THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION

THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION

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JohnXuandou Nov 26, 2014 @ 3:36pm
98 Ultimate Match Final Edition change log
These are the list of changes from the UM version to the newer UMFE version, for those familiar with UM. For those not familiar with UM, it's a much, much different game from the "vanilla" 98 from arcades.

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

Kyo (both)
close A - 2 frames less recovery
crouching A - 1 frame less recovery

Kyo (regular)
QCF+A - damage increased from 10 to 13, guard point lengthened by 2 frames
QCB+P - more moves will trigger the counter during the startup frames

Kyo ('95 version)
QCF+P - 3 frames less recovery, but builds less power meter

Benimaru
far B - damage increased from 4 to 7
QCF+C - floats the opponent up for followup attacks, but contributes less to the stun meter
QCBx2+K - startup quickened by 3 frames
MAX QCFx2+P - 9 frames less recovery

Daimon
df+C - hurtbox reduced in size, anti-air capability improved
HCB,f+K - Throw hitbox comes out faster
HCFx2+ K - Super flash activates after the counter move connects, more recovery on whiff, Damage adjusted so that the third hit does the most damage

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 cancellable
jump CD - special cancellable

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, 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 QCFx2+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

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

Saishu
dp+B - second hit has a larger hitbox so it shouldn't whiff if the first connects
HCB+K - less recovery, second hit should be easier to connect if the first connects
QCB+P - First hit has a bigger hitbox and less recovery
QCFx2+P - A version and MAX version have faster startup

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 recoveryon whiff, characteristics don't change if both buttons are pressed

Mr.Big
crouch A - cancellable into command moves
crouch B - easier to connect to crouch A
crouch C - cancellable into command moves
f+A - cancellable 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
Last edited by JohnXuandou; Nov 27, 2014 @ 12:19pm
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Showing 1-15 of 25 comments
Miggoh Nov 26, 2014 @ 3:56pm 
Kensou's air QCB+P is no longer unsafe on hit? What is this madness.
Unzerbrechlich Nov 26, 2014 @ 4:21pm 
thanks for this, will come handy.
Mejwell Nov 26, 2014 @ 5:12pm 
Thanks for posting this. Would you be able to point me to where I could find a changelist for 98 -> UM?
JohnXuandou Nov 26, 2014 @ 5:15pm 
Originally posted by Mejwell:
Thanks for posting this. Would you be able to point me to where I could find a changelist for 98 -> UM?
I've never been able to find one personally. It's pretty easy to see differences between the two when you sit down with them, but as for a complete list I'm not sure if anyone's ever put one together.
Sh1nRa358 Nov 26, 2014 @ 6:37pm 
No Rumble
No 3D Backgrounds
No 16:9
No anime intro
No Graphic Filtering
NO THANKS!

PS2 version FTW
JohnXuandou Nov 26, 2014 @ 6:38pm 
Originally posted by shinra35888:
No Rumble
No 3D Backgrounds
No 16:9
No anime intro
No Graphic Filtering
NO THANKS!

PS2 version FTW
You can go away now Quan Chi.
Calcifer Nov 26, 2014 @ 7:56pm 
LOL, Quanchi is that mad, that he comes all the way from SRK to troll the hub. Thats what I call a real bntthurt. :salt:
Calcifer Nov 26, 2014 @ 7:57pm 
Originally posted by Miggoh | No meatbuns, No life:
Kensou's air QCB+P is no longer unsafe on hit? What is this madness.
Its about time, Kensou needs some love!!:strongest:
ATG Nov 27, 2014 @ 2:13am 
slight mistake in the change list: Rugal: it's close D; not crouch D. This is what happens when people think it's a good idea to use c.D and cr.D instead of a better notation :/
Miggoh Nov 27, 2014 @ 4:08am 
Originally posted by Orochi_Kyo:
Its about time, Kensou needs some love!!:strongest:
If only he had Senkyuutai (QCF + K, auto-guard sky kick thingy), he feels a bit awkward to play without it.
[SG]Gerald Nov 27, 2014 @ 6:27am 
They nerfed Krauser so much?! wtf
freefall Nov 27, 2014 @ 8:12am 
Originally posted by shinra35888:
No Rumble
No 3D Backgrounds
No 16:9
No anime intro
No Graphic Filtering
NO THANKS!

PS2 version FTW

Well, he does have a point. There's nothing in the screenshots that indicate the game has the 3D backgrounds or bonus videos from the PS2 version. Which seems like a really odd thing to take out. I hope they don't take out the arranged soundtrack either. And I seriously hope you can unlock Challenge Mode by failing a certain number of time, like in 2k2 UM, because I don't particularly feel like redoing some of the crazier challenges again. I slogged through them all six years ago, and I'd like to leave that in the past, thank you very much.
freefall Nov 27, 2014 @ 8:13am 
Originally posted by AbyssBeast:
They nerfed Krauser so much?! wtf

Krauser was overpowered back in 98UM. He got rebalanced, not nerfed. Damage changes don't affect the usefulness of his moves, and the only two real nerfs he got are to his standing CD and rdp+D, which was needed, because the latter was extremely difficult to punish. Making his autocombo DM recover slower on whiff doesn't change his playability, since no player worth his salt is going to whiff it.
Last edited by freefall; Nov 27, 2014 @ 11:41pm
JohnXuandou Nov 27, 2014 @ 12:19pm 
Originally posted by ATG.Shotgunfacelift:
slight mistake in the change list: Rugal: it's close D; not crouch D. This is what happens when people think it's a good idea to use c.D and cr.D instead of a better notation :/
Fixed!
Mars Nov 27, 2014 @ 1:24pm 
Originally posted by JohnXuandou:
Originally posted by shinra35888:
No Rumble
No 3D Backgrounds
No 16:9
No anime intro
No Graphic Filtering
NO THANKS!

PS2 version FTW
You can go away now Quan Chi.

haha my thoughts exactly
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Date Posted: Nov 26, 2014 @ 3:36pm
Posts: 25