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

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


The second button press of 236D,D must be delayed as late as possible to get SDM 2141236p to hit only twice.
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 09:33, 24 July 2022

File:Kof98umfeexkyomoveliFar png


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 623, 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
  • 623C 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
  • 63214K'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
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 Far 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 Far 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 hammerfiFar
  • 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 [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]: 623+A/C

  • EX Kyo's 623. 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 623+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 623+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]: 63214+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 623+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.2C), cl.C, 236D,D, j.2C/63214+D/421D
Combo off of a grounded heavy or crossup jump-in. j.2C 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, 623+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

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 623. 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