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The King of Fighters '98 UMFE/Brian Battler: Difference between revisions
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== Introduction == | == Introduction == | ||
SPIN TO WIN | |||
Brian is an interesting character whose main strength is his unique air mobility. Brian's j.qcf+P move allows him to spin in the air and carry the momentum from whatever put him airborne with him. This means that he can choose a lot of different speeds and angles to traverse the air with to make anti airing him difficult for the opponent. The spin can be combo-ed into as well, and in many circumstances Brian can even combo out of it. On the ground, Brian is your classic big-bodied character, with access to some large pokes to control neutral, the fastest overhead in the game in his st.C, and a guard point attack that launches on hit. Brian is a character best played with the | Brian is an interesting character whose main strength is his unique air mobility. Brian's j.qcf+P move allows him to spin in the air and carry the momentum from whatever put him airborne with him. This means that he can choose a lot of different speeds and angles to traverse the air with, to make anti-airing him difficult for the opponent. The spin can be combo-ed into as well, and in many circumstances Brian can even combo out of it. On the ground, Brian is your classic big-bodied character, with access to some large pokes to control neutral, the fastest overhead in the game in his st.C, and a guard point attack that launches on hit. Brian is a character best played with the Extra mode dash, as he can do his j.qcf+P from it and gain extra mobility. Brian's weaknesses include a lack of a real invul reversal, few fast close-range options, and his big body making him more susceptible to getting hit. | ||
== Changes from Previous Versions == | == Changes from Previous Versions == | ||
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* st.A's hitbox has been lengthened | * st.A's hitbox has been lengthened | ||
* st.C starts up 2 frames faster and has 10 less frames recovery; it is also now an overhead and is no longer cancelable | * st.C starts up 2 frames faster and has 10 less frames recovery; it is also now an overhead and is no longer cancelable | ||
* j.A is now cancelable | * j.A is now cancelable | ||
* j.d+C can no longer be done during a step dash | * j.d+C can no longer be done during a step dash | ||
Line 27: | Line 30: | ||
* hcf+K has 4 frames less startup, 3 more active frames, and 5 frames less recovery | * hcf+K has 4 frames less startup, 3 more active frames, and 5 frames less recovery | ||
* hcf+K now causes a juggle state on hit | * hcf+K now causes a juggle state on hit | ||
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* qcfx2+P now has increased invincibility | * qcfx2+P now has increased invincibility | ||
* qcb,hcf+P now travels faster and destroys projectiles | * qcb,hcf+P now travels faster and destroys projectiles | ||
Line 39: | Line 44: | ||
* cl.C no longer whiffs on short crouchers | * cl.C no longer whiffs on short crouchers | ||
* j.C is now special cancelable | * j.C is now special cancelable | ||
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'''Close''' | '''Close''' | ||
* cl.A : | |||
* cl.B : Brian's fastest button, 4f | * cl.A: Quite useless button. Slow for a panic button and whiffs on crouching opponents. Use cl.C instead. Chainable and cancelable. | ||
* cl.C : | |||
* cl.D : | * cl.B: Brian's fastest button, at 4f, but is even on hit and negative on block, and cannot chain into anything for a confirm. Another not-preferred button. Cancelable. | ||
* cl.C: The main button you would use in close range. 5f start up, hits crouching opponents, 2 hits, and cancelable on both hits with a wide input window. | |||
* cl.D: Worse cl.C. Has more range than cl.C, but it being CLOSE button, that doesn't mean much. Cancelable. | |||
'''Standing''' | '''Standing''' | ||
* st.A : | |||
* st.B : | * st.A: A pretty far-reaching keepaway button. Decent anti-hop anti-air. Whiffs on crouching opponents. | ||
* st.C : | |||
* st.D : | * st.B: A little slower and shorter version of st.A. Can hit crouching opponents. | ||
* st.C: The fastest overhead in the game, at 15f of start up. Solid neutral tool. | |||
* st.D: 8f start up anti-air. Has big recovery. | |||
'''Crouch''' | '''Crouch''' | ||
* cr.A : | |||
* cr.B : | * cr.A: One of his better buttons. Cancelable. | ||
* cr.C : | |||
* cr.D : | * cr.B: Slow but long-range low starter. Chainable and cancelable. | ||
* cr.C: Simply put, this is budget Daimon df+C. Works as some kind of anti air and ground poke. | |||
* cr.D: Very long-reaching low. Another of his better buttons. Cancelable on hit, block, and whiff. | |||
'''Jump''' | '''Jump''' | ||
*j. A: | |||
*j. B: | * j.A: | ||
*j. C: | |||
*j. D: | * j.B: | ||
* j.C: | |||
* j.D: | |||
'''Blowback''' | '''Blowback''' | ||
*st. CD: | |||
*j. CD: | * st.CD: Not so great. Cancelable on hit, block, and whiff. | ||
* j.CD: | |||
