The King of Fighters '98 Ultimate Match

If you have actually thought before posting, KOF98 already was previous released for the MVS / AES NeoGeo and had a Full English script in the game.

There is NO story mode for KOF98 as all the endings are simply pictures without any text. The only text in the game are menus and win quotes.

More then half the win quotes would already be in English. Meaning only the newly added characters win quotes would need to be dealt with in regards of a localization.

Not much work for a translation, Especially so when the game doesn’t have much text compared to other fighters.

KOF98UM could EASILY be localized within 2 months after it’s Japanese release since there is already a large amount of English dialog present in the original KOF98 to work off from.

Also there is NO quoted release date for Japanese release

http://www.gamefaqs.com/console/ps2/data/935218.html

Not even Play-Asia has a pre-order for it, OR even NCSX either. So if import shops don’t have release date set for it, I don’t know where you got your information from.

Apparently the arcade version was officially released yesterday:

http://game.snkplaymore.co.jp/arcade/type-x.php

Now we just need confirmation on the release date for the PS2 version.

call me crazy but im kinda diggin the fact that the jumps are slower
im thinkin this is prolly only for extra mode though.
faster waking speed=:confused:

I bet Orochi is the hidden Final boss…you gotta earn the right to fight him…

WTF the arcade version is out?!?! Shit I gotta go to arcade infinity this weekend then.

does the west coast has a qualifiers for SBO?

oh whoops, i didnt know there was a KOF98um thread in here, but AI installed it tonight. i already put my impressions in the AI thread: http://forums.shoryuken.com/showpost.php?p=4937460&postcount=204
and before you ask, the Taito unit it’s on does not support head-to-head, but the owner is looking to see if they sell an adapter for it. If anyone has any info on Taito hardware to make it head-to-head, please let me know :slight_smile:

got in a good hour or so of UM today.

Playing it is a bit of a shock to the system, I’m so used to KoFXI that it’s hard to adjust to this older style of gameplay.

One of the biggest adjustments is the damage. I certainly appreciate damage-scaling alot more now that I’ve played UM. BnB combos easily eat 25-40% of the meter. One really annoying thing is that the new damage meters aren’t very accurate. There were several matches where the lifebar was clearly empty but the character was still alive. I let my guard down a few times thinking my opponent was dead and was punished severely for it. I guess if I could hear the sound it wouldn’t be so bad but arcades make that impossible.

Some more observations:

Reg. Geese is an absolute monster. Fast, high damaging combos. Great hop attacks. Pretty much easy mode. His Deadly Rave start ups very fast and doesn’t require manual input. Shadow smasher is fast and safe, but doesn’t cover much distance. The only problem is his RS. The level 2 version is seriously disappointing. Damage on either version isn’t so great and the level 2 version doesn’t seem to come out any faster or cover any more area than level 1. On top of that level 2 RS has a very long recovery time. It also seems to lack invincibility throughout the entire animation. Just as the ragging storm finishes, but with the animation still on the screen, Geese can be hit out of it. You pretty much setup yourself up to eat a super if you whiff or the opponent blocks.

EX Geese is equally as powerful but I prefer Reg. Geese. He has the claw animation for his RS and just from appearance seems to be more effective than Reg. Geese’s, would need more testing to say for sure. The level 1 Rashoumon throw isn’t so great. The opponent still wakes up close to Geese after the throw and you can be punished before geese finishes his animation.

Krauser will be a low tier character, mid-at best. His hitboxes and range are very screwy. His hard attacks cover alot of distance on screen but you actually have to be very close or you’ll whiff. Rushdown absolutely kills him, his only defense is his qcf+P counter which only works on highs and mids, but once people catch on to it they’ll just start rush-in grapple/throw games. Even at a distance he’s not so hot. His Blitz Ball comes out way too slow and is easy to avoid/counter.

