The King of Fighters '98 UM FE releasing on Steam next month!

Arkonov

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Apr 14, 2011
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So, this is finally coming out. (psst, click the picture)

It's got decent netcode, from the same guys that did KI2 and Nidhogg on the PS4/Vita.

Here's a changelist between this and the original Unlimited Match, cuz I don't have anything else to write:

Spoiler: show
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
crouch D - startup faster by 3 frames, recovery reduced by 5 frames
 

Jester

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Jan 18, 2013
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Waiting for '02, might get this too if it gets cheap on a sale or something.

Hopefully we get some local players this time, there's hardly anyone playing XIII on steam as it is.
 
Last edited:

Arkonov

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Apr 14, 2011
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-.- they should release those good KOF versions they hve on Console WTF r they releasing
Which good console KOF versions?

98 has been the most well regarded KOF in the franchise, I'm glad they're finally releasing this.
 

JANARIOO

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Which good console KOF versions?

98 has been the most well regarded KOF in the franchise, I'm glad they're finally releasing this.
[h=1]The King of Fighters: Maximum Impact MX[/h]

etc these r best lookin and still looks better than the shitty Xiii on steam

they should make atleast better gfx even though kof 98 gameplay is nice they should make same gameplay wid better gfx
like capcom has done wid Street fighter which is the most sold fightin game in the world ^^
 

Arkonov

I'm already a demon
Apr 14, 2011
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The King of Fighters: Maximum Impact MX

etc these r best lookin and still looks better than the shitty Xiii on steam

they should make atleast better gfx even though kof 98 gameplay is nice they should make same gameplay wid better gfx
like capcom has done wid Street fighter which is the most sold fightin game in the world ^^
The maximum impact series have the most broken gameplay out of any KOF and none of them looked anywhere close to good. We had stuff like Tekken 5/Soul Calibur 3 during the PS2-era which looked miles ahead of MI 1 and 2.

Also, KOF XIII cost more to make than MI because the "shitty" sprites were all hand drawn frame-by-frame, far harder than just slapping animations on a 3D model and they look amazing.

SFIV might have sold well, but it looks like shit. The art-style is atrocious and going from 2D to 3D was really dumb on Capcom's part.
 

JANARIOO

DEMONxSHADOW
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The maximum impact series have the most broken gameplay out of any KOF and none of them looked anywhere close to good. We had stuff like Tekken 5/Soul Calibur 3 during the PS2-era which looked miles ahead of MI 1 and 2.

Also, KOF XIII cost more to make than MI because the "shitty" sprites were all hand drawn frame-by-frame, far harder than just slapping animations on a 3D model and they look amazing.

SFIV might have sold well, but it looks like shit. The art-style is atrocious and going from 2D to 3D was really dumb on Capcom's part.
i didnt talk abt gameplay i said GFX and even tht is better than this shitty xiii on steam

who cares if it was hard to make the gfx r shitty no matter how u look at it
 

TrueCoolGuy

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i didnt talk abt gameplay i said GFX and even tht is better than this shitty xiii on steam

who cares if it was hard to make the gfx r shitty no matter how u look at it
You've just out-retarded yourself. Your posts are usually retarded but boy, does this takes the cake.

who cares if it was hard to make the gfx r shitty no matter how u look at it




I don't know which retarded angle you're looking from but the sprite gif looks better in almost every way than the picture of MI2 above it.

The only reason I can guess as to why you'd call XIII's visuals "shitty" is because they're 2D, and not 3D like MI's. But that's probably not the reason. Because no f*cking idiot would ever call visuals "better" in that regard. That would be incomprehensibly retarded.
 

JANARIOO

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You've just out-retarded yourself. Your posts are usually retarded but boy, does this takes the cake.







I don't know which retarded angle you're looking from but the sprite gif looks better in almost every way than the picture of MI2 above it.

The only reason I can guess as to why you'd call XIII's visuals "shitty" is because they're 2D, and not 3D like MI's. But that's probably not the reason. Because no f*cking idiot would ever call visuals "better" in that regard. That would be incomprehensibly retarded.

mr retarded if u cant talk rite dont call names to others u fking asshole and try readin the post i meant making it better like SF

and i also wrote tht era
i dont mind 2dish games i play JRPGs and they hve sick gfx tht dont matter to me a suggestion of hving better graphics is nothing

and as for u , if u cant handle it dont take it up ur butt
 

Jester

I'll be back. Samurai!
Jan 18, 2013
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try readin the post i meant making it better like SF
Not trying to sound rude or anything, but you can't really blame him given how illegible your posts are. Furthermore, this is a thread about KOF. Why did the topic get diverted to Street Fighter?

Why did you go from saying this:

The King of Fighters: Maximum Impact MX



etc these r best lookin and still looks better than the shitty Xiii on steam
To saying this:

i meant making it better like SF
 

TrueCoolGuy

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mr retarded if u cant talk rite dont call names to others u fking asshole and try readin the post i meant making it better like SF

and i also wrote tht era
i dont mind 2dish games i play JRPGs and they hve sick gfx tht dont matter to me a suggestion of hving better graphics is nothing

and as for u , if u cant handle it dont take it up ur butt
You really shouldn't be telling others that they can't talk "rite." You can't even hold a proper argument. I showed you examples of each game's visuals and asked how you could say that one had "better graphics" than the other.

How does this (MI:R)
Spoiler: show


Look better than this (KOF XIII)
Spoiler: show


Or even this (KOF 98)
Spoiler: show


I'm trying to understand the grading rubric your using to judge these but you don't seem willing to share.

