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= Matchups =
= Matchups =
<code>Disclaimer: This page is about the discussion of character matchups, and will inherently contain some writer bias. While the information is useful, it can be slightly inaccurate at times, so please do not take the writing this page as definite fact, unless it discusses frame data or genuine tech such as punishes. If you have any issues, or want to discuss matchups further, the '98 UMFE Discord server is open for discussions, and for Saisyu in particular, there is also the #saisyu-kusanagi channel. Thank you.</code>


=== Andy Bogard ===
=== Andy Bogard ===


=== EX Andy Bogard ===
=== EX Andy Bogard ===
<code>Moderate Disadvantage ~ 35:65</code>
* He zones you, and you die. His fireball is amazing, and he has a fantastic DP to complement.
* Despite EX Andy's lower placement on the overall tier list, he is a very, very strong counterpick against Saisyu. The main advice here is to stay patient. Remember, you have some of the best pressure in the game, but also remember he has a DP with ludicrous hitboxes. Bait his DPs hard, and make those Quick MAX conversions count. The number one thing you need to do here is to condition him to stop using DP and sit there and block. Remember to be patient, and you can just about overcome the matchup.
* There's not really much to say about his Quick MAX mixups other than block and pray.


=== Athena Asamiya ===
=== Athena Asamiya ===
Line 28: Line 38:


=== Choi Bounge ===
=== Choi Bounge ===
* f.C whiffs on Choi standing, so you will have to do the much harder microwalk 2C combo for optimal punishes.


=== Chris ===
=== Chris ===
Line 36: Line 48:


=== Eiji Kisaragi ===
=== Eiji Kisaragi ===
* It's Eiji. '''This matchup will suck no matter who you play''', and even worse if you're using dodge. '''Please, for the love of God, if your opponent plays Eiji, use roll, or switch to roll after the first game'''. This isn't even writer bias or anything, '''roll against Eiji is so, so, so, so, so much better than dodge'''.
 
* That being said, there is still ''some'' sort of saving grace when fighting this guy. You just have to be ''smart'', which I know, is impossible, but it's the key to beating 98 UMFE's premier "tierwhore" pick.
<code>Slight Advantage ~ 55:45</code>
* Rolling past his zoning specials leaves him open for punishes, dodging them simply gets rid of the chip damage and blockstun without moving you forwards.
 
* On the ground, you lose to '''Kikouhou''' (236P - Eiji's '''fireball''') for most of the screen. It's quite minus on block, so you can use blocking it to get some space. If he uses it fullscreen, it will whiff, so you must use the recovery frames to run in. Rolling or dodging on reaction can also help with reducing chip damage and not being in blockstun. If Eiji jumps, he's most likely going to jump in with either j.D or j.CD, or throw out a '''Mukuronui''' (j.236P - '''kunai'''). Anti-air his jump-in on reaction by buffering DP, and evade his kunai with either dodge or roll. The kunai is very punishable on whiff, so make sure to make it whiff and make the most of making it whiff. However, if you use dodge, you're kinda screwed here, since it recovers slowly enough while also not moving forward at all for Eiji to land and begin zoning. So much for your "unreasonably strong" spot dodge.
* Eiji thrives on bulldozing '98 UMFE's zoning meta with a hefty selection of counterzoning tools and ways to punish lackluster offence. You, however, playing as Saisyu, don't have to worry about counterzoning, and your offence is among the scariest in the game. Ever so slightly, you win here. Despite this, there's still a bunch of stuff you have to remember to put him to bed.
* In the air, you lose to Kikouhou at hop height, and '''Kasumigiri''' (214P - the '''circular slash''') at all heights. It's inadvisable to jump at Eiji in neutral unless you've got the definite read that he's going to throw out a Kikouhou or '''Zantetsuha''' (2363214P - the '''projectile super'''), as a full jump (Not a hop) will beat both of these options. The general advice is to not take risks jumping at Eiji unless the Eiji player is flowcharting (as a significant amount of Eijis do) and you have a read on what he is going to do next.
 
* As an aside on Zantetsuha, its speed and complete disregard for other fireballs means that you should '''NEVER''' throw a fireball against a metered Eiji in neutral.
* When approaching at a distance, the best option is to patiently walk Eiji down, dealing with his zoning as you normally would. Saisyu in particular doesn't fare very well against Eiji at a distance, with poor poking normals and a fireball that starts up slightly slower than most others.
* Dealing with his regular mobility also really, really, really sucks. He's fast enough to run away, and God forbid he's using step dash, because '''he walks backwards only slightly slower than you can run at him'''. It is actually fully recommended for you to throw out some sort of poke, even something as minor as f.A, when Eiji is holding back, so you can put him in proximity block and lock him down, which forces him to use his slower backdash to try and turn tail. For this, you mostly want to use a jump normal from a hyper hop so you move forward while Eiji is locked in place. However, this leaves you open to get swatted by all of Eiji's regular anti-airs. What a joyous character to fight. Thankfully, his jump angles are pretty standard. His crossups are easily stoppable with 2C on reaction, and his regular jumps all lose to DP as long as he's not doing back or neutral jump kunai.
 
* Ultra fast ninjas with ridiculous teleports. What's new? Eiji's teleport is '''ridiculous'''. Without a fireball already on the screen, Eiji can dart around the screen, straight through you, straight at you, behind you, or even just a short distance away from you, just so you whiff the poke you wanted to punish him with. A strong Eiji player will actually use his teleports really well, for offence and movement. It's painful to deal with. Eiji teleporting directly on top of you gives him access to a strike/throw, left/right mixup that is completely ambiguous if he goes for the left/right. Good luck on defence, and good luck trying to catch him if the Eiji knows just how good his teleport is.
* Throwing an A fireball at Eiji from fullscreen can be very useful, as at a distance where superjumping cannot punish them, the situation will always be in your favour. If he blocks or uses dodge/roll, you get to run in. If he reflects or uses Kikouhou to get rid of the fireball, you get to hop towards him. If he teleports, he'll either get hit by the fireball, or you can punish him on reaction. Also, if the Eiji is prone to using his reflector, you can use the C fireball on occasion to throw off his timing. '''Beware: Do not try and fireball against an Eiji with meter. His projectile super has the fun ability to punish most of your moveset from fullscreen, and will go through anything and everything to blast you away'''.
* Eiji's offence is also really good, unsurprisingly. His cl.D is stupid good, giving him a completely free hitconfirm on the ground. His j.D works as an IOH from a backwards hop. Thankfully, outside of teleport crossups, which are extremely gimmicky when done outside of okizeme, and regular frametraps, Eiji's mix is almost entirely strike/throw with universal, very techable, throws. Another thing to be wary of is his okizeme, as if he times '''Koppagiri''' (63214K - the '''dashing slash''') correctly, and hits it in its last few active frames, he has an incredible amount of plus frames. On the other hand, if he uses it in a blockstring, it's minus at best and punishable via heavy starter at worst, so take your turn back swiftly.
 
* Eiji with meter is the best character in the game. Quite literally, don't do anything in neutral if Eiji has meter, except walk forward. His Zantetsuha '''can punish anything and everything'''. Roll the level 1 version on reaction, but '''do NOT roll the SDM version'''. You will get hit by the second projectile he throws out, and you will cry.
* Eiji's projectile super loses quite well to simply walking down Eiji and blocking. On reaction, you can roll past the DM version, but there is a 2nd projectile on the SDM version, so you have to block it to avoid being punished.
* '''If''' you get in, you've basically won. Or have you? Yes, actually. Thankfully, SNK developed a conscience when they got around to porting his supers from '95, and thus, he has no meterless reversals. As long as you can react to reversal roll or reversal dodge, you should be completely fine against Eiji as long as you '''keep using lots of plus frames, and go for the mixup as soon as possible'''. Do NOT let him teleport away. Do NOT let him jump away. Do NOT let him get away under any circumstance. On top of this, you also have to worry about guard cancels. Bait the blowback with 63214D, and run at him as fast as possible if he GCRolls. Most Eijis will run Extra gauge, so he'll have a lot less meter to guard cancel with.
 
* Overall, this is the most painful matchup you will face as Saisyu, as is the case vs Eiji with a large portion of the cast. '''You will struggle''', but you can still win. Stay patient, and make sure your offence is airtight. Please, don't complain about him on social media. Try your hardest, and overcome him.
* Saisyu can use his DP to punish Eiji's cl.D on block, or if he's extra confident, 236236C. Most of Eiji's blockstring tools are also incredibly minus on block, so if he wants to do them, he risks either getting pressured or punished.
 
* During offence, keep everything as tight as possible so Eiji doesn't have time to use a teleport or Kasumigiri as abare. Use high blockstun tools such as 6B and j.CD to keep him blocking, then use your strong mixups to punish him for guessing wrong.
 
* Using 63214D as a GCCD bait is crucial here, since Eiji will use GCCD a lot for defence, especially in Extra mode where he will get free supers in red health and be able to spend the meter he gets from blocking on GCCDs.


=== Geese Howard ===
=== Geese Howard ===
* You can use 623A/C, 236236C and 63214D in between the first and second hit of Double Reppuken to interrupt Geese.
* You can use 623A/C, 236236C and 63214D in between the first and second hit of Double Reppuken to interrupt Geese.


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=== Joe Higashi ===
=== Joe Higashi ===
<code>Advantage ~ 60:40</code>


=== EX Joe Higashi ===
=== EX Joe Higashi ===
<code>Slight Advantage ~ 55:45</code>
* Mostly similar to regular Joe in neutral.
* The main difference here is TNT Punch - He loses his overhead in exchange for some extremely tight pressure and extremely damaging combos. Make sure you keep it safe to avoid being on the receiving end.


=== Kasumi Todoh ===
=== Kasumi Todoh ===
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=== EX King ===
=== EX King ===
* Surprise Rose is -2 on block when used point blank. This means that most other characters without a command grab or unbreakable mash throw cannot punish it. However, '''Saisyu's cl.C has 1f of startup'''. With perfect timing, you get a '''full punish'''.
 
<code>Severe Disadvantage ~ 20:80</code>
 
* This matchup is painful for Saisyu because not only does he struggle against King's zoning, she also has various tools to shut him down when he actually does get in, especially compared to most zoners. Due to the unique ways your kit interacts with EX King's, this is your most difficult matchup, and among one of the most one-sided in the whole game.
 
* Even without meter, and even when you get in, King has 3D, an absolutely amazing slide that low profiles all of your air normals while also being free cancelable if done raw. To compliment this, her 5CD also has incredibly generous low invulnerability that even beats your 2A. Both of these tools beat 2A, which completely destroys your pressure game. Stick to using 2B and cl.C to beat slide and 5CD respectively. When using cl.C, you need to make sure you blockstring into either 6B to continue that pressure, or a fireball to keep safe (although, this will unfortunately return you to neutral).
 
* When she DOES have meter, you will suffer. Surprise Rose, her reversal super, has 2f of startup, requiring a frame perfect safejump to beat while still continuing pressure. Arguably, this isn't even the most egregious part of this super, which is most likely its behaviour on block. When you block this super, simply holding back will most likely make it safe. It is -2 on block normally, which would make it punishable by your cl.C's 1f of startup. However, the A version will space itself out of this range, requiring you to run or roll under her inbetween the hits and punish her as she lands. This is rather tight, and Saisyu's own size makes him particularly vulnerable to being crossed up. Provided you do land the punish, go ahead and do whatever you like to punish, but make sure it hurts. The C and MAX versions are much easier to punish, as while they still require a frame perfect input of cl.C, they put King right in front of you. Any EX King worth their salt will never even touch the C version, but the MAX version is still there, so beware that you CAN punish it.
 
* This matchup is heavily favoured towards EX King, potentially being Saisyu's worst matchup in the whole game. He loses in neutral, but unlike Eiji, he also loses during his own pressure. Making every single hit count and denying EX King's access to meter is crucial to even having a chance towards '98 UMFE's queen of zoning.


=== Kyo Kusanagi ===
=== Kyo Kusanagi ===
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=== Ryuji Yamazaki ===
=== Ryuji Yamazaki ===
<code>Disadvantage</code>


=== EX Ryuji Yamazaki ===
=== EX Ryuji Yamazaki ===


=== Saisyu Kusanagi (Mirror) ===
<code>Moderate Disadvantage ~ 30:70</code>
 
=== Saisyu Kusanagi ===
 
<code>Even ~ 50:50 (It's the mirror)</code>
 
* It's good to think of this matchup akin to the Order-Sol mirror in Guilty Gear +R - This mirror is ''stupid'', because your character has answers to literally everything he can do.
 
