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The King of Fighters '98 UMFE: Difference between revisions

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* Benimaru
* Benimaru
far B - damage increased from 4 to 7
far B - damage increased from 4 to 7
QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter
QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter
QCBx2+K - startup quickened by 3 frames
QCBx2+K - startup quickened by 3 frames
MAX QCFx2+P - 9 frames less recovery
MAX QCFx2+P - 9 frames less recovery


* Daimon
* Daimon
df+C - hurtbox reduced in size, anti-air capability improved
df+C - hurtbox reduced in size, anti-air capability improved
HCB,f+K - Throw hitbox comes out faster
HCB,f+K - Throw hitbox comes out faster
HCFx2+ K - Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that


the third hit does the most damage
HCFx2+ K - Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that the third hit does the most damage


* Terry (both)
* Terry (both)
far B - damage increased from 5 to 6
far B - damage increased from 5 to 6
QCB+D - Hitbox made taller so it hits crouching opponents as well. Less recovery on landing, and as a result it has frame advantage on block
QCB+D - Hitbox made taller so it hits crouching opponents as well. Less recovery on landing, and as a result it has frame advantage on block


* Terry (normal)
* Terry (normal)
HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12
HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12
dp+D - Invincible until the hitbox comes out, and trading on the first hit results in the opponent being floated up with followup attacks being possible
dp+D - Invincible until the hitbox comes out, and trading on the first hit results in the opponent being floated up with followup attacks being possible
QCFx2+D - Invincible until the hitbox comes out
QCFx2+D - Invincible until the hitbox comes out


* Terry (EX)
* Terry (EX)
HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block
HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block
QCF+C - Builds less meter
QCF+C - Builds less meter
QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash
QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash


* Andy (both)
* Andy (both)
close C - hitbox changed so that it doesn't whiff against short characters
close C - hitbox changed so that it doesn't whiff against short characters
db,f + C - Slower startup, but less recovery
db,f + C - Slower startup, but less recovery


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* Joe (EX)
* Joe (EX)
HCF+P - Projectile has a bigger hitbox
HCF+P - Projectile has a bigger hitbox
Mash P repeatedly - Hitbox of the first hit has been enlarged so that it doesn't whiff against short characters, follow up recovery reduced by 2 frames
Mash P repeatedly - Hitbox of the first hit has been enlarged so that it doesn't whiff against short characters, follow up recovery reduced by 2 frames


* Ryo
* Ryo
QCF+C - Faster startup, more recovery
QCF+C - Faster startup, more recovery
HCB,f+P - C and MAX versions have faster startup
HCB,f+P - C and MAX versions have faster startup


* Ryo (EX)
* Ryo (EX)
f+A - if not cancelled into, results in a hard knockdown
f+A - if not cancelled into, results in a hard knockdown
HCB+B - landing recovery reduced by 8 frames
HCB+B - landing recovery reduced by 8 frames
air QCF+A - Projectile flies at a slightly shallower angle
air QCF+A - Projectile flies at a slightly shallower angle
HCB,f+P - faster startup. A and MAX versions will connect from light attacks
HCB,f+P - faster startup. A and MAX versions will connect from light attacks


* Robert (both)
* Robert (both)
Standing CD - longer reach
Standing CD - longer reach
f+A - Hitbox has been lengthened
f+A - Hitbox has been lengthened
air QCB+K - recovery after landing has been reduced by 4 frames for the B version and by 3 frames for the D version
air QCB+K - recovery after landing has been reduced by 4 frames for the B version and by 3 frames for the D version
HCB,f+P - C and MAX versions have faster startup
HCB,f+P - C and MAX versions have faster startup


* Robert (EX)
* Robert (EX)
HCB+B - Can juggle after it connects
HCB+B - Can juggle after it connects
MAX QCF,HCB+P - Invincibility is 10 frames longer
MAX QCF,HCB+P - Invincibility is 10 frames longer


* Yuri (both)
* Yuri (both)
jump A - special cancel-able
jump A - special cancel-able
jump CD - special cancel-able
jump CD - special cancel-able


* Yuri
* Yuri
QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit
QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit


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down B - Timing for comboing into itself is easier
down B - Timing for comboing into itself is easier
air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher
air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher
QCFx2+P - longer invincibility
QCFx2+P - longer invincibility


* Ralf
* Ralf
crouch A - can be comboed into itself
crouch A - can be comboed into itself
far D - hurtbox has been shrunk towards his back
far D - hurtbox has been shrunk towards his back
vertical jump A - faster startup
vertical jump A - faster startup
charge b, f + P - Shorter charge time, standardized with other charge moves
charge b, f + P - Shorter charge time, standardized with other charge moves
charge d,u + P - enemy can't recovery roll on hit
charge d,u + P - enemy can't recovery roll on hit
MAX QCF,HCB+K - completely invincible until just after the hitbox comes out
MAX QCF,HCB+K - completely invincible until just after the hitbox comes out


* Clark
* Clark
close B - less recovery
close B - less recovery
crouch D - recovery reduced by 4 frames
crouch D - recovery reduced by 4 frames


* Athena
* Athena
far A - startup faster by 3 frames, bigger hurtbox
far A - startup faster by 3 frames, bigger hurtbox
far D - faster startup, gains lower body invincibility sooner
far D - faster startup, gains lower body invincibility sooner
f+B - second hit has its hitbox extended upwards
f+B - second hit has its hitbox extended upwards
QCB+P - 1 frame less recovery, C version travels faster
QCB+P - 1 frame less recovery, C version travels faster
HCF+P - the opponent takes 10 damage if they hit the ground without being juggled
HCF+P - the opponent takes 10 damage if they hit the ground without being juggled
HCB+K - less recovery
HCB+K - less recovery


* Kensou
* Kensou
close/far A - doesn't whiff against crouching short characters anymore
close/far A - doesn't whiff against crouching short characters anymore
down B - easier to combo into itself
down B - easier to combo into itself
far B - damage increased from 4 to 6
far B - damage increased from 4 to 6
f+A - less recovery
f+A - less recovery
air QCB+P - Can be cancelled into other special attacks if the final hit connects
air QCB+P - Can be cancelled into other special attacks if the final hit connects


* Chin
* Chin
HCF+K - B version is +3 on block, D version is +1 on block
HCF+K - B version is +3 on block, D version is +1 on block
QCB+C - First hit doesn't push the opponent back anymore
QCB+C - First hit doesn't push the opponent back anymore
dp+A - faster startup
dp+A - faster startup


* Chizuru
* Chizuru
f+A - lower body invincibility until just before the hitbox appears
f+A - lower body invincibility until just before the hitbox appears
d,d+P/K - Now hits overhead, knockdown on hit
d,d+P/K - Now hits overhead, knockdown on hit
QCF+C - travels less distance, 15 frames of invincibility from the start of the move
QCF+C - travels less distance, 15 frames of invincibility from the start of the move


* Mai
* Mai
dp+P - less recovery, A version is -1 on block, C version is -10 on block
dp+P - less recovery, A version is -1 on block, C version is -10 on block
QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed
QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed
QCBx2+P - less recovery
QCBx2+P - less recovery


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* Kim
* Kim
f+B - Bigger hitbox, such that it'll hit even if right next to the opponent
f+B - Bigger hitbox, such that it'll hit even if right next to the opponent
Charge d, u + D - Invincible on the frame that the hitbox appears
Charge d, u + D - Invincible on the frame that the hitbox appears
Charge b, f+ K - Charge time is shorter, standardized with the rest of the cast
Charge b, f+ K - Charge time is shorter, standardized with the rest of the cast
air QCFx2+K - Invincible until just before the hitbox appears
 
air QCF HCB+K - Invincible until just before the hitbox appears


* Chang
* Chang
jump C - hurtbox on the steel ball is smaller
jump C - hurtbox on the steel ball is smaller
jump CD - hurtbox on the steel ball is smaller
jump CD - hurtbox on the steel ball is smaller


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* Yashiro (both)
* Yashiro (both)
close D - hits low
close D - hits low
jump C - easier to cross up
jump C - easier to cross up


* Yashiro
* Yashiro
HCF+A - 2f less recovery
HCF+A - 2f less recovery
QCF+A followup after HCF+A - 3 frames less recovery
QCF+A followup after HCF+A - 3 frames less recovery
QCB+K - greatly increased the amount it contributes to the stun meter
QCB+K - greatly increased the amount it contributes to the stun meter


* Shermie (both)
* Shermie (both)
crouch B - easier to combo into itself
crouch B - easier to combo into itself
close C - no longer whiffs on short characters
close C - no longer whiffs on short characters
jump D - faster startup
jump D - faster startup


* Shermie
* Shermie
f+B - first hit hits overhead
f+B - first hit hits overhead
HCF+K - Travels further, does more damage
HCF+K - Travels further, does more damage
QCB+P - Bigger collision box
QCB+P - Bigger collision box


* Orochi Shermie
* Orochi Shermie
f+B - first hit hits overhead
f+B - first hit hits overhead
QCB+K - more damage
QCB+K - more damage
HCF+P/K - B, C and D versions have the same recovery as the A version (shorter)
HCF+P/K - B, C and D versions have the same recovery as the A version (shorter)
MAX QCFx2+K - Invincibility lasts until after the hitbox comes out
MAX QCFx2+K - Invincibility lasts until after the hitbox comes out


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* Orochi Chris
* Orochi Chris
QCB+P - less recovery
QCB+P - less recovery
QCFx2+P - faster startup
QCFx2+P - faster startup


* Yamazaki (both)
* Yamazaki (both)
far C - can cancel into special/super moves when it connects
far C - can cancel into special/super moves when it connects
QCB+C - C version has less recovery, is now -2 if guard cancel rolled
QCB+C - C version has less recovery, is now -2 if guard cancel rolled
HCF+K - damage increased from 13 to 21
HCF+K - damage increased from 13 to 21
QCFx2+P - Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch
QCFx2+P - Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch


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* Billy (both)
* Billy (both)
close C - no longer whiffs on short characters
close C - no longer whiffs on short characters
crouch D - cancels into special and super moves
crouch D - cancels into special and super moves
f+A - second hit should no longer whiff on short characters
f+A - second hit should no longer whiff on short characters
HCF+P - B version has 6 frames less recovery, D version has 10 frames less recovery
HCF+P - B version has 6 frames less recovery, D version has 10 frames less recovery
A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together
A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together


* Billy
* Billy
QCB+K - counter hitbox comes out sooner
QCB+K - counter hitbox comes out sooner
QCFx2+P - If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards
QCFx2+P - If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards


* Iori
* Iori
f,f step (Extra mode) - distance moved is longer
f,f step (Extra mode) - distance moved is longer
HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards
HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards


* Mature
* Mature
QCB+D - slower startup but less recovery
QCB+D - slower startup but less recovery
dp+P - more damage
dp+P - more damage


* Vice  
* Vice  
jump C - active frames lengthened from 4 to 8  
jump C - active frames lengthened from 4 to 8  
jump D - active frames lengthened from 5 to 8
jump D - active frames lengthened from 5 to 8
QCFx2+K - invincibility until just after the throw hitbox appears
QCFx2+K - invincibility until just after the throw hitbox appears


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* Takuma
* Takuma
far B - longer active frames
far B - longer active frames
close C - no longer whiffs against short characters
close C - no longer whiffs against short characters
QCB+P - less recovery
QCB+P - less recovery
QCF,HCB+A - invincible until just after the hitbox appears
QCF,HCB+A - invincible until just after the hitbox appears


* Saishu
* Saishu
dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects  
dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects  
HCB+K - less recovery, second hit should be easier to connect if the first connects
HCB+K - less recovery, second hit should be easier to connect if the first connects
QCB+P - First hit has a bigger hitbox and less recovery
QCB+P - First hit has a bigger hitbox and less recovery
QCFx2+P - A version and MAX version have faster startup
QCFx2+P - A version and MAX version have faster startup


* Heavy D!
* Heavy D!
close C - less recovery, no longer whiffs on short characters
close C - less recovery, no longer whiffs on short characters
d,d+P - after powering up, as long as you don't do any powered up specials you won't lose the effect upon being hit
d,d+P - after powering up, as long as you don't do any powered up specials you won't lose the effect upon being hit
QCF+A - while powered up, startup is faster and will connect from light attacks
QCF+A - while powered up, startup is faster and will connect from light attacks
QCFx2+K - animation completes during the super flash so you can move as soon as it ends
QCFx2+K - animation completes during the super flash so you can move as soon as it ends
MAX QCFx2+K - effect lasts until the end of the round
MAX QCFx2+K - effect lasts until the end of the round


* Lucky
* Lucky
close C - no longer whiffs on short characters
close C - no longer whiffs on short characters
crouch C - no longer whiffs on short characters, special/super cancellable on contact
crouch C - no longer whiffs on short characters, special/super cancellable on contact
dp+B - invincible until just after the hitbox appears
dp+B - invincible until just after the hitbox appears
dp+D - made it easier to connect in full if used as a followup in a combo
dp+D - made it easier to connect in full if used as a followup in a combo


* Brian
* Brian
close C - first hit no longer whiffs on short characters
close C - first hit no longer whiffs on short characters
jump C - can be cancelled into aerial special attacks
jump C - can be cancelled into aerial special attacks
QCFx2+B - faster startup
QCFx2+B - faster startup


* Geese (both)
* Geese (both)
close C - no longer whiffs on short characters
close C - no longer whiffs on short characters
f+B - less recovery, +2 on block
f+B - less recovery, +2 on block


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* Krauser
* Krauser
close C - less damage
close C - less damage
far C - less damage
far C - less damage
far D - less damage
far D - less damage
stand CD - less damage, smaller hitbox
stand CD - less damage, smaller hitbox
rdp+K - less damage, D version no longer has invincibility, more recovery
rdp+K - less damage, D version no longer has invincibility, more recovery
QCF+K - less damage
QCF+K - less damage
QCF+P/K - less damage, heavy version has faster startup but more recovery
QCF+P/K - less damage, heavy version has faster startup but more recovery
f,HCF+P - less damage
f,HCF+P - less damage
QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed
QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed


* Mr.Big
* Mr.Big
crouch A - cancel-able into command moves
crouch A - cancel-able into command moves
crouch B - easier to connect to crouch A
crouch B - easier to connect to crouch A
crouch C - cancel-able into command moves
crouch C - cancel-able into command moves
f+A - cancel-able if cancelled into
f+A - cancel-able if cancelled into
tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less damage
tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less damage
HCB+K - reflects grounded projectiles
HCB+K - reflects grounded projectiles


* Eiji
* Eiji
QCF+B - less recovery
QCF+B - less recovery
MAX QCF,HCB+P -slower startup, no invincibility after super flash  
MAX QCF,HCB+P -slower startup, no invincibility after super flash  


* Kasumi
* Kasumi
air QCF+P - 5 frames less recovery on landing
air QCF+P - 5 frames less recovery on landing
dp+K - no hitback, damage reduced from 14 to 5
dp+K - no hitback, damage reduced from 14 to 5
HCF+D - damage increased from 20 to 26
HCF+D - damage increased from 20 to 26


* Shingo
* Shingo
jump D - easier to crossup
jump D - easier to crossup
f+B - will combo after heavy attacks
f+B - will combo after heavy attacks
QCF+A - no longer whiffs on short characters
QCF+A - no longer whiffs on short characters
QCF+C - startup faster by 1 frames
QCF+C - startup faster by 1 frames


* Rugal
* Rugal
far B - startup faster by 1 frame
far B - startup faster by 1 frame
close D - startup faster by 3 frames, recovery reduced by 5 frames  
close D - startup faster by 3 frames, recovery reduced by 5 frames  




Credit to OmegaDL50 @ NeoGAF - http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202
Credit to OmegaDL50 @ NeoGAF - http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202


==Characters==
==Characters==

Revision as of 19:44, 12 January 2015

Introduction

This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters.


98UM to Final Edition Changes

List of Final Edition changes:

  • System changes:

- recovery after charging in Extra mode has been standardized across the cast - can no longer recovery roll after being guard crushed in mid-air

  • Kyo (both)

close A - 2 frames less recovery crouching A - 1 frame less recovery

  • Kyo (regular)

QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames QCB+P - more moves will trigger the counter during the startup frames

  • Kyo ('95 version)

QCF+P - 3 frames less recovery, but builds less power meter

  • Benimaru

far B - damage increased from 4 to 7

QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter

QCBx2+K - startup quickened by 3 frames

MAX QCFx2+P - 9 frames less recovery

  • Daimon

df+C - hurtbox reduced in size, anti-air capability improved

HCB,f+K - Throw hitbox comes out faster

HCFx2+ K - Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that the third hit does the most damage

  • Terry (both)

far B - damage increased from 5 to 6

QCB+D - Hitbox made taller so it hits crouching opponents as well. Less recovery on landing, and as a result it has frame advantage on block

  • Terry (normal)

HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12

dp+D - Invincible until the hitbox comes out, and trading on the first hit results in the opponent being floated up with followup attacks being possible

QCFx2+D - Invincible until the hitbox comes out

  • Terry (EX)

HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block

QCF+C - Builds less meter

QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash

  • Andy (both)

close C - hitbox changed so that it doesn't whiff against short characters

db,f + C - Slower startup, but less recovery

  • Andy (EX)

QCB+P - 5 frames less recovery

  • Joe (both)

df+B - less recovery

  • Joe (EX)

HCF+P - Projectile has a bigger hitbox

Mash P repeatedly - Hitbox of the first hit has been enlarged so that it doesn't whiff against short characters, follow up recovery reduced by 2 frames

  • Ryo

QCF+C - Faster startup, more recovery

HCB,f+P - C and MAX versions have faster startup

  • Ryo (EX)

f+A - if not cancelled into, results in a hard knockdown

HCB+B - landing recovery reduced by 8 frames

air QCF+A - Projectile flies at a slightly shallower angle

HCB,f+P - faster startup. A and MAX versions will connect from light attacks

  • Robert (both)

Standing CD - longer reach

f+A - Hitbox has been lengthened

air QCB+K - recovery after landing has been reduced by 4 frames for the B version and by 3 frames for the D version

HCB,f+P - C and MAX versions have faster startup

  • Robert (EX)

HCB+B - Can juggle after it connects

MAX QCF,HCB+P - Invincibility is 10 frames longer

  • Yuri (both)

jump A - special cancel-able

jump CD - special cancel-able

  • Yuri

QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)

QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit

  • Yuri (EX)

QCB+C - less recovery, +3 on block

  • Leona

down B - Timing for comboing into itself is easier air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher

QCFx2+P - longer invincibility

  • Ralf

crouch A - can be comboed into itself

far D - hurtbox has been shrunk towards his back

vertical jump A - faster startup

charge b, f + P - Shorter charge time, standardized with other charge moves

charge d,u + P - enemy can't recovery roll on hit

MAX QCF,HCB+K - completely invincible until just after the hitbox comes out

  • Clark

close B - less recovery

crouch D - recovery reduced by 4 frames

  • Athena

far A - startup faster by 3 frames, bigger hurtbox

far D - faster startup, gains lower body invincibility sooner

f+B - second hit has its hitbox extended upwards

QCB+P - 1 frame less recovery, C version travels faster

HCF+P - the opponent takes 10 damage if they hit the ground without being juggled

HCB+K - less recovery

  • Kensou

close/far A - doesn't whiff against crouching short characters anymore

down B - easier to combo into itself

far B - damage increased from 4 to 6

f+A - less recovery

air QCB+P - Can be cancelled into other special attacks if the final hit connects

  • Chin

HCF+K - B version is +3 on block, D version is +1 on block

QCB+C - First hit doesn't push the opponent back anymore

dp+A - faster startup

  • Chizuru

f+A - lower body invincibility until just before the hitbox appears

d,d+P/K - Now hits overhead, knockdown on hit

QCF+C - travels less distance, 15 frames of invincibility from the start of the move

  • Mai

dp+P - less recovery, A version is -1 on block, C version is -10 on block

QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed

QCBx2+P - less recovery

  • Mai (EX)

charge d,u + K - invincible startup, but less damage and longer recovery as a result

  • King (both)

QCF+D - less recovery

  • King (EX)

QCFx2+P - opponent can't recovery roll on hit

  • Kim

f+B - Bigger hitbox, such that it'll hit even if right next to the opponent

Charge d, u + D - Invincible on the frame that the hitbox appears

Charge b, f+ K - Charge time is shorter, standardized with the rest of the cast

air QCF HCB+K - Invincible until just before the hitbox appears

  • Chang

jump C - hurtbox on the steel ball is smaller

jump CD - hurtbox on the steel ball is smaller

  • Choi

Charge times are shorter, standardized with the rest of the cast

  • Yashiro (both)

close D - hits low

jump C - easier to cross up

  • Yashiro

HCF+A - 2f less recovery

QCF+A followup after HCF+A - 3 frames less recovery

QCB+K - greatly increased the amount it contributes to the stun meter

  • Shermie (both)

crouch B - easier to combo into itself

close C - no longer whiffs on short characters

jump D - faster startup

  • Shermie

f+B - first hit hits overhead

HCF+K - Travels further, does more damage

QCB+P - Bigger collision box

  • Orochi Shermie

f+B - first hit hits overhead

QCB+K - more damage

HCF+P/K - B, C and D versions have the same recovery as the A version (shorter)

MAX QCFx2+K - Invincibility lasts until after the hitbox comes out

  • Chris

QCF+D - less recovery

  • Orochi Chris

QCB+P - less recovery

QCFx2+P - faster startup

  • Yamazaki (both)

far C - can cancel into special/super moves when it connects

QCB+C - C version has less recovery, is now -2 if guard cancel rolled

HCF+K - damage increased from 13 to 21

QCFx2+P - Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch

  • Yamazaki

HCB,f+P - damage increased from 22 to 27

  • Yamazaki (EX)

f+A - if not cancelled into, second hit does a hard knockdown

  • Mary

QCF+K - less recovery

  • Billy (both)

close C - no longer whiffs on short characters

crouch D - cancels into special and super moves

f+A - second hit should no longer whiff on short characters

HCF+P - B version has 6 frames less recovery, D version has 10 frames less recovery

A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together

  • Billy

QCB+K - counter hitbox comes out sooner

QCFx2+P - If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards

  • Iori

f,f step (Extra mode) - distance moved is longer

HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards

  • Mature

QCB+D - slower startup but less recovery

dp+P - more damage

  • Vice

jump C - active frames lengthened from 4 to 8

jump D - active frames lengthened from 5 to 8

QCFx2+K - invincibility until just after the throw hitbox appears

  • Heidern

charge d,u+C - longer invincibility, but longer recovery

  • Takuma

far B - longer active frames

close C - no longer whiffs against short characters

QCB+P - less recovery

QCF,HCB+A - invincible until just after the hitbox appears

  • Saishu

dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects

HCB+K - less recovery, second hit should be easier to connect if the first connects

QCB+P - First hit has a bigger hitbox and less recovery

QCFx2+P - A version and MAX version have faster startup

  • Heavy D!

close C - less recovery, no longer whiffs on short characters

d,d+P - after powering up, as long as you don't do any powered up specials you won't lose the effect upon being hit

QCF+A - while powered up, startup is faster and will connect from light attacks

QCFx2+K - animation completes during the super flash so you can move as soon as it ends

MAX QCFx2+K - effect lasts until the end of the round

  • Lucky

close C - no longer whiffs on short characters

crouch C - no longer whiffs on short characters, special/super cancellable on contact

dp+B - invincible until just after the hitbox appears

dp+D - made it easier to connect in full if used as a followup in a combo

  • Brian

close C - first hit no longer whiffs on short characters

jump C - can be cancelled into aerial special attacks

QCFx2+B - faster startup

  • Geese (both)

close C - no longer whiffs on short characters

f+B - less recovery, +2 on block

  • Geese

dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing

  • Geese (EX)

db, HCB, df+ P - hitbox extended to the interior of the move

  • Krauser

close C - less damage

far C - less damage

far D - less damage

stand CD - less damage, smaller hitbox

rdp+K - less damage, D version no longer has invincibility, more recovery

QCF+K - less damage

QCF+P/K - less damage, heavy version has faster startup but more recovery

f,HCF+P - less damage

QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed

  • Mr.Big

crouch A - cancel-able into command moves

crouch B - easier to connect to crouch A

crouch C - cancel-able into command moves

f+A - cancel-able if cancelled into

tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less damage

HCB+K - reflects grounded projectiles

  • Eiji

QCF+B - less recovery

MAX QCF,HCB+P -slower startup, no invincibility after super flash

  • Kasumi

air QCF+P - 5 frames less recovery on landing

dp+K - no hitback, damage reduced from 14 to 5

HCF+D - damage increased from 20 to 26

  • Shingo

jump D - easier to crossup

f+B - will combo after heavy attacks

QCF+A - no longer whiffs on short characters

QCF+C - startup faster by 1 frames

  • Rugal

far B - startup faster by 1 frame

close D - startup faster by 3 frames, recovery reduced by 5 frames


Credit to OmegaDL50 @ NeoGAF - http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202

Characters

Team Japan

Kyo Kusanagi (98UMFE)

Benimaru Nikaido (98UMFE)

Goro Daimon (98UMFE)


Fatal Fury Team

Terry Bogard (98UMFE)

Andy Bogard (98UMFE)

Joe Higashi (98UMFE)


Art of Fighting Team

Ryo Sakazaki (98UMFE)

Robert Garcia (98UMFE)

Yuri Sakazaki (98UMFE)


Team Ikari

Leona Heidern (98UMFE)

Ralf Jones (98UMFE)

Clark Still (98UMFE)


Psycho Soldier Team

Athena Asamiya (98UMFE)

Sie Kensou (98UMFE)

Chin Gentsai (98UMFE)


Womens Team

Chizuru Kagura (98UMFE)

King (98UMFE)

Mai Shiranui (98UMFE)


Kim Team

Kim Kaphwan (98UMFE)

Chang Koehan (98UMFE)

Choi Bounge (98UMFE)


New Faces Team

Yashiro Nanakase (98UMFE)

Chris (98UMFE)

Shermie (98UMFE)


New Faces Team

Orochi Yashiro (98UMFE)

Orochi Chris (98UMFE)

Orochi Shermie (98UMFE)


Team 97

Ryuji Yamazaki (98UMFE)

Blue Mary (98UMFE)

Billy Kane (98UMFE)


Team 96

Iori Yagami (98UMFE)

Mature (98UMFE)

Vice (98UMFE)


Masters Team

Heidern (98UMFE)

Takuma Sakazaki (98UMFE)

Saisyu Kusanagi (98UMFE)


American Sports Team

Heavy D! (98UMFE)

Lucky Glauber (98UMFE)

Brian Battler (98UMFE)


96 Boss Team

Geese Howard (98UMFE)

Wolfgang Krauser (98UMFE)

Mr. Big (98UMFE)


Edit Characters

Eiji Kisaragi (98UMFE)

Kasumi Todoh (98UMFE)

Shingo Yabuki (98UMFE)

Rugal Bernstein (98UMFE)


EX Characters

EX Kyo (98UMFE)

EX Terry (98UMFE)

EX Andy (98UMFE)

EX Joe (98UMFE)

EX Ryo (98UMFE)

EX Robert (98UMFE)

EX Yuri (98UMFE)

EX Terry (98UMFE)

EX Mai (98UMFE)

EX King (98UMFE)

EX Yamazaki (98UMFE)

EX Blue Mary (98UMFE)

EX Billy (98UMFE)

EX Geese (98UMFE)


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