King Of Fighters 98um Final Edition
King of Fighters 98 UMFE
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"Double perfect!"


The King of Fighters 98 Ultimate Match is an updated version of KOF '98 and a compilation of characters from '94-'98. Final Edit added some balance and frame changes.


A = Light Punch

B = Light Kick

C = Strong Punch

D = Strong Kick

CD = Blowback Attack

P = With either Low Punch or Strong Punch

K = With either Low Kick or Strong Kick

AB = (In Advanced Mode) Evasive Roll, neutral or forward AB while make the character roll forward, pressing it in the backward direction will make the character roll backward, and can be used to recover from knockdowns (In Extra Mode) Dodge, AB will make a character stand and evade an attack briefly, pressing an attack button during Dodge will make a Dodge attack, and can be used to recover from knockdowns

ABC = (In Advanced Mode) Max Mode Activation, (In Extra Mode) Meter Charging

GCR = Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter

GCCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter

DM = Desperation Moves, super moves that require power stock or fully-charged/low flashing health meter

SDM = Super Desperation Moves, more powerful versions of DMs, requiring Max Mode + 1 power stock or fully-charged meter + low flashing health

QMAX = See Quick Max below

Power Modes


Using Advanced, you will have a green health bar and power stocks built up for various uses, including DMs and SDMs. On your first character, you can have up to 3 stocks, 4 on your second, and 5 on your last. Some of your abilites in this mode include being able to:

  • run forward (ff, holding forward down)
  • roll forwards and backwards (AB + direction, just AB will be forward)
  • activate Max Mode using one stock (ABC) - In Max Mode, your character will be yellow-tinted and have stronger attack power, but will also slightly push opponents back and make some combos harder to pull off. While in Max Mode, you can pull off one SDM, and using it ends Max Mode.


Using Extra, you will have a yellow health bar and can charge your meter to maximum to perform DMs. When your health is low and flashing, you'll be able to perform DMs at will. Some abilities exclusive to Extra are:

  • front step (ff)
  • dodge (AB)
  • dodge attack (P/K during dodge)
  • charge power gauge (holding ABC)
  • perform Quick Max (pressing ABC on the connecting hit of certain attacks) - Quick Max is the ability to activate Max Mode during normal and special attacks (normal or command grabs and projectiles will not work)
  • Performing SDMs in Extra Mode require low flashing health and a fully-charged meter.


Using Ultimate, you will have a blue health bar, and you will be able to customize your own power mode. You can choose between:

  • Advanced power stocks or Extra chargeable meter
  • front step or running
  • rolling or dodge


List of Final Edition changes:

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

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

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

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 cancel-able

jump CD - special cancel-able

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

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

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

close B - less recovery

crouch D - recovery reduced by 4 frames

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

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

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

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

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

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 QCF HCB+K - Invincible until just before the hitbox appears

jump C - hurtbox on the steel ball is smaller

jump CD - hurtbox on the steel ball is smaller

Charge times are shorter, standardized with the rest of the cast

Yashiro (both)
close D - hits low

jump C - easier to cross up

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

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

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

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

Yamazaki (EX)
f+A - if not cancelled into, second hit does a hard knockdown

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

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

f,f step (Extra mode) - distance moved is longer

HCB,f+P - morerecovery after the throw so it's harder to connect attacks afterwards

QCB+D - slower startup but less recovery

dp+P - more damage

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

charge d,u+C - longer invincibility, but longer recovery

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

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

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

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

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

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 recovery on whiff, characteristics don't change if both buttons are pressed

crouch A - cancel-able into command moves

crouch B - easier to connect to crouch A

crouch C - cancel-able into command moves

f+A - cancel-able 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

QCF+B - less recovery

MAX QCF,HCB+P -slower startup, no invincibility after super flash

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

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

far B - startup faster by 1 frame

close D - startup faster by 3 frames, recovery reduced by 5 frames


Team Japan

Kyo Kusanagi (98UMFE)

Benimaru Nikaido (98UMFE)

Goro Daimon (98UMFE)

Fatal Fury Team

Terry Bogard (98UMFE)

Andy Bogard (98UMFE)

Joe Higashi (98UMFE)

Art of Fighting Team

Ryo Sakazaki (98UMFE)

Robert Garcia (98UMFE)

Yuri Sakazaki (98UMFE)

Team Ikari

Leona Heidern (98UMFE)

Ralf Jones (98UMFE)

Clark Still (98UMFE)

Psycho Soldier Team

Athena Asamiya (98UMFE)

Sie Kensou (98UMFE)

Chin Gentsai (98UMFE)

Womens Team

Chizuru Kagura (98UMFE)

King (98UMFE)

Mai Shiranui (98UMFE)

Kim Team

Kim Kaphwan (98UMFE)

Chang Koehan (98UMFE)

Choi Bounge (98UMFE)

New Faces Team

Yashiro Nanakase (98UMFE)

Chris (98UMFE)

Shermie (98UMFE)

New Faces Team

Orochi Yashiro (98UMFE)

Orochi Chris (98UMFE)

Orochi Shermie (98UMFE)

Team 97

Ryuji Yamazaki (98UMFE)

Blue Mary (98UMFE)

Billy Kane (98UMFE)

Team 96

Iori Yagami (98UMFE)

Mature (98UMFE)

Vice (98UMFE)

Masters Team

Heidern (98UMFE)

Takuma Sakazaki (98UMFE)

Saisyu Kusanagi (98UMFE)

American Sports Team

Heavy D! (98UMFE)

Lucky Glauber (98UMFE)

Brian Battler (98UMFE)

96 Boss Team

Geese Howard (98UMFE)

Wolfgang Krauser (98UMFE)

Mr. Big (98UMFE)

Edit Characters

Eiji Kisaragi (98UMFE)

Kasumi Todoh (98UMFE)

Shingo Yabuki (98UMFE)

Rugal Bernstein (98UMFE)

EX Characters

EX Kyo (98UMFE)

EX Terry (98UMFE)

EX Andy (98UMFE)

EX Joe (98UMFE)

EX Ryo (98UMFE)

EX Robert (98UMFE)

EX Yuri (98UMFE)

EX Mai (98UMFE)

EX King (98UMFE)

EX Yamazaki (98UMFE)

EX Blue Mary (98UMFE)

EX Billy (98UMFE)

EX Geese (98UMFE)

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