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== Introduction ==
== Introduction ==
Ex Kyo is a balanced fighter that has tools to fight at all ranges. In neutral he has access to a grounded fireball, a good dp and a super backdash alongside some decent pokes for controlling space with. Up close he has an excellent pressure tool in his j.D+C that allows for strong blockstrings, and it also works as a good crossup. His combo game from heavies is excellent due to his qcf+DD launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good DP, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* cl.C activation range decreased
 
* st.A got reduced priority.
* cl.C's activation range has been decreased
* st.D starts 4 frames faster
 
* The first hitbox on cr.C got shortened and the second hitbox got lenghtened
* st.A now has reduced priority
* cr.D got reduced priority.
 
* j.D got reduced priority.
* st.D now starts up 4 frames faster
* you can no longer use j.2C during step dash
 
* The first hitbox on cr.C has been shortened, and the second hitbox has been lengthened
 
* cr.D now has reduced priority
 
* j.D now has reduced priority
 
* You can no longer use j.2C during Extra mode step dash


Specials:
Specials:
* qcf+P hitbox size reduced
 
* qcf+P's hitbox size has been reduced
 
* dp+C now reliably hits 2 times, even when hitting an airborne opponent
* dp+C now reliably hits 2 times, even when hitting an airborne opponent
* rdp+Bs recovery reduces by 2 frames
 
* rdp+Ds startup reduced by 1 frame, recovery reduced by 3 frames
* rdp+B's recovery has been reduced by 2 frames
* hcb+Ks damage increased
 
* Ex Kyo now uses kof 95 sound clips
* rdp+D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames
 
* hcb+K's damage has been increased
 
* EX Kyo now uses sound files from '95


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* cl.A 2 frames less recovery
* cr.A 1 frame less recovery


Specials:  
* cl.A now has 2 frames less recovery
* QCF+P 3 frames less recovery, but builds less power meter
 
* cr.A now has 1 frame less recovery
 
Specials:
 
* qcf+P now has 3 frames less recovery, but builds less meter


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*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'''
* cl.A: Standard close-range button. Whiffs on short crouchers. Chainable and cancelable.
*Far A: Hits high and is cancel-able. Good for stopping hops.
 
*Far B: Has more endlag than far A, but has more range.
* cl.B: Standing low. Chainable and cancelable.
*Far C: Noticable bit of startup. Whiff/cancel-able.
*Far D: A sobat kick that hits mid. Can avoid lows.


'''Crouch'''
* cl.C: Has very fast start-up. Great combo starter and anti-air. Cancelable.
*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'''
* cl.D: A bit slower than cl.C. Cancelable.
*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'''
'''Standing'''
*st. CD: Soft knockdown, whiff/cancel-able. Average start-up.
 
*j. CD: Soft knockdown. Pretty big hitbox.
* st.A: Good for stopping hops. Whiffs on short crouchers. Cancelable.
 
* st.B: Fast poke. Has more recovery than st.A, but has more range.
 
* st.C: Slow poke. Whiffs on short crouchers. Cancelable on hit, block, and whiff.
 
* st.D: A sobat kick with low invincibility.
 
'''Crouching'''
 
* cr.A: Standard crouching jab, picks up combos from cr.B. Chainable and cancelable on hit, block, and whiff.
 
* cr.B: Fast low that acts as EX Kyo's main low combo starter. Chainable.
 
* cr.C: Reaction anti-air against jumps and hops. Cancelable on hit, block, and whiff.
 
* cr.D: Sweep that can low-profile under fireballs. Cancelable on hit, block, and whiff.
 
'''Jumping'''
 
* j.A: Okay air-to-air.
 
* j.B: Legendary crossup and jump-in from a hop. Can act as an instant overhead.
 
* nj.B: Decent air-to-air.
 
* j.C: Another good jump-in.
 
* j.D: Could put on pressure when spaced. A bit difficult to crossup with.
 
* nj.D: Good air-to-air.
 
'''CD Normals'''
 
* st.CD: Soft knockdown, average start-up. Cancelable on hit, block, and whiff.
 
* j.CD: Soft knockdown. Pretty big hitbox.


== Throws ==
== Throws ==


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


'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' (close) b/f + D
* Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.
*Kyo throws his opponent behind him, then falls on them with his elbow.
 
*Hard knockdown
'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' <code>b/f+D (close)</code>
*Reverse knockdown
 
* Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.


== Command Moves ==
== Command Moves ==


'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' f + B
'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' <code>f+B</code>
*Two-hit axe-kick.
 
*Second hit hits overhead.
* Two-hitting axe kick. Second hit hits overhead.
*Can be cancelled into from normals, allowing it to special-cancel. Overhead property is lost.
 
* Can be canceled into from normals, which makes it special-cancelable but takes away the overhead property. This can be avoided if you late-cancel it, which retains its raw properties.
 
'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code>
 
* Two-handed hammerfist.
 
* Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones.
 
* Great crossup. Aim to have EX Kyo's bent legs right over the opponent's head.
 
'''Style 818 [88 Shiki]:''' <code>df+D</code>


'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' (in the air) down + C
* EX Kyo kicks near the ground twice, one foot then the other.
*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 [88 Shiki]:''' df + D
* Hits low, even when canceled into.
*Kyo kicks near the ground twice, one foot then the other.
*Hits low, even when cancelled into.


== Special Moves ==
== Special Moves ==


'''Dark Thurst [Yami Barai]:''' qcf + A/C
'''Dark Thrust [Yami Barai]:''' <code>qcf+A/C</code>
*Kyo's grounded projectile
 
*Either version can be used to space or as pushback in a blockstring.
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.
*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.
* Either version can be used to control space or to safely end a blockstring.
 
'''Fire Ball [Oniyaki]:''' <code>dp+A/C</code>
 
* EX Kyo's DP. Can be combo-ed into from most cancelable normals.
 
* Causes a soft knockdown.
 
* Has both autoguard and invincibility at the beginning of the move.
 
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.
 
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.
 
'''Spinning kick [Oboroguruma]:''' <code>rdp+B/D</code>
 
* Can be combo-ed into from most normals.
 
* Will whiff on crouching opponents.
 
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.
 
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than dp+C, and causes a hard knockdown with good oki. Your ideal combo ender.
 
'''New Wave Smash [Kai]:''' <code>qcf+B/D,B/D</code>
 
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.
 
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.
 
* B version only allows for dp+P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.
 
'''Crescent Slash [Kototsuki Yo]:''' <code>hcb+B/D</code>


'''Fire Ball [Oniyaki]:''' dp + A/C
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
*Kyo's DP. Can be combo'd into from most normals.
*Soft knockdown
*Has autoguard at the beginning of the move.
*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
* Very unsafe on block.
*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. Allows for okizeme opportunity.


'''New Wave Smash [Kai]:''' qcf + K, K (B or D)
* Can be combo-ed into from heavy normals and f+B.
*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
* Causes a hard knockdown, allowing for an okizeme opportunity.
*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. Allows for okizeme opportunity.


== Desperation Moves ==
== Desperation Moves ==


'''Serpent Wave:''' <code>qcb,hcf+A/C</code>
* EX Kyo throws a wave of fire in front of him.


'''Serpent Wave:''' qcb, hcf + A/C
* Causes a soft knockdown.
*Kyo throws a wave of fire in front of him.
 
*Soft knockdown
* Regular version does one hit. A version has lower-body invincibility, while the C version has upper-body invincibility, has slightly faster startup, and can combo from heavy attacks.
*DM does one hit. C version seems to have slightly faster start-up and can combo from heavy attacks.
 
*A version has lowerbody invincibility
* Can be held, for no benefit beyond controlling the timing of juggles.
*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.
* MAX version has EX Kyo engulf his body in flame, giving it its own hitbox with up to three hits if the move is held. On release, EX Kyo releases the wave. The fire wave itself does three hits as well, and more damage; if all six hits connect, the move does massive damage.
*Both versions can be juggled 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/rdp+D.
* All versions can be juggled into from qcf+D. If timed right, only two hits of the MAX version will connect from this. This puts the opponent into a juggle state that can be followed up with dp+C/rdp+D.


== Combos ==
== Combos ==


''Anywhere''
General Notes:


*j. X, [cr. B, cr. A]/[cl. C], dp+p/rdp+D
===Meterless===


*Cross-up j. B/D/d+C, cl. C, qcf+D, [delay] D, [sj. d+C]/[hcb+k]/[run, rdp+D]
''Low''


: <code>cr.B, cr.A, rdp+D</code>
: Basic low confirm into hard knockdown. Has good corner carry.
''Mid/Jump-In''
: <code>(j.X), cl.C, rdp+D</code>
: <code>(j.B/j.D/j.d+C), cl.C, qcf+D,D, j.d+C/hcb+D/rdp+D</code>
: Combo off of a grounded heavy or crossup jump-in. j.d+C ender must be done off a superjump, and rdp+D ender requires a short run before doing.


''Corner''
''Corner''


*j. X, cl. C, qcf+D, D, rdp+B, dp+C/rdp+D
: <code>(j.X), cl.C, qcf+D,D, rdp+B, rdp+D</code>
: Must be executed as quickly as possible for the combo to fully connect.


( Execute qcf+D, D as soon as possible to connect rdp+B, rdp+D )
===With Meter===


''Mid/Jump-In''


''Combos into DMs''
: <code>(j.X), cr.C, qcb,hcf+C</code>


*j. X, cr. C, qcb,hcf+C
: <code>cl.C, qcf+D,D, qcb,hcf+C</code>


*cl. C, qcf+D, D, qcb,hcf+p
: <code>(j.X), cl.C, qcf+D,D, qcb,hcf+AC, rdp+D</code>
: Second D in qcf+D,D must be delayed as much as possible and qcb,hcf+AC must be timed to hit only twice for it to juggle into rdp+D properly.


*'''Corner Only''' j. X, cl. C, qcf+D, [delay] D, qcb,hcf+p (SDM, 2 hits), dp+C/rdp+D
===With Quick MAX===


''At or Approaching Corner''


''Quick Max''
: <code>(j.X), cl.C, qcf+D,D, rdp+B, ABC, rdp+B, dp+C</code>


*'''At or Approaching Corner''' j. X, cl. C, qcf+D, [immediately] D, rdp+B (QM), rdp+B, dp+C
''Corner''


*'''Corner Only''' j. X, cl. C, qcf+D, [immediately] D, rdp+B (QM), qcb,hcf+C
: <code>(j.X), cl.C, qcf+D,D, rdp+B, ABC, qcb,hcf+C</code>


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 08:53, 6 February 2022


Introduction

EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good DP, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. His main weakness is his pretty weak low confirm options.

Changes from Previous Versions

98 to 98UM

Normals:

  • cl.C's activation range has been decreased
  • st.A now has reduced priority
  • st.D now starts up 4 frames faster
  • The first hitbox on cr.C has been shortened, and the second hitbox has been lengthened
  • cr.D now has reduced priority
  • j.D now has reduced priority
  • You can no longer use j.2C during Extra mode step dash

Specials:

  • qcf+P's hitbox size has been reduced
  • dp+C now reliably hits 2 times, even when hitting an airborne opponent
  • rdp+B's recovery has been reduced by 2 frames
  • rdp+D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames
  • hcb+K's damage has been increased
  • EX Kyo now uses sound files from '95

98UM to 98UMFE

Normals:

  • cl.A now has 2 frames less recovery
  • cr.A now has 1 frame less recovery

Specials:

  • qcf+P now has 3 frames less recovery, but builds less meter

Normal Moves

Close

  • cl.A: Standard close-range button. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Standing low. Chainable and cancelable.
  • cl.C: Has very fast start-up. Great combo starter and anti-air. Cancelable.
  • cl.D: A bit slower than cl.C. Cancelable.

Standing

  • st.A: Good for stopping hops. Whiffs on short crouchers. Cancelable.
  • st.B: Fast poke. Has more recovery than st.A, but has more range.
  • st.C: Slow poke. Whiffs on short crouchers. Cancelable on hit, block, and whiff.
  • st.D: A sobat kick with low invincibility.

Crouching

  • cr.A: Standard crouching jab, picks up combos from cr.B. Chainable and cancelable on hit, block, and whiff.
  • cr.B: Fast low that acts as EX Kyo's main low combo starter. Chainable.
  • cr.C: Reaction anti-air against jumps and hops. Cancelable on hit, block, and whiff.
  • cr.D: Sweep that can low-profile under fireballs. Cancelable on hit, block, and whiff.

Jumping

  • j.A: Okay air-to-air.
  • j.B: Legendary crossup and jump-in from a hop. Can act as an instant overhead.
  • nj.B: Decent air-to-air.
  • j.C: Another good jump-in.
  • j.D: Could put on pressure when spaced. A bit difficult to crossup with.
  • nj.D: Good air-to-air.

CD Normals

  • st.CD: Soft knockdown, average start-up. Cancelable on hit, block, and whiff.
  • j.CD: Soft knockdown. Pretty big hitbox.

Throws

Anvil Slam [Hachi Tetsu]: b/f+C (close)

  • Regular throw, techable. EX Kyo smacks his opponent in the face with his forearm.

Swift Shoulder Throw [Issestsu Seoi Nage]: b/f+D (close)

  • Regular throw, techable. EX Kyo throws his opponent behind him, then performs an elbow drop. Switches sides, hard knockdown.

Command Moves

Thundering Axe Burst [Ge Shiki: Goufu Yo]: f+B

  • Two-hitting axe kick. Second hit hits overhead.
  • Can be canceled into from normals, which makes it special-cancelable but takes away the overhead property. This can be avoided if you late-cancel it, which retains its raw properties.

Drop to Naraku [Ge Shiki: Naraku Otoshi]: d+C (in air)

  • Two-handed hammerfist.
  • Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones.
  • Great crossup. Aim to have EX Kyo's bent legs right over the opponent's head.

Style 818 [88 Shiki]: df+D

  • EX Kyo kicks near the ground twice, one foot then the other.
  • Hits low, even when canceled into.

Special Moves

Dark Thrust [Yami Barai]: qcf+A/C

  • EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.
  • Either version can be used to control space or to safely end a blockstring.

Fire Ball [Oniyaki]: dp+A/C

  • EX Kyo's DP. Can be combo-ed into from most cancelable normals.
  • Causes a soft knockdown.
  • Has both autoguard and invincibility at the beginning of the move.
  • The hitbox is all around EX Kyo, but does not extend as high as his normal variant.
  • A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.

Spinning kick [Oboroguruma]: rdp+B/D

  • Can be combo-ed into from most normals.
  • Will whiff on crouching opponents.
  • B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.
  • D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than dp+C, and causes a hard knockdown with good oki. Your ideal combo ender.

New Wave Smash [Kai]: qcf+B/D,B/D

  • EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.
  • Second hit juggles the opponent; if not followed up, it deals a soft knockdown.
  • B version only allows for dp+P to connect afterward, while the D version can be followed up with a variety of moves, including the B version.

Crescent Slash [Kototsuki Yo]: hcb+B/D

  • EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
  • Very unsafe on block.
  • Can be combo-ed into from heavy normals and f+B.
  • Causes a hard knockdown, allowing for an okizeme opportunity.

Desperation Moves

Serpent Wave: qcb,hcf+A/C

  • EX Kyo throws a wave of fire in front of him.
  • Causes a soft knockdown.
  • Regular version does one hit. A version has lower-body invincibility, while the C version has upper-body invincibility, has slightly faster startup, and can combo from heavy attacks.
  • Can be held, for no benefit beyond controlling the timing of juggles.
  • MAX version has EX Kyo engulf his body in flame, giving it its own hitbox with up to three hits if the move is held. On release, EX Kyo releases the wave. The fire wave itself does three hits as well, and more damage; if all six hits connect, the move does massive damage.
  • All versions can be juggled into from qcf+D. If timed right, only two hits of the MAX version will connect from this. This puts the opponent into a juggle state that can be followed up with dp+C/rdp+D.

Combos

General Notes:

Meterless

Low

cr.B, cr.A, rdp+D
Basic low confirm into hard knockdown. Has good corner carry.

Mid/Jump-In

(j.X), cl.C, rdp+D
(j.B/j.D/j.d+C), cl.C, qcf+D,D, j.d+C/hcb+D/rdp+D
Combo off of a grounded heavy or crossup jump-in. j.d+C ender must be done off a superjump, and rdp+D ender requires a short run before doing.

Corner

(j.X), cl.C, qcf+D,D, rdp+B, rdp+D
Must be executed as quickly as possible for the combo to fully connect.

With Meter

Mid/Jump-In

(j.X), cr.C, qcb,hcf+C
cl.C, qcf+D,D, qcb,hcf+C
(j.X), cl.C, qcf+D,D, qcb,hcf+AC, rdp+D
Second D in qcf+D,D must be delayed as much as possible and qcb,hcf+AC must be timed to hit only twice for it to juggle into rdp+D properly.

With Quick MAX

At or Approaching Corner

(j.X), cl.C, qcf+D,D, rdp+B, ABC, rdp+B, dp+C

Corner

(j.X), cl.C, qcf+D,D, rdp+B, ABC, qcb,hcf+C

Strategy & Tips

The second button press of qcf+D,D must be delayed as late as possible to get SDM qcb,hcf+p to hit only twice.

Videos

King of Fighters 98 UM FE: EX Kyo Guide by Mash It Out

(2:35) Shows the difference between regular and EX Kyo's hitboxes on DP. It seems no other hitboxes differ between the two.

External Links

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