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The King of Fighters '98 UMFE/Wolfgang Krauser
Introduction
Krauser is a character with an unusual moveset, combining a big-bodied character's huge normals and specials for midrange control, a grappler's command grabs and strong up-close buttons, and a zoner's multiple projectiles and long-range options. His anti-air capability is also very strong, allowing him to control his opponent's air movement from a variety of ranges and angles, and his offensive pressure is also good, with a special-cancelable special and a strong overhead special. Krauser is comfortable at every range, with tools for every situation and a variety of DMs that allow him to get a lot of damage in those situations as well. Krauser's weaknesses are that his big size leaves him more vulnerable to mixups and pressure, and that he needs meter for a proper reversal.
Changes from Previous Versions
98UM to 98UMFE
Normals:
- cl.C now does less damage
- st.C now does less damage
- st.D now does less damage
- st.CD now does less damage and has a smaller hitbox
Specials:
- rdp+K now does less damage, the D version no longer has invincibility, and it now has more recovery
- qcf+K now does less damage
- qcf+P/K now do less damage, and the C/D versions now have faster startup but more recovery
- f,hcf+P now does less damage
Supers:
- qcf,hcb+P now has more recovery on whiff, and its characteristics don't change if both buttons are pressed
Normal Moves
Close
- cl.A: Good for stopping hops when you're too close for st.A/B. Good light combo filler. Chainable and cancelable.
- cl.B: Standing low. Cancelable.
- cl.C: Hits higher up than cl.D, but is otherwise outclassed by cl.D. Good anti-air. Whiffs on short crouchers. Cancelable.
- cl.D: His best heavy button for combos. Has a nice amount of active frames, so it can be a good meaty. Cancelable.
Standing
- st.A: Good anti-hop button. Whiffs on short crouchers. Cancelable.
- st.B: Good anti-hop button and fast midrange poke. Whiffs on short crouchers.
- st.C: Pretty nice higher-hitting poke, as it's safe on block. Good anti-air because of how high it hits and its fast startup. Whiffs on short crouchers.
- st.D: His best long-range poke, as it will hit the shorter crouchers. Has good priority.
Crouching
- cr.A: Good for blockstrings and light combos. Chainable and cancelable.
- cr.B: A standard cr.B. Good for blockstrings and low combos. Chainable.
- cr.C: A nice midrange poke with a good hitbox. Very active. Cancelable.
- cr.D: A sweep with decent range and a lot of active frames. Cancelable.
Jumping
- j.A: Good jump-in normal. Also his fastest jumping normal by far, so it's the best air-to-air normal when you need the speed.
- j.B: Good jump-in normal with more downwards priority than j.A.\
- j.C: Great crossup normal.
- j.D: His highest-damaging normal jump-in.
CD Normals
- st.CD: Has faster-than-average st.CD startup and a great high-hitting hitbox for anti-airing. Also has good amount of active frames. Cancelable on hit, block, and whiff.
- j.CD: Fairly fast startup for a j.CD, and a decent hitbox for air-to-airing. Also good for blockstun pressure.
Throws
Cliff-Hanger Drop: b/f+C (close)
- Regular throw, techable. Krauser picks up the opponent and knees their back, sending them about fullscreen away. Causes a soft knockdown.
Kaiser Driver '91: b/f+D
- Regular throw, techable. Krauser picks up the opponent, turns around, and then knees their back, sending them about halfscreen away. Causes a hard knockdown and switches sides.
Special Moves
Lift Up Blow: hcb,f+B/D (close)
- Krauser throws the opponent up into the air and then punches them. 1-frame command grab.
- Good for close-range punishes, mixups, and combo-ending.
- Causes a hard knockdown.
Kaiser Suplex: hcb,f+A/C (close)
- A command grab with some invincible startup.
- Good for mixups and for beating out people trying to mash out at close range.
- You can make qcb+P and qcb+K unblockable by whiffing this move while they are onscreen, due to the unblockable projectile bug.
Phoenix Throw: qcf+A/C
- Counter move.
Blitz Ball-Upper: qcb+A/C
- Krauser throws a high-flying airborne projectile.
- Can't be hopped over, unlike qcb+K, but can still be jumped over.
- Good for mixing up with qcb+K, to keep the opponent guessing which one will be thrown and how to respond.
- Will whiff on short crouchers.
Blitz Ball-Lower: qcb+B/D
- Krauser throws a fireball that flies low to the ground. Basically a ground-traveling projectile.
- Not as good for zoning as qcb+P, as opponents can simply hop over it.
- Good against the characters that can crouch under qcb+P.
- Good for unblockable setups after some of his moves.
- Can't be low-profiled.
- Will hit all crouchers.