* 623C and 2A are your best friends, and they're the defining part of this matchup - Both players will throw them out a LOT, since they're ironically fantastic tools for stopping Saisyu. This matchup is pretty much a reverse quickdraw - the first one to play loses. Whether it's a baited DP or a stuffed approach, Saisyu mirrors often end spectacularly and in a burst of flames. A lot of fun, if you can stomach it.


=== Shermie ===
=== Shermie ===


=== Orochi Shermie ===
=== Orochi Shermie ===
<code>Dodge, Step: Disadvantage ~ 65:35</code>
<code>Roll, Run: Even ~ 50:50</code>
* Orochi Shermie's zoning and abare are incredibly potent against Saisyu, and so when you're not in her face with massive amounts of frame advantage you're going to have a hard time.
* Orochi Shermie's zoning and abare are incredibly potent against Saisyu, and so when you're not in her face with massive amounts of frame advantage you're going to have a hard time.
* Ideally, you should focus on going straight into tricky mixups to cash out on meter or hard knockdowns, or wait for O. Shermie to do something punishable and punish it. Her best abare options are usually punishable with the right move, so being patient during the rare chances you do get to establish pressure is paramount to avoid being put into electric kiss zoning.
* Ideally, you should focus on going straight into tricky mixups to cash out on meter or hard knockdowns, or wait for O. Shermie to do something punishable and punish it. Her best abare options are usually punishable with the right move, so being patient during the rare chances you do get to establish pressure is paramount to avoid being put into electric kiss zoning.


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=== Terry Bogard ===
=== Terry Bogard ===
<code>Advantage ~ 65:35</code>
* Lots of advancing mids and semi-decent pokes in neutral. Overcoming advancing specials such as Burn Knuckle using dodge or roll makes fighting Terry a lot easier.
* Lots of advancing mids and semi-decent pokes in neutral. Overcoming advancing specials such as Burn Knuckle using dodge or roll makes fighting Terry a lot easier.
* Regular Terry's Power Wave can actually stop hops, so be wary when approaching.
* Regular Terry's Power Wave can actually stop hops, so be wary when approaching.
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=== EX Terry Bogard ===
=== EX Terry Bogard ===
<code>Slight Advantage ~ 55:45</code>
* Almost identical to regular Terry bar three changes: Power Wave, Round Wave and Fire Kick (Slide).
* Almost identical to regular Terry bar three changes: Power Wave, Round Wave and Fire Kick (Slide).
* Power Wave now goes fullscreen, but can be hopped over.
* Power Wave now goes fullscreen, but can be hopped over.
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=== Yashiro Nanakase ===
=== Yashiro Nanakase ===
<code>Even ~ 50:50</code>


=== Orochi Yashiro ===
=== Orochi Yashiro ===
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=== EX Yuri Sakazaki ===
=== EX Yuri Sakazaki ===
<code>Moderate Disadvantage ~ 30:70</code>


==Navigation==
==Navigation==

Latest revision as of 16:42, 21 September 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Matchups

Disclaimer: This page is about the discussion of character matchups, and will inherently contain some writer bias. While the information is useful, it can be slightly inaccurate at times, so please do not take the writing this page as definite fact, unless it discusses frame data or genuine tech such as punishes. If you have any issues, or want to discuss matchups further, the '98 UMFE Discord server is open for discussions, and for Saisyu in particular, there is also the #saisyu-kusanagi channel. Thank you.

Andy Bogard

EX Andy Bogard

Moderate Disadvantage ~ 35:65

  • He zones you, and you die. His fireball is amazing, and he has a fantastic DP to complement.
  • Despite EX Andy's lower placement on the overall tier list, he is a very, very strong counterpick against Saisyu. The main advice here is to stay patient. Remember, you have some of the best pressure in the game, but also remember he has a DP with ludicrous hitboxes. Bait his DPs hard, and make those Quick MAX conversions count. The number one thing you need to do here is to condition him to stop using DP and sit there and block. Remember to be patient, and you can just about overcome the matchup.
  • There's not really much to say about his Quick MAX mixups other than block and pray.

