hop button and fast midrange poke. Whiffs on short crouchers.
 
* st.C: Pretty nice higher-hitting poke, as it's safe on block. Good anti-air because of how high it hits and its fast startup. Whiffs on short crouchers.
 
* st.D: His best long-range poke, as it will hit the shorter crouchers. Has good priority.
 
'''Crouching'''
 
* cr.A: Good for blockstrings and light combos. Chainable and cancelable.
 
* cr.B: A standard cr.B. Good for blockstrings and low combos. Chainable.
 
* cr.C: A nice midrange poke with a good hitbox. Very active. Cancelable.


'''Crouch'''
* cr.D: A sweep with decent range and a lot of active frames. Cancelable.
*cr. A: good for blockstrings and light combos. Cancelable. Chainable.
*cr. B: a standard cr.B. Good for blockstrings and low combos.  Chainable.
*cr. C: a nice mid range poke with a good hitbox. Cancelable.
*cr. D: a sweep with decent range and a lot of active frames. Cancelable.


'''Jump'''
'''Jumping'''
*j. A: good jumpin normal. Also his fastest jumping normal by far so it's the best air to air normal when you need the speed.
*j. B:  Good jumpin normal with more downwards priority than j.A.
*j. C: Great crossup normal.
*j. D: His highest damaging normal jumpin.


'''Blowback'''
* j.A: Good jump-in normal. Also his fastest jumping normal by far, so it's the best air-to-air normal when you need the speed.
*st. CD: has faster than average st.CD startup and has a great high hitting hitbox for anti airing. Also has good amount of active frames. Cancelable on contact or whiff.
 
*j. CD: fairly fast startup for a j.CD and a decent hitbox for air to airing. Also good for blockstun pressure.
* j.B: Good jump-in normal with more downwards priority than j.A.\
 
* j.C: Great crossup normal.
 
* j.D: His highest-damaging normal jump-in.
 
'''CD Normals'''
 
* st.CD: Has faster-than-average st.CD startup and a great high-hitting hitbox for anti-airing. Also has good amount of active frames. Cancelable on hit, block, and whiff.
 
* j.CD: Fairly fast startup for a j.CD, and a decent hitbox for air-to-airing. Also good for blockstun pressure.


== Throws ==
== Throws ==


'''Cliff-Hanger Drop:''' (close) b/f + C
'''Cliff-Hanger Drop:''' <code>b/f+C (close)</code>
* regular throw, techable. Krauser picks up the opponent and knees their back sending them about full screen screen away. Causes soft knockdown.


'''Kaiser Driver '91:''' (close) b/f + D
* Regular throw, techable. Krauser picks up the opponent and knees their back, sending them about fullscreen away. Causes a soft knockdown.
* regular throw, techable. krauser picks up the opponent, turns around and then knees their back sending them about half screen away. Causes hard knockdown.
 
'''Kaiser Driver '91:''' <code>b/f+D</code>
 
* Regular throw, techable. Krauser picks up the opponent, turns around, and then knees their back, sending them about halfscreen away. Causes a hard knockdown and switches sides.
 
== Command Moves==
 
N/A


== Special Moves ==
== Special Moves ==


'''Lift Up Blow:''' (close) hcb, f + B/D
'''Lift Up Blow:''' <code>hcb,f+B/D (close)</code>
* Krauser throws the opponent up into the air and then punches them.
 
* Krauser throws the opponent up into the air and then punches them. 1-frame command grab.
 
* Good for close-range punishes, mixups, and combo-ending.
 
* Causes a hard knockdown.
 
'''Kaiser Suplex:''' <code>hcb,f+A/C (close)</code>


* good for close range punishes, mixups and for comboing into.
* A command grab with some invincible startup.


* causes hard knockdown.
* Good for mixups and for beating out people trying to mash out at close range.


'''Kaiser Suplex:''' (close) hcb, f + A/C
* You can make qcb+P and qcb+K unblockable by whiffing this move while they are onscreen, due to the unblockable projectile bug.  
* a invul command grab.


