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The King of Fighters '98 UMFE/Eiji Kisaragi: Difference between revisions

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== Videos ==
== Videos ==
{{#ev:youtube|sUrqn2BM8fk|||'''King of Fighters 98 UM FE: Eiji Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}


QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Yuri/Orochi Chris)
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Yuri/Orochi Chris)
Line 120: Line 121:
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Orochi Chris)
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Orochi Chris)
http://youtu.be/Z7fuvvHpOhE?t=7m53s
http://youtu.be/Z7fuvvHpOhE?t=7m53s


== External Links ==
== External Links ==

Revision as of 23:51, 15 November 2020



Normal Moves

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN

Close

  • cl. A:
  • cl. B:
  • cl. C:
  • cl. D:

Stand

  • st. A:
  • st. B:
  • st. C:
  • st. D:

Crouch

  • cr. A:
  • cr. B:
  • cr. C:
  • cr. D:

Jump

  • j. A:
  • j. B:
  • j. C:
  • j. D:

Blowback

  • st. CD:
  • j. CD:

Throws

Kuuchuu Ippan Seoi: b/f+C/D

  • Both leave the opponent backturned with enough time to meaty.

Command Normals

N/A

Special Moves

Kikou Hou: qcf+P

  • A version combos from heavy attacks, C version is slower but has a larger hitbox.

Kagenui: air qcf+P

  • Must be blocked low if it hits near their toe. Can OTG but it's not guaranteed off anything. Can be done from a front & backdash. No cancellable air normals.

Kasumi Kiri: qcb+P

  • Combos from light attacks. Can work well as AA. Long recovery period.

Ryuu Kagejin: dp+P

  • Reflects projectiles (including DM), massive active frames. Combos from heavy attacks but only on backturned. dp+A gives slight advantage (meaty does not give extra advantage) and no pushback when in the corner.

Kage Utsushi: qcf+K

  • B versions has high/mid level invincibility, D version has low, allowing you to move through projectiles with the right choice. D version goes further.

Kotsu Hazaki Kiri: hcb+K - B version combos from heavy attacks, D version travels faster. Massive active frames. B version is poor on block, but when meaty gives massive frame advantage. D version starts at neutral and improves from there.

Tenba Kyaku: rdp+K

  • D version combos from c.D [1 hit] (only connects properly on standing). Can link normals after both, depending on the situation.

DM

Zantetsu Nami: qcf,hcb+P

  • Amazing super. C version has great startup and travels fullscreen almost instantly (eating normal projectiles). Can punish a huge variety of moves from anywhere on the screen. Expect EX gauge Eiji's to spam this when they are on on low health. Combos from lights.

Zantetsu Kamakiriken: qcf,hcb+K

  • Combos from lights, does slightly more damage than qcf,hcb+P. SDM version switches sides and does hard knockdown.

Combos

Normal

  • c.B, c.A, qcb+P - tends to whiff unless your jump is perfect, so omit the c.B when doing from a jump.
  • far s.C/c.D [1 hit], qcf+A/hcb+B
  • j.X, s.C/s.D, qcf+A/hcb+B
  • c.D [1 hit], rdp+D, c.A, qcb+P - midscreen
  • j.X, c.D [1 hit], rdp+D, s.C, qcf+A/hcb+B - corner
  • rdp+B, s.C, qcf+A/hcb+B - corner
  • c.A, s.C/s.D - link

(hcb+B gives slightly better advatage on wakeup but is unsafe when blocked, qcf+A gives more meter)

(S)DM

  • any of the above combos but with an (S)DM instead of the final special.

QuickMAX

  • s.C, QM, qcf,hcb+P (S)DM - this is a link
  • far s.D, QM, qcf,hcb+P (S)DM
  • c.B, c.A, QM, s.C/s.D, special or DM (must walk forward slightly. alternatively you can just do a single c.B and you won't have to walk forward).

Quick Dodge

  • c.D [1 hit], QD, qcf+A/hcb+B/qcf,hcb+K DM
  • j.X, s.D, QD, qcf+A/hcb+B/qcf,hcb+K DM

Misc

  • meaty s.C, qcf,hcb+C
  • dp+P fireball reflect, qcf,hcb+C
  • dp+A counterhit, qcf,hcb+C
  • j.CD counterhit, qcf,hcb+C

Notes

  • j.B and j.D are crossups, j.D is an instant overhead. s.A and far s.A will whiff on crouchers.
  • s.D [2 hit] can be punished or rolled during the gap between the hits when it is blocked.
  • far s.D can hop over low pokes.
  • c.C is good anti-air and cancellable. On counterhit it combos with qcb+P and qcf,hcb+C. A good way to set up meaty hcb+K (another way is from far s.A anti-air against hops).

Strategy & Tips

Videos

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

QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Yuri/Orochi Chris) http://youtu.be/Z7fuvvHpOhE?t=2m51s

QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Orochi Chris) http://youtu.be/Z7fuvvHpOhE?t=7m53s

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

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

EX Characters

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