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The King of Fighters '98 UMFE
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 cancellable jump CD - special cancellable
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 recoveryon whiff, characteristics don't change if both buttons are pressed
Mr.Big crouch A - cancellable into command moves crouch B - easier to connect to crouch A crouch C - cancellable into command moves f+A - cancellable 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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