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

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Orochi Nagi - qcb hcf + A/C (can be held)
Orochi Nagi - qcb hcf + A/C (can be held)
== Combos ==
'''
0 Meter combos'''
j.A/B/C/D, cl. C/D, qcf + C, hcb + C, f + C
* this is an very important and well damaging combo that ends in a rollable knockdown. Be sure to practice this one and nail it 100% of the time it hits. Do not use this combo as a blockstring because the tail end of it is very punishable. If you opponent blocks the cl. C or D after you jump in, just either block and wait for them to respond with something, or continue pressure with a f + B, qcf + A, or a hyper hop B or CD. If you go far as to do the qcf + C when they are blocking, you can frame trap with if they press any buttons with a qcb + A/C counter move, or even an Oni Yaki dp + A/C if you are feeling risky. You can start this combo with a cross up  Naraku Otoshi (d + C).
j.A/B/C/D, cl. C/D, rdp + B
* ends in a unrollable knockdown. You may be punished if the rdp + B is blocked. After you knock them down, you can give them a 50/50 okizeme mixup by hitting them with a meaty j.B/C or d + C when they rise.
j.A/B/C/D, cl. C/D, dp + A or C
* This combo ends in a rollable knockdown. Be very careful using this combo because sometimes the C version of Oni Yaki (dp + C) might miss after the cl. D. Also, the damage for this combo isn't very high and it ends in a rollable knockdown, so this is a below average combo to use in battle.

Revision as of 17:53, 27 March 2011

Introduction

Normals

Throws

Hatsugane -(close) f/b + C

Issetsu Seoi Nage -(close) f/b + D


Command Moves

Geshiki: Naraku Otoshi - (air) d + C

Geshiki: Gōfu – Yō - f + B

88-Shiki - df + D


Special Moves

114-Shiki: Ara Gami - qcf + A

┣ 128-Shiki: Ko no Kizu -(during Ara Gami) qcf + P

┃┣ 127-Shiki: Ya no Sabi -(during Ara Gami, Ko no Kizu) P

┃┗ 125-Shiki: Nana Se -(during Ara Gami, Ko no Kizu) K

┗ 127-Shiki: Ya no Sabi -(during Ara Gami) hcb + P

┣ Geshiki: Migiri Ugachi -(during Ara Gami, Ya no Sabi) P

┗ 125-Shiki: Nana Se -(during Ara Gami, Ya no Sabi) K

115-Shiki: Doku Gami - qcf + C

┗ 401-Shiki: Tsumi Yomi -(during Doku Gami) hcb + P

┗ 402-Shiki: Batsu Yomi - (during Tsumi Yomi) f + P

100-Shiki: Oni Yaki - dp + P

R.E.D. KicK - rdp + K

75-Shiki: Kai - qcf + K, K

910-Shiki: Nue Tsumi - qcb + P

┣ Geshiki: Tora Fuse - counter a mid hit

┗ Geshiki: Ryū Iri - counter a low hit

212-Shiki: Koto Tsuki – Yō - hcb + K

Desperation Moves

Saishū Kessen ogi Mushiki - qcf qcf + A/C

Orochi Nagi - qcb hcf + A/C (can be held)


Combos

0 Meter combos

j.A/B/C/D, cl. C/D, qcf + C, hcb + C, f + C

  • this is an very important and well damaging combo that ends in a rollable knockdown. Be sure to practice this one and nail it 100% of the time it hits. Do not use this combo as a blockstring because the tail end of it is very punishable. If you opponent blocks the cl. C or D after you jump in, just either block and wait for them to respond with something, or continue pressure with a f + B, qcf + A, or a hyper hop B or CD. If you go far as to do the qcf + C when they are blocking, you can frame trap with if they press any buttons with a qcb + A/C counter move, or even an Oni Yaki dp + A/C if you are feeling risky. You can start this combo with a cross up Naraku Otoshi (d + C).


j.A/B/C/D, cl. C/D, rdp + B

  • ends in a unrollable knockdown. You may be punished if the rdp + B is blocked. After you knock them down, you can give them a 50/50 okizeme mixup by hitting them with a meaty j.B/C or d + C when they rise.


j.A/B/C/D, cl. C/D, dp + A or C

  • This combo ends in a rollable knockdown. Be very careful using this combo because sometimes the C version of Oni Yaki (dp + C) might miss after the cl. D. Also, the damage for this combo isn't very high and it ends in a rollable knockdown, so this is a below average combo to use in battle.