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The King of Fighters '98 UMFE/Vice/Combos: Difference between revisions

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Surabu! (talk | contribs)
Created page with "{{CharNavbox_98FE}} == Combos == '''General Notes:''' * In any metered combo, you can replace 6321463214K with 6321463214BD for more damage if you have the resources. ===Meterless=== ''Low'' : <code>2B, 2B/2A, (2B/2A), 214A > 236P</code> : <code>2B, cl.B, 632146P</code> ''Mid/Jump-In'' : <code>(j.X), cl.D, 632146P</code> : <code>cl.D, 6A, 41236K</code> : Standing combo into hcf+K, switches sides. : <code>cl.D, 6A, 214C > 236P</code> ===With Meter=== ''Low''..."
 
Surabu! (talk | contribs)
fixed some missing content and a missing code block ender in the infinite section
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In notation, the infinite looks like this:
In notation, the infinite looks like this:


<code>(starter), 214A, ABC, j.214B, [214B (1) ABCD x3/4, 214B (3/4) ABCD], 214A > 236P
<code>(starter), 214A, ABC, j.214B, [214B (1) ABCD x3/4, 214B (3/4) ABCD]xN, 214A > 236P</code>
 
This combo requires a significant amount of practice, and it will likely take a long time before you even land your first infinite in training mode.


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

Revision as of 22:49, 6 June 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Combos

General Notes:

  • In any metered combo, you can replace 6321463214K with 6321463214BD for more damage if you have the resources.

Meterless

Low

2B, 2B/2A, (2B/2A), 214A > 236P
2B, cl.B, 632146P

Mid/Jump-In

(j.X), cl.D, 632146P
cl.D, 6A, 41236K
Standing combo into hcf+K, switches sides.
cl.D, 6A, 214C > 236P

With Meter

Low

2B, cl.B, 6321463214K
You can do this as 2B, 632146B, 63214K for an easier cancel.

Mid/Jump-In

(j.X), cl.D, 6321463214K

Quick Dodge

6A, AB, A/B/C/D, 41236B
6A, AB, A/B/C/D, 214C > 236P
Quick dodge combos from overhead.

With Quick MAX

Low

2B, 2A, ABC, cl.D, 6321463214K
For cl.D to connect, you need to do a microwalk after the Quick MAX activation. Easy to hit-confirm thanks to cl.D being two hits.

Quick Dodge

2B, 2A, ABC, cl.D(1), AB, A/B/C/D, 6321463214K
  • Similar to previous combo, you need a microwalk after quick max. Does more damage
  • To make the dodge attack -> super cancel easier, after AB you can do 63214A/B/C/D for the dodge attack then do 63214K to cancel into the super.

Vice's Infinite

One of Vice's main appeals in '98 UMFE is her infinite combo, involving 3 of her special moves: Mayhem (214P), Ravenous (j.214K) and Outrage (214K). Using Quick MAX and these three moves, Vice can infinitely juggle the opponent until they are dead. This is possibly the most difficult combo in the game, requiring you to use some extremely tricky techniques to stabilise it. As a reward for this execution, you get access to a touch of death combo when near the corner.

The infinite begins by hitconfirming Mayhem (214P), preferably the A version, and performing a Quick MAX on the hit. Don't cancel into Misanthrope. After this, you need to perform a pseudo tiger knee using B Ravenous (j.214B), allowing Vice to perform a forward jump while doing the special. This is particularly difficult because Ravenous uses a 214 input, thus resulting in a traditional tiger knee being impossible. The input to get this is quite tricky to do, but can be summarised using notation - 214~95B. There is actually multiple inputs to get this result, however, 214~95B seems to be the most consistent. Be wary that you should probably start buffering around halfway through Mayhem's recovery so that you don't mess up.

The two main failures that come from this part are timing - either you get Outrage, which means you pressed B too early, or you get j.B, which means you pressed the button too late. Once you get consistent at the timing for a successful TK Ravenous, confirming the infinite from Quick MAX Mayhem should be a lot easier.

Once you have performed a successful TK Ravenous, the juggle is set up. Upon landing, as early as possible perform B Outrage. The first hit should make contact with the opponent, but also, this first hit needs to be cancelled by pressing ABCD. This is the 2nd difficult part. Once this is done, the infinite should be significantly easier than how it started.

Now that the infinite has been set up, you need to loop single hits of Outrage using the cancel on ABCD. After three or four single hits, you need to perform an Outrage that cancels after a few hits, preferably three, to get the opponent higher. This becomes a repetition - loop a single hit three or four times, then do three or four hits on the next Outrage. Simply continue this until your opponent is dead.

As a stable way to kill the opponent, once their health is low enough, you can also end by performing a multi-hit Outrage as you would to end a normal repetition, but instead of doing another rep of Outrages, you can end with an A Mayhem. Make sure you buffer Misanthrope to ensure that the combo will kill.

In notation, the infinite looks like this:

(starter), 214A, ABC, j.214B, [214B (1) ABCD x3/4, 214B (3/4) ABCD]xN, 214A > 236P

This combo requires a significant amount of practice, and it will likely take a long time before you even land your first infinite in training mode.

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