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{| style="margin-right:1em;" align="right"
{{CharNavbox_98FE}}
 
{| style="margin-right:1em;" align="left"
  | __TOC__
  | __TOC__
  |}
  |}
[[File:EX-Kyo-member.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>


== Introduction ==
== Movelist ==
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.
 
'''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]]


== Changes from Previous Versions ==
Issetsu Seoi Nage - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


'''98 to 98UM'''
'''Command Normals'''


Normals:
Ge-Shiki Goufu You - [[image:fd.gif]] + [[image:b.gif]]


* cl.C's activation range has been decreased
88 Shiki - [[image:df.gif]] + [[image:d.gif]]


* Far A now has reduced priority
Ge-Shiki Naraku Otoshi - [[image:dn.gif]] + [[image:c.gif]] (Midair Only)


* Far D now starts up 4 frames faster
'''Special Moves'''


* The first hitbox on 2C has been shortened, and the second hitbox has been lengthened
108 Shiki Yami Barai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


* 2D now has reduced priority
100 Shiki Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]


* j.D now has reduced priority
101 Shiki Oboro Guruma - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]]


* You can no longer use j.2C during Extra mode step dash
75 Shiki Kai - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] > [[image:b.gif]] / [[image:d.gif]]


Specials:
212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]


* 236P's hitbox size has been reduced
'''Desperation Moves'''


* 623C now reliably hits 2 times, even when hitting an airborne opponent
Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


* 421B's recovery has been reduced by 2 frames
== 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.}}


* 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames
== Changelist ==


* 63214K's damage has been increased
=== '98 to Ultimate Match ===


* EX Kyo now uses sound files from '95
'''Normal Moves''':


'''98UM to 98UMFE'''
* <span style="background-color:#F00">Nerf</span> - Activation range of cl.C reduced<br>


Normals:
* <span style="background-color:#F00>Nerf</span> - Hurtbox of f.A increased in size<br>


* cl.A now has 2 frames less recovery
* <span style="background-color:#0F0>Buff</span> - Startup of f.D reduced from 14 to 10<br>


* 2A now has 1 frame less recovery
* <span style="background-color:#FF0>Rework</span> - First hitbox of 2C shortened, second hitbox lengthened<br>


Specials:
* <span style="background-color:#F00>Nerf</span> - Hurtbox of 2D increased in size<br>


* 236P now has 3 frames less recovery, but builds less meter
* <span style="background-color:#F00>Nerf</span> - Hurtbox of j.D increased in size<br>


==Normals==
* <span style="background-color:#F00>Nerf</span> - j.2C can no longer be performed during Extra mode's step dash<br>
===Close===
 
{{MoveData
'''Special Moves''':
|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.
}}
}}


* <span style="background-color:#0F0>Buff</span> - Damage of 212 Shiki Kototsuki You ([[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]) increased<br>


{{MoveData
* <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>
|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.
}}
}}


* <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>


{{MoveData
* <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>
|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.
}}
}}


* <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>


{{MoveData
* <span style="background-color:#0FF>Miscellaneous</span> - EX Kyo now uses voicelines from The King of Fighters '95<br>
|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
}}
}}


=== Ultimate Match to Final Edition ===


===Far===
'''Normal Moves''':
{{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.
}}
}}


* <span style="background-color:#0F0>Buff</span> - Recovery of cl.A reduced by 2<br>


{{MoveData
* <span style="background-color:#0F0>Buff</span> - Recovery of 2A reduced by 1<br>
|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.
}}
}}


'''Special Moves''':


{{MoveData
* <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>
|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.
}}
}}


==Normals==


{{MoveData
''Note: EX Kyo's normals, throws and command moves are identical to that of regular Kyo's.''
|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.
}}
}}


=== Close Standing Normals ===


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-f5CD.png
| moveId = Kyo_Ca
|caption=
| description = *Can work as a close-range anti-air against hops. Whiffs on crouchers.  
|name=Blowback
*Chainable.
|input=5CD
| phases =
|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===
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = Kyo_Cb
|image=UMFE-Kyo-2A.png
| description = *Standing low.  
|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.
*Chainable.
}}
| phases =
}}
}}


{{FrameDataCargo-KOF98FE
| moveId = Kyo_Cc
| description = *Has very fast start-up. Great combo starter and anti-air.
| phases =
}}


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-2B.png
| moveId = Kyo_Cd
|caption=
| description = *A bit slower than Close C
|name=Crouching B
| phases =  
|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.
}}
}}
}}


=== Far Standing Normals ===


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-2C.png
| moveId = Kyo_Fa
|image2=UMFE-Kyo-2C-2.png
| description = *Good for stopping hops. Whiffs on crouchers.  
|caption=
| phases =
|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.
}}
}}
}}


{{FrameDataCargo-KOF98FE
| moveId = Kyo_Fb
| description = *Has more recovery than st.A, but more range.
| phases =
}}


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-2D.png
| moveId = Kyo_Fc
|caption=
| description = *Poke with lots of startup. Cancelable on hit, block, and whiff.
|name=Crouching D
| phases =
|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===
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = Kyo_Fd
|image=UMFE-Kyo-jA.png
| description = *A sobat kick. Can avoid lows.
|caption=
| phases =
|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.
}}
}}
}}


=== Crouching Normals ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_2a
| description = *Standard outward jab.
*Chainable.
| phases =
}}


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-njB.png
| moveId = Kyo_2b
|caption=
| description = *Fast low combo starter.
|name=Neutral Jump B
*Chainable.
|data=
| phases =  
{{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.
}}
}}
}}


{{FrameDataCargo-KOF98FE
| moveId = Kyo_2c
| description = *Standard anti-air against jumps and hops.
*Cancelable on hit, block, and whiff.
| phases =
}}


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-jB.png
| moveId = Kyo_2d
|caption=
| description = *Can low-profile some moves.
|name=Jumping B
| phases =
|data=
{{AttackData-KOF98FE
|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.  
}}
}}
}}


=== Jumping Normals ===


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-jC.png
| moveId = Kyo_ja
|caption=
| description = *OK air-to-air.
|name=Jumping C
| phases =  
|data=
}}
{{AttackData-KOF98FE
 
|startup=6
{{FrameDataCargo-KOF98FE
|active=4
| moveId = Kyo_njb
|recovery=x
| description = *Decent air-to-air.
|guard=H
| phases =
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Another good jump-in.
}}
}}
}}


{{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 =
}}


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-njD.png
| moveId = Kyo_jc
|caption=
| description = *Another good jump-in.
|name=Neutral Jump D
| phases =
|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.
}}
}}
}}


{{FrameDataCargo-KOF98FE
| moveId = Kyo_njd
| description = *Good air-to-air.
| phases
}}


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-jD.png
| moveId = Kyo_jd
|caption=
| description = *Can act as a pressure tool when spaced.  
|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.
*A bit difficult to crossup with.
}}
| phases
}}
}}


=== Blowback ===


{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-jCD.png
| moveId = Kyo_5CD
|caption=
| description = *Average start-up.  
|name=Jumping CD
*Cancelable on hit, block, and whiff.
|data=
| phases
{{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.
}}
}}
}}


===Command Normals===
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = Kyo_jCD
|image=UMFE-Kyo-6B.png
| description = *Soft knockdown.  
|image2=UMFE-Kyo-6B-2.png
*Pretty big hitbox.
|caption=
| phases
|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.
*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.
}}
}}
}}


== Throws ==
=== Hatsugane ===
'''Hatsugane:''' <code>4/6C (close)</code>


{{MoveData
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
|image=UMFE-Kyo-3D.png
 
|image2=UMFE-Kyo-3D-2.png
=== Issetsu Seoi Nage ===
|caption=
'''Issetsu Seoi Nage:''' <code>4/6D (close)</code>
|name=Style 818
 
|input=3D
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.
|data=
 
{{AttackData-KOF98FE
== Command Moves ==
|startup=2
=== Ge-Shiki Goufu You ===
|active=3(12)4
{{FrameDataCargo-KOF98FE
|recovery=24
| moveId = Kyo_6b
|guard=L
| description = * Two-hit axe-kick.
|adv hit=?
* Second hit hits overhead.
|adv Block=-10
* Can be canceled into from normals at the cost of its overhead property, making it cancelable.
|cancel=N
* If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.
|knockdown=N
| phases
|juggle=Y
}}
|description=*Kyo kicks near the ground twice, one foot then the other.
 
=== 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.
*Hits low, even when canceled into.
}}
| phases
}}
}}


 
=== Ge-Shiki Naraku Otoshi ===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-j2C.png
| moveId = Kyo_j2C
|caption=
| description = *Two-handed hammerfist.
|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.
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
*Causes a hard knockdown on airborne opponents.
*Causes a hard knockdown on airborne opponents.
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
}}
| phases
}}
}}
== Throws ==
'''Anvil Slam [Hachi Tetsu]:''' <code>b/f+C (close)</code>
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.
'''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 Thrust [Yami Barai]:''' <code>236A/C</code>
'''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.
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.
Line 571: Line 291:
* Either version can be used to control space or to safely end a blockstring.
* Either version can be used to control space or to safely end a blockstring.


'''Fire Ball [Oniyaki]:''' <code>623A/C</code>
'''100 Shiki Oniyaki:''' <code>623A/C</code>


* EX Kyo's 623. Can be combo-ed into from most cancelable normals.
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.
Line 583: Line 303:
* 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.
* 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>
'''101 Shiki Oboro Guruma:''' <code>421B/D</code>


* Can be combo-ed into from most normals.
* Can be combo-ed into from most normals.
Line 591: Line 311:
* 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.
* 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.
* 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.


'''New Wave Smash [Kai]:''' <code>236B/D,B/D</code>
'''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.
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.
Line 599: Line 319:
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.
* 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.
* 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.


'''Crescent Slash [Kototsuki Yo]:''' <code>63214+B/D</code>
'''212 Shiki Kototsuki You:''' <code>63214B/D</code>


* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
Line 607: Line 327:
* Very unsafe on block.
* Very unsafe on block.


* Can be combo-ed into from heavy normals and f+B.
* Can be comboed into from heavy normals and the cancelled version of 6B.


* Causes a hard knockdown, allowing for an okizeme opportunity.
* Causes a hard knockdown, allowing for an okizeme opportunity.
Line 616: Line 336:
|image=UMFE-Kyo-2141236AC.png
|image=UMFE-Kyo-2141236AC.png
|image2=UMFE-Kyo-2141236P.png
|image2=UMFE-Kyo-2141236P.png
|caption=Hitbox only activates if it is MAX version
|caption=Body hitbox only for MAX version
|name=Serpent Wave
|name=Ura 108 Shiki Orochinagi
|input=2141236P (can be held)
|input=2141236A/C (hold OK)
|data=
|data=
  {{AttackData-KOF98FE
  {{AttackData-KOF98FE
Line 630: Line 350:
  |knockdown=Soft
  |knockdown=Soft
  |juggle=Y
  |juggle=Y
  |description=*Kyo throws a wave of fire in front of him.
  |description=* Kyo throws a wave of fire in front of him.
*Causes a soft knockdown.
* 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.
* 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.
* A version has lower-body invincibility.
*C version has upper-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.
* 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.
* 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 623C/421D
* 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.
  }}
  }}
  }}
  }}
Line 697: Line 417:
== 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

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. 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 - 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

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
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 3 +5 +3 -
  • Can work as a close-range anti-air against hops. Whiffs on crouchers.
  • Chainable.
Close B
cl.B
cl.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low C 5 4 8 ±0 -2 -
  • Standing low.
  • Chainable.
Close C
cl.C
cl.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 2 3,9 9 -5 -3 -
  • Has very fast start-up. Great combo starter and anti-air.
Close D
cl.D
cl.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 4 4 5 +3 +1 -
  • A bit slower than Close C

Far Standing Normals

Far A
f.A
f.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 5 +1 -1 -
  • Good for stopping hops. Whiffs on crouchers.
Far B
f.B
f.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 7 3 13 -4 -6 -
  • Has more recovery than st.A, but more range.
Far C
f.C
f.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 12 2 17 -3 -1 -
  • Poke with lots of startup. Cancelable on hit, block, and whiff.
Far D
f.D
f.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 10 4 5 +3 +1 -
  • A sobat kick. Can avoid lows.

Crouching Normals

Crouching A
2A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 4 +4 +2 -
  • Standard outward jab.
  • Chainable.
Crouching B
2B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low N 3 4 5 +3 +1 -
  • Fast low combo starter.
  • Chainable.
Crouching C
2C
2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 4 3,3 20 -6 -8 -
  • Standard anti-air against jumps and hops.
  • Cancelable on hit, block, and whiff.
Crouching D
2D
2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low C 11 3 19 SKD -4 -
  • Can low-profile some moves.

Jumping Normals

Jumping A
j.A
j.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 5 8 - - - -
  • OK air-to-air.
Neutral Jump B
nj.B
nj.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 5 9 - - - -
  • Decent air-to-air.
Jumping B
j.B
j.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 5 9 - - - -
  • Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.
Jumping C
j.C
j.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 6 4 - - - -
  • Another good jump-in.
Neutral Jump D
nj.D
nj.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 7 8 - - - -
  • Good air-to-air.
Jumping D
j.D
j.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 9 5 - - - -
  • Can act as a pressure tool when spaced.
  • A bit difficult to crossup with.

Blowback

Standing CD
5CD
5CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 19 4 16 SKD +2 -
  • Average start-up.
  • Cancelable on hit, block, and whiff.
Jumping CD
j.CD
j.CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 17 4 - - - -
  • Soft knockdown.
  • Pretty big hitbox.

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
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid,High [Mid] N 11 7(3)7 18 -5 -7 -
  • 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.

88 Shiki

88 Shiki
3D
3D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low N 2 3(12)4 24 -8 -10 -
  • Kyo kicks near the ground twice, one foot then the other.
  • Hits low, even when canceled into.

Ge-Shiki Naraku Otoshi

Ge-Shiki Naraku Otoshi
j.2C
j.2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 6 5 - HKD (Airborne) - -
  • 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.

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)
Body hitbox only for 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 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

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