Yamazaki is a bit of a beast himself. The only noticeable differences between the reg. and ex versions: He has the “loop” animation for his snake hand in the reg. version and the “wind”-like animation in the EX version. Also for the Reg. Yamazaki his dp+P slides for with multiple hits but EX Yamazaki does one swipe and if it connects will stab the opponent for an extra hit. Didn’t play much with the EX version today, so there may be more differences I haven’t seen yet.
Yamazaki seems to have match-up problems with Lucky, though. Basketball vs. Snake Arm – the basketball usually wins.

Billy Kane kicks ass. Great poke game.

And grapplers/grapples own this game. High priority and invincibility on start up for many characters. I imagine the top tier will be mostly grapplers and probably geese.

Someone asked about Geese’s jumping C – yes it’s still two hits. I haven’t been able to do a a shippuken off a hop yet, but the joystick isn’t so hot on the cabinet i played.

You can also hit ABC while getting hit to power-up now. I can see this being very useful. The emergency evasion roll, however, momentarily pauses the screen so it’s very easy for an opponent to recompose and come back after you.

EX Mode and Dodging are very annoying. Dodging looks like it could be abused quite easily.

Overall, i feel this is just the original KoF '98 with a few more characters. No human player ever uses “ultimate” mode, and the small game play changes to powering up and rolling don’t seem to make that big of difference. It’s still fun but not revolutionary by any means.

Dodge seems pretty good, and i’m glad theres incentive to use it now,

Concerning Ultimate Mode - if you dont understand the difference between “Dash” and “Step” a quick rule of thumb is, First choice is always pertains to the Advance Mode ability you want, and second choice is always the Extra Mode ability.

So if you pick Ultimate Mode, and pick all 1st choices… the machine will go back and just give you Advanced Mode instead. You’ll only get Ult Mode if you pick choices from both.

Any chance of seeing if geese can do 2 or 3 lots of small hop HPs when at max, it might work it probably wont but seeing as how when at max the hit stun lasts longer it might work on larger characters like krauser daimon chang yash. especially in the corner

this one is for the answer i saw a vid of you using orochi chris and to me it looks like his jump CD has gotten a little slower is this the case or am i just seeing things? Also as a geese user regular geese i mean his reppuken on block with your opponant cornered looks unsafe there seems to be a slight delay on recovery not like his svc x1 reppuken where the recovery is instant im i correct or is it safe under the criteria i said?

Nice changes…I hope Oscar is right about April 28th release, it would be the fastest arcade to home conversion I believe SNKp has done…

does the west coast has a qualifiers for SBO?

Grapplers own the game? I think that means it won’t be much different than regular KOF '98 then… :wonder:

there’s always lucky…

projectile type zoning characters are still effective. King, Ex robert, kensou… And then you have kyo who has neither grab nor projectile, but a really dirty j.d+C.

Seriously, 98 is a lot abuot what jumping normals you can abuse the shit out of. Even clark. Yes clark is an effective grappler, but that’s only cause his j.D beats the shit out of everything.

chris and o.chris also apply.

I always wonder why some people believe that grapplers dominate in '98. With the exception of O. Yashiro, grapplers don’t get that much high level play.

isn’t goro a grappler?

Not really. Grabs aren’t his main weapons, his extremely powerful normals / pokes are.

Same thing with Ralf. Yes, he has a good instant command throw, but his godly pokes are the center of his play style.

What about MI: Reg A? :rofl:

But any way, yeah…I’d definitely like to see UM ported home ASAP. It’s pretty much the only fighting game that I stand to be able to own any time soon, with the lot of the other stuff probably not slated until fall, at the earliest.

And besides, the PS2 port is already done. They’re just sitting on it because again, somebody just HAD to have that arcade port. :rofl:

Yeah you are right about MIRA…totally right about that. I want the damn home copy NOW…

Yes Chris has been toned down which IMO I think is good for the game like Goro. Also Geeses reppuken is pretty good but I wouldnt recommend doing it when you have an opponent in the corner.