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- 23:15, 13 August 2024 The King of Fighters '98 UMFE/Tier Lists (hist | edit) [3,442 bytes] Surabu! (talk | contribs) (Created page with "<code>Disclaimer: As is normal with tier lists in fighting games, the content on this page is highly subjective and representative of the current understanding of character strengths and weaknesses. A tier list is only as trustworthy as the player who wrote it. A game and its meta develops over time, and '98 UMFE is particularly unexplored compared to most older KOF games. Depending on your goals with the game, tier lists may be completely irrelevant.</code> ==Asian Tie...")
- 02:36, 1 August 2024 Art of Fighting 2/John Crawley/Data (hist | edit) [8,616 bytes] Bossobee (talk | contribs) (skeleton)
- 03:40, 14 June 2024 Art of Fighting 2/Mickey Rogers/Data (hist | edit) [9,928 bytes] Bossobee (talk | contribs) (skeleton)
- 21:27, 13 June 2024 Art of Fighting 2/Jack Turner/Data (hist | edit) [9,796 bytes] Bossobee (talk | contribs) (skeleton)
- 22:08, 11 June 2024 Art of Fighting 2/Eiji Kisaragi/Data (hist | edit) [9,782 bytes] Bossobee (talk | contribs) (skeleton)
- 08:44, 11 June 2024 Art of Fighting 2/Robert Garcia/Combos (hist | edit) [902 bytes] Lichmassacre (talk | contribs) (Created page with "{{CharNavbox AOF2}} * 665B > [214B]xN :Robert's kick infinite combo. When doing the dash B, the lever needs to be reset to neutral first before pressing B. Then when he does the subsequent 214B inputs, they start after the 665B connects. Infinite on both hit and block. What makes this infinite hard is not doing the inputs, but the fact that every time you do 214B, you need to cancel it immediately into the next 214B with zero leeway. This makes the combo a rapid series...")
- 06:16, 11 June 2024 Art of Fighting 2/Mr. Big/Data (hist | edit) [7,096 bytes] Bossobee (talk | contribs) (Skeleton)
- 00:26, 11 June 2024 Art of Fighting 2/King/Data (hist | edit) [9,201 bytes] Bossobee (talk | contribs) (shell)
- 00:02, 11 June 2024 Art of Fighting 2/King (hist | edit) [8,056 bytes] Bossobee (talk | contribs) (Skeleton)
- 07:15, 10 June 2024 Art of Fighting 2/Takuma Sakazaki/Data (hist | edit) [9,676 bytes] Bossobee (talk | contribs) (skeleton)
- 21:53, 9 June 2024 Art of Fighting 2/Yuri Sakazaki/Data (hist | edit) [10,207 bytes] Bossobee (talk | contribs) (Skeleton)
- 08:33, 8 June 2024 Art of Fighting 2/Robert Garcia/Data (hist | edit) [10,508 bytes] Bossobee (talk | contribs) (Shell for Rob's data page)
- 22:54, 6 June 2024 The King of Fighters '98 UMFE/Vice/Matchups (hist | edit) [2,685 bytes] Surabu! (talk | contribs) (Created page with "{{CharNavbox 98FE}} = Matchups = <code>Disclaimer: This page is about the discussion of character matchups, and will inherently contain some writer bias. While the information is useful, it can be slightly inaccurate at times, so please do not take the writing this page as definite fact, unless it discusses frame data or genuine tech such as punishes. If you have any issues, or want to discuss matchups further, the '98 UMFE Discord server is open for discussions, and f...")
- 22:48, 6 June 2024 The King of Fighters '98 UMFE/Vice/Combos (hist | edit) [6,138 bytes] Surabu! (talk | contribs) (Created page with "{{CharNavbox_98FE}} == Combos == '''General Notes:''' * In any metered combo, you can replace 6321463214K with 6321463214BD for more damage if you have the resources. ===Meterless=== ''Low'' : <code>2B, 2B/2A, (2B/2A), 214A > 236P</code> : <code>2B, cl.B, 632146P</code> ''Mid/Jump-In'' : <code>(j.X), cl.D, 632146P</code> : <code>cl.D, 6A, 41236K</code> : Standing combo into hcf+K, switches sides. : <code>cl.D, 6A, 214C > 236P</code> ===With Meter=== ''Low''...")
- 07:33, 6 June 2024 Art of Fighting 2/Ryo Sakazaki/Data (hist | edit) [10,253 bytes] Bossobee (talk | contribs) (Created page with "{{TOClimit|3}} ===Close Standing Normals=== ====cl.A==== {{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_5lp | name = Stand LP | input = 5LP | images = AOF2 Ryo 5LP.png | hitboxes = AOF2 Ryo 5LP_Hitbox.png | damage = | counter = | stun = | guard = Mid | cancel = Y | startup = | active = | recovery = | hitadv = | blockadv = | invul = | display = 200px }}")
- 06:00, 6 June 2024 The King of Fighters '94/Athena Asamiya/Combos (hist | edit) [723 bytes] Lichmassacre (talk | contribs) (Created page with "* cr.B x1-4, ABC cancel, cr.D Athena's best combo. Literally. She at least gets a knockdown from it and can confirm into it off of lights, but that's all she gets. * cr.B x1-2, ABC cancel, 5CD Another Athena combo but for 5CD instead. * (j.X,) cl.C, 4632147BC or cr.B, ABC cancel, cl.C, 4632147BC Super confirm combo. Not as hard as it may seem despite the super input, but not something you can hitconfirm without a jump-in. With a jump-in, it requires Athena backhit the...")