-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

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

From Dream Cancel Wiki
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
{| style="margin-right:1em;" align="right"
| __TOC__
|}
[[File:kyo98umfeexkyo.png]]
[[File:Notationkof.png|left]]
[[File:Kof98umfekyomovelist.png|left]]
[[File:255px-Kyo kusanagi.jpg|right|frame]]
[[File:255px-Kyo kusanagi.jpg|right|frame]]
<br clear=all>
== Introduction ==
== Introduction ==


Line 40: Line 48:


== Throws ==
== Throws ==
[[File:Kof98umfekyomovelist.png|right|thumb|Command List]]
 
'''Anvil Slam''' -(close) f/b + C
'''Anvil Slam''' -(close) f/b + C



Revision as of 19:09, 27 October 2020


Introduction

Normal Moves

Close

  • cl. A/B/C/D are cancel-able.
  • cl. A/B are chain-able
  • cl. A: An elbow that 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

  • 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: A backfist with a noticable bit of startup. Hits high. Whiff/cancel-able.
  • Far D: A sobat kick that hits mid. Can avoid lows.

Crouch

  • 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: Rising uppercut that hits mid. Used to react against jumps and hops.
  • cr. D: Soft knockdown.

Jump

  • j. A: Ok air-to-air.
  • j. B: Downwards knee. Great cross-up and jump-in from a hop. Instant-overhead.
  • j. C: Another good jump-in.
  • j. D: A flip kick that could put on pressure when spaced. A bit difficult to cross-up with.
  • n. j. B: Knee is out horizontally instead of down and forward. Decent air-to-air.
  • n. j. D: Kyo kicks almost directly in front of him. Good air-to-air.

Blowback Attack

  • CD: Soft knockdown, whiff/cancel-able. Average start-up.
  • j. CD: Soft knockdown. Pretty big hitbox.

Throws

Anvil Slam -(close) f/b + C

Swift Shoulder Throw -(close) f/b + D

Command Moves

Drop to Naraku - (air) d + C


Thundering Axe Burst - f + B


Style 818 - df + D

Special Moves

Wicked Chew - qcf + A


Masticate:
(during Wicked Chew) qcf + P


Oxidation - (during Masticate) A/C, (during Wicked Chew) hcb + A/C


Rapids of Rage - (during Masticate or Oxidation from Wicked Chew) B/D


Instantaneous Smash - (after Oxidation from Wicked Chew sequence = qcf + A, hcb + A/C ) A/C


Poison Gnawfest - qcf + C


Recitation of Sins - (during Poison Gnawfest) hcb + A/C


Verdict - (during Recitation of Sins) F + A/C


Fire Ball - dp + P

  • The hitbox hits high and in front of Kyo.

R.E.D. KicK - rdp + K


New Wave Smash - qcf + K, K


Phantom Mauler - qcb + P


Crescent Slash - hcb + K

Desperation Moves

Final Showdown - qcf qcf + A/C

Serpent Wave (Orochinagi) - qcb hcf + A/C (push down to hold)

Combos

0 Meter combos

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

  • 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).


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

  • 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.


3.) (j.A/B/C/D), cl. C/D, hcb + B/D

  • 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


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

  • 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.

5.) cr. B, cl. C, etc.

  • 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)


Desperation Move Combos

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

  • 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.

Extra Meter

1.) qcf. C, ABC, cr. A, qcf, qcf + A/C

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

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

Videos

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