THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION

THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION

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Final Edition change list
By JohnXuandou
The list of changes that were made between Ultimate Match and Final Edition. This list does not include the changes that were made between 98 and Ultimate Match.
   
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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
Andy
Both
  • close C - hitbox changed so that it doesn't whiff against short characters.
  • db,f + C - Slower startup, but less recovery.

EX
  • QCB+P - 5 frames less recovery.
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.
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.
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.

Normal
  • 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.
Blue Mary
  • QCF+K - less recovery.
Brian Battler
  • close C - first hit no longer whiffs on short characters.
  • jump C - can be cancelled into aerial special attacks.
  • QCFx2+B - faster startup.
Chang
  • jump C - hurtbox on the steel ball is smaller.
  • jump CD - hurtbox on the steel ball is smaller.
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.
Choi
  • Charge times are shorter, standardized with the rest of the cast.
Chris
Normal
  • QCF+D - less recovery.

Orochi
  • QCB+P - less recovery.
  • QCFx2+P - faster startup.
Clark
  • close B - less recovery.
  • crouch D - recovery reduced by 4 frames.
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.
Eiji
  • QCF+B - less recovery.
  • MAX QCF,HCB+P -slower startup, no invincibility after super flash.
Geese
Both
  • close C - no longer whiffs on short characters.
  • f+B - less recovery, +2 on block.

Normal
  • dp+A - descending attack is easier to connect against crouching opponents, less recovery on landing.

EX
  • db, HCB, df+ P - hitbox extended to the interior of the move.
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.
Heidern
  • charge d,u+C - longer invincibility, but longer recovery.
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.
Joe
Both
df+B - less recovery

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.
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.
Kensou
  • close/far A - doesn't whiff against crouching short characters anymore.
  • cr.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.
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.
King
Both
  • QCF+D - less recovery.

EX
  • QCFx2+P - opponent can't recovery roll on hit.
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.
Kyo
Both
  • close A - 2 frames less recovery.
  • crouching A - 1 frame less recovery.

Normal
  • 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.

EX
  • QCF+P - 3 frames less recovery, but builds less power meter.
Leona
  • cr.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.
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.
Mai
Normal
  • 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.

EX
  • charge d,u + K - invincible startup, but less damage and longer recovery as a result.
Mature
  • QCB+D - slower startup but less recovery.
  • dp+P - more damage.
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.
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.
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.

EX
HCB+B - Can juggle after it connects.
MAX QCF,HCB+P - Invincibility is 10 frames longer.
Ryo
Normal
  • QCF+C - Faster startup, more recovery.
  • HCB,f+P - C and MAX versions have faster startup.

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.
Saisyu
  • 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.
Shermie
Both
  • crouch B - easier to combo into itself.
  • close C - no longer whiffs on short characters.
  • jump D - faster startup.

Normal
  • f+B - first hit hits overhead.
  • HCF+K - Travels further, does more damage.
  • QCB+P - Bigger collision box.

Orochi
  • 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.
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.
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.
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.

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.

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.
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.
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.

Normal
  • HCB,f+P - damage increased from 22 to 27.

EX
  • f+A - if not cancelled into, second hit does a hard knockdown.
Yashiro
Both
  • close D - hits low.
  • jump C - easier to cross up.

Normal
  • 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.
Yuri
Both
  • jump A - special cancellable.
  • jump CD - special cancellable.

Normal
  • 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.

EX
  • QCB+C - less recovery, +3 on block.
7 Comments
LeoShaddz 2 Jul, 2022 @ 4:06am 
3D stages, arranged soundtrack and gallery has removed on Final Edition
Dgo 10 Sep, 2021 @ 7:13am 
Nice job on the alphabetic order. It would be better if they were separated by teams imo.
DASJO95 2 Jan, 2018 @ 7:06pm 
Good work. I was curious what changes they made to the characters moves.
rev210 24 May, 2016 @ 3:21pm 
@swamp2k9 He probably didn't get any changes
coolranch doritos 13 Apr, 2016 @ 5:07pm 
Is there any tier list for this game even?
BlueBurst.gg | Swamp 28 Oct, 2015 @ 12:16am 
Where's Rugal?
Pop 12 Apr, 2015 @ 9:15am 
that is a big guide
have this guy
:EARTH_YASHIRO: