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The King of Fighters '98 UMFE/Advanced Strategy: Difference between revisions
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Revision as of 17:05, 8 December 2021
Reversal Superjump
In 98 UM FE, superjumps are airborne on frame 1: this makes them very useful as a defensive reversal or wake-up option, as you will be able to dodge many lows used as a meaty and if your opponent hits you with a mid or a jump-in, you will get hit in the air meaning you will bounce back or air-reset instead of being left standing in hitstun for a combo, plus since you're jumping you will also avoid any command grabs that throw grounded characters. If you are reversal superjumping backwards, you will also be able to air block.
Reversal superjumps are useful for avoiding mix-up situations such as the classic jump-in V.S. empty hop low or command grab V.S. strike, and for creating space between you and your opponent. If you are on offense, the easiest and safest way to counter someone using reversal superjump often is to perform a meaty j.CD: if they jump it will hit them and knock them down again, and if they block you have enough frame advantage to re-hop or run up and apply more pressure.
You can buffer superjumps during recovery frames or while you are waking up by pressing down-back/down/down-forward right before you are able to move and then holding up-forward or up-back.
Alternate Guard
(To be added...)
Unblockable Fireball Trick
(To be added...)
Max Bypass
If you are using extra gauge, even if you have a fully charged meter and red health, you normally cannot do an SDM/level 3 super unless you are already in max mode.
In order to easily combo into an SDM outside of max mode using extra gauge, you can do a Max Bypass by performing the regular super motion then returning to neutral (not holding any directions) and pressing ABC. This will cancel the normal into max mode using quick max and you will get the super immediately after, allowing you to do an SDM.
To give an example, let's say you were at red health with a fully charged meter and you wanted to combo Mature's cr.B, cr.A into the SDM version of qcfx2+P. Your inputs should be as follows: cr.B, cr.A, qcfx2+ABC, while making sure you don't hold any directions when you press ABC.
Because cancelling a normal into max mode using quick max reduces the recovery of the normal, in some instances characters can also use Max Bypass to combo into a super that might normally be too slow to work from certain starters. For example, Chang can combo into his qcf,hcb+P super from a light normal using Max Bypass: one such combo is j.X, cl.B, qcf,hcb+ABC.
Running Throw
(To be added...)
Backturned Corner Cross-up
(To be added...)