Athena Asamiya

Benimaru Nikaido

Billy Kane

EX Billy Kane

Blue Mary

EX Blue Mary

Brian Battler

Chang Koehan

Chin Gentsai

Chizuru Kagura

Choi Bounge

  • f.C whiffs on Choi standing, so you will have to do the much harder microwalk 2C combo for optimal punishes.

Chris

Orochi Chris

Clark Still

Eiji Kisaragi

Slight Advantage ~ 55:45

  • Eiji thrives on bulldozing '98 UMFE's zoning meta with a hefty selection of counterzoning tools and ways to punish lackluster offence. You, however, playing as Saisyu, don't have to worry about counterzoning, and your offence is among the scariest in the game. Ever so slightly, you win here. Despite this, there's still a bunch of stuff you have to remember to put him to bed.
  • When approaching at a distance, the best option is to patiently walk Eiji down, dealing with his zoning as you normally would. Saisyu in particular doesn't fare very well against Eiji at a distance, with poor poking normals and a fireball that starts up slightly slower than most others.
  • Throwing an A fireball at Eiji from fullscreen can be very useful, as at a distance where superjumping cannot punish them, the situation will always be in your favour. If he blocks or uses dodge/roll, you get to run in. If he reflects or uses Kikouhou to get rid of the fireball, you get to hop towards him. If he teleports, he'll either get hit by the fireball, or you can punish him on reaction. Also, if the Eiji is prone to using his reflector, you can use the C fireball on occasion to throw off his timing. Beware: Do not try and fireball against an Eiji with meter. His projectile super has the fun ability to punish most of your moveset from fullscreen, and will go through anything and everything to blast you away.
  • Eiji's projectile super loses quite well to simply walking down Eiji and blocking. On reaction, you can roll past the DM version, but there is a 2nd projectile on the SDM version, so you have to block it to avoid being punished.
  • Saisyu can use his DP to punish Eiji's cl.D on block, or if he's extra confident, 236236C. Most of Eiji's blockstring tools are also incredibly minus on block, so if he wants to do them, he risks either getting pressured or punished.
  • During offence, keep everything as tight as possible so Eiji doesn't have time to use a teleport or Kasumigiri as abare. Use high blockstun tools such as 6B and j.CD to keep him blocking, then use your strong mixups to punish him for guessing wrong.
  • Using 63214D as a GCCD bait is crucial here, since Eiji will use GCCD a lot for defence, especially in Extra mode where he will get free supers in red health and be able to spend the meter he gets from blocking on GCCDs.

Geese Howard

  • You can use 623A/C, 236236C and 63214D in between the first and second hit of Double Reppuken to interrupt Geese.

EX Geese Howard

Goro Daimon

Heavy D!

Heidern

Iori Yagami

Joe Higashi

Advantage ~ 60:40

EX Joe Higashi

Slight Advantage ~ 55:45

  • Mostly similar to regular Joe in neutral.
  • The main difference here is TNT Punch - He loses his overhead in exchange for some extremely tight pressure and extremely damaging combos. Make sure you keep it safe to avoid being on the receiving end.

Kasumi Todoh

Kim Kaphwan

King

EX King

Severe Disadvantage ~ 20:80

  • This matchup is painful for Saisyu because not only does he struggle against King's zoning, she also has various tools to shut him down when he actually does get in, especially compared to most zoners. Due to the unique ways your kit interacts with EX King's, this is your most difficult matchup, and among one of the most one-sided in the whole game.
  • Even without meter, and even when you get in, King has 3D, an absolutely amazing slide that low profiles all of your air normals while also being free cancelable if done raw. To compliment this, her 5CD also has incredibly generous low invulnerability that even beats your 2A. Both of these tools beat 2A, which completely destroys your pressure game. Stick to using 2B and cl.C to beat slide and 5CD respectively. When using cl.C, you need to make sure you blockstring into either 6B to continue that pressure, or a fireball to keep safe (although, this will unfortunately return you to neutral).
  • When she DOES have meter, you will suffer. Surprise Rose, her reversal super, has 2f of startup, requiring a frame perfect safejump to beat while still continuing pressure. Arguably, this isn't even the most egregious part of this super, which is most likely its behaviour on block. When you block this super, simply holding back will most likely make it safe. It is -2 on block normally, which would make it punishable by your cl.C's 1f of startup. However, the A version will space itself out of this range, requiring you to run or roll under her inbetween the hits and punish her as she lands. This is rather tight, and Saisyu's own size makes him particularly vulnerable to being crossed up. Provided you do land the punish, go ahead and do whatever you like to punish, but make sure it hurts. The C and MAX versions are much easier to punish, as while they still require a frame perfect input of cl.C, they put King right in front of you. Any EX King worth their salt will never even touch the C version, but the MAX version is still there, so beware that you CAN punish it.
  • This matchup is heavily favoured towards EX King, potentially being Saisyu's worst matchup in the whole game. He loses in neutral, but unlike Eiji, he also loses during his own pressure. Making every single hit count and denying EX King's access to meter is crucial to even having a chance towards '98 UMFE's queen of zoning.

Kyo Kusanagi

EX Kyo Kusanagi

Leona Heidern

Lucky Glauber

Mai Shiranui

EX Mai Shiranui

Mature

Mr. Big

Ralf Jones

Robert Garcia

EX Robert Garcia

Rugal Bernstein

Ryo Sakazaki

EX Ryo Sakazaki

Ryuji Yamazaki

Disadvantage

EX Ryuji Yamazaki

Moderate Disadvantage ~ 30:70

Saisyu Kusanagi

Even ~ 50:50 (It's the mirror)

  • It's good to think of this matchup akin to the Order-Sol mirror in Guilty Gear +R - This mirror is stupid, because your character has answers to literally everything he can do.
  • 623C and 2A are your best friends, and they're the defining part of this matchup - Both players will throw them out a LOT, since they're ironically fantastic tools for stopping Saisyu. This matchup is pretty much a reverse quickdraw - the first one to play loses. Whether it's a baited DP or a stuffed approach, Saisyu mirrors often end spectacularly and in a burst of flames. A lot of fun, if you can stomach it.

Shermie

Orochi Shermie

Dodge, Step: Disadvantage ~ 65:35

Roll, Run: Even ~ 50:50

  • Orochi Shermie's zoning and abare are incredibly potent against Saisyu, and so when you're not in her face with massive amounts of frame advantage you're going to have a hard time.
  • Ideally, you should focus on going straight into tricky mixups to cash out on meter or hard knockdowns, or wait for O. Shermie to do something punishable and punish it. Her best abare options are usually punishable with the right move, so being patient during the rare chances you do get to establish pressure is paramount to avoid being put into electric kiss zoning.

Shingo Yabuki

Sie Kensou

Takuma Sakazaki

Terry Bogard

Advantage ~ 65:35

  • Lots of advancing mids and semi-decent pokes in neutral. Overcoming advancing specials such as Burn Knuckle using dodge or roll makes fighting Terry a lot easier.
  • Regular Terry's Power Wave can actually stop hops, so be wary when approaching.
  • Rising Tackle isn't the best DP, but it works. Make sure to be wary of it, and punish accordingly.
  • Terry struggles to pressure or mix you up. Take advantage of this and get back on offence.

EX Terry Bogard

Slight Advantage ~ 55:45

  • Almost identical to regular Terry bar three changes: Power Wave, Round Wave and Fire Kick (Slide).
  • Power Wave now goes fullscreen, but can be hopped over.
  • Round Wave is cancelable, which allows for gimmicky pressure. Learn and punish the gaps.
  • Fire Kick is a low profile slide with a cancelable first hit, often the most common choice for Round Wave pressure.
  • Mostly the same matchup as regular Terry, but with the added risk of a low profile slide, and more notably, an Extra mode combo that does some insane damage.

Vice

Wolfgang Krauser

Yashiro Nanakase

Even ~ 50:50

Orochi Yashiro

Yuri Sakazaki

EX Yuri Sakazaki

Moderate Disadvantage ~ 30:70

Navigation

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