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

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{| style="margin-right:1em;" align="right"
{{CharNavbox_98FE}}
 
{| style="margin-right:1em;" align="left"
  | __TOC__
  | __TOC__
  |}
  |}
[[File:kyo98umfeexkyo.png]]
<section begin="image"/>[[File:kof98_kyo_win.png|thumb|right|200px|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"/>
[[File:Notationkof.png|left]]
 
[[File:Kof98umfekyomovelist.png|left]]
[[File:255px-Kyo kusanagi.jpg|right|frame]]
<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 like his rekkas that have a guard point, R.E.D kick which he can use to close distance that gets him a hard knockdown on hit and a nice set of normals to poke with. Up close is where Kyo is really good, he can use his fast hop speed together with his good priority, deep-hitting j.B and his fast cr.B to put a lot of pressure on opponents, and he can also threaten with his j.D+C command normal which can be used as a fast-hitting jump-in, a great cross-up, or a solid air-to-ground move to catch the opponent if they jump. He has good confirms into his supers from both lows and heavies and at the corner or on cross-up he can combo into his qcf+D up-kicks to start juggles, making his damage quite good. On defense he has access to a good invul dp that he can use as a reversal and an anti air. Kyos weaknesses are that he lacks anything to fight at long range since he doesn't have a projectile and that his meterless low confirm is pretty lackluster.
{{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''':


== Normal Moves==
* <span style="background-color:#F00">Nerf</span> - Activation range of cl.C reduced<br>


'''Close'''
* <span style="background-color:#F00>Nerf</span> - Hurtbox of f.A increased in size<br>
*cl. A/B/C/D are cancel-able.
*cl. A/B are chain-able
*cl. A: Hits high.
*cl. B: Hits low.
*cl. C: Has very fast start-up. Great combo starter and anti-air.
*cl. D: A bit slower than cl. C.


'''Stand'''
* <span style="background-color:#0F0>Buff</span> - Startup of f.D reduced from 14 to 10<br>
*Far A: Hits high and is cancel-able. Good for stopping hops.
*Far B: Has more endlag than far A, but has more range.
*Far C: Noticable bit of startup. Whiff/cancel-able.
*Far D: A sobat kick that hits mid. Can avoid lows.


'''Crouch'''
* <span style="background-color:#FF0>Rework</span> - First hitbox of 2C shortened, second hitbox lengthened<br>
*cr. A/C/D are whiff/cancel-able.
*cr. A/B are chain-able.
*cr. A: Hits mid. Standard outward jab.
*cr. B: Fast low that could start combos.
*cr. C: Hits mid. Used to react against jumps and hops.
*cr. D: Can low profile under fireballs.


'''Jump'''
* <span style="background-color:#F00>Nerf</span> - Hurtbox of 2D increased in size<br>
*j. A: Ok air-to-air.
*j. B: Great cross-up. Great jump-in from a hop. Instant-overhead.
*j. C: Another good jump-in.
*j. D: Could put on pressure when spaced. A bit difficult to cross-up with.
*n. j. B: Decent air-to-air.
*n. j. D: Good air-to-air.


'''Blowback Attack'''
* <span style="background-color:#F00>Nerf</span> - Hurtbox of j.D increased in size<br>
*st. CD: Soft knockdown, whiff/cancel-able. Average start-up.
*j. CD: Soft knockdown. Pretty big hitbox.


== Throws ==
* <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 =
}}


'''Anvil Slam [Hachi Tetsu]:''' (close) b/f + C
=== Far Standing Normals ===
*Kyo smacks his opponent in the face with his forearm.
*Regular knockdown


'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' (close) b/f + D
{{FrameDataCargo-KOF98FE
*Kyo throws his opponent behind him, then falls on them with his elbow.
| moveId = Kyo_Fa
*Hard knockdown
| description = *Good for stopping hops. Whiffs on crouchers.  
*Reverse knockdown
| phases =
}}


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


'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' f + B
{{FrameDataCargo-KOF98FE
*Two-hit axe-kick.
| moveId = Kyo_Fc
*Second hit hits overhead.
| description = *Poke with lots of startup. Cancelable on hit, block, and whiff.
*Can be cancelled into from normals, allowing it to special-cancel. Overhead property is lost.
| phases =
}}


'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' (in the air) down + C
{{FrameDataCargo-KOF98FE
*Double-handed hammer fist.
| moveId = Kyo_Fd
*Hard knockdown on airborne opponents.
| description = *A sobat kick. Can avoid lows.
*Great cross-up. Aim to have Kyo's bent legs right over the opponent's head.
| phases =
}}


'''Style 818 [88 Shiki]:''' df + D
=== Crouching Normals ===
*Kyo kicks near the ground twice, one foot then the other.
*Hits low, even when cancelled into.


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


'''Wicked Chew [114 Shiki: Aragami]''' - qcf + A
{{FrameDataCargo-KOF98FE
*A step into a right hook. (when facing right)
| moveId = Kyo_2b
*Has autoguard at the beginning of the move.
| description = *Fast low combo starter.  
*Attack can nullify projectiles.
*Chainable.
*Can combo from close heavy attacks.
| phases =
}}


:'''Masticate [128 Shiki: Kono Kizu]''':
{{FrameDataCargo-KOF98FE
::(during Wicked Chew) qcf + P
| moveId = Kyo_2c
:*Kyo takes another step forward and does an uppercut with his left. (when facing right)
| description = *Standard anti-air against jumps and hops.  
:*Soft knockdown
*Cancelable on hit, block, and whiff.
| phases =
}}


:::'''Oxidation [127 Shiki: Yano Sobi]''' - (during '''Masticate''') A/C, (during '''Wicked Chew''') hcb + A/C
{{FrameDataCargo-KOF98FE
::*An elbow strike that hits overhead.
| moveId = Kyo_2d
::*Hard knockdown
| description = *Can low-profile some moves.
::*Combos after Kono Kizu.
| phases =
::*Does not combo after Aragami on grounded opponents.
}}


:'''Rapids of Rage [125 Shiki: Nana Se]''' - (during '''Masticate''' or '''Oxidation''' from '''Wicked Chew''') B/D
=== Jumping Normals ===
:*Kyo glides across the ground with his foot directly in front of him.
:*Soft knockdown
:*Easier to combo after Kono Kizu than Yano Sobi. Sends opponents across the entire screen.
:*Unsafe if prior parts of the rekka are blocked.


::::'''Instantaneous Smash [Ge Shiki: Migiri Ugachi]''' - (after '''Oxidation''' from '''Wicked Chew''' sequence = qcf + A, hcb + A/C ) A/C
{{FrameDataCargo-KOF98FE
:::*Kyo smashes the ground with his fist.
| moveId = Kyo_ja
:::*Hits OTG
| description = *OK air-to-air.
:::*Hits low
| phases =
:::*This string should be used in the corner after qcf+k,k.
}}


'''Poison Gnawfest [115 Shiki: Dokugami]''' - qcf + C
{{FrameDataCargo-KOF98FE
*Spin into a left hook (when facing right)
| moveId = Kyo_njb
*Has autoguard at the beginning of the move.
| description = *Decent air-to-air.
*Attack can nullify projectiles.
| phases =
}}


:'''Recitation of Sins [401 Shiki: Tsumi Yomi]''' - (during '''Poison Gnawfest''') hcb + A/C
{{FrameDataCargo-KOF98FE
:*After the hook, Kyo swings with the back of his fist.
| moveId = Kyo_jb
:*Unsafe on block, so don't use if Dokugami is blocked.
| description = *Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.  
| phases =
}}


::'''Verdict [402 Shiki: Batsu Yomi]''' - (during '''Recitation of Sins''') F + A/C
{{FrameDataCargo-KOF98FE
::*Final hit of the Dokugami string, a shoulder uppercut.
| moveId = Kyo_jc
::*Soft knockdown
| description = *Another good jump-in.
::*Even more unsafe on block after Tsumi Yomi. If the first two hits are blocked, do NOT use or you will be punished severely.
| phases =
}}


'''Fire Ball [100 Shiki: Oniyaki]''' - dp + P
{{FrameDataCargo-KOF98FE
*Kyo's DP. Can be combo'd into from most normals.
| moveId = Kyo_njd
*Soft knockdown
| description = *Good air-to-air.
*Has autoguard at the beginning of the move.
| phases
*The hitbox hits high and in front of Kyo.
}}
*A version deals one hit. Safer to use in combos.
*C version deals two hits, travels higher, and has more invincibility, making it a good reversal.


'''R.E.D. Kick''' - rdp + K
{{FrameDataCargo-KOF98FE
*Kyo flies through the air and lands his foot directly on top of the opponent.
| moveId = Kyo_jd
*Hits mid. Hard knockdown.
| description = *Can act as a pressure tool when spaced.  
*B version travels 1/2 screen distance.
*A bit difficult to crossup with.
*D version travels 3/4 screen distance.
| phases
}}


'''New Wave Smash [75 Shiki: Kai]:''' qcf + K, K (B or D)
=== Blowback ===
*Kyo jumps up with one foot, then after pressing kick again, kicks with the other.
*2nd hit juggles the opponent
*Soft knockdown
*B version only allows for dp+p to connect.
*D version can be followed up with qcf+A/dp+p/rdp+k/hcb+k/DM. Can also link into the light version.


'''Phantom Mauler [910 Shiki: Nue Tsumi]''' - qcb + P
{{FrameDataCargo-KOF98FE
*Kyo raises his arm in front of him, down to up.
| moveId = Kyo_5CD
*Soft knockdown
| description = *Average start-up.  
*Can counter lows when arm is lowered, and mids and highs while the arm is rising.
*Cancelable on hit, block, and whiff.
*Low counter triggers Tora Fuse. It's just Migiri Ugachi, the punch to the ground. Hard knockdown.
| phases
*Mid/High counter triggers Ryuu Iri, in which Kyo thrusts his elbow forward. Soft knockdown.
}}
*C version has Kyo wait a bit before rising, letting the low counter stay active for longer.


'''Crescent Slash [212 Shiki: Kototsuki Yo]:''' hcb + B/D
{{FrameDataCargo-KOF98FE
*Kyo runs after the opponent, faster than his normal run, then hits the opponent with his elbow into an explosive, one-handed choke.
| moveId = Kyo_jCD
*On-hit command grab. Very unsafe on block.
| description = *Soft knockdown.  
*Can be combo'd into from heavy normals and f+B.
*Pretty big hitbox.
*Hard knockdown. Allows for okizeme opportunity.
| phases
*B version travels 3/4 screen distance.
}}
*D version travels full screen distance.


== Desperation Moves ==
== Throws ==


'''Final Showdown [Saishuu Kessen Ougi Mushiki]''' - qcf qcf + A/C
=== Hatsugane ===
*Kyo throws down a pillar of fire and follows up with a chain of punches.
'''Hatsugane:''' <code>4/6C (close)</code>
*Soft knockdown
*Can be combo'd into from cr. B, cr. A.
*DM version deals 5 hits. Press C or D at the end for a special taunt.
*SDM version deals 14 hits.


'''Serpent Wave [Ura 108 Shiki: Orochinagi]''' - qcb hcf + A/C (push down to hold)
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.


*Kyo throws a wave of fire in front of him.
=== Issetsu Seoi Nage ===
*Soft knockdown
'''Issetsu Seoi Nage:''' <code>4/6D (close)</code>
*DM does one hit. C version seems to have slightly faster start-up and can combo from heavy attacks.
*A version has lowerbody invincibility
*C version has upperbody invincibility
*SDM has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave does three hits.
*Both versions can be linked into from qcf+k.
**If timed right, only two hits will connect. This puts the opponent in a juggle state that can be followed through with dp+C.


== Combos ==
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.


'''0 Meter combos'''
== 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
}}


'''1.)''' (j.A/B/C/D), cl. C/D, qcf + C, hcb + C, f + C
=== 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
}}


* this is an very important and well damaging combo that ends in a rollable knockdown. Be sure to practice this one and nail it 100% of the time it hits. Do not use this combo as a blockstring because the tail end of it is very punishable. If you opponent blocks the cl. C or D after you jump in, just either block and wait for them to respond with something, or continue pressure with a f + B, qcf + A, or a hyper hop B or CD. If you go far as to do the qcf + C when they are blocking, you can frame trap with if they press any buttons with a qcb + A/C counter move, or even an Oni Yaki dp + A/C if you are feeling risky. You can start this combo with a cross up  Naraku Otoshi (d + C).
=== 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
}}


'''2.)''' (j.A/B/C/D), cl. C/D, rdp + B
=== 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
}}


* ends in a unrollable knockdown. You may be punished if the rdp + B is blocked. After you knock them down, you can give them a 50/50 okizeme mixup by hitting them with a meaty j.B/C or j. d + C when they rise.
=== 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
}}


'''3.)''' (j.A/B/C/D), cl. C/D, hcb + B/D
=== Ge-Shiki Midiri Ugachi===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcfahcbap
| description = * OTG followup to the overhead Yanosabi, adding more damage on hit.
| phases
}}


* the hcb + B/D ends the opponent up in a unrollable knockdown for you can walk up slightly and cross them up with a j.B/C or j. D + C
=== 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
}}


'''4.)''' in the corner only, cl. C/D, qcf + D, D, (hcb + B/rdp + B/qcf + A, hcb + A, f + A/sj.B)
=== 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
}}


* After the qcf + D, D for more damage you can do the 'qcf + A, hcb + A, f + A' rekkas, or slightly lesser damage, but to end them in a unrollable knockdown you can end with the 'qcb + B' or 'rdp + B', and for an air reset, you can just do sj. B.
=== 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
}}


'''5.)''' cr. B, cl. C, etc.
=== 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
}}


* useful 1-2 frame link that can give you some good damage from starting from a low attack. Cl.C can be brought into his (qcf + C, hcb + C, f + C), or (rpd + B) or his (hcb + B/D)
=== 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
}}


'''Desperation Move Combos'''
=== 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
}}


'''1.)''' cr. B, cr. A XX qcf, qcf + A/C
=== 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
}}


* A very important combo which nets you great damage confirming from a low. Every Kyo player needs to learn this. You can add two cr.B's before the cr.A, or a cl.C to cr.B to cr.A or st. A for a 3 hit starter.
== 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
}}


'''Extra Meter'''
=== 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
}}


'''1.)''' qcf. C, ABC, cr. A, qcf, qcf + A/C
== Super Desperation Moves ==
=== Saishu Kessen Ougi Mu Shiki ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcfqcfPsdm
| description = * MAX version deals 14 hits and a lot more damage.
}}


'''2.)''' close qcf. C, ABC, cl. C, qcf. C, hcb. A/C, f+ A/C
=== 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
}}


'''3.)''' low health, cross up, qcf. C, ABC, qcb, hcf + P
==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}}


==External Links==
==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

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

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.


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:

  • Buff - Damage of 212 Shiki Kototsuki You ( + / ) increased
  • Buff - Hitbox of the heavy version of 100 Shiki Oniyaki ( + )'s second hit increased in size

Desperation Moves:

  • Buff - Damage of Ura 108 Shiki Orochinagi ( + / ) increased
  • Nerf - Damage of Saishu Kessen Ougi Mu Shiki (( + / reduced

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
  • Buff - More moves now trigger 910 Shiki Nue Tsumi ( + / )'s counter

Normals

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

114 Shiki Aragami

114 Shiki Aragami
236A
236A
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

236A 236A

- Mid N 11 5 20 -8 -10 1-4f Upper Autoguard
  • 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.

128 Shiki Konokizu

128 Shiki Konokizu
236A after 114 Shiki Aragami
236A after 114 Shiki Aragami
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

236A/C 236A/C

- Mid N 6 8 28 SKD -18 -
  • 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.

127 Shiki Yanosabi (1)

127 Shiki Yanosabi (1)
6A/C after 128 Shiki Konokizu
6A/C after 128 Shiki Konokizu
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

6A/C 6A/C

- Mid N 21 8 28 HKD -18 -
  • Yanosabi followup from Konokizu.
  • Similar to the Aragami followup, but for combos instead.
  • Unlike the Aragami followup version, this is not an overhead.

125 Shiki Nanase

125 Shiki Nanase
6B/D after 128 Shiki Konokizu
6B/D after 128 Shiki Konokizu
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

6B/D 6B/D

- Mid N 9 3 27 SKD -12 -
  • Optimal Konokizu ender for corner carry and damage.
  • Launches the opponent fullscreen, causing a soft knockdown.

127 Shiki Yanosabi (2)

127 Shiki Yanosabi (2)
63214A/C after 114 Shiki Aragami
63214A/C after 114 Shiki Aragami
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

63214A/C 63214A/C

- High N 14 4 30 HKD -8 -
  • 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.

Ge-Shiki Midiri Ugachi

Ge-Shiki Migiri Ugachi
A/C after 127 Shiki Yanosabi (2)
A/C after 127 Shiki Yanosabi (2)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

A/C A/C

- Mid N 23 14 17 HKD -13 -
  • OTG followup to the overhead Yanosabi, adding more damage on hit.

125 Shiki Nanase

125 Shiki Nanase
B/D after 127 Shiki Yanosabi
B/D after 127 Shiki Yanosabi
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

B/D B/D

- Mid N 9 3 27 - -12 -
  • Alternate followup to Yanosabi.
  • Zero use, since on block you die, and on hit you miss out on OTG damage.

115 Shiki Dokugami

115 Shiki Dokugami
236C
236C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

236C 236C

- Mid N 17 6 19 -5 -7 1-5f Upper Autoguard
  • A bigger lunging punch, and Kyo's other rekka starter.
  • Has autoguard at the beginning of the move (Frames 1-5)
  • Can nullify projectiles.

401 Shiki Tsumi Yomi

401 Shiki Tsumu Yomi
63214A/C after 115 Shiki Dokugami
63214A/C after 115 Shiki Dokugami
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

63214A/C 63214A/C

- Mid N 9 3 34 SKD -19 -
  • Rekka followup to Dokugami.
  • Unsafe on block, so don't use if Dokugami is blocked.

402 Shiki Batsu Yomi

402 Shiki Batsu Yomi
6A/C after 401 Shiki Tsumu Yomi
6A/C after 401 Shiki Tsumu Yomi
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

6A/C 6A/C

- Mid N 9 5 39 SKD -26 -
  • 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.

100 Shiki Oniyaki

100 Shiki Oniyaki
623A/C
623A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

A A

- Mid N 5 4,13 27 SKD -22 1-3F Upper Autoguard
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

C C

- Mid N 5 4,16 27 SKD -35 1-3F Upper Autoguard, 2-6F
  • 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.

R.E.D. Kick

R.E.D. Kick
421B/D
421B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

B B

- Mid N 16 2,2,2 18 HKD -6 ~ -2 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

D D

- Mid N 16 3,2,2,2 27 HKD -4 ~ -2 -
  • 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

75 Shiki Kai

75 Shiki Kai
236B/D~B/D
236B/D~B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

B B

- Mid N 13 3(7)9 14 SKD 1st= -12~-10 ; 2nd= -5~+3 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

D D

- Mid N 17 3(7)9 14 SKD 1st= -14~-12 ; 2nd= -5~+3 -
  • 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.

910 Shiki Nue Tsumi

910 Shiki Nue Tsumi
214A/C
214A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

A A

- Mid N 2 (Autoguard) 6,(10),4,5 (Attack) 20 Hard/Soft -11 1-12F Autoguard
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

C C

- Mid N 2 (Autoguard) 10,(10),4,5 (Attack) 20 Hard/Soft -11 1-12F Autoguard
  • 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.

212 Shiki Kototsuki You

212 Shiki Kototsuki You
63214B/D
63214B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

B B

- Mid N 13 (Point Blank) 4 12 (run) 25 (grab) HKD -11 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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.

D D

- Mid N 13 (Point Blank) 4 12 (run) 25 (grab) HKD -11 -
  • 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.

Desperation Moves

Saishu Kessen Ougi Mu Shiki

Saishu Kessen Ougi Mu Shiki
236236A/C
236236A/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 N 6 15 39 SKD - -
  • 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.

Ura 108 Shiki Orochinagi

Ura 108 Shiki Orochinagi
2141236A/C
2141236A/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 N 20 16 25 SKD ~-15 -
  • 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.

Super Desperation Moves

Saishu Kessen Ougi Mu Shiki

Saishu Kessen Ougi Mu Shiki
236236AC
236236AC
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 6 15 39 SKD - -
  • MAX version deals 14 hits and a lot more damage.

Ura 108 Shiki Orochinagi

Ura 108 Shiki Orochinagi
2141236AC
2141236AC
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 20 16 25 SKD ~-15 -
  • 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.

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

King of Fighters 98 UM FE: Kyo Guide by Mash It Out
KOF 98 UM FE Kyo Quick Max Combos by VolcanoShed

Navigation

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