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The King of Fighters '98 UMFE/Mr. Big

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Movelist

Notation

- Light Punch

- Light Kick

- Heavy Punch

- Heavy Kick

Throws

Million Dollar Buster - (close) / +

High Lift Throw - (close) / +

Command Normals

Prick Stick - +

Special Moves

Ground Blaster - + /

California Romance - + /

Spinning Lancer - + /

Cross Diving - + /

Drum Shot - + /

Crazy Drum - Mash /

Desperation Moves

Rising Spear - + /

Blaster Wave - + /

Introduction

Mr. Big is a neutral-focused poking character with strong pressure and mixups thanks to his varying options and long range normals. He commands neutral with long range pokes such as f.A and f.D, stuffing out approaches and building a wall to unleash his offence, with the added bonus of a projectile reflector in Spinning Lancer (63214K) to blow up attempts to zone him out. Once he has successfully got in on the opponent, he has varying options to mixup and keep the opponent guessing, such as a command grab with a super variant, a strong overhead and very long range on his low confirms. Alongside this, his pressure is also very strong, as he can use his long range normals to swat the opponent as they try and escape. While his defence is inconsistent, with his DP California Romance (623P) having slight consistency issues and his reversal super being a command grab, Mr. Big is excellent at controlling space and racking up damage, keeping the opponent pinned down until their health whittles down or cashing out on meter to score "Big" damage with a DM.}}

Gameplay Overview

Mr. Big is a versatile all-rounder focused around his long range normals, allowing him to keep his opponent at bay while retaining strong mixup tools for when he gets close.
Pros Cons
  • Big Normals: It's in the name - Mr. Big's normals have incredible range, while also being quite fast, allowing him to not only zone, but also maintain a strong pressure game and some of the longest range light confirms in the whole game.
  • Big Mixups: With the advantage in play, Mr. Big has access to multiple mixup options, including a good overhead and two variants of a 1f command grab.
  • Big Answers to Zoning: Characters with a fireball may struggle to keep Mr. Big in their preferred range, as he has fantastic air normals to soar over them, and his Spinning Lancer can reflect the fireball right back at them.
  • Poor Defence: If he makes a mistake and finds himself getting pressured, Mr. Big has minimal answers, with an inconsistent DP and poor startup on normals he'd use for abare.
  • He's Big: Mr. Big is unsurprisingly very big. This leaves him as one of the game's few tall crouchers, making him vulnerable to more setups and unable to duck certain attacks.


System Mechanics

Run VS Step

  • Personal preference. Run allows Big's movement to be dynamic, and can improve his pressure, while Step gives him a strong step dash and a faster walkspeed for even stronger neutral and risky burst movement.

Roll VS Dodge

  • Personal preference. Dodge is the better option overall, but his dodge attack is not the best.
  • Roll is still useful, as he can use roll cancels to setup command grabs alongside having a better option to zoning.

Advanced VS Extra

  • Big can score some really good damage with Quick MAX, while also having really good super confirms for red health, making Extra the better pick.
  • Advanced is still a good pick for Big, as having an abundance of meter still gives him access to super confirms that can do good damage, while also having MAX Mode more readily available for damage buffs from his pokes.

Team Position

  • With Advanced gauge, Big is best mid or anchor, as to truly shine without Quick MAX he requires a lot of meter to be able to confirm into super and use MAX Mode for high damage poking.
  • In Extra gauge, Big doesn't have a best team position, but he does shine better with more red health available.

Changes from Previous Versions

98UM to 98UMFE

Normals:

  • 2A is now cancelable into command moves
  • 2B is now easier to combo into 2A
  • 2C is now cancelable into command moves
  • 6A is now cancelable if cancelled into

Specials:

  • Mash P can now be mashed harder to get pushed out of range on hit, it is now easier to get multiple hits, and the first hit now does less damage
  • 63214K now reflects grounded projectiles

Normal Moves

Close

  • cl.A: Close poke, works as an anti-hop button since it hits about the same area as f.A. Whiffs on regular crouchers. Chainable and cancelable.
  • cl.B: Short reach, so while you can technically chain into it, it will just whiff. This can be used as a throw setup by intentionally doing 2B, cl.B (Whiff) and then throw. Chainable and 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.

Standing

  • f.A: A decent anti-hop button due to its range and height. Whiffs on regular crouchers.
  • f.B: Hits high up with great priority, making it good at stopping hops or to use as a high-hitting poke.
  • f.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 hit, block, and whiff. Generally you always want to cancel this into something.
  • f.D: A big kick upwards. Can be used as an okay preemptive anti-air.

Crouching

  • 2A: Workhorse normal with phenomenal range while maintaining great speed. Command cancelable, allowing for frametraps on block and combos on hit.
  • 2B: Really good long range low starter. Chainable into other lights.
  • 2C: Midrange poke that hits low. Cancelable on hit, block, and whiff, but tricky to confirm and very weak to jumps.
  • 2D: Fairly long-range sweep. Hits low.

Jumping

  • j.A: A downwards poke. Decent jump-in when you want something more reliable than j.C.
  • 8j.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 its two-hitting nature, 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 few active frames, so not a great move.

CD Normals

  • 5CD: Fairly slow startup, but still a good midrange poke since it has nice range and superb priority. Cancelable on hit, block, and whiff.
  • j.CD: Great jump-in for pressure, since it comes out fairly fast for a j.CD and has a great downwards hitbox.

Throws

Million Dollar Buster: 4/6C (close)

  • Regular throw, techable. Mr. Big picks up the opponent and slams them down in front of him, sending them fullscreen with a backturned hard knockdown.

Highlift Throw: 4/6D (close)

  • Regular throw, techable. Mr. Big picks up the opponent and flings them fullscreen behind him with a soft knockdown.

Command Moves

Prick Stick: 6A

  • An overhead. When canceled into, it loses its overhead property but becomes cancelable, making it a staple in Big's heavy combos.
  • When late-canceled into, it maintains its overhead property, allowing you to mix up an unsuspecting opponent.
  • Quick MAX gives enough frame advantage to link 2A, giving Mr. Big strong reward from his high/low mixup game while still retaining the ability to properly confirm.
  • You can also link 2A if done as a meaty, potentially meaning you can get reward even without spending meter on Quick MAX.

Special Moves

Drum Shot: 632146A/C (close)

  • Mr. Big grabs the opponent and plays the drums on their body.
  • A 1f command throw, making it one of Big's key mixup tools for his pressure game.

Ground Blaster: 236A/C

  • Mr. Big creates a big energy wave on the ground in front of him that looks similar to Terry's Power Wave.
  • The A version comes out faster but has less reach than the C version.
  • The A version can be combo-ed from a cl.C or cl.D. The C version is too slow to combo from anything, but leaves Big plus on block.
  • Can be a good poke or frametrap at closer ranges, however, it does lose to jumps.

Cross Diving: 63214A/C

  • Mr. Big does a horizontal spin, hitting the enemy once then knocking them down.
  • A version goes halfscreen while C version goes fullscreen.
  • Can be used as a surprise option, with spacing making it safe against most meterless punishes.
  • Also works as a Quick MAX starter when spaced in the corner, allowing juggles to begin.

Spinning Lancer: 63214B/D

  • A spinning attack that reflects fireballs almost instantly, making it a fantastic anti-zoning tool.
  • The A version does 2 to 3 hits, while the C version does 11 hits only on tall characters.
  • Since Mr. Big is spinning, it hits on both sides of him.
  • Can be a decent anti-air against hops, since it covers a lot of space around Mr. Big's upper body.

Crazy Drum: press A/C repeatedly

  • Mr. Big slides forward slowly while wacking away with his sticks.
  • A terrible move. Stop mashing.

California Romance: 623A/C

  • Sort-of DP.
  • The A version does 3 hits up close, while the C version does 4.
  • Doesn't have startup invincibility, though it does have autoguard for the first two hits.
  • While it doesn't have any invincibility, the A version is one of Big's main anti-airs, thanks to the autoguard and strong hitbox. Watch for crossups, though.

Desperation Moves

Blaster Wave: 236236A/C

  • A stationary projectile with very quick startup that looks similar to Benimaru's 236236P.
  • His main combo DM, as it has long enough reach to combo even after long light strings or after his 6A.
  • Also fairly safe on block.
  • The MAX version does 10 hits, while the normal version does 4 hits.

Rising Spear: 6321463214A/C (close)

  • A 1f command grab DM.
  • Can technically be used in a combo, but it's best to use as a mixup tool or close range punish.
  • The MAX version does more damage.

Combos

General Notes

Meterless

Low

2Bx1-2 > 2A > 623C
Main meterless low BnB.

Mid/Jump-In

(j.X) > cl.C > 6A > 623C
Main meterless jump-in/heavy BnB.

With Meter

Low

2Bx2-3 > 2A > 236236P
Main metered low BnB. Getting 3 2Bs requires you to be point-blank, so just doing 2 is fine.

Mid/Jump-In

(j.X) > cl.C > 6A > 236236P
Main metered jumpin/heavy BnB.

With Quick MAX

6A > ABC > 2A > 236236P
An Extra meter Quick MAX combo from his overhead. You need to be close enough that the 2A will reach after the overhead for it to work.
6A > ABC > cl.D > 236236P
Very situational version of the above. You hit 6A point blank.
63214A > ABC, 236236P(, 623A)
Spacing specific corner combo - only add 623A at the end in red health.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Mr. Big Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame 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