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

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* a strict timing and impressive looking corner combo juggle that ends in a rollable knockdown. You must time the qcf + B, B after the D version kicks, when their body decends rather deep in the middle of the screen vertically. Then you must hit them with a dp + C at the apex of the opponents ascension in the air, almost where the life bars are located.
* a strict timing and impressive looking corner combo juggle that ends in a rollable knockdown. You must time the qcf + B, B after the D version kicks, when their body decends rather deep in the middle of the screen vertically. Then you must hit them with a dp + C at the apex of the opponents ascension in the air, almost where the life bars are located.
in the corner only, cl. C/D, qcf + D, D, (hcb + B/rdp + B/qcf + A, hcb + A, f + A/sj.B)
* After the qcf + D, D for more damage you can do the 'qcf + A, hcb + A, f + A' rekkas, or slightly lesser damage, but to end them in a unrollable knockdown you can end with the 'qcb + B' or 'rdp + B', and for an air reset, you can just do sj. B.
midscreen cl. C/D, qcf + D, D, (qcf + A/qcf + C/rdp + B/hcb + B/j.A/j.B/j.C/j.D/j. d + C/sj. C+D)
* using 'qcf + A or C' will knock the opponent back pretty far to give you some distance but for less damage, using 'hcb + B' will give the opponent a unrollable knockdown for a potential mixup, but the timing is tight to grab them out of the air. Using 'rdp + B' would probably be the better choice than the 'hcb + B' because it is easier to land. The j. A to j. D will give you an air reset while j. d + C will knock them straight to the floor for a perfect mix-up set up. Hitting the airborne opponent with a sj. C+D will knock them far back but they can tech the knockdown.

Revision as of 18:42, 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 j. 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.


(j.A/B/C/D), cl. C/D, hcb + B/D

  • the hcb + B/D ends the opponent up in a unrollable knockdown for you can walk up slightly and cross them up with a j.B/C or j. D + C


(j.A/B/C/D), cl. C/D, df + D

  • the df + D hits low but doesn't sweep them. On block, the df + D pushes you back a lot to give you a nice distance between you and the opponent. If they try anything funky by jumping, poking out a slow normal move, or even walking towards you to throw, you can whip out a rdp + B to stop them. If they throw out a super that has invinicible frames at its startup, then you are in trouble.


in the corner only (j.A/B/C/D), cl. C/D, cl C/D, qcf + D, D, (wait), qcf + B, B, dp + C

  • a strict timing and impressive looking corner combo juggle that ends in a rollable knockdown. You must time the qcf + B, B after the D version kicks, when their body decends rather deep in the middle of the screen vertically. Then you must hit them with a dp + C at the apex of the opponents ascension in the air, almost where the life bars are located.


in the corner only, cl. C/D, qcf + D, D, (hcb + B/rdp + B/qcf + A, hcb + A, f + A/sj.B)

  • After the qcf + D, D for more damage you can do the 'qcf + A, hcb + A, f + A' rekkas, or slightly lesser damage, but to end them in a unrollable knockdown you can end with the 'qcb + B' or 'rdp + B', and for an air reset, you can just do sj. B.


midscreen cl. C/D, qcf + D, D, (qcf + A/qcf + C/rdp + B/hcb + B/j.A/j.B/j.C/j.D/j. d + C/sj. C+D)

  • using 'qcf + A or C' will knock the opponent back pretty far to give you some distance but for less damage, using 'hcb + B' will give the opponent a unrollable knockdown for a potential mixup, but the timing is tight to grab them out of the air. Using 'rdp + B' would probably be the better choice than the 'hcb + B' because it is easier to land. The j. A to j. D will give you an air reset while j. d + C will knock them straight to the floor for a perfect mix-up set up. Hitting the airborne opponent with a sj. C+D will knock them far back but they can tech the knockdown.