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| ==The King of Fighters '98 Ultimate Match Final Edition== | | ==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. | | This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters. |
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| ==98UM to Final Edition Changes==
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| List of Final Edition changes:
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| * System changes:
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| - recovery after charging in Extra mode has been standardized across the cast
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| - can no longer recovery roll after being guard crushed in mid-air
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| * Kyo (both)
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| close A - 2 frames less recovery
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| crouching A - 1 frame less recovery
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| * Kyo (regular)
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| QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames
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| QCB+P - more moves will trigger the counter during the startup frames
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|
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| * Kyo ('95 version)
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| QCF+P - 3 frames less recovery, but builds less power meter
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|
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| * Benimaru
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| far B - damage increased from 4 to 7
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| QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter
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| QCBx2+K - startup quickened by 3 frames
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| MAX QCFx2+P - 9 frames less recovery
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| * Daimon
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| df+C - hurtbox reduced in size, anti-air capability improved
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| HCB,f+K - Throw hitbox comes out faster
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| 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
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|
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| * Terry (both)
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| far B - damage increased from 5 to 6
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| 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
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| * Terry (normal)
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| HCF+K - B version damage increased from 4 to 8, D version damage increased from 9 to 12
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| 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
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| QCFx2+D - Invincible until the hitbox comes out
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| * Terry (EX)
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| HCF+K - First hit can be cancelled into any attack other than HCF+K on hit/block
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| QCF+C - Builds less meter
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| QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash
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|
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| * Andy (both)
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| close C - hitbox changed so that it doesn't whiff against short characters
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| db,f + C - Slower startup, but less recovery
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| * Andy (EX)
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| QCB+P - 5 frames less recovery
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| * Joe (both)
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| df+B - less recovery
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| * Joe (EX)
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| HCF+P - Projectile has a bigger hitbox
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| 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
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| * Ryo
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| QCF+C - Faster startup, more recovery
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| HCB,f+P - C and MAX versions have faster startup
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| * Ryo (EX)
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| f+A - if not cancelled into, results in a hard knockdown
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| HCB+B - landing recovery reduced by 8 frames
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| air QCF+A - Projectile flies at a slightly shallower angle
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| HCB,f+P - faster startup. A and MAX versions will connect from light attacks
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| * Robert (both)
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| Standing CD - longer reach
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| f+A - Hitbox has been lengthened
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| air QCB+K - recovery after landing has been reduced by 4 frames for the B version and by 3 frames for the D version
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| HCB,f+P - C and MAX versions have faster startup
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| * Robert (EX)
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| HCB+B - Can juggle after it connects
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| MAX QCF,HCB+P - Invincibility is 10 frames longer
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| * Yuri (both)
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| jump A - special cancel-able
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| jump CD - special cancel-able
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| * Yuri
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| QCF+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
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| QCB+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit
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| * Yuri (EX)
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| QCB+C - less recovery, +3 on block
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| * Leona
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| down B - Timing for comboing into itself is easier
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| air QCB+P - While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher
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| QCFx2+P - longer invincibility
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| * Ralf
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| crouch A - can be comboed into itself
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| far D - hurtbox has been shrunk towards his back
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| vertical jump A - faster startup
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| charge b, f + P - Shorter charge time, standardized with other charge moves
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| charge d,u + P - enemy can't recovery roll on hit
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| MAX QCF,HCB+K - completely invincible until just after the hitbox comes out
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| * Clark
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| close B - less recovery
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| crouch D - recovery reduced by 4 frames
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| * Athena
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| far A - startup faster by 3 frames, bigger hurtbox
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| far D - faster startup, gains lower body invincibility sooner
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| f+B - second hit has its hitbox extended upwards
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| QCB+P - 1 frame less recovery, C version travels faster
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| HCF+P - the opponent takes 10 damage if they hit the ground without being juggled
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| HCB+K - less recovery
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| * Kensou
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| close/far A - doesn't whiff against crouching short characters anymore
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| down B - easier to combo into itself
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| far B - damage increased from 4 to 6
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| f+A - less recovery
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| air QCB+P - Can be cancelled into other special attacks if the final hit connects
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| * Chin
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| HCF+K - B version is +3 on block, D version is +1 on block
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| QCB+C - First hit doesn't push the opponent back anymore
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| dp+A - faster startup
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| * Chizuru
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| f+A - lower body invincibility until just before the hitbox appears
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| d,d+P/K - Now hits overhead, knockdown on hit
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| QCF+C - travels less distance, 15 frames of invincibility from the start of the move
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| * Mai
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| dp+P - less recovery, A version is -1 on block, C version is -10 on block
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| QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed
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| QCBx2+P - less recovery
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| * Mai (EX)
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| charge d,u + K - invincible startup, but less damage and longer recovery as a result
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| * King (both)
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| QCF+D - less recovery
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| * King (EX)
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| QCFx2+P - opponent can't recovery roll on hit
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| * Kim
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| f+B - Bigger hitbox, such that it'll hit even if right next to the opponent
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| Charge d, u + D - Invincible on the frame that the hitbox appears
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| Charge b, f+ K - Charge time is shorter, standardized with the rest of the cast
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| air QCF HCB+K - Invincible until just before the hitbox appears
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| * Chang
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| jump C - hurtbox on the steel ball is smaller
