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The King of Fighters '98 UM Final Edition and 2002 UM possibly heading to Steam soon

OmegaDL50

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With KOF98 UMFE releasing on Steam in a matter of 9 days.

I figure I post this information I compiled from various places on the net that document the changes from KOF98UM to KOF98UMFE

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
 

Tizoc

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I was planning on making the OT but since some have better knowledge of the game, and with me being unable to make threads anyways, I guess it's best to leave it to them.

Anyone got subtitle ideas?
Mine is 'It all began in '94'
 
Feb 19, 2007
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I was planning on making the OT but since some have better knowledge of the game, and with me being unable to make threads anyways, I guess it's best to leave it to them.

Anyone got subtitle ideas?
Mine is 'It all began in '94'
"Bald eagle, a rooster's egg"
 

Loona

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Jul 12, 2012
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I was planning on making the OT but since some have better knowledge of the game, and with me being unable to make threads anyways, I guess it's best to leave it to them.

Anyone got subtitle ideas?
Mine is 'It all began in '94'
"Krauser's not so Lucky anymore"

"Finally legal to play on PC"

"16 years of dream matching and counting"
 

Tizoc

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Soooooooooo who's making the OT and can we expect it later today? At the very least a discussion thread =X
 

Tizoc

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Ah forgot OTs go up on release date, my bad.
Would buy 2002UM if it's not the x360 version. They're gonna use that though..... ugh
This ver. of 98 UM is the latest ver. which I don't think ever got an English release.
As such it's highly likely we'll get the Tougeki/latest ver. of KoF 02 UM as well.
 

ElTopo

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Didn't that have like literally only one balance change
Two. Goro and that loli chick with command grabs (Not Athena) had their infinites removed but Chris' dive kick infinite is still a thing.

I just hope this will be playable in North America with under 2 frames of lag.
 

Boss Doggie

all my loli wolf companions are so moe
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The former. This version was never released on any console. The closest this version is to anything else released on a console is 3 revisions ago.

And technically this isn't a port but more of letting everybody play something that's been available for folks in China for a about a year now.
Ahh interesting. I wonder if they'll do a bundle 98 and 2002.
 

OmegaDL50

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Well who is going to work on the OT? I know the game was delayed until the 16th, so that may give me more time to come up with something better.

I've basically been scouring the web for images to make proper banners and stuff. I've seen how other OT's look, so I'm taking this thing seriously.

Did Tizoc initially volunteer to make it?
 

BOTEC

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Feb 8, 2010
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Shit. This doesn't sound good. If the quality of the product is garbage, there is very little you can do in four days to improve it.
 

Exr

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Noooo I didn't want to go out tonight, wanted to play this online all night. Not very optimistic.
 

OmegaDL50

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I've been working on an OT for a few days with Tizoc's help.

I should have it ready to posted on the 16th?

Has anyone decided on a OT subtitle?

Or have we agreed on

"There are no Ducks in this SNK Fighter, Only Geese"
 

Tizoc

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I've been working on an OT for a few days with Tizoc's help.

I should have it ready to posted on the 16th?

Has anyone decided on a OT subtitle?

Or have we agreed on

"There are no Ducks in this SNK Fighter, Only Geese"
'There are no Ducks here, only Geese' Sounds better IMO =3
 

OmegaDL50

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How bad was the netcode on the 360 version of this? I assume this is a slightly enhanced port of that?
I can confirm that this game uses the XBLA version of KOF98UM as a base, one of the developers admitted as such on the Steam Forums for the game.

One of the more recent posts - http://steamcommunity.com/id/lvernezy/posthistory/

They basically are adding the Final Edition balance changes to the characters on top of the code comprised of the XBLA port more or less.

Which makes me wonder what exactly can they do in 4 days to provide a "improved product" I mean unless it's optimizing the netcode and making it so this game has legs for quite some time, but if it's adding fluff like the 3D backgrounds or Color Edit mode. I'll take it but I'd rather they put their priorities that actually improves the gameplay experience, and better netcode will do this.

Still how much improvement can be done in 4 days is beyond me.
 

Lyte Edge

All I got for the Vernal Equinox was this stupid tag
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How bad was the netcode on the 360 version of this? I assume this is a slightly enhanced port of that?
It was bad. Bad enough that had I known this version was based on it, I would not have pre-ordered.
 
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It was bad. Bad enough that had I known this version was based on it, I would not have pre-ordered.
I think you can cancel your pre-order on steam by contacting support.

I can confirm that this game uses the XBLA version of KOF98UM as a base, one of the developers admitted as such on the Steam Forums for the game.

One of the more recent posts - http://steamcommunity.com/id/lvernezy/posthistory/

They basically are adding the Final Edition balance changes to the characters on top of the code comprised of the XBLA port more or less.

Which makes me wonder what exactly can they do in 4 days to provide a "improved product" I mean unless it's optimizing the netcode and making it so this game has legs for quite some time, but if it's adding fluff like the 3D backgrounds or Color Edit mode. I'll take it but I'd rather they put their priorities that actually improves the gameplay experience, and better netcode will do this.

Still how much improvement can be done in 4 days is beyond me.
I assume that the delay was because they found a serious bug and are fixing it. But yeah, not a lot of hope of this being a great release.
 

ElTopo

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I'm willing to bet it was post-poned because of a game crashing bug rather then netcode but we'll see. I'm not even mad because I didn't spend any money on it, I sold a bunch of TF2 items.
 
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I can confirm that this game uses the XBLA version of KOF98UM as a base, one of the developers admitted as such on the Steam Forums for the game.

One of the more recent posts - http://steamcommunity.com/id/lvernezy/posthistory/

They basically are adding the Final Edition balance changes to the characters on top of the code comprised of the XBLA port more or less.
That makes no sense but makes all the sense all at the same time. I wonder why they they just didn't use the NESiCA version which was just the Taito Type X version with the balance changes. That probably would've been a whole lot easier than using the XBLA version which wasn't the best version ever. It also doesn't explain how the QQ version is based off the NESiCA X Live version either. Weird stuff.
 

Lyte Edge

All I got for the Vernal Equinox was this stupid tag
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Is this still not out yet? Nobody is talking about it.
 

OmegaDL50

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When should I post the OT?

I know it comes out in two hours. I know OT rules means I the topic needs to go up the day of release, which would be today, but the game is technically not out yet.

You don't think there will be another unexpected delay again?
 

Mr. Pointy

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Awesome. Now port Garou, RBFF2, Last Blade 2, SamSho V Special and 6 and your various pachislot machines SNK.