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The King of Fighters '98 UMFE/EX Kyo: Difference between revisions
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*Kyo's DP. Can be combo'd into from most normals. | *Kyo's DP. Can be combo'd into from most normals. | ||
*Soft knockdown | *Soft knockdown | ||
*The hitbox is all around Kyo. | *The hitbox is all around Kyo. Not as high as his normal variant. | ||
*Light version deals one hit. Safer to use in combos. | *Light version deals one hit. Safer to use in combos. | ||
*Heavy version deals two hits, travels higher, and has more invincibility, making it a good reversal. | *Heavy version deals two hits, travels higher, and has more invincibility, making it a good reversal. |
Revision as of 17:36, 26 October 2020
Introduction
Normal Moves
Throws
Anvil Slam: (close) b/f + C
Swift Shoulder Throw: (close) b/f + D
Command Moves
Thundering Axe Burst: f + B
- Two-hit axe-kick.
- Second hit hits overhead.
- Can be cancelled into from normals, allowing it to special-cancel. Overhead property is lost.
Drop to Naraku: (in the air) down + C
- Double-handed hammer fist.
- Hard knockdown on airborne opponents.
- Great cross-up. Aim to have Kyo's bent legs right over the opponent's head.
Style 818: df + D
- Kyo kicks near the ground twice, one foot then the other.
- Hits low, even when cancelled into.
Special Moves
Dark Thurst [Yami Barai]: qcf + A/C
- Kyo's grounded projectile
- Either version can be used to space or as pushback in a blockstring.
- Light version travels slower. Can be linked from a fullscreen distance to someone in the corner.
- Heavy version travels faster. Deals a bit more damage than light.
Fire Ball [Oniyaki]: dp + A/C
- Kyo's DP. Can be combo'd into from most normals.
- Soft knockdown
- The hitbox is all around Kyo. Not as high as his normal variant.
- Light version deals one hit. Safer to use in combos.
- Heavy version deals two hits, travels higher, and has more invincibility, making it a good reversal.
Spinning kick [Oboroguruma]: rdp + B/D
- Can be combo'd into from most normals.
- Will whiff on crouching opponents.
- Light version has Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggleable state.
- Soft knockdown
- Heavy version has Kyo fly through the air a 3/4 screen distance with two of the upwards kicks, then flips forward with his foot sending the opponent into the ground.
- Heavy version is a good corner carry. Deals more damage than dp+C.
- Hard knockdown
New Wave Smash [Kai]: qcf + K, K (B or D)
- Kyo jumps up with one foot, then after pressing kick again, kicks with the other.
- 2nd hit juggles the opponent
- Soft knockdown
- Light version only allows for dp+p to connect.
- Heavy version can be followed up with dp+p/rdp+k/hcb+k/DM. Can also link into the light version.
Crescent Slash [Kototsuki Yo]: hcb + B/D
- Kyo runs after the opponent, faster than his normal run, then hits the opponent with his elbow into an explosive, one-handed choke.
- On-hit command grab. Very unsafe on block.
- Can be combo'd into from heavy normals and f+B.
- Hard knockdown
Desperation Moves
Serpent Wave: qcb, hcf + A/C