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| jump CD - hurtbox on the steel ball is smaller
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| * Choi
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| Charge times are shorter, standardized with the rest of the cast
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| * Yashiro (both)
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| close D - hits low
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| jump C - easier to cross up
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| * Yashiro
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| HCF+A - 2f less recovery
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| QCF+A followup after HCF+A - 3 frames less recovery
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| QCB+K - greatly increased the amount it contributes to the stun meter
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| * Shermie (both)
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| crouch B - easier to combo into itself
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| close C - no longer whiffs on short characters
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| jump D - faster startup
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| * Shermie
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| f+B - first hit hits overhead
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| HCF+K - Travels further, does more damage
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| QCB+P - Bigger collision box
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| * Orochi Shermie
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| f+B - first hit hits overhead
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| QCB+K - more damage
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| HCF+P/K - B, C and D versions have the same recovery as the A version (shorter)
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| MAX QCFx2+K - Invincibility lasts until after the hitbox comes out
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| * Chris
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| QCF+D - less recovery
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| * Orochi Chris
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| QCB+P - less recovery
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| QCFx2+P - faster startup
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| * Yamazaki (both)
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| far C - can cancel into special/super moves when it connects
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| QCB+C - C version has less recovery, is now -2 if guard cancel rolled
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| HCF+K - damage increased from 13 to 21
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| 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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| * Yamazaki
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| HCB,f+P - damage increased from 22 to 27
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| * Yamazaki (EX)
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| f+A - if not cancelled into, second hit does a hard knockdown
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| * Mary
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| QCF+K - less recovery
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| * Billy (both)
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| close C - no longer whiffs on short characters
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| crouch D - cancels into special and super moves
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| f+A - second hit should no longer whiff on short characters
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| HCF+P - B version has 6 frames less recovery, D version has 10 frames less recovery
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| A repeatedly/C repeatedly - can cancel the animation by pressing ABCD together
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| * Billy
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| QCB+K - counter hitbox comes out sooner
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| QCFx2+P - If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards
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| * Iori
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| f,f step (Extra mode) - distance moved is longer
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| HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards
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| * Mature
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| QCB+D - slower startup but less recovery
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| dp+P - more damage
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| * Vice
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| jump C - active frames lengthened from 4 to 8
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| jump D - active frames lengthened from 5 to 8
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| QCFx2+K - invincibility until just after the throw hitbox appears
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| * Heidern
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| charge d,u+C - longer invincibility, but longer recovery
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| * Takuma
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| far B - longer active frames
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| close C - no longer whiffs against short characters
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| QCB+P - less recovery
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| QCF,HCB+A - invincible until just after the hitbox appears
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| * Saishu
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| dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects
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| HCB+K - less recovery, second hit should be easier to connect if the first connects
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| QCB+P - First hit has a bigger hitbox and less recovery
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| QCFx2+P - A version and MAX version have faster startup
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| * Heavy D!
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| close C - less recovery, no longer whiffs on short characters
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| 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
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| QCF+A - while powered up, startup is faster and will connect from light attacks
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| QCFx2+K - animation completes during the super flash so you can move as soon as it ends
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| MAX QCFx2+K - effect lasts until the end of the round
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| * Lucky
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| close C - no longer whiffs on short characters
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| crouch C - no longer whiffs on short characters, special/super cancellable on contact
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| dp+B - invincible until just after the hitbox appears
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| dp+D - made it easier to connect in full if used as a followup in a combo
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| * Brian
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| close C - first hit no longer whiffs on short characters
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| jump C - can be cancelled into aerial special attacks
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| QCFx2+B - faster startup
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| * Geese (both)
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| close C - no longer whiffs on short characters
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| f+B - less recovery, +2 on block
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| * Geese
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| dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing
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| * Geese (EX)
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| db, HCB, df+ P - hitbox extended to the interior of the move
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| * Krauser
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| close C - less damage
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| far C - less damage
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| far D - less damage
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| stand CD - less damage, smaller hitbox
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| rdp+K - less damage, D version no longer has invincibility, more recovery
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| QCF+K - less damage
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| QCF+P/K - less damage, heavy version has faster startup but more recovery
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| f,HCF+P - less damage
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| QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed
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| * Mr.Big
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| crouch A - cancel-able into command moves
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| crouch B - easier to connect to crouch A
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| crouch C - cancel-able into command moves
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| f+A - cancel-able if cancelled into
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| tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less damage
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| HCB+K - reflects grounded projectiles
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| * Eiji
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| QCF+B - less recovery
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| MAX QCF,HCB+P -slower startup, no invincibility after super flash
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| * Kasumi
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| air QCF+P - 5 frames less recovery on landing
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| dp+K - no hitback, damage reduced from 14 to 5
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| HCF+D - damage increased from 20 to 26
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| * Shingo
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| jump D - easier to crossup
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| f+B - will combo after heavy attacks
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| QCF+A - no longer whiffs on short characters
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| QCF+C - startup faster by 1 frames
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| * Rugal
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| far B - startup faster by 1 frame
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| close D - startup faster by 3 frames, recovery reduced by 5 frames
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| Credit to OmegaDL50 @ NeoGAF - http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202
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| ==Characters== | | ==Characters== |