== Throws == | == Throws == | ||
'''Atomic Drop:''' b/f + C | '''Atomic Drop:''' <code>b/f+C</code> | ||
* Regular throw, techable. | |||
'''Rock Buster:''' b/f + D | '''Rock Buster:''' <code>b/f+D</code> | ||
* Regular throw, techable. | |||
== Command Moves == | == Command Moves == | ||
Buster Tomahawk: (in | '''Buster Tomahawk:''' <code>d+C (in air)</code> | ||
== Special Moves == | |||
'''Brian Tornado:''' <code>hcf+A/C</code> | |||
* Brian spins horizontally towards the opponent hitting them 3 times for A version, and 5 times for the C version. | |||
* Both versions only combo after heavy attacks, and they have poor recovery on block. | |||
* On hit, both versions causes a soft knockdown. | |||
'''Hyper Tackle:''' <code>hcf+B/D</code> | |||
* A shoulder tackle that has a brief amount of start-up, which knocks the enemy upwards in a juggle state. | |||
* The B version is safe on block, while the D version has slow recovery. The D version also moves further. | |||
* Both versions deal the same amount of damage. | |||
* Both versions have some guard point, but the D version has more. | |||
* | * The B version launches the opponent higher, allowing for easier combos after. | ||
'''Screw Body Press:''' <code>qcf+A/C (in air)</code> | |||
'' | * The core of Brian's neutral. Brian spins in the air as if he's skydiving, hitting multiple times and staying active until he lands. | ||
* | * This move follows the velocity, both horizontal and vertical, you had upon use. It also reduces the effect of gravity on Brian, allowing him to keep that velocity for longer. Therefore, each direction and type of jump, as well as forward and backward dashes, give him different paths, and the point in the jump/dash where he activates it also changes its trajectory. | ||
* You can also tiger-knee the motion, shooting Brian into the sky very fast to the point of being offscreen for a couple seconds. | |||
* The C version hits for a longer duration than the A version. | |||
* | * Can cross the opponent up while they standing. | ||
* Has bad priority below it, making it easily anti-aired. So don't use it from a high jump. | |||
'''Rocket Tackle:''' dp + B/D | '''Rocket Tackle:''' dp + B/D |
Revision as of 06:45, 14 October 2021
Introduction
SPIN TO WIN
Brian is an interesting character whose main strength is his unique air mobility. Brian's j.qcf+P move allows him to spin in the air and carry the momentum from whatever put him airborne with him. This means that he can choose a lot of different speeds and angles to traverse the air with, to make anti-airing him difficult for the opponent. The spin can be combo-ed into as well, and in many circumstances Brian can even combo out of it. On the ground, Brian is your classic big-bodied character, with access to some large pokes to control neutral, the fastest overhead in the game in his st.C, and a guard point attack that launches on hit. Brian is a character best played with the Extra mode dash, as he can do his j.qcf+P from it and gain extra mobility. Brian's weaknesses include a lack of a real invul reversal, few fast close-range options, and his big body making him more susceptible to getting hit.
Changes from Previous Versions
98 to 98UM
Normals:
- st.A's hitbox has been lengthened
- st.C starts up 2 frames faster and has 10 less frames recovery; it is also now an overhead and is no longer cancelable
- j.A is now cancelable
- j.d+C can no longer be done during a step dash
Specials:
- hcf+K has 4 frames less startup, 3 more active frames, and 5 frames less recovery
- hcf+K now causes a juggle state on hit
Supers:
- qcfx2+P now has increased invincibility
- qcb,hcf+P now travels faster and destroys projectiles
98UM to 98UMFE
Normals:
- cl.C no longer whiffs on short crouchers
- j.C is now special cancelable
Supers:
- qcfx2+B now has faster startup
Normal Moves
Close
- cl.A: Quite useless button. Slow for a panic button and whiffs on crouching opponents. Use cl.C instead. Chainable and cancelable.
- cl.B: Brian's fastest button, at 4f, but is even on hit and negative on block, and cannot chain into anything for a confirm. Another not-preferred button. Cancelable.
- cl.C: The main button you would use in close range. 5f start up, hits crouching opponents, 2 hits, and cancelable on both hits with a wide input window.
- cl.D: Worse cl.C. Has more range than cl.C, but it being CLOSE button, that doesn't mean much. Cancelable.
Standing
- st.A: A pretty far-reaching keepaway button. Decent anti-hop anti-air. Whiffs on crouching opponents.
- st.B: A little slower and shorter version of st.A. Can hit crouching opponents.
- st.C: The fastest overhead in the game, at 15f of start up. Solid neutral tool.
- st.D: 8f start up anti-air. Has big recovery.
Crouch
- cr.A: One of his better buttons. Cancelable.
- cr.B: Slow but long-range low starter. Chainable and cancelable.
- cr.C: Simply put, this is budget Daimon df+C. Works as some kind of anti air and ground poke.
- cr.D: Very long-reaching low. Another of his better buttons. Cancelable on hit, block, and whiff.
Jump
- j.A:
- j.B:
- j.C:
- j.D:
Blowback
- st.CD: Not so great. Cancelable on hit, block, and whiff.
- j.CD:
Throws
Atomic Drop: b/f+C
- Regular throw, techable.
Rock Buster: b/f+D
- Regular throw, techable.
Command Moves
Buster Tomahawk: d+C (in air)
Special Moves
Brian Tornado: hcf+A/C
- Brian spins horizontally towards the opponent hitting them 3 times for A version, and 5 times for the C version.
- Both versions only combo after heavy attacks, and they have poor recovery on block.
- On hit, both versions causes a soft knockdown.
Hyper Tackle: hcf+B/D
- A shoulder tackle that has a brief amount of start-up, which knocks the enemy upwards in a juggle state.
- The B version is safe on block, while the D version has slow recovery. The D version also moves further.
- Both versions deal the same amount of damage.
- Both versions have some guard point, but the D version has more.
- The B version launches the opponent higher, allowing for easier combos after.
Screw Body Press: qcf+A/C (in air)
- The core of Brian's neutral. Brian spins in the air as if he's skydiving, hitting multiple times and staying active until he lands.
- This move follows the velocity, both horizontal and vertical, you had upon use. It also reduces the effect of gravity on Brian, allowing him to keep that velocity for longer. Therefore, each direction and type of jump, as well as forward and backward dashes, give him different paths, and the point in the jump/dash where he activates it also changes its trajectory.
- You can also tiger-knee the motion, shooting Brian into the sky very fast to the point of being offscreen for a couple seconds.
- The C version hits for a longer duration than the A version.
- Can cross the opponent up while they standing.
- Has bad priority below it, making it easily anti-aired. So don't use it from a high jump.
Rocket Tackle: dp + B/D
- A tight angled diagonal shoulder tackle dragon punch style. The B version doesn't have any invincibility at the start up but the C version seems to have an autoguard frame at the start up. The A version only hits standing opponents, whiffs on crouchers, while the C version whiffs on both. Point blank if someone is walking towards you the C version will hit. Both versions are comboable from light and heavy attacks.
Brian Hammer: qcb+A/C
- Brian swings his arms like hammer. Causes hard knockdown on hit and safe on block. Stopping it just here can be a correct choice since the follow ups may whiff on certain distance.
Brian Hammer: qcb + A/C, Double Hummer: qcb + A/C, DDT: qcb + A
- Brian does another swing then perform a DDT. Second swing doesnt have any knockdown and very negative on both hit and block, don't stop at here no matter what. DDT is a hard knockdown. this follow up reaches furthest among all possible ones, still might whiff on distance.
Tiger Driver: (during Brian Hummer) hcf + A/C, Samurai Bomb: down, down + A/C
- Double Pile Driver. Another hard knockdown. This puts Brian into massive frame advantage, allows him some oki games.
Shoulder Back Breaker: (during Tiger Driver) down, down, down + B/D, Buster & Bomb: down, up + A/C
- Brian shows off a series of wrestling moves. It does massive damage and of course is a hard knockdown.
Desperation Moves
Big Bang Tackle: qcf, qcf + B/D
- Brian does a super version of his Hyper Tackle with him skating to one side of the screen to the other. If blocked he will just go through them, but the opponent will need to block toward every opposing direction. If hit up close, the opponent will be juggled by the 3 rushes.
American Super NOVA: qcf, qcf + A/C
- An anti air throw. Brian reaches for the sky (A version not very far, C version, he touches the life bars) then grabs the opponent performing a super version of his Shoulder Back Breaker sequence.
Galaxy Cyclone: qcb, hcf + A/C
- Kind of a psycho crusher move that has really bad recovery if blocked (he doesn't end up on the other side of the opponent). If it hits, Brian will end up on the other side and the opponent will be hardknocked down, for a possible okizeme attempt. Has a single Projectile Collision property on it, thus he can nullify one hit of projectile.
Combos
cl.C(1), qcb.P, hcf.P, ddd.K, du.P : His strongest BnB. can try ddd.P instead of K for better oki follow up. or qcb.P, qcb.P, qcb.P for full hit cl.C. you can stop at first qcb.P for hard knockdown as well.
cl.C(1, 2 if really close), hcf.B, air d+C : another hard knockdown combo with higher damage. you can dp+D for higher damage but lose hard knockdown this case. even qcb,hcf.P works.
cr.Bxn, cr.A : reliable low confirm.
cr.Bx1~2, cr.A, qcfx2.K : low confirm into super. quite unstable depend on distance.
cr.Bx1~2, cr.A, qcb,hcf.P : another low confirm into super, also unstable with distance.
EX Meter
cr.Bx1~3, cr.A qcb,hcf.ABC : better stability.
cl.A or B, ABC, cl.C, hcf.B, air d+C or dp+D or qcb,hcf.P