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The King of Fighters '98 UMFE/Kyo Kusanagi: Difference between revisions
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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. | 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. | ||
==Movelist== | |||
[[File:Kof98umfekyomovelist.png]] | |||
== Preferred Mode and Position == | == Preferred Mode and Position == | ||
Line 84: | Line 86: | ||
==Normals== | ==Normals== | ||
===Close=== | ===Close Standing Normals=== | ||
{{ | {{FrameDataCargo-KOF98FE | ||
| moveId = Kyo_Ca | |||
| description = *Can work as a close-range anti-air against hops. Whiffs on crouchers. | |||
*Chainable. | *Chainable. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Cb | |||
| description = *Standing low. | |||
*Chainable. | *Chainable. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Cc | |||
| description = *Has very fast start-up. Great combo starter and anti-air. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Cd | |||
{{ | | description = *A bit slower than Close C | ||
| phases = | |||
}} | }} | ||
===Far Standing Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Fa | |||
| description = Good for stopping hops. Whiffs on crouchers. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Fb | |||
{{ | | description = *Has more recovery than st.A, but more range. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Fc | |||
| description = *Poke with lots of startup. Cancelable on hit, block, and whiff. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_Fd | |||
| description = *A sobat kick. Can avoid lows. | |||
| phases = | |||
}} | }} | ||
===Crouch Standing Normals=== | |||
=== | {{FrameDataCargo-KOF98FE | ||
{{ | | moveId = Kyo_2a | ||
| description = *Standard outward jab. | |||
*Chainable. | *Chainable. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_2b | |||
{{ | | description = *Fast low combo starter. | ||
*Chainable. | *Chainable. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_2c | |||
{{ | | description = *Standard anti-air against jumps and hops. | ||
*Cancelable on hit, block, and whiff. | *Cancelable on hit, block, and whiff. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_2d | |||
{{ | | description = *Can low-profile some moves. | ||
| phases = | |||
}} | }} | ||
===Jump Normals=== | |||
=== | {{FrameDataCargo-KOF98FE | ||
{{ | | moveId = Kyo_ja | ||
| description = *OK air-to-air. | |||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_njb | |||
{{ | | description = *Decent air-to-air. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_jb | |||
{{ | | description = *Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_jc | |||
{{ | | description = *Another good jump-in. | ||
| phases = | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_njd | |||
{{ | | description = *Good air-to-air. | ||
| phases | |||
}} | }} | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_jd | |||
| description = *Can act as a pressure tool when spaced. | |||
*A bit difficult to crossup with. | *A bit difficult to crossup with. | ||
| phases | |||
}} | }} | ||
===Blowback Normals=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_5CD | |||
| description = *Average start-up. | |||
*Cancelable on hit, block, and whiff. | |||
| phases | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_jCD | |||
| description = *Has more recovery than st.A, but more range. | |||
*Chainable. | *Chainable. | ||
| phases | |||
}} | }} | ||
== Throws == | |||
=== | ===Anvil Slam=== | ||
'''Anvil Slam:''' <code>b/f+C (close)</code> | |||
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown. | |||
===Swift Shoulder Throw=== | |||
'''Swift Shoulder Throw:''' <code>b/f+D (close)</code> | |||
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown. | |||
==Command Normals== | |||
===Thundering Axe Burst=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_6b | |||
| description = *Two-hit axe-kick. | |||
*Second hit hits overhead. | *Second hit hits overhead. | ||
*Can be canceled into from normals at the cost of its overhead property, making it cancelable. | *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. | *If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure. | ||
| phases | |||
}} | }} | ||
===Style 818=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_3d | |||
| description = *Kyo kicks near the ground twice, one foot then the other. | |||
*Hits low, even when canceled into. | *Hits low, even when canceled into. | ||
| phases | |||
}} | }} | ||
===Drop to Naraku=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_j2C | |||
| description = *Two-handed hammerfist. | |||
*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. | ||
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head. | *Great crossup. Aim to have Kyo's bent legs right over the opponent's head. | ||
| phases | |||
}} | }} | ||
==Special Moves== | |||
===Wicked Chew=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfa | |||
| description = *A lunging punch, and one of Kyo's rekka starters. | |||
== Special Moves == | |||
*Has autoguard at the beginning of the move (Frames 1-4) | *Has autoguard at the beginning of the move (Frames 1-4) | ||
*Can nullify projectiles. | *Can nullify projectiles. | ||
*Combos from close heavy attacks. | *Combos from close heavy attacks. | ||
| phases | |||
}} | |||
===Masticate=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfaqcfa | |||
| description = *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. | *Combos from 236A on the ground, unlike 63214P. Launches the opponent for further rekka followups. | ||
*Causes a soft knockdown if not followed up. | *Causes a soft knockdown if not followed up. | ||
| phases | |||
}} | |||
===Oxidation=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfaqcfafp | |||
| description = *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. | |||
| phases | |||
}} | |||
===Rapids of Rage=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfaqcfafk | |||
| description = *Identical to the K followup to 63214P, but here it's your damage-optimal ender. | |||
*Launches the opponent fullscreen, causing a soft knockdown. | *Launches the opponent fullscreen, causing a soft knockdown. | ||
| phases | |||
}} | |||
===Oxidation=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfahcba | |||
| description = *Overhead rekka followup to qcf+A. | |||
*Too slow to combo on the ground, but causes a hard knockdown if it hits. | *Too slow to combo on the ground, but causes a hard knockdown if it hits. | ||
| phases | |||
}} | |||
===Instantaneous Smash=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfahcbap | |||
| description = *OTG followup to hcb+P, adding more damage if that move connected. | |||
| phases | |||
}} | |||
===Rapids of Rage=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfahcbak | |||
| description = *Alternate followup to hcb+P. | |||
| phases | |||
}} | }} | ||
===Poison Gnawfest=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfc | |||
| description = * A bigger lunging punch, and Kyo's other rekka starter. | |||
* Has autoguard at the beginning of the move (Frames 1-5) | * Has autoguard at the beginning of the move (Frames 1-5) | ||
* Can nullify projectiles. | * Can nullify projectiles. | ||
| phases | |||
}} | |||
===Recitation of Sins=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfchcbp | |||
| description = *Rekka followup to 236C. | |||
* Unsafe on block, so don't use if 236C is blocked. | * Unsafe on block, so don't use if 236C is blocked. | ||
| phases | |||
}} | |||
===Verdict=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfchcbpfp | |||
| description = Final hit of the 236C rekka. | |||
*Causes a soft knockdown. | *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. | *Even more unsafe on block. If the first two hits are blocked, do NOT use this or you will be punished severely. | ||
| phases | |||
}} | |||
===Fire Ball=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_dpa | |||
| description = *Kyo's DP. Can be combo-ed into from most normals. | |||
*Causes a soft knockdown. | *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) | *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. | *The hitbox hits high and in front of Kyo. | ||
*A version deals one hit. Safer to use in combos. | *A version deals one hit. Safer to use in combos. | ||
| phases | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_dpc | |||
| description = *C version deals two hits, travels higher, and has more invincibility, making it a better reversal. | |||
*Upper body armor (Frames 1-3) | |||
| phases | |||
}} | |||
===R.E.D. Kick=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_rdpb,Kyo_rdpd | |||
| description2 = *Kyo flies through the air and lands his foot directly on top of the opponent. | |||
*Upper body armor (Frames 1-3) | |||
*Hits mid. Hard knockdown. | *Hits mid. Hard knockdown. | ||
*B version travels 1/2 screen distance. | *B version travels 1/2 screen distance. | ||
*D version travels 3/4 screen distance | |||
| phases | |||
}} | |||
===New Wave Smash=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfb,Kyo_qcfd | |||
| description2 = *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. | *Both hits launch the opponent, but the second launches them high enough for followups. | ||
* Causes a soft knockdown if not followed up. | * Causes a soft knockdown if not followed up. | ||
*B version only allows for dp+P to connect afterward | *B version only allows for dp+P to connect afterward. | ||
*D version can be followed with almost anything, including full rekka strings. | |||
| phases | |||
}} | |||
===Phantom Mauler=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcba,Kyo_qcbc | |||
| description2 = *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. | *Causes a soft knockdown if it hits raw. | ||
*Can counter lows when arm is lowered, and mids and highs while the arm is rising. | *Can counter lows when arm is lowered, and mids and highs while the arm is rising. | ||
*Low counter causes a hard knockdown. | *Low counter causes a hard knockdown. | ||
*Mid/high counter causes a soft knockdown. | *Mid/high counter causes a soft knockdown. | ||
*C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer. | |||
| phases | |||
}} | |||
===Crescent Slash=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_hcbb,Kyo_hcbd | |||
| description2 = *Kyo runs after the opponent, faster than his normal run, then does a hitgrab. | |||
*Very unsafe on block. | *Very unsafe on block. | ||
* Can be combo-ed into from heavy normals and 6B. | * Can be combo-ed into from heavy normals and 6B. | ||
*Causes a hard knockdown, with good oki, if it connects. | *Causes a hard knockdown, with good oki, if it connects. | ||
*B version travels 3/4 screen distance. | *B version travels 3/4 screen distance. | ||
*D version travels full screen distance. | |||
| phases | |||
}} | |||
==Desperation Moves== | |||
===Final Showdown=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfqcfP | |||
| description = *Kyo throws down a pillar of fire and follows up with a chain of punches. | |||
== Desperation Moves == | |||
*Causes a soft knockdown. | *Causes a soft knockdown. | ||
*Can be combo'd into from lights, including low confirms. | *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. | *Regular version deals 5 hits. Press C or D at the end for a special taunt. | ||
| phases | |||
}} | |||
===Serpent Wave=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcbhcfP | |||
| description = *Causes a soft knockdown. | |||
*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. | *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. | *A version has lower-body invincibility. | ||
*C version has upper-body invincibility. | *C version has upper-body invincibility. | ||
*Both versions can be juggled into from 236K>K. | *Both versions can be juggled into from 236K>K. | ||
| phases | |||
}} | |||
==Super Desperation Moves== | |||
===Final Showdown=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcfqcfPsdm | |||
| description = *MAX version deals 14 hits and a lot more damage. | |||
}} | |||
===Serpent Wave=== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = Kyo_qcbhcfPsdm | |||
| description = *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. | |||
*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. | *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. | ||
| phases | |||
}} | |||
==General Notes== | ==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. | * 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. | * 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. | * 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. | ||
==Videos== | ==Videos== | ||
{{#ev:youtube|czLHzs3D4Vo|||'''King of Fighters 98 UM FE: Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | {{#ev:youtube|czLHzs3D4Vo|||'''King of Fighters 98 UM FE: Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | ||
{{#ev:youtube|yi9rY9tGR5Y|||'''KOF 98 UM FE Kyo Quick Max Combos''' by [https://www.youtube.com/channel/UCq3v_LfhUE6Y7hozNuq9WBQ VolcanoShed]|frame}} | {{#ev:youtube|yi9rY9tGR5Y|||'''KOF 98 UM FE Kyo Quick Max Combos''' by [https://www.youtube.com/channel/UCq3v_LfhUE6Y7hozNuq9WBQ VolcanoShed]|frame}} | ||
{{#ev:youtube|fpUV5Y_l3Vk}} | {{#ev:youtube|fpUV5Y_l3Vk}} | ||
Revision as of 20:36, 17 February 2023
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.
Movelist
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. With Advanced gauge, he likes to have access to more saved up stocks for his super combos. With Extra gauge, he wants to take advantage of the greater red health window for free supers, which 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 Standing Normals
Close A
cl.A
cl.A |
---|
Close B
cl.B
cl.B |
---|
Close C
cl.C
cl.C |
---|
Close D
cl.D
cl.D |
---|
Far Standing Normals
Far A
f.A
f.A |
---|
Far B
f.B
f.B |
---|
Far C
f.C
f.C |
---|
Far D
f.D
f.D |
---|
Crouch Standing Normals
Crouching A
2A
2A |
---|
Crouching B
2B
2B |
---|
Crouching C
2C
2C |
---|
Crouching D
2D
2D |
---|
Jump Normals
Jumping A
j.A
j.A |
---|
Neutral Jump B
nj.B
nj.B |
---|
Jumping B
j.B
j.B |
---|
Jumping C
j.C
j.C |
---|
Neutral Jump D
nj.D
nj.D |
---|
Jumping D
j.D
j.D |
---|
Blowback Normals
Standing CD
5CD
5CD |
---|
Jumping CD
j.CD
j.CD |
---|
Throws
Anvil Slam
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
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.
Command Normals
Thundering Axe Burst
Ge-Shiki Goufu You
6B
6B |
---|
Style 818
88 Shiki
3D
3D |
---|
Drop to Naraku
Ge-Shiki Naraku Otoshi
j.2C
j.2C |
---|
Special Moves
Wicked Chew
114 Shiki Aragami
236A
236A |
---|
Masticate
128 Shiki Konokizu
236A after 114 Shiki Aragami
236A after 114 Shiki Aragami |
---|
Oxidation
127 Shiki Yanosabi (1)
6A/C after 128 Shiki Konokizu
6A/C after 128 Shiki Konokizu |
---|
Rapids of Rage
125 Shiki Nanase
6B/D after 128 Shiki Konokizu
6B/D after 128 Shiki Konokizu |
---|
Oxidation
127 Shiki Yanosabi (2)
63214A/C after 114 Shiki Aragami
63214A/C after 114 Shiki Aragami |
---|
Instantaneous Smash
Ge-Shiki Migiri Ugachi
A/C after 127 Shiki Yanosabi (2)
A/C after 127 Shiki Yanosabi (2) |
---|
Rapids of Rage
125 Shiki Nanase
B/D after 127 Shiki Yanosabi
B/D after 127 Shiki Yanosabi |
---|
Poison Gnawfest
115 Shiki Dokugami
236C
236C |
---|
Recitation of Sins
401 Shiki Tsumu Yomi
63214A/C after 115 Shiki Dokugami
63214A/C after 115 Shiki Dokugami |
---|
Verdict
402 Shiki Batsu Yomi
6A/C after 401 Shiki Tsumu Yomi
6A/C after 401 Shiki Tsumu Yomi |
---|
Fire Ball
100 Shiki Oniyaki
623A/C
623A/C |
---|
100 Shiki Oniyaki
623A/C
623A/C |
---|
R.E.D. Kick
R.E.D. Kick
421B/D
421B/D |
---|
New Wave Smash
75 Shiki Kai
236B/D~B/D
236B/D~B/D |
---|
Phantom Mauler
910 Shiki Nue Tsumi
214A/C
214A/C |
---|
Crescent Slash
212 Shiki Kototsuki You
63214B/D
63214B/D |
---|
Desperation Moves
Final Showdown
Saishu Kessen Ougi Mu Shiki
236236A/C
236236A/C |
---|
Serpent Wave
Ura 108 Shiki Orochinagi
2141236A/C
2141236A/C |
---|
Super Desperation Moves
Final Showdown
Saishu Kessen Ougi Mu Shiki
236236AC
236236AC |
---|
Serpent Wave
Ura 108 Shiki Orochinagi
2141236AC
2141236AC |
---|
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.