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The King of Fighters '98 UMFE: Difference between revisions
Created page with "right ==Introduction== This wiki will serve as a video resource for gameplay system tutorials & match videos for individual characters. ===98U..." |
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==98UM to Final Edition Changes== | |||
List of Final Edition changes: | List of Final Edition changes: | ||
System changes: | * System changes: | ||
- recovery after charging in Extra mode has been standardized across the cast | - recovery after charging in Extra mode has been standardized across the cast | ||
- can no longer recovery roll after being guard crushed in mid-air | - can no longer recovery roll after being guard crushed in mid-air | ||
Kyo (both) | * Kyo (both) | ||
close A - 2 frames less recovery | close A - 2 frames less recovery | ||
crouching A - 1 frame less recovery | crouching A - 1 frame less recovery | ||
Kyo (regular) | * Kyo (regular) | ||
QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames | 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 | QCB+P - more moves will trigger the counter during the startup frames | ||
Kyo ('95 version) | * Kyo ('95 version) | ||
QCF+P - 3 frames less recovery, but builds less power meter | QCF+P - 3 frames less recovery, but builds less power meter | ||
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 | ||
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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 | ||
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the third hit does the most damage | 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 | 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 | 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 | ||
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 | QCB,db,f+ P - All versions have their startup quickened by 8 frames, but have no invincibility after the super flash | ||
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 | ||
Andy (EX) | * Andy (EX) | ||
QCB+P - 5 frames less recovery | QCB+P - 5 frames less recovery | ||
Joe (both) | * Joe (both) | ||
df+B - less recovery | df+B - less recovery | ||
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, | 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 | ||
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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 | ||
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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 | jump A - special cancel-able | ||
jump CD - special | 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 | ||
Yuri (EX) | * Yuri (EX) | ||
QCB+C - less recovery, +3 on block | QCB+C - less recovery, +3 on block | ||
Leona | * Leona | ||
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 | ||
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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 | ||
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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 | ||
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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 | QCFx2+P - faster startup, A version has slightly slower projectile speed, C and MAX versions have slightly faster projectile speed | ||
projectile speed | |||
QCBx2+P - less recovery | QCBx2+P - less recovery | ||
Mai (EX) | * Mai (EX) | ||
charge d,u + K - invincible startup, but less damage and longer recovery as a result | charge d,u + K - invincible startup, but less damage and longer recovery as a result | ||
King (both) | * King (both) | ||
QCF+D - less recovery | QCF+D - less recovery | ||
King (EX) | * King (EX) | ||
QCFx2+P - opponent can't recovery roll on hit | QCFx2+P - opponent can't recovery roll on hit | ||
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 | ||
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air QCFx2+K - Invincible until just before the hitbox appears | air QCFx2+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 | ||
Choi | * Choi | ||
Charge times are shorter, standardized with the rest of the cast | Charge times are shorter, standardized with the rest of the cast | ||
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 | ||
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MAX QCFx2+K - Invincibility lasts until after the hitbox comes out | MAX QCFx2+K - Invincibility lasts until after the hitbox comes out | ||
Chris | * Chris | ||
QCF+D - less recovery | QCF+D - less recovery | ||
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 | ||
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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 | QCFx2+P - Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch | ||
Yamazaki | * Yamazaki | ||
HCB,f+P - damage increased from 22 to 27 | HCB,f+P - damage increased from 22 to 27 | ||
Yamazaki (EX) | * Yamazaki (EX) | ||
f+A - if not cancelled into, second hit does a hard knockdown | f+A - if not cancelled into, second hit does a hard knockdown | ||
Mary | * Mary | ||
QCF+K - less recovery | QCF+K - less recovery | ||
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 | ||
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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 | 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 | ||
Heidern | * Heidern | ||
charge d,u+C - longer invincibility, but longer recovery | charge d,u+C - longer invincibility, but longer recovery | ||
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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
Geese | * Geese | ||
dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing | dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing | ||
Geese (EX) | * Geese (EX) | ||
db, HCB, df+ P - hitbox extended to the interior of the move | db, HCB, df+ P - hitbox extended to the interior of the move | ||
Krauser | * Krauser | ||
close C - less damage | close C - less damage | ||
far C - less damage | far C - less damage | ||
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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 | QCF,HCB+P - more recovery on whiff, characteristics don't change if both buttons are pressed | ||
Mr.Big | * Mr.Big | ||
crouch A - | 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 - | crouch C - cancel-able into command moves | ||
f+A - | 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 | tap P repeatedly - harder to get pushed out of range on hit, easier to get multiple hits, first hit does less damage | ||
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 | ||
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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 |
Revision as of 16:54, 30 December 2014
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 QCFx2+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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