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The all-star dream match never ends.

(Play that shit like you just got your motherfuckin'-)note 
Two, three!
It all began in '94
Kept on rollin' in '95
Pieces were in place in '96
And It came to an end in '97
And now it comes, and here we go.
KOF is here again.
Nothing's gonna stop, it's 1998!
Cipher, Intro Theme

The King of Fighters '98note  is the fifth installment of The King of Fighters series; it was released for arcades on July 23rd, 1998 before coming to the Neo Geo two months later.

As KOF '97 wrapped up the plot threads in the Orochi Saga, this game has no story mode like the prior games. Instead, KOF '98 is meant to be a big celebration of the series up to that point, bringing back (almost) every playable character for one big "dream match" title, whether it be those who canonically died (Mature and Vice in '96; the New Face Team in '97) or ones that have resigned from the tourney during the arc (Takuma, Heidern, and Saisyu, who together form the Master Team). Even the original USA Team from '94 (Heavy D!, Lucky, and Brian) is back, having learned new moves during their absense. Rugal Bernstein from KOF '94 and '95 serves as a final boss in his Omega form, with his pre-transformation version available as a playable fighter. That amounts to 38 unique characters in total, and that's not counting the "Extra" moveset clones that give some fighters similar, but different set of moves (like the alternative New Face Team, using the Orochi power like their mid-boss fights in '97).

Continuing from KOF '97's Extra/Advanced dual stance system, KOF '98 introduces the "Advantage" Comeback Mechanic. Any player who lost in the previous round gets their gauge upgraded in return; in the Extra mode, the Power Gauge's length will get shortened, and in the Advanced mode, your maximum Power Gauge stock number increases by one (so you can save them up to 4 for the second fighter, and 5 for the third).

With diverse character roster and small but still important changes to the fighting system, KOF '98 is the game that finalized the formula (specifically, the Advanced mode; the Extra mode would be gone after this game). While the future KOF series would introduce lots of innovations, their general system is based off KOF '98's Advanced mode, and sometimes even revert them to revisit the roots.

KOF '98 was ported to PlayStation and Sega Dreamcast in 1999. The Dreamcast port is titled The King of Fighters: Dream Match 1999, featuring a new animated opening, 2ÂœD graphics (a first in the main series) by the method of Sprite/Polygon Mix, a compatibility function with King of Fighters R-2 on Neo Geo Pocket Color, and Orochi Iori and Orochi Leona as bonus characters.

In 2008, in commemoration of the 10th anniversary, SNK Playmore released a Video Game Remake, The King of Fighters '98: Ultimate Match, for arcade and the PlayStation 2. It adds in the rest of characters that was left out in the original KOF '98 (Eiji from '95, Kasumi and the Boss Team from '96, and all bosses in the Orochi Saga). This game further increases the customization option with the new Ultimate mode that lets you select traits from the two modes individually (Quick Step/Dash, Dodge/Roll, and the Extra/Advanced power gauge). After some updates, a final version, appropriately subtitled Final Edition, was released in 2011 on arcade, and ported to Windows for Steam and GOG.com.

     Teams In This Version 

Additional teams in Ultimate Match

This works shows examples of:

    open/close all folders 
    Tropes in the original KOF '98 
  • 2ÂœD: The Dreamcast port, The King of Fighters: Dream Match 1999, is the first time the series goes in this direction, using a Sprite/Polygon Mix with the 2D character sprites over 3D backgrounds. This would become a standard in the mainline KOF console ports after it, until KOF XIV that shifts into full 3D.
  • Adaptation Expansion: The Dreamcast port adds overpowered Iori and Leona from KOF '97 who went mad from the Orochi power. They would also be added in Ultimate Match.
  • Anti-Frustration Features:
    • This is the first installment to implement a Continue Service which, if a player decides to put in another credit and continue in the arcade mode, randomly grants the player a temporary bonus for that match only. Their effect include reducing the CPU player character's health to 1/3, maxing out your Power Gauge all the time, or entirely skipping that match. You can also continue without the Continue Service bonus if you want to.
    • In the arcade version, it was impossible to distinguish some EX characters from their normal counterparts in character select menu, as their portraits look identical. You could only confirm it after the match began, when a player uses moves that only the EX characters have. The Dreamcast version adds exclusive portraits for all of EX characters, so you can finally tell if they've selected the EX version before the game starts.
  • Ascended Glitch: In the original '98, Leona had a special battle intro to Chang where she gives a salute to him. This is commonly seen as a mistake that somehow swapped the intros between Chang's and Ralf's, because she doesn't give a salute to Ralf in her intro, even though she does to the other Ikari Warriors members. This was fixed in '99 and 2000, but then revived in 2001 and stayed that way. This was also kept in the remake, Ultimate Match.
  • Balance Buff:
    • Both Power Gauge modes get an upgrade every time you lose a round:
      • In the Extra mode, your Power Gauge gets shorter, and the lowest health point where it starts to flash (and therefore the moment you're able to use Desperation Move without filling the Gauge) gets higher.
      • In the Advanced mode, your maximum Power Gauge stock number is raised by one. This means your third (and last) fighter can save them up to 5.
    • The Mood system's handicap in the Advanced mode has changed so that even if your next fighter isn't friendly with their former, you only lose the Power Gauge meter and still keep the Gauge stocks. The Mood system itself is also randomized depending on the date in Neo Geo BIOS software, so there's some risk for both players independent of which characters they use.
  • The Cameo:
    • The USA basketball court stage has some SNK characters in background (Eiji Kisaragi, Ryuhaku Todoh, Mr. Big, Duck King). Ulimate Match removed Mr. Big and Eiji from the stage, because they're playable characters in that version.
    • Additionally, Eiji himself will appear next to Billy's special battle intro if he's fighting against Iori (who became their sworn enemy since '95). If this happens, Billy will look behind after Eiji exits, shaking his head like he saw a ghost. This intro was also removed in Ultimate Match because Eiji is a playable character, but Eiji's special taunt in this intro is still used whenever he fights Iori.
    • If you win a round as Choi in the Japan stage under specific condition, two students riding on a bicycle will appear. They're Takeshi and Mika, fictional hosts from SNK's radio program Neo Chupi.
  • Dream Match Game: It's the Trope Namer (taken from the Japanese version's subtitle, Dream Match Never Ends). Every character from the KOF series up until this point has returned, even ones killed off or Put on a Bus in earlier installments (thought some characterse like the Boss Team are an exception, instead being added in Ultimate Match).
  • He Cleans Up Nicely: The promotional art by Shinkiro has several members of the cast dressed for a fancy party. They all look quite appealing when dressed up.
  • Market-Based Title: The arcade and Neo Geo version's subtitle is Dream Match Never Ends in Japan, and The Slugfest in the international versions.
  • Moveset Clone: Expanding on the alternative Kyo in '97 who has a move set from himself in '95, you can select an "Extra" version of certain fighters in KOF '98, with some different moves. A lot of these are generally a Call-Back to previous incarnations in SNK games, like Fatal Fury fighters retaining their moves from Real Bout Fatal Fury 2, but there're some exceptions.
    • Like in '97, EX Kyo is based on his '95 incarnation, being able to shoot a flame on the ground but losing his moves added in '96.
    • Fatal Fury and Art of Fighting characters get their standard projectile moves back like in '94, and get exclusive Special and Super Moves from their home series. For example, EX Billy gets Salamander Stream, his Super in Real Bout 2. On the other hand, EX Yuri gets a completely new Super found only in this game, Shin! Chou Uppaa! (a shoutout to Ryu's Shin Shoryuken from Street Fighter III).
    • The EX New Face Team gets back their Orochi power seen in KOF '97. Each EX version even has their own Leitmotif (EX Yashiro re-uses "Rhythmic Hallucination" from '97, but EX Chris and EX Shermie get new ones for this game, "Mad Fantasy" and "Fanatic Waltz").
  • Nerf:
    • The required parameter to stun a character is a lot higher than the previous games, and most of the combos in KOF '97 that used to stun an opponent instantly will not work in this game. Most later KOF games would de-emphasize Stun like this, or even removing it like KOF 2001 and 2002.
    • Starting with this game, all command grabs have a proper recovery animation if they fail to connect. This effectively nerfs any character that has command grabs, as this makes it eaiser for their opponent to punish them.
  • Nostalgia Level: A few stages are from the earlier Orochi Saga games.
    • The original USA Team stage is a Darker and Edgier remake of their basketball court in '94, replacing the spectators with SNK cameos.
    • The Masters Team stage is the Kyokugenryu dojo, the same one from '95, but completely destroyed. You wouldn't notice it's the same stage if it weren't for the Kyokugenryu insignia on the floor.
    • The final stage is a submerged Black Noah, the ship where you fought Rugal in '94.
  • No Plot? No Problem!: As a story free Dream Match Game, you just fight Omega Rugal in the arcade mode and the game ends after it. Not even Excuse Plot is there to explain why he's here.
  • Promoted to Playable: Rugal debuts as a regular playable character for the first time (disgarding '95, where Omega Rugal could be selected with a cheat code). He's a far cry from the SNK Boss he was in '94.
  • Real-Place Background:
  • Recycled Soundtrack: Some character leitmotifs from KOF '97, like Shingo's "Still Green" and Billy Kane's "London March", are used in this game without remix or any change.

    Tropes exclusive to Ultimate Match 
  • Adaptation Expansion:
    • Ultimate Match's arcade mode has more bosses than the original '98. In the orignal game, there was only one possible mid-boss (Shingo) and one final boss (Omega Rugal). Ultimate Match adds more characters from the expanded roster who can be met if certain conditions are met. Now, there are five more potential mid-bosses to fight: the normal version of Rugal (who never appeared in the original's arcade mode), Eiji from '95, Kasumi from '96, and Orochi Iori and Orochi Leona from '97. The final boss also has two new enemies from the past Orochi Saga games, Goenitz and Orochi.
    • The regular characters from '95, '96, and '97 who didn't appear in the original '98 all come back for Ultimate Match, and each has a new moveset expanded from their debuting game. For example, Eiji's Zantetsu Nami was a regular Special Move in '95, but it became a Super Move in Ultimate Match that costs a Power Gauge stock, with a new MAX variation that shoots projectiles twice.
    • Ultimate Match adds more EX Moveset Clone of the characters. This includes Geese, who wasn't in the original '98 and now has two playable versions in Ultimate Match.
  • Adapted Out:
    • In KOF '97, Orochi's Battle Intro started with Chris before he transforms into the evil god himself. The PlayStation port of '97 additionally had his unique animation as a waiting teammate, where his physical form alternates between being Chris and Orochi. Both of these animation are not present in Ultimate Match, replaced with new animation that edits out Chris. Their removal is likely because this animation became absurd when you fight Orochi as Chris, and unlike '97, Orochi is not locked behind cheat codes in Ultimate Match (Final Edition even made the bosses available from start).
    • The mid-bosses of KOF '97's arcade mode, Orochi Iori and Orochi Leona, were introduced with a Heartbeat Soundtrack before their theme ("Control Crisis") and stages had a Red Filter of Doom flashing effect. You can fight them as mid-bosses in Ultimate Match, but the heartbeat intro is absent and stages are red from start without flashing effect (the latter is likely because of epilepsy issue).
  • Anti-Frustration Features: In addition to the exclusive portraits for EX characters (which are actually different from the Dreamcast port; they are all redrawn again for the remake), any EX character's name will be colored red in the character select menu, making it much easier to distinguish them even without memorizing their portraits.
  • Balance Buff:
    • The Extra mode gets many buffs in this version. Many of these also applies when you pick the Extra mode's option in the Ultimate mode.
      • You can now Tech Grab in the Extra mode (except when you're in evasion dodge stance).
      • The length of the Power Gauge is always as short as it was when you're playing as a third fighter in the original '98. The lowest health point to gain access to DMs still differs between your fighters, but they're also higher in Ultimate Match than the vanilla '98.
      • Your fighter's walking speed becomes slightly faster than when you use the Advanced mode.
      • Completely filling the gauge doesn't make you enter the MAX Mode right away, and you have an option to activate it by yourself, just like entering the MAX Mode in the Advanced mode. Additionally, you can use a technique called Quick MAX Mode, activating the MAX Mode in middle of the attack to skip its animation and chain it into another move, effectively working as Lag Cancel similar to Free Cancel in KOF 2002.
    • In the Advanced Mode, you can perform a MAX Super Move without entering the MAX Mode by spending three Power Gauge stocks at once (for example, if said Super Move's command input requires one of Punch buttons, you can press both Light and Heavy Punch to activate the MAX Super instantly). This system would be carried over to 2002 UM.
    • The Mood system doesn't affect your Power Gauge in this game. It's now only used whether your teammates will help your current fighter.
  • Capcom Sequel Stagnation: Ultimate Match was released for Taito Type X arcade board, and then updated for balance and bug fixes several times in every port. The last one, Ultimate Match Final Edition, came out in 2011, three years after the original release.
  • Lag Cancel: New to Ultimate Match, selecting the Extra Mode or picking the Extra Power Gauge in the Ultimate Mode enables the ability to use the Quick MAX Mode. It works similarly to Free Cancel in The King of Fighters 2002, as activating the Quick MAX in middle of Normal Attacks and Special Moves cancels their animation. While its usage is more limited than 2002 as you can use it once per each MAX Mode, it still can create many combos not possible in the original '98.
  • Moveset Clone: In addition to those in the original '98 (who got more Special Moves ported from their home games), Ultimate Match adds several more Extra characters:
    • EX Yamazaki and EX Blue Mary are based on their incarnations in Real Bout Fatal Fury 2.
    • EX King isn't too different from the original (who had all the signature moves from Art of Fighting 2 to begin with), but the difference is that her Special Moves, Surprise Rose and Double Strike, are upgraded to Super Moves (and therefore cost your Power Gauge and do a lot more damage).
    • The normal version of Geese is based on KOF '96, and his Extra version Real Bout 2. The difference is, like the others, that EX Geese's Reppuken can travel all across the screen unlike the normal Geese.
  • Nerf:
    • From '94 to the original '98 (but only the Extra Mode in '97 and '98), any character who got their health low enough to use Desperation Moves could use them as much as they can. This wasn't a problem in KOF '94 and '95 where DMs had slow startup, but it became an issue when KOF '96 made it possible to spam them when the player character is on low health. In Ultimate Match, there's now a proper cooldown whenever a player use DMs from their low health.
    • Blow Back Guard Cancel was notorious for giving a player on low health little chance to come back and win, because their opponent can safely block attack and use Gaurd Cancel to inflict enough damage to instantly win a round; this was why it was later nerfed so that it doesn't do damage at all, starting in KOF '99. In Ultimate Match, the Blow Back Guard Cancel still does damage like in the original '98, but its startup became slower, giving the other player more time to block or avoid it.
    • In '98, Air Throw is done by holding joystick up and pressing either Heavy Punch or Heavy Kick. In Ultimate Match, only Heavy Punch works. This nerfs every character with Air Throw who has a better jumping Heavy Kick than jumping Heavy Punch, as players preferred to use Air Throw with a better Normal in case Air Throw misses.
  • New Work, Recycled Graphics:
    • Some stages in Ultimate Match are new, but others are ported from the past Orochi Saga games, like the Boss Team stage in '96.
    • Orochi's animation is mostly redrawn to accomodate the new systems in Ultimate Match, but some animation is based on or recycled from the PlayStation port of KOF '97, like his crouching motions.
    • Eiji uses his graphics from '95, which didn't have a roll mechanic yet. In its replacement, instead of drawing a new one, his evasive roll animation recycles his animation from KOF XI. This caused an Art-Style Clash due to the art differences the two games (with 10-year release gap in real life), but the motion is quick enough that it doesn't stand out too much.
  • Recycled Soundtrack: More so than the original '98, many tracks are from not only the past KOF games, but other SNK games. EX Billy ("N.D.R"), EX Mary ("Kiss Me"), and EX Yamazaki ("C62 ~Shirokuni~") all get their themes from Fatal Fury 3 and Real Bout Fatal Fury. Some tracks are also allocated to different teams/characters; for example, "Get'n Up", the Women Fighters Team theme in KOF '96, has become one of Kasumi's themes alongside "ART OF FIGHT" from the first Art of Fighting game.
  • Retraux:
    • EX Andy uses the unique hit sound effects used in KOF '95. This is because EX Andy's Gekiheki Haisuishō, the rekka-style move that was temporarily added in '95 and came back for him in Ultimate Match, is a KOF-original move that was never introduced in the Fatal Fury series.
    • EX Kyo was already based on his kit in KOF '95, so he likewise uses the sound effects in that game, but he has more changes than EX Andy. Both his hit and block sound effects are of '95, and even some of his voices are reverted to that of '95, including the one for Orochinagi, EX Kyo's only Super Move.


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