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The King of Fighters '98 UMFE/King
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Introduction
Normal Moves
Standing
- st.A : standard standing jab with good range and priority. Great for stopping hops. Chainable. Not cancelable.
- st.B : upwards angled kick. Has low invulnerability when she's off the ground. Good for stopping hops and but is prone to trading as an anti air against jumps. Not Chainable. Not cancelable,
- st.C : King delivers a quick straight punch. Very fast and active poke at 4f that can catch hops and function as a anti air from further away. It also works well against grounded opponent in footsies, though it won't hit crouchers other than the large ones and is susceptible to getting hit by lows. Not cancelable.
- st.D : King delivers a high roundhouse kick. Another good poke, hits a bit lower than st.C. Works well for Anti airs at long range where you hit with the tip of her shoe. Not cancelable.
Close
- cl.A :
- cl.B :
- cl.C :
- cl.D :
Crouching
- cr.A :
- cr.B :
- cr.C :
- cr.D :
Jumping
- j.A :
- j.B :
- j.C :
- j.D :
Throws
Hold Rush: b/f + C
Hook Buster: b/f + D
Command Moves
Sliding Kick: df + B
Special Moves
Venom Strike: qcf + B/D
Double Venom Strike: qcf, qcf + B/D
Trap Shoot: dp + B/D
Tornado Kick: hcb + B/D
Surprise Rose: dp + A/C
Mirage Kick: hcb + A/C
Desperation Moves
Illusion Kick: qcf, hcb + B/D
Silent Slash: qcb, qcb + B/D