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The King of Fighters '98 UMFE/Mr. Big
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Normal Moves
Close
- cl. A: close poke, works as an anti hop button since it hits about the same area as st.A whiffs on regular crouchers.
- cl. B: short reach so while you can technically chain into it, it will just whiff. Cancelable.
- cl. C: your main heavy combo button. Fast and has a high hitbox so it can catch jumpers. Cancelable.
- cl. D: starts up slower than cl.C but has longer reach making it useful in a few very specific combos. Cancelable.
Stand
- st. A: a decent anti hop button due to it's range and height. whiffs on regular crouchers.
- st. B: hits high up with great priority making it good at stopping hops or to use as a high hitting poke.
- st. C: a big two hitting move with a lot of reach. The first hit will hit regular crouchers but the second hit only hits tall crouchers. First hit is cancelable on contact or whiff. Generally you always want to cancel this into something.
- st. D: a big kick upwards. Can be used as an okay preemptive anti air.
Crouch
- cr. A: a good poke with a lot of reach to control the ground with. Cancelable.
- cr. B: standard low starter. Cancelable. Chainable.
- cr. C: mid range poke that hits low. Cancelable on contact or whiff.
- cr. D: fairly long range sweep. hits low.
Jump
- j. A: a downwards poke. Decent jumpin when you want something more reliable than j.C.
- neutral j.A: long range air to air.
- j. B: great air to air normal since it comes out fast, reaches high up and has good priority.
- j. C: a two hitting air normal making it great for pressure and mixups. Due to the two hitting nature it has it can make confirming off of it harder since sometimes the first hit will whiff.
- j. D: a big downwards kick. Starts up slow and has low active frames so not a great move.
Blowback
- st. CD: fairly slow startup but still a good midrange poke since it has nice range, superb priority and can be whiff cancelled.
- j. CD: great jumpin for pressure since it comes out fairly fast for a j.CD and has a great downwards hitbox.
Throws
Million Dollar Buster: b/f + C
- regular throw, techable. Mr. Big picks up the opponent and slams them down in front of him sending them full screen with a back turned hard knockdown.
Highlift Throw: b/f + D
- regular throw, techable. Mr. Big picks up the opponent and flings them full screen behind him with a soft knockdown.
Command Moves
Prick Stick: f + A
- an overhead
- When cancelled into it loses it's overhead property but becomes cancelable making it a staple in his heavy combos.
- can be comboed from by quick max cancelling it and linking a cr.A.
Special Moves
Drum Shot: (close) hcb, f + A/C
- causes a hard knockdown, and can be comboed into from a close normal attack
Ground Blaster: qcf + A/C
- Kinda looks like Terry's Power Wave. The A version can be comboed from a close C or D.
Cross Diving: hcb + A/C
- Does a horizontal spin hitting the enemy once then knocking them down
- A version goes half screen while C version goes full screen. A version combos from hard attacks and pushes back if you hit your opponent at a distance, but may be punished by some characters supers who have fast start up.
Spinning Lancer: hcb + B/D
- A spinning attack that reflects only airborne fireballs
- The A version does 2 to 3 hits, while the C version does 11 hits only on tall characters
Crazy Drum: press A or C repeatedly
- Slides forward slowly wacking away with his sticks
- The hits do not combo
- A version goes for a much shorter distance than the C version
- Is in a counter hit state while activated
California Romance: dp + A/C
- The A version does 3 hits up close, while the C version does 4
- Doesn't have invincibility at the start up
Desperation Moves
Blaster Wave: qcf, qcf + A/C
- A very quick start up electrical blast that looks similar to Benimaru's qcf, qcf + P. The max version does 10 hits, while the normal version does 4 hits.
Rising Spear: (close) hcb, hcb + A/C
- a throw super that does 15 hits on normal and does 20 in max.