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{| style="margin-right:1em;" align=" | {{CharNavbox_98FE}} | ||
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| __TOC__ | | __TOC__ | ||
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[[File: | <section begin="image"/>[[File:kof98_kyo_win.png|thumb|right|200px|Kyo is KOF's iconic first protagonist, and main hero of the Orochi Saga. In '98's dream match, he once again teams up with classic teammates Benimaru Nikaido and Goro Daimon to form the '''Japan Team'''.]]<section end="image"/> | ||
<br clear=all> | <br clear=all> | ||
== Introduction == | == Introduction == | ||
Kyo is primarily a close range pressure and mixup character. In neutral he has access to some helpful moves | {{StrengthsAndWeaknesses | ||
|ext=jpg | |||
| description = | |||
Kyo is primarily a close-range pressure and mixup character. In neutral, he has access to some helpful moves for getting in, including his guard-point rekkas, as well as some solid poking normals. Close range is where Kyo is really good, as he can use his strong hop normals and lows to open up the opponent. He has good confirms into his DMs from both lows and heavies, as well as strong corner juggles, making his damage fairly high overall. On defense he has access to a good invincible DP. Kyo's weaknesses are that he lacks anything to fight at long range, since he doesn't have a projectile, and that his meterless low confirms are pretty lackluster.}} | |||
==Movelist== | |||
[[File:Kof98umfekyomovelist.png]] | |||
== Preferred Mode and Position == | |||
Although he slightly prefers some aspects of Advanced mode, Kyo can be effective in both Advanced and Extra mode. | |||
'''Run vs Step''' | |||
* Kyo prefers Run over Step as it helps him with his up-close, rushdown game and it makes it easier to set up cross-ups after knockdowns. | |||
* However, Kyo isn't bad with Step as his step dash has good length and speed, and the increased walk speed helps with tick throws and can make a couple quick max combos easier. | |||
'''Roll vs Dodge''' | |||
* Personal preference. | |||
'''Advanced vs Extra Gauge''' | |||
* Kyo prefers Advanced gauge over Extra gauge, as he can build meter with his offense, Advanced gauge can store multiple stocks at once which allows Kyo to have more consistent access to his cr.B, cr.A, qcfx2+P super combo as a mid or anchor which is quite useful as his meterless low options are not great, and he doesn't need to stop his offense to charge after using meter. | |||
* However, Kyo can make pretty good use of Extra gauge as well since he has good quick max combos. | |||
'''Preferred Position''' | |||
* Kyo benefits from being further back in your team order with both gauges. With Advanced gauge, he likes to have access to more saved up stocks for his super combos. With Extra gauge, he wants to take advantage of the greater red health window for free supers, which gets progressively bigger from the first to the third character. | |||
* Although, Kyo on point is more effective in Extra mode as he can charge up to get meter more quickly. | |||
== 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> | |||
'''Desperation Moves''': | |||
* <span style="background-color:#0F0>Buff</span> - Damage of Ura 108 Shiki Orochinagi ([[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]) increased<br> | |||
* <span style="background-color:#F00>Nerf</span> - Damage of Saishu Kessen Ougi Mu Shiki (([[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] reduced<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> - Damage of 114 Shiki Aragami ([[image:qcf.gif]] + [[image:a.gif]]) increased from 10 to 13, autoguard duration lengthened to 1-4f Upper<br> | |||
* <span style="background-color:#0F0>Buff</span> - More moves now trigger 910 Shiki Nue Tsumi ([[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]])'s counter<br> | |||
==Normals== | |||
=== 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 == | ||
''' | === Hatsugane === | ||
'''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. | |||
== 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 === | ||
{{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 == | |||
=== 114 Shiki Aragami === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfa | |||
| description = * A lunging punch, and one of Kyo's rekka starters. | |||
* Has some useful upper autoguard during startup. | |||
* Can nullify projectiles. | |||
* Combos from close heavy attacks. | |||
| phases | |||
}} | |||
=== 128 Shiki Konokizu === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfaqcfa | |||
| description = * Rekka followup to Aragami. Kyo takes another step forward and does an uppercut with his other hand. | |||
* Combos from Aragami on the ground, unlike Yanosabi. Launches the opponent for further rekka followups. | |||
* Causes a soft knockdown if not followed up. | |||
| phases | |||
}} | |||
* | === 127 Shiki Yanosabi (1) === | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfaqcfafp | |||
| description = * Yanosabi followup from Konokizu. | |||
* Similar to the Aragami followup, but for combos instead. | |||
* Unlike the Aragami followup version, this is not an overhead. | |||
| phases | |||
}} | |||
=== 125 Shiki Nanase === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfaqcfafk | |||
| description = * Optimal Konokizu ender for corner carry and damage. | |||
* Launches the opponent fullscreen, causing a soft knockdown. | |||
| phases | |||
}} | |||
=== 127 Shiki Yanosabi (2) === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfahcba | |||
| description = * Overhead rekka followup to Aragami. | |||
* Too slow to combo on the ground, and interruptible, but causes a hard knockdown if it hits. | |||
* Has uses in juggle combos. | |||
| phases | |||
}} | |||
=== Ge-Shiki Midiri Ugachi=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfahcbap | |||
| description = * OTG followup to the overhead Yanosabi, adding more damage on hit. | |||
| phases | |||
}} | |||
* | === 125 Shiki Nanase === | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfahcbak | |||
| description = * Alternate followup to Yanosabi. | |||
* Zero use, since on block you die, and on hit you miss out on OTG damage. | |||
| phases | |||
}} | |||
=== 115 Shiki Dokugami === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfc | |||
| description = * A bigger lunging punch, and Kyo's other rekka starter. | |||
* Has autoguard at the beginning of the move (Frames 1-5) | |||
* Can nullify projectiles. | |||
| phases | |||
}} | |||
=== 401 Shiki Tsumi Yomi === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfchcbp | |||
| description = * Rekka followup to Dokugami. | |||
* Unsafe on block, so don't use if Dokugami is blocked. | |||
| phases | |||
}} | |||
* | === 402 Shiki Batsu Yomi === | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfchcbpfp | |||
| description = * Final hit of the Dokugami chain. | |||
* Causes a soft knockdown. | |||
* Even more unsafe on block. If the first two hits are blocked, and you use this, prepare to see your opponent's favourite combo. | |||
| phases | |||
}} | |||
' | === 100 Shiki Oniyaki=== | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_dpa, Kyo_dpc | |||
| description2 = * Kyo's DP. Can be combo-ed into from most normals. | |||
* Causes a soft knockdown. | |||
* Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal. A version has upper body armor (Frames 1-3) | |||
* The hitbox hits high and in front of Kyo. | |||
* A version deals one hit. | |||
* C version deals two hits, travels higher, and has more invincibility, making it a better reversal. | |||
* Unlike in vanilla '98, the C version's second hit connects consistently in '98 UMFE, making this a reliable anti-air and combo tool. | |||
| phases | |||
}} | |||
=== R.E.D. Kick === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_rdpb,Kyo_rdpd | |||
| description2 = * Kyo flies through the air and lands his foot directly on top of the opponent. | |||
* Hits mid. Hard knockdown. | |||
* B version travels 1/2 screen distance. | |||
* D version travels 3/4 screen distance | |||
| phases | |||
}} | |||
=== 75 Shiki Kai=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfb,Kyo_qcfd | |||
| description2 = * Kyo does a hopping kick with one foot, then kicks with the other foot. The second kick is triggered by the second button press. | |||
* Both hits launch the opponent, but the second launches them high enough for followups. | |||
* Causes a soft knockdown if not followed up. | |||
* B version only allows for Oniyaki to connect afterward. | |||
* D version can be followed with almost anything, including full rekka strings, DMs and R.E.D. Kick. | |||
| phases | |||
}} | |||
' | === 910 Shiki Nue Tsumi === | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcba,Kyo_qcbc | |||
| description2 = * Kyo does a sort of uppercut. Has counters associated with it if it's hit during certain parts of move. | |||
* Causes a soft knockdown if it hits raw. | |||
* Can counter lows when arm is lowered, and mids and highs while the arm is rising. | |||
* Low counter causes a hard knockdown. | |||
* Mid/high counter causes a soft knockdown. | |||
* C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer. | |||
| phases | |||
}} | |||
=== 212 Shiki Kototsuki You === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_hcbb,Kyo_hcbd | |||
| description2 = * Kyo runs after the opponent, faster than his normal run, then does a hitgrab. | |||
* Very unsafe on block. | |||
* Can be combo-ed into from heavy normals and 6B. | |||
* Causes a hard knockdown, with good oki, if it connects. | |||
* B version travels 3/4 screen distance. | |||
* D version travels full screen distance. | |||
| phases | |||
}} | |||
* | == Desperation Moves == | ||
=== Saishu Kessen Ougi Mu Shiki === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfqcfP | |||
| description = * Kyo throws down a pillar of fire and follows up with a chain of punches. | |||
* Causes a soft knockdown. | |||
* Can be combo'd into from lights, including low confirms. | |||
* Regular version deals 5 hits. Press C or D at the end for a special taunt. | |||
| phases | |||
}} | |||
=== Ura 108 Shiki Orochinagi === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcbhcfP | |||
| description = * 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. | |||
* Both versions can be juggled into from the D version of 75 Shiki Kai. | |||
| phases | |||
}} | |||
== Super Desperation Moves == | |||
=== Saishu Kessen Ougi Mu Shiki === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfqcfPsdm | |||
| description = * MAX version deals 14 hits and a lot more damage. | |||
}} | |||
=== Ura 108 Shiki Orochinagi === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcbhcfPsdm | |||
| description = * 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. | |||
* 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 additional hits. | |||
| phases | |||
}} | |||
' | ==General Notes== | ||
* In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in. | |||
* cl.C is generally the preferred close normal to use in combos as it is slightly faster, but cl.D has a larger cancellable window which can be useful if you have trouble comboing into say, 236236P. | |||
* In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode. | |||
==Videos== | ==Videos== | ||
{{#ev:youtube|czLHzs3D4Vo|||'''King of Fighters 98 UM FE: Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | {{#ev:youtube|czLHzs3D4Vo|||'''King of Fighters 98 UM FE: Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | ||
{{#ev:youtube|yi9rY9tGR5Y|||'''KOF 98 UM FE Kyo Quick Max Combos''' by [https://www.youtube.com/channel/UCq3v_LfhUE6Y7hozNuq9WBQ VolcanoShed]|frame}} | |||
{{#ev:youtube|fpUV5Y_l3Vk}} | {{#ev:youtube|fpUV5Y_l3Vk}} | ||
== | ==Navigation== | ||
{{CharNavbox_98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} | ||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | [[Category:The King of Fighters '98 Ultimate Match Final Edition]] | ||
[[Category:Kyo Kusanagi]] | [[Category:Kyo Kusanagi]] |
Latest revision as of 14:47, 14 November 2024
Introduction
Kyo is primarily a close-range pressure and mixup character. In neutral, he has access to some helpful moves for getting in, including his guard-point rekkas, as well as some solid poking normals. Close range is where Kyo is really good, as he can use his strong hop normals and lows to open up the opponent. He has good confirms into his DMs from both lows and heavies, as well as strong corner juggles, making his damage fairly high overall. On defense he has access to a good invincible DP. Kyo's weaknesses are that he lacks anything to fight at long range, since he doesn't have a projectile, and that his meterless low confirms are pretty lackluster.
Movelist
Preferred Mode and Position
Although he slightly prefers some aspects of Advanced mode, Kyo can be effective in both Advanced and Extra mode.
Run vs Step
- Kyo prefers Run over Step as it helps him with his up-close, rushdown game and it makes it easier to set up cross-ups after knockdowns.
- However, Kyo isn't bad with Step as his step dash has good length and speed, and the increased walk speed helps with tick throws and can make a couple quick max combos easier.
Roll vs Dodge
- Personal preference.
Advanced vs Extra Gauge
- Kyo prefers Advanced gauge over Extra gauge, as he can build meter with his offense, Advanced gauge can store multiple stocks at once which allows Kyo to have more consistent access to his cr.B, cr.A, qcfx2+P super combo as a mid or anchor which is quite useful as his meterless low options are not great, and he doesn't need to stop his offense to charge after using meter.
- However, Kyo can make pretty good use of Extra gauge as well since he has good quick max combos.
Preferred Position
- Kyo benefits from being further back in your team order with both gauges. With Advanced gauge, he likes to have access to more saved up stocks for his super combos. With Extra gauge, he wants to take advantage of the greater red health window for free supers, which gets progressively bigger from the first to the third character.
- Although, Kyo on point is more effective in Extra mode as he can charge up to get meter more quickly.
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:
Desperation Moves:
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 - Damage of 114 Shiki Aragami ( + ) increased from 10 to 13, autoguard duration lengthened to 1-4f Upper
Normals
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 |
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88 Shiki
88 Shiki
3D
3D |
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Ge-Shiki Naraku Otoshi
Ge-Shiki Naraku Otoshi
j.2C
j.2C |
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Special Moves
114 Shiki Aragami
114 Shiki Aragami
236A
236A |
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128 Shiki Konokizu
128 Shiki Konokizu
236A after 114 Shiki Aragami
236A after 114 Shiki Aragami |
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127 Shiki Yanosabi (1)
127 Shiki Yanosabi (1)
6A/C after 128 Shiki Konokizu
6A/C after 128 Shiki Konokizu |
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125 Shiki Nanase
125 Shiki Nanase
6B/D after 128 Shiki Konokizu
6B/D after 128 Shiki Konokizu |
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127 Shiki Yanosabi (2)
127 Shiki Yanosabi (2)
63214A/C after 114 Shiki Aragami
63214A/C after 114 Shiki Aragami |
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Ge-Shiki Midiri Ugachi
Ge-Shiki Migiri Ugachi
A/C after 127 Shiki Yanosabi (2)
A/C after 127 Shiki Yanosabi (2) |
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125 Shiki Nanase
125 Shiki Nanase
B/D after 127 Shiki Yanosabi
B/D after 127 Shiki Yanosabi |
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115 Shiki Dokugami
115 Shiki Dokugami
236C
236C |
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401 Shiki Tsumi Yomi
401 Shiki Tsumu Yomi
63214A/C after 115 Shiki Dokugami
63214A/C after 115 Shiki Dokugami |
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402 Shiki Batsu Yomi
402 Shiki Batsu Yomi
6A/C after 401 Shiki Tsumu Yomi
6A/C after 401 Shiki Tsumu Yomi |
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100 Shiki Oniyaki
100 Shiki Oniyaki
623A/C
623A/C |
---|
R.E.D. Kick
R.E.D. Kick
421B/D
421B/D |
---|
75 Shiki Kai
75 Shiki Kai
236B/D~B/D
236B/D~B/D |
---|
910 Shiki Nue Tsumi
910 Shiki Nue Tsumi
214A/C
214A/C |
---|
212 Shiki Kototsuki You
212 Shiki Kototsuki You
63214B/D
63214B/D |
---|
Desperation Moves
Saishu Kessen Ougi Mu Shiki
Saishu Kessen Ougi Mu Shiki
236236A/C
236236A/C |
---|
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
2141236A/C
2141236A/C |
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Super Desperation Moves
Saishu Kessen Ougi Mu Shiki
Saishu Kessen Ougi Mu Shiki
236236AC
236236AC |
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Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
2141236AC
2141236AC |
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General Notes
- In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in.
- cl.C is generally the preferred close normal to use in combos as it is slightly faster, but cl.D has a larger cancellable window which can be useful if you have trouble comboing into say, 236236P.
- In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.