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

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Revision as of 20:57, 23 July 2022


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.

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: to have access to more saved up stocks for his super combos with Advanced gauge, or because with Extra gauge, the red health window for free supers 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.

Changes from Previous Versions

98 to 98UM

Normals:

  • cl.C activation range has been decreased
  • Far A now has reduced priority
  • Far D now has 4 frames less startup
  • The first hitbox on 2C has been shortened and the second hitbox has been lengthened
  • 2D now has reduced priority
  • j.D now has reduced priority
  • You can no longer use j.2C during step dash

Specials:

  • 63214K now has increased damage
  • 236P now has reduced reach
  • 623C now reliably hits twice, even when hitting an airborne opponent

Supers:

  • 2141236P now has increased damage
  • 236236P now has decreased damage

98UM to 98UMFE

Normals:

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

Specials:

  • 236A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames
  • More moves will now trigger 214P's counterhit during the startup frames

Normals

Close

Close A
cl.A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 4 3 HL - - Y N Y
  • Can work as a close-range anti-air against hops. Whiffs on crouchers.
  • Chainable.


Close B
cl.B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 4 8 L - - Y N Y
  • Standing low.
  • Chainable.


Close C
cl.C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
2 3,9 9 HL - - Y N Y
  • Has very fast start-up. Great combo starter and anti-air.


Close D
cl.D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
4 3 22 HL ? -7 Y N Y
  • A bit slower than Close C


Far

Far A
f.A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 4 5 HL - - Y N Y
  • Good for stopping hops. Whiffs on crouchers.


Far B
f.B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
7 3 13 HL - - Y N Y
  • Has more recovery than st.A, but more range.


Far C
f.C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
12 2 17 HL - - Y N Y
  • Poke with lots of startup. Cancelable on hit, block, and whiff.


Far D
f.D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
10 5 12 HL ? +1 N N Y
  • A sobat kick. Can avoid lows.


Blowback
5CD
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
19 4 16 HL ? +2 Y Soft Y
  • Average start-up.
  • Cancelable on hit, block, and whiff.

Crouching

Crouching A
2A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 4 4 HL - - Y N Y
  • Standard outward jab.
  • Chainable.


Crouching B
2B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
3 4 5 L - - N N Y
  • Fast low combo starter.
  • Chainable.


Crouching C
2C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
4 3,3 20 HL - - Y N Y
  • Standard anti-air against jumps and hops.
  • Cancelable on hit, block, and whiff.


Crouching D
2D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
4 3 22 HL ? -4 Y Soft Y
  • Can low-profile some moves.

Jumping

Jumping A
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 8 x H - - N N Y
  • Ok air-to-air.


Neutral Jump B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 9 x H - - N N Y
  • Decent air-to-air.


Jumping B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
5 9 x H - - N N Y
  • Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.


Jumping C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
6 4 x H - - N N Y
  • Another good jump-in.


Neutral Jump D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
7 8 x H - - N N Y
  • Good air-to-air.


Jumping D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
9 5 x H - - N N Y
  • Can act as a pressure tool when spaced.
  • A bit difficult to crossup with.


Jumping CD
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
17 4 x H - - N Soft Y
  • Has more recovery than st.A, but more range.
  • Chainable.

Command Normals

Thundering Axe Burst
6B
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
11 7(3)7 18 HL,H - - N N Y
  • 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.


Style 818
3D
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
2 3(12)4 24 L - - N N Y
  • Kyo kicks near the ground twice, one foot then the other.
  • Hits low, even when canceled into.


Drop to Naraku
j.2C
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
6 5 x H - - N Hard (Airborne) Y
  • 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.

Throws

Anvil Slam: b/f+C (close)

  • Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.

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

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

Special Moves

Wicked Chew
236A
236A
Masticate (236A-236A)
Oxidation (236A-236A-6P)
Rapids of Rage (236A-236A-6K)
Oxidation (236A-236A-63214P)
Instantaneous Smash (236A-63214P-6P)
Rapids of Rage (236A-63214P-6K)
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236A 11 8 20 HL - - N N Y
  • A lunging punch, and one of Kyo's rekka starters.
  • Has autoguard at the beginning of the move (Frames 1-4)
  • Can nullify projectiles.
  • Combos from close heavy attacks.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236A-236A 6 8 22 HL - - N Soft Y
  • Rekka followup to 236A. Kyo takes another step forward and does an uppercut with his other hand.
  • Combos from 236A on the ground, unlike 63214P. Launches the opponent for further rekka followups.
  • Causes a soft knockdown if not followed up.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236A-236A-6P 14 6 20 H - - N Hard Y
  • Identical to 63214P followup to 236A, but since qcf+P launches the opponent it actually combos on the ground this time. As a tradeoff, it no longer has an OTG followup.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236A-236A-6K 9 3 27 HL,H - - N N Y
  • Identical to the K followup to 63214P, but here it's your damage-optimal ender.
  • Launches the opponent fullscreen, causing a soft knockdown.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236A-63214P 21 4 30 H - - N Hard Y
  • Overhead rekka followup to qcf+A.
  • Too slow to combo on the ground, but causes a hard knockdown if it hits.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236A-63214P-6P 23 14 17 H - - N Hard Y
  • OTG followup to hcb+P, adding more damage if that move connected.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236A-63214P-6K 9 3 27 HL,H - - N N Y
  • Alternate followup to hcb+P.


Poison Gnawfest
236C
Recitation of Sins (236A-63214P)
Verdict (236A-63214C-6P)
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236C 17 6 19 HL - - N N Y
  • A bigger lunging punch, and Kyo's other rekka starter.
  • Has autoguard at the beginning of the move (Frames 1-5)
  • Can nullify projectiles.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236C-63214P 9 3 34 HL - - N Soft Y
  • Rekka followup to 236C.
  • Unsafe on block, so don't use if 236C is blocked.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236C-63214P-6P 9 5 39 HL - - N Soft Y
  • Final hit of the 236C rekka.
  • Causes a soft knockdown.
  • Even more unsafe on block. If the first two hits are blocked, do NOT use this or you will be punished severely.
Fire Ball
623P
623A Startup
623C Startup
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
623A 5 4,13 27 HL - - N Soft Y
  • 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. Safer to use in combos.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
623C 11 8 20 HL - - N Soft Y
  • C version deals two hits, travels higher, and has more invincibility, making it a better reversal.
  • Upper body armor (Frames 1-3), Invul starts at 2nd active frame


R.E.D Kick
421K
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
421B 16 2,2,2 18 HL - - N Hard Y
  • 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.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
421D 26 3,2,2,2 17 HL - - N Hard Y
  • D version travels 3/4 screen distance


New Wave Smash
236K-K
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236B-B 13 3(7)9 14 HL - - N Soft Y
  • 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 dp+P to connect afterward,
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
236D-D 17 3(7)9 14 HL - - N Soft Y
  • D version can be followed with almost anything, including full rekka strings.
Phantom Mauler
214P
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214A 2(autoguard) 6(10)4,5 24 HL - - N Hard/Soft Y
  • 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.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
214C 2 (autoguard) 10(2)4,5 24 HL - - N Hard/Soft Y
  • C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer.


Crescent Slash
63214K
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
63214B 13 (pointblank) 4 12 (run) 25 (grab) HL - - N Hard Y
  • 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.
Version Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
63214D 13 (pointblank) 4 12 (run) 25 (grab) HL - - N Hard Y
  • D version travels full screen distance.

Desperation Moves

Final Showdown
236236P
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
6 15 39 HL - - N Soft Y
  • 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.
  • MAX version deals 14 hits and a lot more damage.


Serpent Wave
2141236P (can be held)
Startup Active Recovery Guard Adv Hit Adv Block Cancel Knockdown Juggle
20 16 25 HL - - N Soft Y
  • Kyo throws a wave of fire in front of him.
  • 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.
  • 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.
  • Both versions can be juggled into from 236K>K.
  • 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 623C.

Combos

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.

Meterless

Low

2Bx1~2, 2A, 3D
  • Easy and reliable low combo that is safe on block so no need to hit confirm, but not much damage and no knockdown.
  • You can add a second 2B for more damage and a longer confirm but you will need to hit confirm the 2A, 3D, as 2A will whiff after two blocked 2Bs.
2B, 2A, 623C
  • More damaging low combo, results in a soft knockdown.
2B, cl.C, 236C > 63214P > 6P
  • Kyo's most damaging meterless low conversion, but requires a very tight 1-frame link from 2B to cl.C.

Anywhere

(j.X), cl.C, 236C > 63214P > 6P
  • Standard jump-in combo.
(j.X), cl.C, 421B/63214K
  • 63214K Does less damage, but offers a hard knockdown instead of a soft one.
  • Note, 421B only combos on standing opponents.

Very Close

(j.X), cl.C, 236D > D, 421B
  • Damaging upkick combo ending in hard knockdown that can be done anywhere on the screen, most commonly from a cross-up j.2C or j.B. You need to be very close for 236D to connect after cl.C.

Corner

(j.X), cl.C, 236D > D, 236A > 63214P > 6P
  • Kyo's most damaging meterless combo, ends in hard knockdown. Can only be done near the corner.

With Meter

Low

2Bx1~2, 2A, 236236+P
  • Strong low confirm.
2B, cl.A, 236236+P
  • Easier alternative to the previous combo. You can do this as 2B, 236A, 236P for an easier cancel.

Anywhere

(j.X), 2B, 2A, 236236+P
  • Good confirm into super.
(j.X), 2A, 236236P
  • Use this variant to combo into super after a non-crossup j.2C or if you're in max mode, as in either of these situations there will be too much pushback to reliably combo two crouching lights into super. Also useful if you are too far to connect 2B, 2A after a jump-in.
(j.X), 2C, 2141236C
  • Alternate super combo. Does less damage than comboing into 236236P outside of max mode, but will do more damage in max mode than the previous combo. Does not work with the SDM version 2141236AC.

Very Close

(j.X), cl.C, 236D > D, 2141236P
  • More damaging super combo. Can work from either midscreen or corner provided you're close enough for the upkicks to connect.

With Quick MAX

Low

2B, 2A, ABC, cl.C, 236C > 63214P > 6P
  • Damaging quick max low combo.
  • You need a slight microwalk after the quick max activation for the full combo to connect. This combo is much easier with the increased walk speed from step.
2B, 2A, ABC, cl.D, 421B
  • Easy quick max combo from lows, no microwalk required and gives hard knockdown but less damaging and only works on standing opponents.
2Bx1~2, 2A, 236236ABC
  • Max Bypass combo to go into SDM from crouching lights if you are not already in max mode. Make sure you are not holding any directions when you press ABC.
2B, cl.A, 236236ABC
  • Easier alternative to the previous combo. You can do this as 2B, 236236ABC for an easier cancel. Make sure you are not holding any directions when you press ABC.

Anywhere

(j.X), cl.C, 236C, ABC, cl.C, 236C > 63214P > 6P
  • Standard quick max combo, good damage and gets you into max mode.
(j.X), cl.C, 236C, ABC, cl.C, 421+B
  • Alternate quick max combo. Does a little less damage but ends in hard knockdown, only works on standing opponents.
j.B, ABC, cl.C, 236C > 63214P > 6P
  • High and fast jump-in combo enabled by quick max.
(j.X), cl.C, 236C, ABC, 2A, 236236P
  • Quick max combo into super. Most useful when you're at low health and have access to the SDM version of qcfx2+P, otherwise the first jump-in combo is better, as it lets you stay in max mode and the damage difference is small.
(j.X), cl.C, 236C, ABC, 2141236AC
  • Useful when you're at low health and have access to the SDM version of 2141236P. The first part of the SDM where Kyo is holding the flame will juggle the opponent, then you release to get the rest of the hits. Easier to execute than the previous combo, as you can do the super input during the quick max 236C recovery and hold the button to have it come out as soon as possible. Make sure you quick max as early as possible on the 236C so you have as much frame advantage as possible.
  • At the corner, you can get up to three hits with the initial part of the SDM 2141236P where Kyo is holding the flame.
  • Note: against small and tiny crouchers, 2141236AC can be more prone to whiffing and you need to be quite close to the opponent for the combo to connect. When you recover from the 236C, after doing the super motion (2141236) you can continue to hold forward and delay the A/C press slightly so you get a slight walk forward, this will bring you a little closer and help you connect the SDM.

Corner

(j.X), cl.C, 236C, ABC, cl.C, 236D > D, 236A > 63214P > P
  • Even more damaging quick max corner combo ending in hard knockdown, but you need to be very close for 236D to connect. On the initial jump-in, try timing cl.C so it hits as soon as you land so there's minimal pushback, and after quick max activation hold forward to ensure you're as close as possible for the upkicks to connect.
  • Try to delay the final follow-up of 236A a little bit, as max mode will result in the opponent bouncing slightly higher after 63214P, so the final P follow-up can whiff if you do it too quickly.
(j.X), cl.C, 236C, ABC, cl.C, 236D > D, 2141236AC(2), 236A > 63214P > P
  • Kyo's highest damage combo possible. Requires low health as you need the SDM version of 2141236P to get the juggle. You need to be very close as with the previous combo.
  • To hit 236A after the SDM, you need to time the SDM so that only two hits connect. Make sure you delay the second kick of 236D.

Videos

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

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