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The King of Fighters '98 UMFE: Difference between revisions
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'''Official Websites''' — [https://www.snk-corp.co.jp/us/games/steam/kof98umfe/ Steam]]] | '''Official Websites''' — [https://www.snk-corp.co.jp/us/games/steam/kof98umfe/ Steam]]] |
Revision as of 23:25, 17 April 2020
The King of Fighters '98 Ultimate Match Final Edition
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
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