Leg Tomahawk: qcf+B/D
- Krauser does a jumping kick that arches downwards and knocks down on hit.
- B version goes a shorter distance than the D version.
- Hits overhead, making it pretty good for mixups.
- Can be used as a good preemptive anti-air, as it takes up a huge amount of space both above and in front of Krauser in the air.
- It has a lot of priority.
- Good move to use during blockstrings to see if the opponent is ready to block it standing.
- Will whiff on most crouchers up close; midscreen the move might even go over the opponent, making Krauser land on the other side.
- B version is only -3 on block and D version is -4, making it very safe to use.
- Will not combo from anything.
Kaiser Kick: dp+B/D
- Krauser does a long-reaching dropkick.
- B version goes about midscreen and D version goes fullscreen.
- Can be used as an anti-air against full jumps.
- Both versions are very punishable on block.
- B version can't be combo-ed into. D version will combo from heavies but will whiff against short crouchers.
Kaiser Duel Sobat: rdp+B/D
- Krauser does two kicks in a row.
- B version has Krauser doing them where he stands, while the D version has him hop forwards and then do the kicks.
- B version will combo from lights and the D version will combo from heavies.
- The move can be cancelled into qcb+P, qcb+K, and qcf+K on hit or block. This makes the move good for both pressure and combos.
Desperation Moves
Kaiser Wave: f,hcf+A/C (can be held)
- Krauser unleashes a giant projectile.
- Can be charged to increase the power of the wave.
- Will blow right through normal projectiles.
- A version moves pretty slow, while the C version moves really fast.
- The C version is a good move to win fireball wars or to punish things at long range.
- The MAX version goes the same speed as the C version, and does more damage, but will still only trade with super projectiles, not destroy them.
Gigantic Cyclone: hcbx3+A/C (close)
- Krauser grabs the opponent and spins fast, creating a cyclone while hitting them.
- A 1-frame command grab DM.
- Can combo from lights or heavies, but the hcbx3 input makes it hard to do.
- Good for mixups or close-range punishes.
- MAX version does more damage.
Unlimited Desire: qcf,hcb+A/C
- A ranbu-type super with invincibility on startup and some of the active frames, making it a true reversal.
- Good for reversals and anti-airs.
- Punishable on block.
- Can juggle into cl.D in the corner.
- MAX version has more invincibility and deals more damage, but cannot be juggled out of in the corner.
Combos
General Notes:
Meterless
Low
cr.B, cr.A, rdp+B, qcb+P/qcb+K/qcf+K
- Although it won't combo, you can do a follow-up special directly after rdp+B hits to add some extra pressure with qcb+P/K or get a meaty overhead hit with qcf+K if they aren't ready to block it.
cr.Bx1~2, cr.A, dp+D
- More damaging low combo, you can use an extra cr.B and still connect dp+D.
cr.B, cr.A, hcb,f+K
:- Same damage as previous combo, but ends in hard knockdown.
Anywhere
cr.C, rdp+D, qcb+P/qcb+K
:- Safe on block, so no need to hit confirm. Although It won't combo, you can do a follow-up special directly after rdp+D hits to add some extra pressure with qcb+P/K.
(j.X), cl.D, rdp+D, qcb+P/qcb+K
:- Standard jump-in combo. Safe on block, so no need to hit confirm. Although It won't combo, you can do a follow-up special directly after rdp+D hits to add some extra pressure with qcb+P/K.
(j.X), cl.D, dp+D
:- Slightly more damaging than the previous combo, however dp+D is very unsafe on block so you need to hit confirm it.
Corner
qcf+K, cl.D
:
With Meter
- In any 1 stock combo, you can replace qcf,hcb+P with qcf,hcb+AC, hcbx3+P with hcbx3+AC, or f,hcf+P with f,hcf+AC for more damage if you have 3 stocks in Advanced Mode or are at low health and in max mode in Extra Mode
Low
cr.B, cr.A, hcbx3+P
:- Very difficult combo, try to buffer the half circles while you're doing the crouching lights.
- If you're using Extra gauge, the quick max low combo is an easier alternative if you want to combo into a super from a low.
Anywhere
(j.X), cl.D/cr.C, qcf,hcb+P
:
Corner
(j.X), cl.D/cr.C, qcf,hcb+P, cl.D
:
With Quick Max
Low
cr.B, cr.Ax1~2, ABC, cr.C, f,hcf+P
:
Anywhere
qcf+K, ABC, dp+D
:
qcf+K, ABC, f,hcf+P
:
(j.X), cl.D, ABC, cr.C, f,hcf+C
:- You can add a jump-in but it must be a cross-up, j.C recommended.
Corner
qcf+K, ABC, qcf,hcb+P, cl.D
: