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The King of Fighters '98 UMFE/EX Kyo: Difference between revisions

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{| style="margin-right:1em;" align="right"
{{CharNavbox_98FE}}
 
{| style="margin-right:1em;" align="left"
  | __TOC__
  | __TOC__
  |}
  |}
[[File:kyo98umfeexkyo.png]]
<section begin="image"/>[[File:kof98_kyo_win.png|thumb|right|200px|EX Kyo is an alternate version of Kyo, adapting his moveset from '''The King of Fighters '95''' into the gameplay style of '98.]]<section end="image"/>
[[File:Notationkof.png|left]]
 
[[File:Kof98umfeexkyomovelist.png|left]]
<br clear=all>
<br clear=all>
== Movelist ==
'''Notation'''
[[image:a.gif]] - Light Punch
[[image:b.gif]] - Light Kick
[[image:c.gif]] - Heavy Punch
[[image:d.gif]] - Heavy Kick
'''Throws'''
Hatsugane - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
Issetsu Seoi Nage - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
'''Command Normals'''
Ge-Shiki Goufu You - [[image:fd.gif]] + [[image:b.gif]]
88 Shiki - [[image:df.gif]] + [[image:d.gif]]
Ge-Shiki Naraku Otoshi - [[image:dn.gif]] + [[image:c.gif]] (Midair Only)
'''Special Moves'''
108 Shiki Yami Barai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
100 Shiki Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]
101 Shiki Oboro Guruma - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]]
75 Shiki Kai - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] > [[image:b.gif]] / [[image:d.gif]]
212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
'''Desperation Moves'''
Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


== Introduction ==
== Introduction ==
{{StrengthsAndWeaknesses
| description =EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.}}
== Changelist ==
=== '98 to Ultimate Match ===
'''Normal Moves''':
* <span style="background-color:#F00">Nerf</span> - Activation range of cl.C reduced<br>
* <span style="background-color:#F00>Nerf</span> - Hurtbox of f.A increased in size<br>
* <span style="background-color:#0F0>Buff</span> - Startup of f.D reduced from 14 to 10<br>
* <span style="background-color:#FF0>Rework</span> - First hitbox of 2C shortened, second hitbox lengthened<br>
* <span style="background-color:#F00>Nerf</span> - Hurtbox of 2D increased in size<br>
* <span style="background-color:#F00>Nerf</span> - Hurtbox of j.D increased in size<br>
* <span style="background-color:#F00>Nerf</span> - j.2C can no longer be performed during Extra mode's step dash<br>
'''Special Moves''':
* <span style="background-color:#0F0>Buff</span> - Damage of 212 Shiki Kototsuki You ([[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]) increased<br>
* <span style="background-color:#0F0>Buff</span> - Hitbox of the heavy version of 100 Shiki Oniyaki ([[image:dp.gif]] + [[image:c.gif]])'s second hit increased in size<br>
* <span style="background-color:#F00>Nerf</span> - Hitbox of 108 Shiki Yami Barai ([[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]])'s fireball reduced in size<br>
* <span style="background-color:#0F0>Buff</span> - Recovery of the light version of 101 Shiki Oboro Guruma ([[image:rdp.gif]] + [[image:b.gif]]) reduced by 2<br>
* <span style="background-color:#0F0>Buff</span> - Startup of the heavy version of 101 Shiki Oboro Guruma ([[image:rdp.gif]] + [[image:d.gif]]) reduced by 1, recovery reduced by 3<br>
* <span style="background-color:#0FF>Miscellaneous</span> - EX Kyo now uses voicelines from The King of Fighters '95<br>
=== Ultimate Match to Final Edition ===
'''Normal Moves''':
* <span style="background-color:#0F0>Buff</span> - Recovery of cl.A reduced by 2<br>
* <span style="background-color:#0F0>Buff</span> - Recovery of 2A reduced by 1<br>
'''Special Moves''':
* <span style="background-color:#0F0>Buff</span> - Recovery of 108 Shiki Yami Barai ([[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]) reduced by 3, ADV meter gain lowered<br>
==Normals==
===Close===
{{MoveData
|image=UMFE-Kyo-c5A.png
|caption=
|name=Close A
|input=cl.A
|data=
{{AttackData-KOF98FE
|startup=3
|active=4
|recovery=3
|guard=HL
|adv hit=?
|adv Block=+3
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers.
*Chainable.
}}
}}
{{MoveData
|image=UMFE-Kyo-c5B.png
|caption=
|name=Close B
|input=cl.B
|data=
{{AttackData-KOF98FE
|startup=5
|active=4
|recovery=8
|guard=L
|adv hit=?
|adv Block=-2
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Standing low.
*Chainable.
}}
}}
{{MoveData
|image=UMFE-Kyo-c5C.png
|image2=UMFE-Kyo-c5C-2.png
|caption=
|name=Close C
|input=cl.C
|data=
{{AttackData-KOF98FE
|startup=2
|active=3,9
|recovery=9
|guard=HL
|adv hit=?
|adv Block=-3
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Has very fast start-up. Great combo starter and anti-air.
}}
}}
{{MoveData
|image=UMFE-Kyo-c5D.png
|caption=
|name=Close D
|input=cl.D
|data=
{{AttackData-KOF98FE
|startup= 4
|active= 3
|recovery= 22
|guard= HL
|hitAdv= ?
|blockAdv= -7
|cancel= Y
|knockdown= N
|juggle= Y
|description=*A bit slower than Close C
}}
}}
===Far===
{{MoveData
|image=UMFE-Kyo-f5A.png
|caption=
|name=Far A
|input=f.A
|data=
{{AttackData-KOF98FE
|startup=3
|active=4
|recovery=5
|guard=HL
|adv hit=?
|adv Block=+1
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Good for stopping hops. Whiffs on crouchers.
}}
}}
{{MoveData
|image=UMFE-Kyo-f5B.png
|caption=
|name=Far B
|input=f.B
|data=
{{AttackData-KOF98FE
|startup=7
|active=3
|recovery=13
|guard=HL
|adv hit=?
|adv Block=-6
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Has more recovery than Far A, but more range.
}}
}}
{{MoveData
|image=UMFE-Kyo-f5C.png
|caption=
|name=Far C
|input=f.C
|data=
{{AttackData-KOF98FE
|startup=12
|active=2
|recovery=17
|guard=HL
|adv hit=?
|adv Block=-1
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.
}}
}}
{{MoveData
|image=UMFE-Kyo-f5D.png
|caption=
|name=Far D
|input=f.D
|data=
{{AttackData-KOF98FE
|startup= 10
|active= 5
|recovery= 12
|guard= HL
|hitAdv= ?
|blockAdv= +1
|cancel= N
|knockdown= N
|juggle= Y
|description=*A sobat kick. Can avoid lows.
}}
}}
{{MoveData
|image=UMFE-Kyo-f5CD.png
|caption=
|name=Blowback
|input=5CD
|data=
{{AttackData-KOF98FE
|startup= 19
|active= 4
|recovery= 16
|guard= HL
|hitAdv= ?
|blockAdv= +2
|cancel= Y
|knockdown= Soft
|juggle= Y
|description=*Average start-up.
*Cancelable on hit, block, and whiff.
}}
}}
===Crouching===
{{MoveData
|image=UMFE-Kyo-2A.png
|caption=
|name=Crouching A
|input=2A
|data=
{{AttackData-KOF98FE
|startup=3
|active=4
|recovery=4
|guard= HL
|adv hit=?
|adv Block=+2
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Standard outward jab.
*Chainable.
}}
}}
{{MoveData
|image=UMFE-Kyo-2B.png
|caption=
|name=Crouching B
|input=2B
|data=
{{AttackData-KOF98FE
|startup=3
|active=4
|recovery=5
|guard=L
|adv hit=?
|adv Block=+1
|cancel=N
|knockdown=N
|juggle=Y
|description=*Fast low combo starter.
*Chainable.
}}
}}
{{MoveData
|image=UMFE-Kyo-2C.png
|image2=UMFE-Kyo-2C-2.png
|caption=
|name=Crouching C
|input=2C
|data=
{{AttackData-KOF98FE
|startup=4
|active=3,3
|recovery=20
|guard=HL
|adv hit=?
|adv Block=-8
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Standard anti-air against jumps and hops.
*Cancelable on hit, block, and whiff.
}}
}}
{{MoveData
|image=UMFE-Kyo-2D.png
|caption=
|name=Crouching D
|input=2D
|data=
{{AttackData-KOF98FE
|startup= 4
|active= 3
|recovery= 22
|guard= HL
|hitAdv= ?
|blockAdv= -4
|cancel= Y
|knockdown= Soft
|juggle= Y
|description=*Can low-profile some moves.
}}
}}
===Jumping===
{{MoveData
|image=UMFE-Kyo-jA.png
|caption=
|name=Jumping A
|data=
{{AttackData-KOF98FE
|startup=5
|active=8
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Ok air-to-air.
}}
}}


{{MoveData
|image=UMFE-Kyo-njB.png
|caption=
|name=Neutral Jump B
|data=
{{AttackData-KOF98FE
|startup=5
|active=9
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Decent air-to-air.
}}
}}


== Normal Moves ==


'''Close'''
{{MoveData
*cl. A/B/C/D are cancel-able.
|image=UMFE-Kyo-jB.png
*cl. A/B are chain-able
|caption=
*cl. A: An elbow that hits high.
|name=Jumping B
*cl. B: Hits low.
|data=
*cl. C: Has very fast start-up. Great combo starter and anti-air.
{{AttackData-KOF98FE
*cl. D: A bit slower than cl. C.
|startup=5
|active=9
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.  
}}
}}


'''Stand'''
*Far A: Hits high and is cancel-able. Good for stopping hops.
*Far B: Has more endlag than far A, but has more range.
*Far C: A backfist with a noticable bit of startup. Hits high. Whiff/cancel-able.
*Far D: A sobat kick that hits mid. Can avoid lows.


'''Crouch'''
{{MoveData
*cr. A/C/D are whiff/cancel-able.
|image=UMFE-Kyo-jC.png
*cr. A/B are chain-able.
|caption=
*cr. A: Hits mid. Standard outward jab.
|name=Jumping C
*cr. B: Fast low that could start combos.
|data=
*cr. C: Rising uppercut that hits mid. Used to react against jumps and hops.
{{AttackData-KOF98FE
*cr. D: Soft knockdown.
|startup=6
|active=4
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Another good jump-in.
}}
}}


'''Jump'''
*j. A: Ok air-to-air.
*j. B: Downwards knee. Great cross-up and jump-in from a hop. Instant-overhead.
*j. C: Another good jump-in.
*j. D: A flip kick that could put on pressure when spaced. A bit difficult to cross-up with.
*n. j. B: Knee is out horizontally instead of down and forward. Decent air-to-air.
*n. j. D: Kyo kicks almost directly in front of him. Good air-to-air.


'''Blowback Attack'''
{{MoveData
*CD: Soft knockdown, whiff/cancel-able. Average start-up.
|image=UMFE-Kyo-njD.png
*j. CD: Soft knockdown. Pretty big hitbox.
|caption=
|name=Neutral Jump D
|data=
{{AttackData-KOF98FE
|startup=7
|active=8
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Good air-to-air.
}}
}}


== Throws ==


'''Anvil Slam [Hachi Tetsu]:''' (close) b/f + C
{{MoveData
*Kyo smacks his opponent in the face with his forearm.
|image=UMFE-Kyo-jD.png
*Regular knockdown
|caption=
|name=Jumping D
|data=
{{AttackData-KOF98FE
|startup= 9
|active= 5
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Can act as a pressure tool when spaced.
*A bit difficult to crossup with.
}}
}}


'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' (close) b/f + D
*Kyo throws his opponent behind him, then falls on them with his elbow.
*Hard knockdown
*Reverse knockdown


== Command Moves ==
{{MoveData
|image=UMFE-Kyo-jCD.png
|caption=
|name=Jumping CD
|data=
{{AttackData-KOF98FE
|startup=17
|active=4
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=Soft
|juggle=Y
|description=*Has more recovery than Far A, but more range.
*Chainable.
}}
}}


'''Thundering Axe Burst:''' f + B
===Command Normals===
*Two-hit axe-kick.
{{MoveData
|image=UMFE-Kyo-6B.png
|image2=UMFE-Kyo-6B-2.png
|caption=
|name=Thundering Axe Burst
|input=6B
|data=
{{AttackData-KOF98FE
|startup=11
|active=7(3)7
|recovery=18
|guard=HL,H
|adv hit=?
|adv Block=-7
|cancel=N
|knockdown=N
|juggle=Y
|description=*Two-hit axe-kick.
*Second hit hits overhead.
*Second hit hits overhead.
*Can be cancelled into from normals, allowing it to special-cancel. Overhead property is lost.
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.
}}
}}
 
 
{{MoveData
|image=UMFE-Kyo-3D.png
|image2=UMFE-Kyo-3D-2.png
|caption=
|name=Style 818
|input=3D
|data=
{{AttackData-KOF98FE
|startup=2
|active=3(12)4
|recovery=24
|guard=L
|adv hit=?
|adv Block=-10
|cancel=N
|knockdown=N
|juggle=Y
|description=*Kyo kicks near the ground twice, one foot then the other.
*Hits low, even when canceled into.
}}
}}
 
 
{{MoveData
|image=UMFE-Kyo-j2C.png
|caption=
|name=Drop to Naraku
|input=j.2C
|data=
{{AttackData-KOF98FE
|startup=6
|active=5
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=Hard (Airborne)
|juggle=Y
|description=*Two-handed hammerfiFar
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
*Causes a hard knockdown on airborne opponents.
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
}}
}}
 
== Throws ==


'''Drop to Naraku:''' (in the air) down + C
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code>
*Double-handed hammer fist.
*Hard knockdown on airborne opponents.
*Great cross-up. Aim to have Kyo's bent legs right over the opponent's head.


'''Style 818:''' df + D
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.
*Kyo kicks near the ground twice, one foot then the other.
 
*Hits low, even when cancelled into.
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code>
 
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.


== Special Moves ==
== Special Moves ==


'''Dark Thurst [Yami Barai]:''' qcf + A/C
'''Dark Thrust [Yami Barai]:''' <code>236A/C</code>
*Kyo's grounded projectile
*Either version can be used to space or as pushback in a blockstring.
*Light version travels slower. Can be linked from a fullscreen distance to someone in the corner.
*Heavy version travels faster. Deals a bit more damage than light.


'''Fire Ball [Oniyaki]:''' dp + A/C
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.
*Kyo's DP. Can be combo'd into from most normals.
*Soft knockdown
*The hitbox is all around Kyo. Not as high as his normal variant.
*Light version deals one hit. Safer to use in combos.
*Heavy version deals two hits, travels higher, and has more invincibility, making it a good reversal.


'''Spinning kick [Oboroguruma]:''' rdp + B/D
* Either version can be used to control space or to safely end a blockstring.
*Can be combo'd into from most normals.
*Will whiff on crouching opponents.
*Light version has Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggleable state.
*Soft knockdown
*Heavy version has Kyo fly through the air a 3/4 screen distance with two of the upwards kicks, then flips forward with his foot sending the opponent into the ground.
*Heavy version is a good corner carry. Deals more damage than dp+C.
*Hard knockdown. Allows for okizeme opportunity.


'''New Wave Smash [Kai]:''' qcf + K, K (B or D)
'''Fire Ball [Oniyaki]:''' <code>623A/C</code>
*Kyo jumps up with one foot, then after pressing kick again, kicks with the other.
*2nd hit juggles the opponent
*Soft knockdown
*Light version only allows for dp+p to connect.
*Heavy version can be followed up with dp+p/rdp+k/hcb+k/DM. Can also link into the light version.


'''Crescent Slash [Kototsuki Yo]:''' hcb + B/D
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.
*Kyo runs after the opponent, faster than his normal run, then hits the opponent with his elbow into an explosive, one-handed choke.
 
*On-hit command grab. Very unsafe on block.
* Causes a soft knockdown.
*Can be combo'd into from heavy normals and f+B.
 
*Hard knockdown. Allows for okizeme opportunity.
* Has both autoguard and invincibility at the beginning of the move.
 
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.
 
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.
 
'''Spinning kick [Oboroguruma]:''' <code>421B/D</code>
 
* Can be combo-ed into from most normals.
 
* Will whiff on crouching opponents.
 
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.
 
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good oki. Your ideal combo ender.
 
'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code>
 
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.
 
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.
 
* B version only allows for 623P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.
 
'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code>
 
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
 
* Very unsafe on block.
 
* Can be combo-ed into from heavy normals and f+B.
 
* Causes a hard knockdown, allowing for an okizeme opportunity.


== Desperation Moves ==
== Desperation Moves ==


{{MoveData
|image=UMFE-Kyo-2141236AC.png
|image2=UMFE-Kyo-2141236P.png
|caption=Hitbox only activates if it is MAX version
|name=Serpent Wave
|input=2141236P (can be held)
|data=
{{AttackData-KOF98FE
|startup=20
|active=16
|recovery=25
|guard=HL
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=Soft
|juggle=Y
|description=*Kyo throws a wave of fire in front of him.
*Causes a soft knockdown.
*Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
*A version has lower-body invincibility.
*C version has upper-body invincibility.
*MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
*Both versions can be juggled into from 236K>K.
*If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C/421D
}}
}}


'''Serpent Wave:''' qcb, hcf + A/C
*Kyo throws a wave of fire in front of him.
*Soft knockdown
*DM does one hit. C version seems to have slightly faster start-up and can combo from heavy attacks.
*SDM has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave does three hits.
*Both versions can be linked into from qcf+k.
**If timed right, only two hits will connect. This puts the opponent in a juggle state that can be followed through with dp+C/rdp+D.


== Combos ==
== Combos ==


''Anywhere''
General Notes:
 
===Meterless===


*j. X, [cr. B, cr. A]/[cl. C], dp+p/rdp+D
''Low''


*Cross-up j. B/D/d+C, cl. C, qcf+D, [delay] D, run, rdp+D
: <code>2B, 2A, 421D</code>
: Basic low confirm into hard knockdown. Has good corner carry.


''Mid/Jump-In''
: <code>(j.X), cl.C, 421D</code>
: <code>(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214D/421D</code>
: Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.


''Corner''
''Corner''


*j. X, cl. C, qcf+D, [delay] D, rdp+B, dp+C/rdp+D
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code>
: Must be executed as quickly as possible for the combo to fully connect.


( Timing rdp+D after rdp+B is very tight versus dp+C )
===With Meter===


''Mid/Jump-In''


''Combos into DMs''
: <code>(j.X), 2C, 2141236C</code>


*j. X, cr. C, qcb,hcf+C
: <code>cl.C, 236D,D, 2141236C</code>


*'''Corner Only''' j. X, cl. C, qcf+D, [delay] D, qcb,hcf+p (SDM, 2 hits), dp+C/rdp+D
: <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code>
: Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.
 
===With Quick MAX===
 
''At or Approaching Corner''
 
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C</code>
 
''Corner''
 
: <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code>


== Strategy & Tips ==
== Strategy & Tips ==


The second button press of qcf+D,D must be delayed as late as possible to get SDM qcb,hcf+p to hit only twice.
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.


== Videos ==
== Videos ==
 
{{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
Shows the difference between regular and EX Kyo's hitboxes on DP. It seems no other hitboxes differ between the two.
 
{{#ev:youtube|f_Ml_0owCxU}}
{{#ev:youtube|f_Ml_0owCxU}}
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.


== External Links ==
== External Links ==


{{CharNavbox_98FE}}
{{Navbox 98UMFE}}
{{Navbox 98UMFE}}


[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Kyo Kusanagi]]
[[Category:Kyo Kusanagi]]

Latest revision as of 14:57, 14 November 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

EX Kyo is an alternate version of Kyo, adapting his moveset from The King of Fighters '95 into the gameplay style of '98.


Movelist

Notation

- Light Punch

- Light Kick

- Heavy Punch

- Heavy Kick

Throws

Hatsugane - (close) / +

Issetsu Seoi Nage - (close) / +

Command Normals

Ge-Shiki Goufu You - +

88 Shiki - +

Ge-Shiki Naraku Otoshi - + (Midair Only)

Special Moves

108 Shiki Yami Barai - + /

100 Shiki Oniyaki - + /

101 Shiki Oboro Guruma - + /

75 Shiki Kai - + / > /

212 Shiki Kototsuki You - + /

Desperation Moves

Ura 108 Shiki Orochinagi - + /

Introduction

EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.

Changelist

'98 to Ultimate Match

Normal Moves:

  • Nerf - Activation range of cl.C reduced
  • Nerf - Hurtbox of f.A increased in size
  • Buff - Startup of f.D reduced from 14 to 10
  • Rework - First hitbox of 2C shortened, second hitbox lengthened
  • Nerf - Hurtbox of 2D increased in size
  • Nerf - Hurtbox of j.D increased in size
  • Nerf - j.2C can no longer be performed during Extra mode's step dash

Special Moves:

  • Buff - Damage of 212 Shiki Kototsuki You ( + / ) increased
  • Buff - Hitbox of the heavy version of 100 Shiki Oniyaki ( + )'s second hit increased in size
  • Nerf - Hitbox of 108 Shiki Yami Barai ( + / )'s fireball reduced in size
  • Buff - Recovery of the light version of 101 Shiki Oboro Guruma ( + ) reduced by 2
  • Buff - Startup of the heavy version of 101 Shiki Oboro Guruma ( + ) reduced by 1, recovery reduced by 3
  • Miscellaneous - EX Kyo now uses voicelines from The King of Fighters '95

Ultimate Match to Final Edition

Normal Moves:

  • Buff - Recovery of cl.A reduced by 2
  • Buff - Recovery of 2A reduced by 1

Special Moves:

  • Buff - Recovery of 108 Shiki Yami Barai ( + / ) reduced by 3, ADV meter gain lowered

Normals

Close

Close A
cl.A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 4 3 HL - - Y N Y
  • Can work as a close-range anti-air against hops. Whiffs on crouchers.
  • Chainable.


Close B
cl.B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 4 8 L - - Y N Y
  • Standing low.
  • Chainable.


Close C
cl.C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
2 3,9 9 HL - - Y N Y
  • Has very fast start-up. Great combo starter and anti-air.


Close D
cl.D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
4 3 22 HL ? -7 Y N Y
  • A bit slower than Close C


Far

Far A
f.A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 4 5 HL - - Y N Y
  • Good for stopping hops. Whiffs on crouchers.


Far B
f.B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
7 3 13 HL - - Y N Y
  • Has more recovery than Far A, but more range.


Far C
f.C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
12 2 17 HL - - Y N Y
  • Poke with lots of startup. Cancelable on hit, block, and whiff.


Far D
f.D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
10 5 12 HL ? +1 N N Y
  • A sobat kick. Can avoid lows.


Blowback
5CD
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
19 4 16 HL ? +2 Y Soft Y
  • Average start-up.
  • Cancelable on hit, block, and whiff.

Crouching

Crouching A
2A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 4 4 HL - - Y N Y
  • Standard outward jab.
  • Chainable.


Crouching B
2B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 4 5 L - - N N Y
  • Fast low combo starter.
  • Chainable.


Crouching C
2C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
4 3,3 20 HL - - Y N Y
  • Standard anti-air against jumps and hops.
  • Cancelable on hit, block, and whiff.


Crouching D
2D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
4 3 22 HL ? -4 Y Soft Y
  • Can low-profile some moves.

Jumping

Jumping A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 8 x H - - N N Y
  • Ok air-to-air.


Neutral Jump B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 9 x H - - N N Y
  • Decent air-to-air.


Jumping B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 9 x H - - N N Y
  • Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.


Jumping C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
6 4 x H - - N N Y
  • Another good jump-in.


Neutral Jump D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
7 8 x H - - N N Y
  • Good air-to-air.


Jumping D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
9 5 x H - - N N Y
  • Can act as a pressure tool when spaced.
  • A bit difficult to crossup with.


Jumping CD
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
17 4 x H - - N Soft Y
  • Has more recovery than Far A, but more range.
  • Chainable.

Command Normals

Thundering Axe Burst
6B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
11 7(3)7 18 HL,H - - N N Y
  • Two-hit axe-kick.
  • Second hit hits overhead.
  • Can be canceled into from normals at the cost of its overhead property, making it cancelable.
  • If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.


Style 818
3D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
2 3(12)4 24 L - - N N Y
  • Kyo kicks near the ground twice, one foot then the other.
  • Hits low, even when canceled into.


Drop to Naraku
j.2C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
6 5 x H - - N Hard (Airborne) Y
  • Two-handed hammerfiFar
  • Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
  • Causes a hard knockdown on airborne opponents.
  • Great crossup. Aim to have Kyo's bent legs right over the opponent's head.

Throws

Anvil Slam [Hachi Tetsu]: b/f+C (close)

  • Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.

Swift Shoulder Throw [Issestsu Seoi Nage]: b/f+D (close)

  • Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.

Special Moves

Dark Thrust [Yami Barai]: 236A/C

  • EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.
  • Either version can be used to control space or to safely end a blockstring.

Fire Ball [Oniyaki]: 623A/C

  • EX Kyo's 623. Can be combo-ed into from most cancelable normals.
  • Causes a soft knockdown.
  • Has both autoguard and invincibility at the beginning of the move.
  • The hitbox is all around EX Kyo, but does not extend as high as his normal variant.
  • A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.

Spinning kick [Oboroguruma]: 421B/D

  • Can be combo-ed into from most normals.
  • Will whiff on crouching opponents.
  • B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.
  • D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good oki. Your ideal combo ender.

New Wave Smash [Kai]: 236B/D,B/D

  • EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.
  • Second hit juggles the opponent; if not followed up, it deals a soft knockdown.
  • B version only allows for 623P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.

Crescent Slash [Kototsuki Yo]: 63214+B/D

  • EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
  • Very unsafe on block.
  • Can be combo-ed into from heavy normals and f+B.
  • Causes a hard knockdown, allowing for an okizeme opportunity.

Desperation Moves

Serpent Wave
2141236P (can be held)
Hitbox only activates if it is MAX version
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
20 16 25 HL - - N Soft Y
  • Kyo throws a wave of fire in front of him.
  • Causes a soft knockdown.
  • Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
  • A version has lower-body invincibility.
  • C version has upper-body invincibility.
  • MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
  • Both versions can be juggled into from 236K>K.
  • If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C/421D


Combos

General Notes:

Meterless

Low

2B, 2A, 421D
Basic low confirm into hard knockdown. Has good corner carry.

Mid/Jump-In

(j.X), cl.C, 421D
(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214D/421D
Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.

Corner

(j.X), cl.C, 236D,D, 421B, 421D
Must be executed as quickly as possible for the combo to fully connect.

With Meter

Mid/Jump-In

(j.X), 2C, 2141236C
cl.C, 236D,D, 2141236C
(j.X), cl.C, 236D,D, 2141236AC, 421D
Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.

With Quick MAX

At or Approaching Corner

(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C

Corner

(j.X), cl.C, 236D,D, 421B, ABC, 2141236C

Strategy & Tips

The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.

Videos

King of Fighters 98 UM FE: EX Kyo Guide by Mash It Out

(2:35) Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.

External Links

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro