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[[File:EX | <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"/> | ||
<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. Compared to regular Kyo, his main weakness is a weaker offence game due to the absence of the Aragami/Dokugami rekka chains, the Saishu Kessen Ougi Mu Shiki desperation move and R.E.D. Kick.}} | |||
== 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== | |||
''Note: EX Kyo's normals, throws and command moves are identical to that of regular Kyo's.'' | |||
=== Close Standing Normals === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Ca | |||
| description = *Can work as a close-range anti-air against hops. Whiffs on crouchers. | |||
*Chainable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Cb | |||
| description = *Standing low. | |||
*Chainable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Cc | |||
| description = *Has very fast start-up. Great combo starter and anti-air. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Cd | |||
| description = *A bit slower than Close C | |||
| phases = | |||
}} | |||
=== Far Standing Normals === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Fa | |||
| description = *Good for stopping hops. Whiffs on crouchers. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Fb | |||
| description = *Has more recovery than st.A, but more range. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Fc | |||
| description = *Poke with lots of startup. Cancelable on hit, block, and whiff. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Fd | |||
| description = *A sobat kick. Can avoid lows. | |||
| phases = | |||
}} | |||
=== Crouching Normals === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_2a | |||
| description = *Standard outward jab. | |||
*Chainable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_2b | |||
| description = *Fast low combo starter. | |||
*Chainable. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_2c | |||
| description = *Standard anti-air against jumps and hops. | |||
*Cancelable on hit, block, and whiff. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_2d | |||
| description = *Can low-profile some moves. | |||
| phases = | |||
}} | |||
=== Jumping Normals === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_ja | |||
| description = *OK air-to-air. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_njb | |||
| description = *Decent air-to-air. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_jb | |||
| description = *Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. | |||
| phases = | |||
}} | |||
== | {{FrameDataCargo-KOF98FE | ||
| moveId = Kyo_jc | |||
| description = *Another good jump-in. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_njd | |||
| description = *Good air-to-air. | |||
| phases | |||
* | }} | ||
{{FrameDataCargo-KOF98FE | |||
* | | moveId = Kyo_jd | ||
* | | description = *Can act as a pressure tool when spaced. | ||
*A bit difficult to crossup with. | |||
| phases | |||
}} | |||
=== Blowback === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_5CD | |||
* | | description = *Average start-up. | ||
*Cancelable on hit, block, and whiff. | |||
* | | phases | ||
}} | |||
{{FrameDataCargo-KOF98FE | |||
* | | moveId = Kyo_jCD | ||
* | | description = *Soft knockdown. | ||
*Pretty big hitbox. | |||
| phases | |||
}} | |||
== Throws == | == Throws == | ||
''' | === Hatsugane === | ||
*Kyo smacks his opponent in the face with his forearm. | '''Hatsugane:''' <code>4/6C (close)</code> | ||
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown. | |||
=== Issetsu Seoi Nage === | |||
'''Issetsu Seoi Nage:''' <code>4/6D (close)</code> | |||
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown. | |||
*Kyo throws his opponent behind him, then | |||
== Command Moves == | == Command Moves == | ||
=== Ge-Shiki Goufu You === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_6b | |||
| description = * 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. | |||
| phases | |||
}} | |||
=== 88 Shiki === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_3d | |||
| description = *Kyo kicks near the ground twice, one foot then the other. | |||
*Hits low, even when canceled into. | |||
| phases | |||
}} | |||
=== Ge-Shiki Naraku Otoshi === | |||
*Two- | {{FrameDataCargo-KOF98FE | ||
* | | moveId = Kyo_j2C | ||
* | | description = *Two-handed hammerfist. | ||
*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. | |||
| phases | |||
}} | |||
== Special Moves == | |||
''' | '''108 Shiki Yami Barai:''' <code>236A/C</code> | ||
* 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. | |||
'''100 Shiki Oniyaki:''' <code>623A/C</code> | |||
* 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. | |||
'''101 Shiki Oboro Guruma:''' <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 okizeme. Your ideal combo ender. | |||
'''75 Shiki 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 Oniyaki to connect afterward, while the D version can be followed up with a variety of moves, including the B version. | |||
''' | '''212 Shiki Kototsuki You:''' <code>63214B/D</code> | ||
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab. | |||
*Kyo | |||
* Very unsafe on block. | |||
* | |||
* Can be comboed into from heavy normals and the cancelled version of 6B. | |||
* | |||
* 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=Body hitbox only for MAX version | |||
|name=Ura 108 Shiki Orochinagi | |||
|input=2141236A/C (hold OK) | |||
|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 heavy Kai/Upkicks. | |||
* 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 Oniyaki or Oboro Guruma. | |||
}} | |||
}} | |||
== Combos == | == Combos == | ||
General Notes: | |||
===Meterless=== | |||
''Low'' | |||
: <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'' | ||
: <code>(j.X), cl.C, 236D,D, 421B, 421D</code> | |||
: Must be executed as quickly as possible for the combo to fully connect. | |||
===With Meter=== | |||
''Mid/Jump-In'' | |||
: <code>(j.X), 2C, 2141236C</code> | |||
: <code>cl.C, 236D,D, 2141236C</code> | |||
: <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 | 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}} | {{#ev:youtube|2UvB-V-Pzr4|||'''King of Fighters 98 UM FE: EX Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | ||
{{#ev:youtube|f_Ml_0owCxU}} | {{#ev:youtube|f_Ml_0owCxU}} | ||
'''(2:35)''' Shows the difference between regular and EX Kyo's hitboxes on | '''(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 22:27, 14 November 2024
Movelist
Notation
Throws
Issetsu Seoi Nage - (close) / +
Command Normals
Ge-Shiki Naraku Otoshi - + (Midair Only)
Special Moves
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. Compared to regular Kyo, his main weakness is a weaker offence game due to the absence of the Aragami/Dokugami rekka chains, the Saishu Kessen Ougi Mu Shiki desperation move and R.E.D. Kick.
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 - 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:
Normals
Note: EX Kyo's normals, throws and command moves are identical to that of regular Kyo's.
Close Standing Normals
Close A
cl.A
cl.A |
---|
Close B
cl.B
cl.B |
---|
Close C
cl.C
cl.C |
---|
Close D
cl.D
cl.D |
---|
Far Standing Normals
Far A
f.A
f.A |
---|
Far B
f.B
f.B |
---|
Far C
f.C
f.C |
---|
Far D
f.D
f.D |
---|
Crouching Normals
Crouching A
2A
2A |
---|
Crouching B
2B
2B |
---|
Crouching C
2C
2C |
---|
Crouching D
2D
2D |
---|
Jumping Normals
Jumping A
j.A
j.A |
---|
Neutral Jump B
nj.B
nj.B |
---|
Jumping B
j.B
j.B |
---|
Jumping C
j.C
j.C |
---|
Neutral Jump D
nj.D
nj.D |
---|
Jumping D
j.D
j.D |
---|
Blowback
Standing CD
5CD
5CD |
---|
Jumping CD
j.CD
j.CD |
---|
Throws
Hatsugane
Hatsugane: 4/6C (close)
- Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
Issetsu Seoi Nage
Issetsu Seoi Nage: 4/6D (close)
- Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.
Command Moves
Ge-Shiki Goufu You
Ge-Shiki Goufu You
6B
6B |
---|
88 Shiki
88 Shiki
3D
3D |
---|
Ge-Shiki Naraku Otoshi
Ge-Shiki Naraku Otoshi
j.2C
j.2C |
---|
Special Moves
108 Shiki 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.
100 Shiki 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.
101 Shiki Oboro Guruma: 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 okizeme. Your ideal combo ender.
75 Shiki 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 Oniyaki to connect afterward, while the D version can be followed up with a variety of moves, including the B version.
212 Shiki Kototsuki You: 63214B/D
- EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
- Very unsafe on block.
- Can be comboed into from heavy normals and the cancelled version of 6B.
- Causes a hard knockdown, allowing for an okizeme opportunity.
Desperation Moves
Ura 108 Shiki Orochinagi 2141236A/C (hold OK) |
---|
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
(2:35) Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.