* good for mixups and for beating out people trying to mash out at close range.
'''Phoenix Throw:''' <code>qcf+A/C</code>


* you can turn his fireballs into unblockables by whiffing this move while they are on screen due to the unblockable projectile bug.  
* Counter throw for aerial attacks and physical specials / supers. Sends the opponent a small distance away in front of Krauser.


'''Phoenix Throw:''' qcf + A/C
'''Blitz Ball-Upper:''' <code>qcb+A/C</code>


* Krauser throws a high-flying airborne projectile.


'''Blitz Ball-Upper:''' qcb + A/C
* Can't be hopped over, unlike qcb+K, but can still be jumped over.
* Krauser throws a high flying projectile.


* can't be hopped over unlike the low flying fireball but can still be jumped over.
* Good for mixing up with qcb+K, to keep the opponent guessing which one will be thrown and how to respond.


* good for mixing up with the low flying one to keep the opponent guessing which one will be thrown.
* Will whiff on short crouchers.


* will whiff on short crouchers.
'''Blitz Ball-Lower:''' <code>qcb+B/D</code>


* Krauser throws a fireball that flies low to the ground. Basically a ground-traveling projectile.


'''Blitz Ball-Lower:''' qcb + B/D
* Not as good for zoning as qcb+P, as opponents can simply hop over it.
* Krauser throws a fireball that flies low to the ground.


* not as good for zoning as the high flying one as opponents can simply hop over it.
* Good against the characters that can crouch under qcb+P.


* good against the characters that can crouch under the high one.
* Good for unblockable setups after some of his moves.


* good for unblockable setups after some of his moves.
* Can't be low-profiled.


* can't be low profiled.
* Will hit all crouchers.


* will hit all crouchers.
'''Leg Tomahawk:''' <code>qcf+B/D</code>


'''Leg Tomahawk:''' qcf + B/D
* Krauser does a jumping kick that arches downwards and knocks down on hit.
* Krauser does a jumping kick that arches downwards and knocks down on hit.


* B version goes a shorter distance than the D version.
* B version goes a shorter distance than the D version.


* hits overhead making it pretty good for mixups.
* Hits overhead, making it pretty good for mixups.
 
* Can be used as a good preemptive anti-air, as it takes up a huge amount of space both above and in front of Krauser in the air.


* can be used as a good preemptive anti air as it hits both above and in front of krauser in the air.
* It has a lot of priority.


* it has a lot of priority.
* Good move to use during blockstrings to see if the opponent is ready to block it standing.


* good move to use during blockstrings to see if the opponent is ready to block it standing.
* Will whiff on most crouchers up close; midscreen the move might even go over the opponent, making Krauser land on the other side.


* will whiff on most crouchers up close, midscreen the move might even go over the opponent making Krauser land on the other side.
* B version is only -3 on block and D version is -4, making it very safe to use.


* B version is only -3 on block and D version is -4 making it very safe to use.
* Will not combo from anything.


* will not combo from anything.
'''Kaiser Kick:''' <code>dp+B/D</code>


'''Kaiser Kick:''' dp + B/D
* Krauser does a long-reaching dropkick.
* Krauser does a long reaching dropkick.


* B version goes about midscreen and D version goes full screen.
* B version goes about midscreen and D version goes fullscreen.


* can be used as an anti air against full jumps.
* Can be used as an anti-air against full jumps.


* both versions very punishable on block.
* Both versions are very punishable on block.


* B version can't be comboed into. D version will combo from heavies but will whiff against short crouchers.
* B version can't be combo-ed into. D version will combo from heavies but will whiff against short crouchers.
 
'''Kaiser Duel Sobat:''' <code>rdp+B/D</code>


'''Kaiser Duel Sobat:''' rdp + B/D
* Krauser does two kicks in a row.
* Krauser does two kicks in a row.


* B version has krauser doing them where he stands while the D version has him hop forwards and doing the kicks.
* B version has Krauser doing them where he stands, while the D version has him hop forwards and then do the kicks.


* B version will combo from lights and the D version will combo from heavies.
* B version will combo from lights and the D version will combo from heavies.


* The move can be cancelled into his fireballs or his qcf+K overhead kick if it makes contact with the opponent.
* The move can be cancelled into qcb+P, qcb+K, and qcf+K on hit or block. This makes the move good for both pressure and combos.


* This makes the move good for both pressure and combos.
== Desperation Moves ==


== Desperation Moves ==
'''Kaiser Wave:''' <code>f,hcf+A/C (can be held)</code>


'''Kaiser Wave:''' f, hcf + A/C (press to hold)
* Krauser unleashes a giant projectile.
* Krauser unleashes a giant projectile.


* Can be charged to increase the power of the wave.
* Can be charged to increase the power of the wave.


* Will destroy regular fireballs.
* Will blow right through normal projectiles.


* A version moves pretty slow while the C version moves really fast.
* A version moves pretty slow, while the C version moves really fast.


* The C version is a good move to win fireball wars or to punish things at long range.
* The C version is a good move to win fireball wars or to punish things at long range.


* The MAX version goes the same speed as the C version but will still only trade with super projectiles, not destroy them.
* The MAX version goes the same speed as the C version, and does more damage, but will still only trade with super projectiles, not destroy them.
 
'''Gigantic Cyclone:''' <code>hcbx3+A/C (close)</code>


'''Gigantic Cyclone:''' (close) hcb x 3 + A/C
* Krauser grabs the opponent and spins fast, creating a cyclone while hitting them.
* Krauser grabs the opponent and spins fast creating a cyclone while hitting them.


* A 1 frame command grab super.
* A 1-frame command grab DM.


* Can combo into from lights or heavies but the hcbx3 input makes it hard to do.
* Can combo from lights or heavies, but the hcbx3 input makes it hard to do.


* Good for mixups or close range punishes.
* Good for mixups or close-range punishes.


* MAX version does more damage.
* MAX version does more damage.


'''Unlimited Desire:''' qcf, hcb + A/C
'''Unlimited Desire:''' <code>qcf,hcb+A/C</code>
* A ranbu type super with invulnerability on startup and some of the active frames.


* Good for reversals and anti airs.
* A ranbu-type super with invincibility on startup and some of the active frames, making it a true reversal.
 
* Good for reversals and anti-airs.


* Punishable on block.
* Punishable on block.


* MAX version has more invulnerability and deals more damage.
* Can juggle into cl.D in the corner.
 
* MAX version has more invincibility and deals more damage, but cannot be juggled out of in the corner.


== Combos ==
== Combos ==


===0 Stock===
'''General Notes:'''
 
* In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC, hcbx3+P with hcbx3+AC, or f,hcf+P with f,hcf+AC for more damage if you have the resources.
 
===Meterless===
 
''Low''
''Low''
* cr.Bx1~2, cr.A, dp+D


''Anywhere''
: <code>cr.B, cr.A, rdp+B, qcb+P/qcb+K/qcf+K</code>
* cr.C, rdp+D
: Although it won't combo, you can do a follow-up special directly after rdp+B hits to add some extra pressure with qcb+P/K or get a meaty overhead hit with qcf+K if they aren't ready to block it.
 
: <code>cr.Bx1~2, cr.A, dp+D</code>
: More damaging low combo, you can use an extra cr.B and still connect dp+D.
 
: <code>cr.B, cr.A, hcb,f+K</code>
: Same damage as previous combo, but ends in a hard knockdown.


* (jump-in), cl.C, rdp+D, qcf+K/qcb+P/qcb+K
''Mid/Jump-In''


* (jump-in), cl.C, dp+D
: <code>cr.C, rdp+D, qcb+P/qcb+K</code>
: -Note: cl.C, dp+D only combos on standing opponents
: Safe on block, so no need to hit-confirm. Although it won't combo, you can do a follow-up special directly after rdp+D hits to add some extra pressure with qcb+P/K.
 
: <code>(j.X), cl.D, rdp+D, qcb+P/qcb+K</code>
: Standard jump-in combo. Safe on block, so no need to hit-confirm. Although it won't combo, you can do a follow-up special directly after rdp+D hits to add some extra pressure with qcb+P/K.
 
: <code>(j.X), cl.D, dp+D</code>
: Slightly more damaging than the previous combo, however dp+D is very unsafe on block so you need to hit-confirm it.


''Corner''
''Corner''
* qcf+K, cl.D


===1 Stock===
: <code>qcf+K, cl.D</code>
 
===With Meter===
 
''Low''
''Low''
* cr.B, cr.A/st.A, qcf,hcb+P
: -Note: you can do this as cr.B, qcf+A, hcb+P for an easier cancel


''Anywhere''
: <code>cr.B, cr.A, hcbx3+P</code>
* (jump-in), cl.C/cr.C, qcf,hcb+P
: Very difficult combo, try to buffer the half circles as much as possible. If you're using Extra gauge, the Quick MAX low combo is an easier alternative if you want to combo into a DM from a low.
 
''Mid/Jump-In''
 
: <code>(j.X), cl.D/cr.C, qcf,hcb+P</code>


''Corner''
''Corner''
* cr.B, cr.A/st.A, qcf,hcb+P, cl.D


* (jump-in), cl.C/cr.C, qcf,hcb+P, cl.D
: <code>(j.X), cl.D/cr.C, qcf,hcb+P, cl.D</code>


'''Quick Max'''
===With Quick MAX===


''Low''
''Low''
* cr.B, cr.A, ABC, cr.C, f,hcf+P


''Anywhere''
: <code>cr.B, cr.Ax1~2, ABC, cr.C, f,hcf+P</code>
* qcf+K, ABC, st.C
 
''Mid/Jump-In''


* qcf+K, ABC, f,hcf+P
: <code>qcf+K, ABC, dp+D</code>
 
: <code>qcf+K, ABC, f,hcf+P</code>
 
: <code>(j.X), cl.D, ABC, cr.C, f,hcf+C</code>
: You can add a jump-in but it must be a cross-up, j.C recommended.
 
''Corner''


===3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode===
: <code>qcf+K, ABC, qcf,hcb+P, cl.D</code>
* In any 1 stock combo, replace qcf,hcb+P with qcf,hcb+AC or f,hcf+P with f,hcf+AC


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 15:26, 22 August 2023


Introduction

Krauser is a character with an unusual moveset, combining a big-bodied character's huge normals and specials for midrange control, a grappler's command grabs and strong up-close buttons, and a zoner's multiple projectiles and long-range options. His anti-air capability is also very strong, allowing him to control his opponent's air movement from a variety of ranges and angles, and his offensive pressure is also good, with a special-cancelable special and a strong overhead special. Krauser is comfortable at every range, with tools for every situation and a variety of DMs that allow him to get a lot of damage in those situations as well. Krauser's weaknesses are that his big size leaves him more vulnerable to mixups and pressure, and that he needs meter for a proper reversal.

Changes from Previous Versions

98UM to 98UMFE

Normals:

  • cl.C now does less damage
  • st.C now does less damage
  • st.D now does less damage
  • st.CD now does less damage and has a smaller hitbox

Specials:

  • rdp+K now does less damage, the D version no longer has invincibility, and it now has more recovery
  • qcf+K now does less damage
  • qcf+P/K now do less damage, and the C/D versions now have faster startup but more recovery
  • f,hcf+P now does less damage

Supers:

  • qcf,hcb+P now has more recovery on whiff, and its characteristics don't change if both buttons are pressed

Normal Moves

Close

  • cl.A: Good for stopping hops when you're too close for st.A/B. Good light combo filler. Chainable and cancelable.
  • cl.B: Standing low. Cancelable.
  • cl.C: Hits higher up than cl.D, but is otherwise outclassed by cl.D. Good anti-air. Whiffs on short crouchers. Cancelable.
  • cl.D: His best heavy button for combos. Has a nice amount of active frames, so it can be a good meaty. Cancelable.

