KOF 98UM Final Edition?

Wooooooooooooooooooooow!!! I’m damn there speechless.
Also, would this be the first time SNKp has made an update to a KOF for the sake of balance? Or do I have it all wrong?
As of now, I find this to be an odd business decision, but I’m not gonna go there.

I guess the first 98um and 02um didn’t count.

02um is not going to get the rebalance treatment like 98um

We don’t know that. I merely find it funny they would go back and update 98UM instead of spending their money into making XIII better. But plz, no one go on about that.

Only char I play that I’ve seen mentioned is Eiji, nothing too drastic for him, so I assume I’m fine still on 98UM.

yep, but it’s the first that’s not over a 10 year cycle

Feburary Arcadia Translations

If anyone’s interested, since I bought the most recent Arcadia recently, I went ahead and translated the rest of the changes. Apologies if there is anything wrong …

Kyo (all)
Close A recovery decreased by 2F
c.A recovery decreased by 1F

Kyo (normal)
Aragami damage 10->13, guard point increased by 2F
Weak RED kick as soon as he starts his descent, his hitbox has been improved lower (no changes to when he’s dropping)
Nuetsumi (counter?) can counter more attacks

Kyo (alt)
Yamibarai recovery decreased 3F, builds less meter

Benimaru
Far B damage changed from 4->7
HP Raikouken has become a 1 hit attack and can be followed up by putting opponent in float state, does less stun
Raikou Katategoma’s startup made 3F faster
MAX Raikouken’s recovery decreased by 9F

Daimon
df+C has smaller vulnerable box, AA potential upped
Ura-nage (run throw) throws when he enters the throw range
Arashi no Yama - the time of the flash is made on success, increased recovery, damage distribution changed so that 3rd hit does the most damage

Terry (both)
Strong Crack Shoot will hit crouching opponents, the recovery on landing has been increased, advantage when guarded, when hitting opponent out of air, you can follow up with j.D or if U.Terry you can power geyser
Strong Rising Tackle has more invincible frames
Far B damage 5->6

Terry (normal)
Power Charge damage has gone from (Weak) 4->8, (Strong) 9->12
Power Dunk’s invincibility on the Strong version has been extended, when trading hits with the first hit, you can follow up
Strong High Angle Geyser invincible until before the attack

Terry (alt)
Fire Kick’s first hit can be cancelled into special attacks
Round Wave’s builds less meter
Power Geyser - Weak, Strong and MAX versions are all 8F faster, after flash invincibility is lost

Andy (both)
Close C hitbox widened below
Strong Zaneiken slower startup, recovery decreased

Andy (alt)
Hishoken recovery reduced by 5F

Joe (both)
df+B recovery reduced

Joe (normal)
df+B will OTG (?)
Strong Slash Kick’s hitbox extended lower, will hit ‘standard’ opponents when they’re crouching

Joe (alt)
Hurricane Upper attack box has widened
Bakuretsuken first hit has a bigger hitbox at the bottom, [strong version/strong stop?] stops 2F faster, if you stop the Strong version on the first hit, without pushing you back further you can now link C, 2A then Pressure Knee

Ryo (normal)
Strong Kououken’s startup has been made faster, as fast as Weak version
Haohshoukouken’s MAX version startup has been made [faster?], same as Weak version

Ryo (alt)
f+A will knock down on hit (no change to cancelled version)
Weak Hienshippuukyaku’s landing frames reduced [to/from?] 8F
Weak Air Kououken’s trajectory has been made a little shallower
Haohshoukouken’s startup is faster, Weak and MAX versions can connect after light attacks

Robert (both)
Longer reach on ground CD
f+A hitbox widened forwards
Hienryuujinkyaku landing recovery decreased 4F (Weak) and 3F (Strong)
Haohshoukouken, Strong and MAX versions startup has been made faster, same as Weak version

Robert (Alt)
Weak Hienshippukyaku can be followed up on hit (mid-screen far C, corner Ryuuga followup possible)
MAX Ryuuko Ranbu’s invincibility extended by 10F

Yuri (all)
Jump A can be special move cancelled
Jump CD can be special move cancelled

Yuri (normal)
Raiouken has had its recovery decreased, easier to be in adv frames on guard
Strong Hienshippukyaku on hit can link standing A after, damage has been decreased from 9xn to 7xn

Yuri (alt)
Strong Saiha has less frames of recovery, on guard, now is adv frames

Leona
c.B chain cancelling is earlier, easier to link
on X-calibur’s rebound, you can air attack, air throw or V-slasher
Gravity Storm’s invincible time has been increased on light and strong versions

Ralf
c.A chain cancellable
far st.D body’s vulnerable smaller to back
st j.A faster startup
Galtling Attack charge time same as other standard charge attacks
Ground Bakudan Punch cannot be teched on hit
MAX Umanori Vulcan Punch invincible until he attacks

Clark
close st.B recovery reduced
c.D recovery reduced by 4F

Athena
Super Psychic Throw does 10 damage without followup when the opponent is dropped
far A 3F faster, bigger vulnerable
f+B’s 2nd hit bigger up top
Psycho Ball Attack both weak and strong versions 1F faster, strong version travels faster
Nu Psycho Reflector less recovery

Kensou
close and far A bigger hitbox at bottom; hits Chin, Choi while they are in a crouched state
c.B chain timing is earlier, easier to link
far B damage 4->6
f+A less recovery
Ryuusougeki’s (air dive) last hit can be cancelled by special attacks

Chin
Kaitenteki Kuutotsuken (ground roll) is +3F for weak, +1F for strong on guard
Strong Hyoutangeki (bottle throw) first hit has no hitback
Weak Ryurinhourai (flying upper) faster startup

Chizuru
f+B is leg invincible until she attacks
Chuumon no Isshin (dd+A/B/C/D) now overhead, knocks down on hit
Strong Tamayura no Norito (qcf+C) has frames reduced overall, from startup invincible frames extended to 15F

Mai (normal)
Hakuro no Mai (dance) recovery reduced, on guard, weak is -1F and strong is -10F
Mizutori no Mai (3 fans DM) both weak and strong versions 9F earlier, A travels a little slower, C and MAX travel a little faster
Houou no Mai (jump in air DM) on guard puts her at a little disadvantage

Mai (alt)
Taiyou no Mai ([2]8P) extended invincibility, less damage, recovery has been increased - unsafe on block

King (normal)
D Venom Strike’s total frames same as B version

King (alt)
Surprise Rose untechable on hit

Kim
f+B hitbox has been increased, can hit even point blank (?)
Strong Hienzan is invincible at the same time he attacks
Ryuuseiraku charge time equal to other standard charge moves
Houou Tenbukyaku straight after the attack starts is invincible

Chang
j.C vulnerable hitbox with his ball is smaller
j.CD vulnerable hitbox with his ball is smaller

Choi
Shissou Hishouzan (runslash) charge time standardised

Yashiro (both)
Close D made a low attack
Jump C ability to crossup has been improved

Yashiro (normal)
Weak Jet Counter’s recovery has been reduced 2F
Weak Jet Counter - Still’s input time from Jet Counter has been decreased by 3F (?)
Sledge Hammer’s stun points has been greatly increased

Shermie (both)
c.B chain timing is earlier, easier to link to standing B
close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
j.D faster startup
f+B is an overhead for first hit

Shermie (normal)
Shermie Shoot travels further, does more damage
Shermie Whip stronger hitbox

Shermie (alt)
Jajitsu no Odori (spin) damage from B.ver 8x5 -> 12x5 (half is scaled), D.ver 10x5 -> 14x5 (half is scaled)
Mugetsu no Raiun (kiss) B,C,D versions recovery reduced, same as A ver
MAX Genei Shukumei Shinshi (drill) until after startup is invincible

Chris (normal)
D Scramble Dash shorter recovery

Chris (alt)
Kagami wo Hoeru Honoo (dunk) less landing recovery
Daichi wo Harau Gouka (charge DM) faster startup = 8F

Yamazaki (both)
far C on hit/guard can cancel to Special or DM attacks
Hebi Tsukai - Low (shaaa!) reduced recovery, when guard cancel roll’d you will be at -2 frames
Sadomaso (counter) damage 13->21
Guillotine (upper DM) if the opponent is standing, even if the rising part whiffs, the falling part is easier to hit with

Yamazaki (normal)
Bakudan Bachiki (cmd throw) damage 22->27

Yamazaki (alt)
f+A 2nd hit will knock down (no change to cancelled version)

Mary (both)
Spin Fall has recovery decreased, easier to make even or a little disadv now

Billy (both)
close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
c.D cancellable with special, DM attacks
f+A 2nd hit has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
Sansetsukon Chuudan Uchi ([4]6A/C) recovery reduced - A.ver 6F, C.ver 10F

Billy (normal)
Karyuu (Suiryuu) Tsuigeki Kon (counter) counter frames 2F earlier
Shippuukon/Shuuten Renha Kon (tap moves) can cancel with ABCD
Daishippuu (go to hell!) when the 1st and 2nd hit hits the opponent in the air, will hit to the 3rd, 1~2nd hits’ vulnerable smaller to the back

Iori
Step in extra’s distance the same as Kyo’s
Cmd throw has more recovery on hit, dash light attacks -> cmd throw loops doesnt work

Mature
Strong Metal Massacre slower startup, less recovery
Sacrilege damage from 9xn->14xn (half is scaled)

Vice
j.C remains active longer 4->8F
j.D remains active longer 5->8F
Dying Foetus is invincible up until grab

Heavy D
close C recovery decreased by 2F, can link c.A etc from it, bigger hitbox, can hit characters that are slightly shorter
Shadow - as long as you don’t do a Strong special after, even if you get hit by an opponents attack the effect continues
Light RSD (after Shadow) has faster startup, can link from lights
D.Shadow motion finishes in the screen flash, can move very early after the flash
MAX D.Shadow after executing, effects continue until the end of the round

Lucky
close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
c.C has its hitbox bigger at the bottom; hits Chin, Choi while they are in a crouched state, on hit/guard, can be cancelled into specials/DMs
Weak Death Heel invincible until straight after startup
Strong Death Heel when you make it hit via combo will not whiff

Brian
Close C’s has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
Jump C can be cancelled into air attacks
Weak Big Bang Tackle has faster startup

Heirden
Strong Moon Slasher more invincible, longer recovery

Takuma
far B active frames lengthened from 3->5F
close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
Mouko Buraigan (qcb+A/C) reduced recovery
Weak Ryuuko Ranbu invincible until after startup

Saishu
Weak Nada-guruma (dp+B) 2nd hit’s hitbox is bigger at the front+bottom, will not whiff on hit
Kamu-kakari (hcb+K) less recovery, 2nd hit will not whiff if first hits
Homura-gasane (qcb+P x2) bigger hitbox on first hit, less recovery on first hit
Weak and MAX Tsumugari (qcf,qcf+A/AC) faster startup

Geese (all)
close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
f+B has been made +2 on guard
Weak Hisho Nichirinzan’s falling attack will hit crouching opponents, landing frames have decreased - same with Hard version

Gesse (alt)
Raging Storm LP, HP and MAX versions have their inner hitbox widened

Krauser
Close C has been made 2F slower
Far C has damage reduced
Far D has damage reduced
Ground CD has damage reduced, forward reach decreased
Kaiser Duel Sobat has damage decreased, no invin on Strong version, +5F recovery
Leg Tomahawk has damage reduced
Blitzball has damage reduced, faster startup for Hard versions, Strong versions more recovery
Kaiser Wave has damage reduced
Unlimited Desire has had recovery frames increased, changed so even if you press buttons at the same time, it will have no effect

Mr.Big
c.A can be cancelled out of by command attacks
c.B easier to chain cancel into c.A
c.C cancellable into command attacks
f+A cancel version can be cancelled out of
Crazy Drum no hitback, reduced recovery, damage on 1st hit reduced
Spinning Lancer can now reflect ground projectiles

Shingo
j.D hitbox at the back made wider, can be used for crossups
f+B can combo from Strong attacks
Aragami has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
Dokugami faster startup by 1F
Gecchuu elbow drop damage 8->12
Oniyaki on critical hit is followup-able, knocks away

Eiji
Weak Kageutsushi (teleport) has had recovery decreased
MAX Zantetsu-ha has been made 2 frames slower, no invincibility after flash

Kasumi
Air Kasane-Ate reaches the ground 5F quicker
Raihoukou has no hitback, damage reduced from 14->5
Sasshou Inshuu (D counter) damage 20->26

Rugal
far B startup 1F earlier
c.D startup 3F earlier, recovery reduced by 5F

1 Like

hmm, not a single char I play has any heavily drastic changes.
Liked to get my hands on this actually.

Holy shit

RELEASE THIS GAME NOW

Everything dealing with the American Sports Team has made me cum my fucking pants!!!

Why would they buff Geese? Lmao he’s going to be so stupid now.

Daimon
df+C has smaller vulnerable box, AA potential upped

og98 again?

Mr.Big
c.A can be cancelled out of by command attacks
c.B easier to chain cancel into c.A
c.C cancellable into command attacks
f+A cancel version can be cancelled out of
Crazy Drum no hitback, reduced recovery, damage on 1st hit reduced
Spinning Lancer can now reflect ground projectiles

So happy with this, c.B into c.A/s.A into x move was so hard to make it 100%, I spend hours practicing that, but the timing is so hard to keep, and more if you are used to play Geese or a Sakazaki member (comboing from lows). Also reflects everything now?, faster startup in overhead please, nice that now is cancelable (it was? but nothing hit from there, the cancel version) the not canceled version was only cancelable with q.max and in max mode into c.A? (I’m sure made it once), let’s see what hits from there. Big for sure is not moving from my team.

Rugal
far B startup 1F earlier
c.D startup 3F earlier, recovery reduced by 5F

Rugal is getting better, just need a better startup in D Genocide Cutter.

Thanks BurningKyo. Nominated for an article, why not? :woot:

Thanks for the translation good man.
The most over powered character KOF98 UM (Krauser) has been nerfed. good news.

:coffee: Cool cool, I guess im down with that.

Same here BG, those Athena buffs look pretty hot too.

That’s what I’ve been asking. Makes no sense

Hopefully we get to play this game in the US. Then I’ll be hype for it. Those changes sound pretty good- buffing most chars, nerfing the top tier.

Thanks alot for the detailed changes BurningKyo,huge fan of the game and I’ve been looking around for more info in ages!

The krauser nerfs are pretty heavy considering every single move in his arsenal has been changed someway or another. Great news since I’m pretty sick of seeing krauser in every other competitive play. The USA team buffs looks fantastic though,can’t wait to get my hands on the game!

Don’t worry. Less Krauser=More Iori.

I expect a complete global saturation of EX Yuri players. People have been sleeping on that bitch.

Not sure where you’re from but where i’m from(SG) our lousiest EX Yuri players usually wipe main tiers…You have to play one to believe.