And what does "making it better like SF" mean? Have you seen SF? It looks like garbage.
 

JANARIOO

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You really shouldn't be telling others that they can't talk "rite." You can't even hold a proper argument. I showed you examples of each game's visuals and asked how you could say that one had "better graphics" than the other.

How does this (MI:R)
Spoiler: show


Look better than this (KOF XIII)
Spoiler: show


Or even this (KOF 98)
Spoiler: show


I'm trying to understand the grading rubric your using to judge these but you don't seem willing to share.

And what does "making it better like SF" mean? Have you seen SF? It looks like garbage.

how is SF garbage its the MOST SOLD Fighting Game
go read some statistics before posting even words abt it , its been gng on from years cause its the best fightin game franchise and SFIV SSFIVAE USF all came becoz SFIV is a super HITTTTTTTTTTTTTT
 

TrueCoolGuy

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how is SF garbage its the MOST SOLD Fighting Game
go read some statistics before posting even words abt it , its been gng on from years cause its the best fightin game franchise and SFIV SSFIVAE USF all came becoz SFIV is a super HITTTTTTTTTTTTTT
Popularity =/= Quality. From what I've played of Street Fighter, it's slow and boring. The characters haven't changed much over the iterations and the final boss is still Bison. The visuals are pretty crappy, the cell shaded 3D style does not work at all. I don't even know why 3D models where used in a game that has game mechanics exclusive to a 2D plane.

And again, you're dodging my initial question.
 

JANARIOO

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Popularity =/= Quality. From what I've played of Street Fighter, it's slow and boring. The characters haven't changed much over the iterations and the final boss is still Bison. The visuals are pretty crappy, the cell shaded 3D style does not work at all. I don't even know why 3D models where used in a game that has game mechanics exclusive to a 2D plane.

And again, you're dodging my initial question.
the final boss is not boison :p

and u should ply it on steam online somtimes to knw how slow it really is.... myb ur just not good at it thts y u say its slow , its a 2.5D game... u need alot of learning

and as for ur orignal question i want the gfx to b better cause thts not a 2014 game which costs 1$ now
 

TrueCoolGuy

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the final boss is not boison :p

and u should ply it on steam online somtimes to knw how slow it really is.... myb ur just not good at it thts y u say its slow , its a 2.5D game... u need alot of learning

and as for ur orignal question i want the gfx to b better cause thts not a 2014 game which costs 1$ now
I've played Street Fighter and lots of other fighting games. SF is slow compared to KOF. And 2.5D is not an answer to why 3D models are used in 2D planes.

That was not my original question. My original question was why do you think that King of Fighters XIII looks shitty compared to King of Fighters: Maximum Impact, or any other fighter. What makes XIII so shitty looking?
 

JANARIOO

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I've played Street Fighter and lots of other fighting games. SF is slow compared to KOF. And 2.5D is not an answer to why 3D models are used in 2D planes.

That was not my original question. My original question was why do you think that King of Fighters XIII looks shitty compared to King of Fighters: Maximum Impact, or any other fighter. What makes XIII so shitty looking?
compare it wid other fightin games currently out there than u can talk and yes 2.5D is a thing
 

TrueCoolGuy

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compare it wid other fightin games currently out there than u can talk and yes 2.5D is a thing
What would me comparing it with other games do? I'm trying to understand your logic, not mine. I already know what I think of KOF XIII's visuals and why I think that. I'm asking about your side.

And again, saying 2.5D is a genre does not explain the reason why 3D character models are used in a 2D plane. 2.5D is what you call when 3D character models are used in a 2D plane. It's not the reason. Which is what I was asking for.
 

Arkonov

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compare it wid other fightin games currently out there than u can talk and yes 2.5D is a thing
I'll take you up on your offer.

Here's the comparison of XIII with the other fighters from this gen/last gen.

Spoiler: show


BlazBlue Chrono Phantasma
Spoiler: show


Skullgirls
Spoiler: show


Persona 4 Ultimax
Spoiler: show


Dengeki Bunko Fighting Climax
Spoiler: show


I've got more examples, but these should suffice.

XIII looks comparable to these, if not better. So I don't know where you're coming from, man.
 

JANARIOO

DEMONxSHADOW
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I'll take you up on your offer.

Here's the comparison of XIII with the other fighters from this gen/last gen.

Spoiler: show


BlazBlue Chrono Phantasma
Spoiler: show


Skullgirls
Spoiler: show


Persona 4 Ultimax
Spoiler: show


Dengeki Bunko Fighting Climax
Spoiler: show


I've got more examples, but these should suffice.

XIII looks comparable to these, if not better. So I don't know where you're coming from, man.

i was talkin only big names man


Street fighter
mortal kombat
tekken
soul caliber
etc

street fighter is still most sold/played but

kof is a v v good game
i love terry bogard
and seen all there anime movies

but i just want it to b better
 

TrueCoolGuy

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i was talkin only big names man


Street fighter
mortal kombat
tekken
soul caliber
etc

street fighter is still most sold/played but

kof is a v v good game
i love terry bogard
and seen all there anime movies

but i just want it to b better
You're talking out of your ass. You've still yet to explain anything even after being given multiple chances. Even after others do the leg work for you and draw up comparisons, you don't back up any of the crap you say.

Feel free to keep this up but don't go around complaining when your ass gets burned when others challenge, or even insult your retarded and baseless opinions. Especially, when you don't even care to back them up.
 
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