Standing

  • st.A: Good anti-hop button. Whiffs on short crouchers. Cancelable.
  • st.B: Good anti-hop button and fast midrange poke. Whiffs on short crouchers.
  • st.C: Pretty nice higher-hitting poke, as it's safe on block. Good anti-air because of how high it hits and its fast startup. Whiffs on short crouchers.
  • st.D: His best long-range poke, as it will hit the shorter crouchers. Has good priority.

Crouching

  • cr.A: Good for blockstrings and light combos. Chainable and cancelable.
  • cr.B: A standard cr.B. Good for blockstrings and low combos. Chainable.
  • cr.C: A nice midrange poke with a good hitbox. Very active. Cancelable.
  • cr.D: A sweep with decent range and a lot of active frames. Cancelable.

Jumping

  • j.A: Good jump-in normal. Also his fastest jumping normal by far, so it's the best air-to-air normal when you need the speed.
  • j.B: Good jump-in normal with more downwards priority than j.A.\
  • j.C: Great crossup normal.
  • j.D: His highest-damaging normal jump-in.

CD Normals

  • st.CD: Has faster-than-average st.CD startup and a great high-hitting hitbox for anti-airing. Also has good amount of active frames. Cancelable on hit, block, and whiff.
  • j.CD: Fairly fast startup for a j.CD, and a decent hitbox for air-to-airing. Also good for blockstun pressure.

Throws

Cliff-Hanger Drop: b/f+C (close)

  • Regular throw, techable. Krauser picks up the opponent and knees their back, sending them about fullscreen away. Causes a soft knockdown.

Kaiser Driver '91: b/f+D

  • Regular throw, techable. Krauser picks up the opponent, turns around, and then knees their back, sending them about halfscreen away. Causes a hard knockdown and switches sides.

Command Moves

N/A

Special Moves

Lift Up Blow: hcb,f+B/D (close)

  • Krauser throws the opponent up into the air and then punches them. 1-frame command grab.
  • Good for close-range punishes, mixups, and combo-ending.
  • Causes a hard knockdown.

Kaiser Suplex: hcb,f+A/C (close)

  • A command grab with some invincible startup.
  • Good for mixups and for beating out people trying to mash out at close range.
  • You can make qcb+P and qcb+K unblockable by whiffing this move while they are onscreen, due to the unblockable projectile bug.

Phoenix Throw: qcf+A/C

  • Counter throw for aerial attacks and physical specials / supers. Sends the opponent a small distance away in front of Krauser.

Blitz Ball-Upper: qcb+A/C

  • Krauser throws a high-flying airborne projectile.
  • Can't be hopped over, unlike qcb+K, but can still be jumped over.
  • Good for mixing up with qcb+K, to keep the opponent guessing which one will be thrown and how to respond.
  • Will whiff on short crouchers.

Blitz Ball-Lower: qcb+B/D

  • Krauser throws a fireball that flies low to the ground. Basically a ground-traveling projectile.
  • Not as good for zoning as qcb+P, as opponents can simply hop over it.
  • Good against the characters that can crouch under qcb+P.
  • Good for unblockable setups after some of his moves.
  • Can't be low-profiled.
  • Will hit all crouchers.

Leg Tomahawk: qcf+B/D

  • Krauser does a jumping kick that arches downwards and knocks down on hit.
  • B version goes a shorter distance than the D version.
  • Hits overhead, making it pretty good for mixups.
  • Can be used as a good preemptive anti-air, as it takes up a huge amount of space both above and in front of Krauser in the air.
  • It has a lot of priority.
  • Good move to use during blockstrings to see if the opponent is ready to block it standing.
  • Will whiff on most crouchers up close; midscreen the move might even go over the opponent, making Krauser land on the other side.
  • B version is only -3 on block and D version is -4, making it very safe to use.
  • Will not combo from anything.

Kaiser Kick: dp+B/D

  • Krauser does a long-reaching dropkick.
  • B version goes about midscreen and D version goes fullscreen.
  • Can be used as an anti-air against full jumps.
  • Both versions are very punishable on block.
  • B version can't be combo-ed into. D version will combo from heavies but will whiff against short crouchers.

Kaiser Duel Sobat: rdp+B/D

  • Krauser does two kicks in a row.
  • B version has Krauser doing them where he stands, while the D version has him hop forwards and then do the kicks.
  • B version will combo from lights and the D version will combo from heavies.
  • The move can be cancelled into qcb+P, qcb+K, and qcf+K on hit or block. This makes the move good for both pressure and combos.

Desperation Moves

Kaiser Wave: f,hcf+A/C (can be held)

  • Krauser unleashes a giant projectile.
  • Can be charged to increase the power of the wave.
  • Will blow right through normal projectiles.
  • A version moves pretty slow, while the C version moves really fast.
  • The C version is a good move to win fireball wars or to punish things at long range.
  • The MAX version goes the same speed as the C version, and does more damage, but will still only trade with super projectiles, not destroy them.

Gigantic Cyclone: hcbx3+A/C (close)

  • Krauser grabs the opponent and spins fast, creating a cyclone while hitting them.
  • A 1-frame command grab DM.
  • Can combo from lights or heavies, but the hcbx3 input makes it hard to do.
  • Good for mixups or close-range punishes.
  • MAX version does more damage.

Unlimited Desire: qcf,hcb+A/C

  • A ranbu-type super with invincibility on startup and some of the active frames, making it a true reversal.
  • Good for reversals and anti-airs.
  • Punishable on block.
  • Can juggle into cl.D in the corner.
  • MAX version has more invincibility and deals more damage, but cannot be juggled out of in the corner.

Combos

General Notes:

  • In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC, hcbx3+P with hcbx3+AC, or f,hcf+P with f,hcf+AC for more damage if you have the resources.

Meterless

Low

cr.B, cr.A, rdp+B, qcb+P/qcb+K/qcf+K
Although it won't combo, you can do a follow-up special directly after rdp+B hits to add some extra pressure with qcb+P/K or get a meaty overhead hit with qcf+K if they aren't ready to block it.
cr.Bx1~2, cr.A, dp+D
More damaging low combo, you can use an extra cr.B and still connect dp+D.
cr.B, cr.A, hcb,f+K
Same damage as previous combo, but ends in a hard knockdown.

Mid/Jump-In

cr.C, rdp+D, qcb+P/qcb+K
Safe on block, so no need to hit-confirm. Although it won't combo, you can do a follow-up special directly after rdp+D hits to add some extra pressure with qcb+P/K.
(j.X), cl.D, rdp+D, qcb+P/qcb+K
Standard jump-in combo. Safe on block, so no need to hit-confirm. Although it won't combo, you can do a follow-up special directly after rdp+D hits to add some extra pressure with qcb+P/K.
(j.X), cl.D, dp+D
Slightly more damaging than the previous combo, however dp+D is very unsafe on block so you need to hit-confirm it.

Corner

qcf+K, cl.D

With Meter

Low

cr.B, cr.A, hcbx3+P
Very difficult combo, try to buffer the half circles as much as possible. If you're using Extra gauge, the Quick MAX low combo is an easier alternative if you want to combo into a DM from a low.

Mid/Jump-In

(j.X), cl.D/cr.C, qcf,hcb+P

Corner

(j.X), cl.D/cr.C, qcf,hcb+P, cl.D

With Quick MAX

Low

cr.B, cr.Ax1~2, ABC, cr.C, f,hcf+P

Mid/Jump-In

qcf+K, ABC, dp+D
qcf+K, ABC, f,hcf+P
(j.X), cl.D, ABC, cr.C, f,hcf+C
You can add a jump-in but it must be a cross-up, j.C recommended.

Corner

qcf+K, ABC, qcf,hcb+P, cl.D

Strategy & Tips

Videos

King of Fighters 98 UM FE: Krauser Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro