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The King of Fighters '98 UMFE/EX Kyo: Difference between revisions
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[[File:EX-Kyo-member.png]] | [[File:EX-Kyo-member.png]] | ||
[[File:Notationkof.png|left]] | [[File:Notationkof.png|left]] | ||
[[File: | [[File:Kof98umfeexkyomoveliFar png|left]] | ||
<br clear=all> | <br clear=all> | ||
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* cl.C's activation range has been decreased | * cl.C's activation range has been decreased | ||
* | * Far A now has reduced priority | ||
* | * Far D now starts up 4 frames faster | ||
* The first hitbox on | * 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 | * j.D now has reduced priority | ||
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Specials: | Specials: | ||
* | * 236P'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 | ||
* | * 421B's recovery has been reduced by 2 frames | ||
* | * 421D's startup has been reduced by 1 frame, and its recovery has been reduced by 3 frames | ||
* hcb+K's damage has been increased | * hcb+K's damage has been increased | ||
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* cl.A now has 2 frames less recovery | * cl.A now has 2 frames less recovery | ||
* | * 2A now has 1 frame less recovery | ||
Specials: | Specials: | ||
* | * 236P now has 3 frames less recovery, but builds less meter | ||
==Normals== | ==Normals== | ||
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|knockdown=N | |knockdown=N | ||
|juggle=Y | |juggle=Y | ||
|description=*Has more recovery than | |description=*Has more recovery than Far A, but more range. | ||
}} | }} | ||
}} | }} | ||
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|knockdown=Soft | |knockdown=Soft | ||
|juggle=Y | |juggle=Y | ||
|description=*Has more recovery than | |description=*Has more recovery than Far A, but more range. | ||
*Chainable. | *Chainable. | ||
}} | }} | ||
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|knockdown=Hard (Airborne) | |knockdown=Hard (Airborne) | ||
|juggle=Y | |juggle=Y | ||
|description=*Two-handed | |description=*Two-handed hammerfiFar | ||
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure. | *Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure. | ||
*Causes a hard knockdown on airborne opponents. | *Causes a hard knockdown on airborne opponents. | ||
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'''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code> | '''Drop to Naraku [Ge Shiki: Naraku Otoshi]:''' <code>d+C (in air)</code> | ||
* Two-handed | * Two-handed hammerfiFar | ||
* Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones. | * Hard knockdown on airborne opponents, huge frame advantage on hit and block for standing ones. | ||
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== Special Moves == | == Special Moves == | ||
'''Dark Thrust [Yami Barai]:''' <code> | '''Dark Thrust [Yami Barai]:''' <code>236A/C</code> | ||
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version. | * EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version. | ||
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* 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. | * 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> | '''Spinning kick [Oboroguruma]:''' <code>421B/D</code> | ||
* Can be combo-ed into from most normals. | * Can be combo-ed into from most normals. | ||
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* 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. | * 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> | '''New Wave Smash [Kai]:''' <code>236B/D,B/D</code> | ||
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time. | * EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time. | ||
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== Desperation Moves == | == Desperation Moves == | ||
'''Serpent Wave:''' <code> | '''Serpent Wave:''' <code>2141236A/C</code> | ||
* EX Kyo throws a wave of fire in front of him. | * EX Kyo throws a wave of fire in front of him. | ||
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* 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. | * 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 | * All versions can be juggled into from 236D. 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/421D. | ||
== Combos == | == Combos == | ||
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''Low'' | ''Low'' | ||
: <code> | : <code>2B, 2A, 421D</code> | ||
: Basic low confirm into hard knockdown. Has good corner carry. | : Basic low confirm into hard knockdown. Has good corner carry. | ||
''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
: <code>(j.X), cl.C, | : <code>(j.X), cl.C, 421D</code> | ||
: <code>(j.B/j.D/j.d+C), cl.C, | : <code>(j.B/j.D/j.d+C), cl.C, 236D,D, j.d+C/hcb+D/421D</code> | ||
: Combo off of a grounded heavy or crossup jump-in. j.d+C ender must be done off a superjump, and | : Combo off of a grounded heavy or crossup jump-in. j.d+C ender must be done off a superjump, and 421D ender requires a short run before doing. | ||
''Corner'' | ''Corner'' | ||
: <code>(j.X), cl.C, | : <code>(j.X), cl.C, 236D,D, 421B, 421D</code> | ||
: Must be executed as quickly as possible for the combo to fully connect. | : Must be executed as quickly as possible for the combo to fully connect. | ||
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''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
: <code>(j.X), | : <code>(j.X), 2C, 2141236C</code> | ||
: <code>cl.C, | : <code>cl.C, 236D,D, 2141236C</code> | ||
: <code>(j.X), cl.C, | : <code>(j.X), cl.C, 236D,D, 2141236AC, 421D</code> | ||
: Second D in | : Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly. | ||
===With Quick MAX=== | ===With Quick MAX=== | ||
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''At or Approaching Corner'' | ''At or Approaching Corner'' | ||
: <code>(j.X), cl.C, | : <code>(j.X), cl.C, 236D,D, 421B, ABC, 421B, dp+C</code> | ||
''Corner'' | ''Corner'' | ||
: <code>(j.X), cl.C, | : <code>(j.X), cl.C, 236D,D, 421B, ABC, 2141236C</code> | ||
== Strategy & Tips == | == Strategy & Tips == | ||
The second button press of | The second button press of 236D,D must be delayed as late as possible to get SDM 2141236p to hit only twice. | ||
== Videos == | == Videos == |
Revision as of 09:30, 24 July 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
- Far A now has reduced priority
- Far D now starts up 4 frames faster
- 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 Extra mode step dash
Specials:
- 236P's hitbox size has been reduced
- dp+C now reliably hits 2 times, even when hitting an airborne opponent
- 421B's recovery has been reduced by 2 frames
- 421D'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
- 2A now has 1 frame less recovery
Specials:
- 236P now has 3 frames less recovery, but builds less meter
Normals
Close
Close A cl.A |
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Close B cl.B |
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Close C cl.C |
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Close D cl.D |
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Far
Far A f.A |
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Far B f.B |
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Far C f.C |
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Far D f.D |
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Blowback 5CD |
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Crouching
Crouching A 2A |
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Crouching B 2B |
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Crouching C 2C |
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Crouching D 2D |
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Jumping
Jumping A |
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Neutral Jump B |
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Jumping B |
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Jumping C |
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Neutral Jump D |
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Jumping D |
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Jumping CD |
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Command Normals
Thundering Axe Burst 6B |
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Style 818 3D |
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Drop to Naraku j.2C |
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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 hammerfiFar
- 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]: 236A/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]: 421B/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]: 236B/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: 2141236A/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 236D. 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/421D.
Combos
General Notes:
Meterless
Low
2B, 2A, 421D
- Basic low confirm into hard knockdown. Has good corner carry.
Mid/Jump-In
(j.X), cl.C, 421D
(j.B/j.D/j.d+C), cl.C, 236D,D, j.d+C/hcb+D/421D
- Combo off of a grounded heavy or crossup jump-in. j.d+C ender must be done off a superjump, and 421D ender requires a short run before doing.
Corner
(j.X), cl.C, 236D,D, 421B, 421D
- Must be executed as quickly as possible for the combo to fully connect.
With Meter
Mid/Jump-In
(j.X), 2C, 2141236C
cl.C, 236D,D, 2141236C
(j.X), cl.C, 236D,D, 2141236AC, 421D
- Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.
With Quick MAX
At or Approaching Corner
(j.X), cl.C, 236D,D, 421B, ABC, 421B, dp+C
Corner
(j.X), cl.C, 236D,D, 421B, ABC, 2141236C
Strategy & Tips
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236p to hit only twice.
Videos
(2:35) Shows the difference between regular and EX Kyo's hitboxes on DP. It seems no other hitboxes differ between the two.