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The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Qui 27 Nov 2014, 19:16



http://store.steampowered.com/app/222420/

Um jogador
Multijogador
Conquistas Steam
Classificações Steam
Compatibilidade total com controle


KOF '98 UM FE, The Ultimate & Final edition of "KOF '98 UM", joins the tournament on STEAM!


ABOUT THE GAME

THE KING OF FIGHTERS ’98 ULTIMATE MATCH FINAL EDITION
After “KOF '98”, often praised by the fans as the best installment in the “KOF” series, and “KOF ’98 UM” 10 years later, “KOF ’98” returns now on the Steam PC gaming platform in an ultimate and final version with THE KING OF FIGHTERS ’98 ULTIMATE MATCH FINAL EDITION

・A thorough overhaul of the game balance:
With an overall readjustment of the game balance and every character’s moves, this final edition of “KOF ’98 UM” is definitely the ultimate version to play for every KOF fan for endless and epic battles.

・A gorgeous character roster of 64 fighters:
In addition to the original roster of “KOF ’98”, emblematic KOF characters such as Eiji Kisaragi, Kasumi Todoh, Geese Howard, Mr. Big, and Wolfgang Krauser join this ultimate tournament. Furthermore, this final edition offers an alternate version to some characters for a total of 64 different fighters and infinite team possibilities.

・New system «ULTIMATE MODE »:
The newly added “Ultimate Mode” will allow you to combine the various features of the original “Extra” and “Advanced” game modes in order to create your own one! Moreover, classic “Extra” and “Advanced” 2 game modes have been thoroughly rebalanced for a wider variety of battle strategies.

・2 different online features available:
Choose between “Rank Match”, where your battle results are reflected, and “Player Match”, where you can set your versus battle settings to your liking. Struggle to be the true King of Players in the limelight of the international stage! The world is yours!

・Original NEOGEO Ver. of “KOF ’98” included:
The original NEOGEO version of “KOF ’98” has been faithfully ported for the great pleasure of all! Discover or rediscover the quintessence of “KOF” on Steam!

・Various game modes:
KOF '98 UM FE features several game modes for the best game experience ever such as “Endless Mode”, in which you take on CPU-controlled characters in a series of battles, “Challenge Mode” to attempt and clear a total of 30 missions, “Practice Mode” where you can train using all types of moves and combos, or “Character Edit” that lets you redesign / customize your favorite characters to your liking.


Requisitos de sistema
MINIMUM:
OS: Windows XP
Processor: Intel Pentium 4 1.8GHz dual core
Memory: 1 GB RAM
Graphics: Onboard graphics chipset with 256MB video RAM
DirectX: Version 9.0c
Hard Drive: 1 GB available space
Sound Card: DirectSound
















Última edição por Antonio Neto em Sab 22 Abr 2017, 13:36, editado 4 vez(es)

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Qui 27 Nov 2014, 19:17
perai q ja posto tudo certinho

ja comprei

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Qui 27 Nov 2014, 19:53

vem o kof98 original junto

ta loco

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Henrico D. Santo
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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Qui 27 Nov 2014, 19:56
Pegarei fortemente.

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PANELA THE LAST OF US FORUM EDITION


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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Qui 27 Nov 2014, 20:54
peguei uma lista de coisas que mudam nessa versao UMFE em relacao a UM anterior

nao sei se procedem e tal, mas acho q sim

Spoiler:

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


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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Sab 29 Nov 2014, 14:05
Antonio Neto escreveu:

Spoiler:

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




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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Sab 29 Nov 2014, 14:55
Henrico D. Santo escreveu:
Antonio Neto escreveu:

Spoiler:

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



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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Sab 29 Nov 2014, 14:56

n entendi a reaçao de vcs

nem esse ralph

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Seg 01 Dez 2014, 12:41
Antonio Neto escreveu:
n entendi a reaçao de vcs

nem esse ralph

Então resume pra gente, bem explicado, o que foi alterado?

Não entendi nada, me parece que mudaram uns combos ou de que adicionaram alguns frames.

É isso?

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Seg 01 Dez 2014, 12:58
Henrico D. Santo escreveu:
Antonio Neto escreveu:
n entendi a reaçao de vcs
nem esse ralph
Então resume pra gente, bem explicado, o que foi alterado?
Não entendi nada, me parece que mudaram uns combos ou de que adicionaram alguns frames.
É isso?

sim, isso em níveis altos / competitivos é coisa importante, pode equilibrar ou desequilibrar lutadores.

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Seg 01 Dez 2014, 14:14
Loka a treta do Krauser com o Rugal

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Seg 01 Dez 2014, 15:59

esses prebouts eram foda, eu pagava mto pau pra esse tipo de atenção no kof.

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Seg 01 Dez 2014, 16:46
beto escreveu:Loka a treta do Krauser com o Rugal

Muito foda a atenção que a SNK dá a esses pequenos detalhes!

Krauser x Rugal, Shermie x Brian e Yashiro x Brian são muito louco!
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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Seg 01 Dez 2014, 21:11
Uma dica para habilitar todos os personagens termine o game com trio original e irá habilitando e alguns com trios específicos KOF FOREVER sem dlc como antigamente
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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Seg 08 Dez 2014, 10:29
Boletei e paguei, agora é só esperar lançar. :acepted:

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Ter 09 Dez 2014, 13:58
Henrico D. Santo escreveu:Boletei e paguei, agora é só esperar lançar. :acepted:

delicia, libera justo na sexta feira

otimo dia

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Qua 10 Dez 2014, 11:09
Antonio Neto escreveu:
Henrico D. Santo escreveu:Boletei e paguei, agora é só esperar lançar. :acepted:

delicia, libera justo na sexta feira

otimo dia

É nózes! :acepted:

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Sex 12 Dez 2014, 16:58
putz

adiaram em 4 dias


"KOF '98 UM FE" New Release Schedule Announcement
We would like to inform our dear customers that the release date of “THE KING OF FIGHTERS ’98 ULTIMATE MATCH FINAL EDITION” has been pushed back to December 16th, 2014 in order to offer customers a higher-quality product.

Please accept our apologies for this change and thank you for your understanding.


“KOF ’98 ULTIMATE MATCH FINAL EDITION” Release Schedule:

Release date before change: December 12th, 2014 (10am, PST Time)

Release date after change: December 16th, 2014 (10 am, PST Time)

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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Sex 12 Dez 2014, 17:05
Porra, eu contando os minutos aqui!
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Re: The King of Fighters '98 Ultimate Match Final Edition + The King of Fighters 2002 Unlimited Match

em Sex 12 Dez 2014, 17:17

matei serviço e deixei a geladeira descongelando

pqp

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