Difference between revisions of "The King of Fighters '98 UMFE/Brian Battler"

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== Introduction ==
== Introduction ==


S P I N  T O  W I N
SPIN TO WIN


Brian is an interesting character whose main strength is his unique air mobility. Brian's j.qcf+P move allows him to spin in the air and carry the momentum from whatever put him airborne with him. This means that he can choose a lot of different speeds and angles to traverse the air with to make anti airing him difficult for the opponent. The spin can be combo-ed into as well, and in many circumstances Brian can even combo out of it. On the ground, Brian is your classic big-bodied character, with access to some large pokes to control neutral, the fastest overhead in the game in his st.C, and a guard point attack that launches on hit. Brian is a character best played with the step dash as he can do his air spin move from it and gain extra mobility. Brian's weaknesses include a lack of a real invul reversal, few fast close-range options, and his big body making him more susceptible to getting hit.
Brian is an interesting character whose main strength is his unique air mobility. Brian's j.qcf+P move allows him to spin in the air and carry the momentum from whatever put him airborne with him. This means that he can choose a lot of different speeds and angles to traverse the air with, to make anti-airing him difficult for the opponent. The spin can be combo-ed into as well, and in many circumstances Brian can even combo out of it. On the ground, Brian is your classic big-bodied character, with access to some large pokes to control neutral, the fastest overhead in the game in his st.C, and a guard point attack that launches on hit. Brian is a character best played with the Extra mode dash, as he can do his j.qcf+P from it and gain extra mobility. Brian's weaknesses include a lack of a real invul reversal, few fast close-range options, and his big body making him more susceptible to getting hit.


== Changes from Previous Versions ==
== Changes from Previous Versions ==
Line 20: Line 20:


* st.A's hitbox has been lengthened
* st.A's hitbox has been lengthened
* st.C starts up 2 frames faster and has 10 less frames recovery; it is also now an overhead and is no longer cancelable
* st.C starts up 2 frames faster and has 10 less frames recovery; it is also now an overhead and is no longer cancelable
* j.A is now cancelable
* j.A is now cancelable
* j.d+C can no longer be done during a step dash
* j.d+C can no longer be done during a step dash


Line 27: Line 30:


* hcf+K has 4 frames less startup, 3 more active frames, and 5 frames less recovery
* hcf+K has 4 frames less startup, 3 more active frames, and 5 frames less recovery
* hcf+K now causes a juggle state on hit
* hcf+K now causes a juggle state on hit


Line 32: Line 36:


* qcfx2+P now has increased invincibility
* qcfx2+P now has increased invincibility
* qcb,hcf+P now travels faster and destroys projectiles
* qcb,hcf+P now travels faster and destroys projectiles


Line 39: Line 44:


* cl.C no longer whiffs on short crouchers
* cl.C no longer whiffs on short crouchers
* j.C is now special cancelable
* j.C is now special cancelable


Line 48: Line 54:


'''Close'''
'''Close'''
* cl.A : quite useless button. slow for a panic button and whiffs on croucher. would use cl.C instead.
 
* cl.B : Brian's fastest button, 4f. but is even on hit and negative on block, cant cancel into other buttons as well. another not preferred button.
* cl.A: Quite useless button. Slow for a panic button and whiffs on crouching opponents. Use cl.C instead. Chainable and cancelable.
* cl.C : the main button you would use in close range. 5f start up, hit croucher, 2 hits and cancelable on both hit with wide input window.
 
* cl.D : worse cl.C, has more range than cl.C, but it being CLOSE button really loses value.
* cl.B: Brian's fastest button, at 4f, but is even on hit and negative on block, and cannot chain into anything for a confirm. Another not-preferred button. Cancelable.
 
* cl.C: The main button you would use in close range. 5f start up, hits crouching opponents, 2 hits, and cancelable on both hits with a wide input window.
 
* cl.D: Worse cl.C. Has more range than cl.C, but it being CLOSE button, that doesn't mean much. Cancelable.


'''Standing'''
'''Standing'''
* st.A : a pretty far reaching keep away push. decent anti hop, anti air. whiffs on croucher.
 
* st.B : a little slower and shorter version of st.A. can hit croucher.
* st.A: A pretty far-reaching keepaway button. Decent anti-hop anti-air. Whiffs on crouching opponents.
* st.C : an overhead. has 15f start up, but considering its usage it is pretty decent.
 
* st.D : a 8f start up anti air. has big recovery.
* st.B: A little slower and shorter version of st.A. Can hit crouching opponents.
 
* st.C: The fastest overhead in the game, at 15f of start up. Solid neutral tool.
 
* st.D: 8f start up anti-air. Has big recovery.


'''Crouch'''
'''Crouch'''
* cr.A : one of his better buttons.
 
* cr.B : with the cr.A
* cr.A: One of his better buttons. Cancelable.
* cr.C : simply saying, it is budget Daimon's df+C. works as some kind of anti air and ground poke.
 
* cr.D : very long reaching low. his other better button. can cancel on hit and whiff.
* cr.B: Slow but long-range low starter. Chainable and cancelable.
 
* cr.C: Simply put, this is budget Daimon df+C. Works as some kind of anti air and ground poke.
 
* cr.D: Very long-reaching low. Another of his better buttons. Cancelable on hit, block, and whiff.


'''Jump'''
'''Jump'''
*j. A:  
 
*j. B:  
* j.A:  
*j. C:  
 
*j. D:  
* j.B:  
 
* j.C:  
 
* j.D:  


'''Blowback'''
'''Blowback'''
*st. CD: not so great. can whiff cancel.
 
*j. CD:
* st.CD: Not so great. Cancelable on hit, block, and whiff.
 
* j.CD:  


== Throws ==
== Throws ==


'''Atomic Drop:''' b/f + C
'''Atomic Drop:''' <code>b/f+C</code>
 
* Regular throw, techable.


'''Rock Buster:''' b/f + D
'''Rock Buster:''' <code>b/f+D</code>


* Regular throw, techable.


== Command Moves ==
== Command Moves ==


Buster Tomahawk: (in the air) down + C
'''Buster Tomahawk:''' <code>d+C (in air)</code>


== Special Moves ==


== Special Moves ==
'''Brian Tornado:''' <code>hcf+A/C</code>
 
* Brian spins horizontally towards the opponent hitting them 3 times for A version, and 5 times for the C version.
 
* Both versions only combo after heavy attacks, and they have poor recovery on block.
 
* On hit, both versions causes a soft knockdown.
 
'''Hyper Tackle:''' <code>hcf+B/D</code>
 
* A shoulder tackle that has a brief amount of start-up, which knocks the enemy upwards in a juggle state.
 
* The B version is safe on block, while the D version has slow recovery. The D version also moves further.
 
* Both versions deal the same amount of damage.


'''Brian Tornado:''' hcf + A/C
* Both versions have some guard point, but the D version has more.


* Brian spins horizontally towards the opponent hitting them 3 times for A version, and 5 times for the C version. Both versions only combo after heavy attacks, and they have poor recovery on block. On hit, both versions causes a soft knockdown.
* The B version launches the opponent higher, allowing for easier combos after.


'''Screw Body Press:''' <code>qcf+A/C (in air)</code>


'''Hyper Tackle:''' hcf + B/D
* The core of Brian's neutral. Brian spins in the air as if he's skydiving, hitting multiple times and staying active until he lands.


* A shoulder tackle that has a brief amount of start-up, which knocks the enemy upwards in a juggle state. The B version is safe on block, while the D version has slow recovery. Both versions seem to deal the same amount of health.
* This move follows the velocity, both horizontal and vertical, you had upon use. It also reduces the effect of gravity on Brian, allowing him to keep that velocity for longer. Therefore, each direction and type of jump, as well as forward and backward dashes, give him different paths, and the point in the jump/dash where he activates it also changes its trajectory.


* You can also tiger-knee the motion, shooting Brian into the sky very fast to the point of being offscreen for a couple seconds.


'''Screw Body Press:'''(in the air) qcf + A/C
* The C version hits for a longer duration than the A version.


* Brian spins in the air as if hes skydiving. He follows the momentum, both horizontal and vertical, you had upon use. If you did a neutral jump, he will spin neutral, jump backward he would spin away from the enemy, etc. vice versa. The C version hits for a longer duration than the A version. It is also possible to cross the opponent up while they standing. Has bad hurtbox against vertical attacks coming beneath him. So don't use it from a high jump.
* Can cross the opponent up while they standing.


* Has bad priority below it, making it easily anti-aired. So don't use it from a high jump.


'''Rocket Tackle:''' dp + B/D
'''Rocket Tackle:''' dp + B/D

Revision as of 06:45, 14 October 2021

Kyo98umfebrian.jpg

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Introduction

SPIN TO WIN

Brian is an interesting character whose main strength is his unique air mobility. Brian's j.qcf+P move allows him to spin in the air and carry the momentum from whatever put him airborne with him. This means that he can choose a lot of different speeds and angles to traverse the air with, to make anti-airing him difficult for the opponent. The spin can be combo-ed into as well, and in many circumstances Brian can even combo out of it. On the ground, Brian is your classic big-bodied character, with access to some large pokes to control neutral, the fastest overhead in the game in his st.C, and a guard point attack that launches on hit. Brian is a character best played with the Extra mode dash, as he can do his j.qcf+P from it and gain extra mobility. Brian's weaknesses include a lack of a real invul reversal, few fast close-range options, and his big body making him more susceptible to getting hit.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.A's hitbox has been lengthened
  • st.C starts up 2 frames faster and has 10 less frames recovery; it is also now an overhead and is no longer cancelable
  • j.A is now cancelable
  • j.d+C can no longer be done during a step dash

Specials:

  • hcf+K has 4 frames less startup, 3 more active frames, and 5 frames less recovery
  • hcf+K now causes a juggle state on hit

Supers:

  • qcfx2+P now has increased invincibility
  • qcb,hcf+P now travels faster and destroys projectiles

98UM to 98UMFE

Normals:

  • cl.C no longer whiffs on short crouchers
  • j.C is now special cancelable

Supers:

  • qcfx2+B now has faster startup

Normal Moves

Close

  • cl.A: Quite useless button. Slow for a panic button and whiffs on crouching opponents. Use cl.C instead. Chainable and cancelable.
  • cl.B: Brian's fastest button, at 4f, but is even on hit and negative on block, and cannot chain into anything for a confirm. Another not-preferred button. Cancelable.
  • cl.C: The main button you would use in close range. 5f start up, hits crouching opponents, 2 hits, and cancelable on both hits with a wide input window.
  • cl.D: Worse cl.C. Has more range than cl.C, but it being CLOSE button, that doesn't mean much. Cancelable.

Standing

  • st.A: A pretty far-reaching keepaway button. Decent anti-hop anti-air. Whiffs on crouching opponents.
  • st.B: A little slower and shorter version of st.A. Can hit crouching opponents.
  • st.C: The fastest overhead in the game, at 15f of start up. Solid neutral tool.
  • st.D: 8f start up anti-air. Has big recovery.

Crouch

  • cr.A: One of his better buttons. Cancelable.
  • cr.B: Slow but long-range low starter. Chainable and cancelable.
  • cr.C: Simply put, this is budget Daimon df+C. Works as some kind of anti air and ground poke.
  • cr.D: Very long-reaching low. Another of his better buttons. Cancelable on hit, block, and whiff.

Jump

  • j.A:
  • j.B:
  • j.C:
  • j.D:

Blowback

  • st.CD: Not so great. Cancelable on hit, block, and whiff.
  • j.CD:

Throws

Atomic Drop: b/f+C

  • Regular throw, techable.

Rock Buster: b/f+D

  • Regular throw, techable.

Command Moves

Buster Tomahawk: d+C (in air)

Special Moves

Brian Tornado: hcf+A/C

  • Brian spins horizontally towards the opponent hitting them 3 times for A version, and 5 times for the C version.
  • Both versions only combo after heavy attacks, and they have poor recovery on block.
  • On hit, both versions causes a soft knockdown.

Hyper Tackle: hcf+B/D

  • A shoulder tackle that has a brief amount of start-up, which knocks the enemy upwards in a juggle state.
  • The B version is safe on block, while the D version has slow recovery. The D version also moves further.
  • Both versions deal the same amount of damage.
  • Both versions have some guard point, but the D version has more.
  • The B version launches the opponent higher, allowing for easier combos after.

Screw Body Press: qcf+A/C (in air)

  • The core of Brian's neutral. Brian spins in the air as if he's skydiving, hitting multiple times and staying active until he lands.
  • This move follows the velocity, both horizontal and vertical, you had upon use. It also reduces the effect of gravity on Brian, allowing him to keep that velocity for longer. Therefore, each direction and type of jump, as well as forward and backward dashes, give him different paths, and the point in the jump/dash where he activates it also changes its trajectory.
  • You can also tiger-knee the motion, shooting Brian into the sky very fast to the point of being offscreen for a couple seconds.
  • The C version hits for a longer duration than the A version.
  • Can cross the opponent up while they standing.
  • Has bad priority below it, making it easily anti-aired. So don't use it from a high jump.

Rocket Tackle: dp + B/D

  • A tight angled diagonal shoulder tackle dragon punch style. The B version doesn't have any invincibility at the start up but the C version seems to have an autoguard frame at the start up. The A version only hits standing opponents, whiffs on crouchers, while the C version whiffs on both. Point blank if someone is walking towards you the C version will hit. Both versions are comboable from light and heavy attacks.


Brian Hammer: qcb+A/C

  • Brian swings his arms like hammer. Causes hard knockdown on hit and safe on block. Stopping it just here can be a correct choice since the follow ups may whiff on certain distance.


Brian Hammer: qcb + A/C, Double Hummer: qcb + A/C, DDT: qcb + A

  • Brian does another swing then perform a DDT. Second swing doesnt have any knockdown and very negative on both hit and block, don't stop at here no matter what. DDT is a hard knockdown. this follow up reaches furthest among all possible ones, still might whiff on distance.


Tiger Driver: (during Brian Hummer) hcf + A/C, Samurai Bomb: down, down + A/C

  • Double Pile Driver. Another hard knockdown. This puts Brian into massive frame advantage, allows him some oki games.


Shoulder Back Breaker: (during Tiger Driver) down, down, down + B/D, Buster & Bomb: down, up + A/C

  • Brian shows off a series of wrestling moves. It does massive damage and of course is a hard knockdown.

Desperation Moves

Big Bang Tackle: qcf, qcf + B/D

  • Brian does a super version of his Hyper Tackle with him skating to one side of the screen to the other. If blocked he will just go through them, but the opponent will need to block toward every opposing direction. If hit up close, the opponent will be juggled by the 3 rushes.


American Super NOVA: qcf, qcf + A/C

  • An anti air throw. Brian reaches for the sky (A version not very far, C version, he touches the life bars) then grabs the opponent performing a super version of his Shoulder Back Breaker sequence.


Galaxy Cyclone: qcb, hcf + A/C

  • Kind of a psycho crusher move that has really bad recovery if blocked (he doesn't end up on the other side of the opponent). If it hits, Brian will end up on the other side and the opponent will be hardknocked down, for a possible okizeme attempt. Has a single Projectile Collision property on it, thus he can nullify one hit of projectile.

Combos

cl.C(1), qcb.P, hcf.P, ddd.K, du.P : His strongest BnB. can try ddd.P instead of K for better oki follow up. or qcb.P, qcb.P, qcb.P for full hit cl.C. you can stop at first qcb.P for hard knockdown as well.

cl.C(1, 2 if really close), hcf.B, air d+C : another hard knockdown combo with higher damage. you can dp+D for higher damage but lose hard knockdown this case. even qcb,hcf.P works.

cr.Bxn, cr.A : reliable low confirm.

cr.Bx1~2, cr.A, qcfx2.K : low confirm into super. quite unstable depend on distance.

cr.Bx1~2, cr.A, qcb,hcf.P : another low confirm into super, also unstable with distance.

EX Meter

cr.Bx1~3, cr.A qcb,hcf.ABC : better stability.

cl.A or B, ABC, cl.C, hcf.B, air d+C or dp+D or qcb,hcf.P

Strategy & Tips

Videos

King of Fighters 98 UM FE: Brian Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro