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The King of Fighters '98 UMFE/Changelist
This page documents changes characters underwent from the vanilla version of KOF '98 to '98 Ultimate Match, and from '98 Ultimate Match to '98 Ultimate Match Final Edition. Changes can also be found on each character's overview page.
Sources:
- http://www.neogaf.com/forum/showpost.php?p=141424057&postcount=202
- https://forums.shoryuken.com/t/kof-98um-final-edition/115221/128
- Franck Frost
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
Wakeup Speed
After a knockdown, characters have variable wake up timings. The differences are listed here:
- (-F) Faster wakeup
- (-10F) - Yuri, Geese
- (-7F) - Yamazaki
- (-6F) - Joe, Robert
- (-5F) - Ryo, Ralf, Clark, Athena, Mai, Kim, Mary, Mature, Rugal, Krauser
- (-3F) - Takuma
- (-2F) - Yashiro
- (-1F) - Daimon, Terry, Kensou, Saisyu, Brian
- (0F) - Kyo, Benimaru, King, Choi, Vice, Eiji, Kasumi, Shingo, Orochi, Goenitz, Mr. Big
- (1F) - Leona
- (+2F) - Iori
- (+3F) - Chin, Chizuru, Chris, Heidern
- (+4F) - Andy, Heavy D!
- (+5F) - Chang, Shermie, Billy, Lucky
- (+F) Slower wakeup
Kyo Kusanagi
'98 to Ultimate Match, Both Versions
Normal Moves:
- Nerf - Activation range of cl.C reduced
- Nerf - Hurtbox of f.A increased in size
- Buff - Startup of f.D reduced from 14 to 10
- Rework - First hitbox of 2C shortened, second hitbox lengthened
- Nerf - Hurtbox of 2D increased in size
- Nerf - Hurtbox of j.D increased in size
- Nerf - j.2C can no longer be performed during Extra mode's step dash
Special Moves:
Ultimate Match to Final Edition, Both Versions
Normal Moves:
- Buff - Recovery of cl.A reduced by 2
- Buff - Recovery of 2A reduced by 1
'98 to Ultimate Match, '98 Version
Desperation Moves:
Ultimate Match to Final Edition, '98 Version
Special Moves:
- Buff - Damage of 114 Shiki Aragami ( + ) increased from 10 to 13, autoguard duration lengthened to 1-4f Upper
'98 to Ultimate Match, EX Version
Special Moves:
- Buff - Startup of the heavy version of 101 Shiki Oboro Guruma ( + ) reduced by 1, recovery reduced by 3
- Miscellaneous - EX Kyo now uses voicelines from The King of Fighters '95
Ultimate Match to Final Edition, EX Version
Special Moves:
Benimaru Nikaido
'98 to Ultimate Match
Normal Moves:
- Nerf - Damage of f.B reduced from 8 to 4
- Nerf - Hurtbox of f.B increased in size
- Rework - Hitbox of j.A moved upwards - better air-to-air but can no longer crossup
Special Moves:
Desperation Moves:
Ultimate Match to Final Edition
Normal Moves:
- Buff - Damage of f.B increased from 4 to 7
Special Moves:
- Rework - The heavy version of Raijinken ( + ) now does less damage and only hits once, but launches opponents on hit.
Desperation Moves:
Goro Daimon
'98 to Ultimate Match
Normal Moves:
- Nerf - Recovery of Guard Cancel Blowback increased
- Nerf - Hurtbox added to f.B covering the hitbox
- Nerf - Hurtbox of f.C increased in size
- Nerf - Hurtbox of f.D increased in size
- Nerf - Hurtbox added to j.D covering the hitbox
Special Moves:
Desperation Moves:
Ultimate Match to Final Edition
Normal Moves:
Special Moves:
Desperation Moves:
- Buff - Arashi no Yama: Nekko Nuki ( + / )'s superflash now only occurs upon successful counter, whiff recovery increased, damage decreased
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 cancel-able
- jump CD - special cancel-able
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 by 4 frames, 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 QCF HCB+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
Blue 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
Saisyu Kusanagi
'98 to Ultimate Match
Normal Moves:
- Nerf - Activation range of cl.C reduced
- Buff - Active frames of f.B increased from 3 to 6
Special Moves:
- Buff - Recovery of both versions of 108 Shiki Yami Barai ( + /) reduced by 3 frames (from 38 to 35 for + and from 40 to 37 for + )
- Buff - Singular juggle hit property added to the light version of 720 Shiki Homuragasane 2 ( + > + )
Desperation Moves:
- Buff - Startup for the light and MAX versions of 1207 Shiki Tsumugari ( + / + ) decreased ('98 UM value currently unknown)
Ultimate Match to Final Edition
Special Moves:
- Buff - Recovery of both versions of 427 Shiki Kamukakari ( + / decreased (to 23f for + and to 17f for + )
Desperation Moves:
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 recovery on whiff, characteristics don't change if both buttons are pressed
Mr.Big
- crouch A - cancel-able into command moves
- crouch B - easier to connect to crouch A
- crouch C - cancel-able into command moves
- f+A - cancel-able 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