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The King of Fighters '98 UMFE/EX Kyo: Difference between revisions
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== Special Moves == | == Special Moves == | ||
'''Dark Thurst:''' | '''Dark Thurst [Yami Barai]:''' qcf + A/C | ||
*Kyo's grounded projectile | |||
*Either version can be used to space or as pushback in a blockstring. | |||
*Light version travels slower. Can be linked from a fullscreen distance to someone in the corner. | |||
*Heavy version travels faster. Deals a bit more damage than light. | |||
'''Fire Ball [Oniyaki]:''' dp + A/C | |||
*Kyo's DP. Can be combo'd into from most normals. | |||
*Soft knockdown | |||
*Light version deals one hit. Safer to use in combos. | |||
*Heavy version deals two hits, travels higher, and has more invincibility, making it a good reversal. | |||
''' | '''Spinning kick [Oboroguruma]:''' rdp + B/D | ||
*Can be combo'd into from most normals. | |||
*Light version has Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggleable state. | |||
*Soft knockdown | |||
*Heavy version has Kyo fly through the air a 3/4 screen distance with two of the upwards kicks, then flips forward with his foot sending the opponent into the ground. | |||
*Heavy version is a good corner carry. Deals more damage than dp+C. | |||
*Hard knockdown | |||
'''New Wave Smash [Kai]:''' qcf + K, K (B or D) | |||
*Kyo jumps up with one foot, then after pressing kick again, kicks with the other. | |||
*2nd hit juggles the opponent | |||
*Soft knockdown | |||
*Light version only allows for dp+p to connect. | |||
*Heavy version can be followed up with dp+p/rdp+k/hcb+k/DM. Can also link into the light version. | |||
''' | '''Crescent Slash [Kototsuki Yo]:''' hcb + B/D | ||
*Kyo runs after the opponent, faster than his normal run, then hits the opponent with his elbow into an explosive, one-handed choke. | |||
*On-hit command grab. Very unsafe on block. | |||
*Can be combo'd into from heavy normals and f+B. | |||
*Hard knockdown | |||
' | |||
== Desperation Moves == | == Desperation Moves == |
Revision as of 17:02, 26 October 2020
Introduction
Normal Moves
Throws
Anvil Slam: (close) b/f + C
Swift Shoulder Throw: (close) b/f + D
Command Moves
Thundering Axe Burst: f + B
Drop to Naraku: (in the air) down + C
Style 818: df + D
Special Moves
Dark Thurst [Yami Barai]: qcf + A/C
- Kyo's grounded projectile
- Either version can be used to space or as pushback in a blockstring.
- Light version travels slower. Can be linked from a fullscreen distance to someone in the corner.
- Heavy version travels faster. Deals a bit more damage than light.
Fire Ball [Oniyaki]: dp + A/C
- Kyo's DP. Can be combo'd into from most normals.
- Soft knockdown
- Light version deals one hit. Safer to use in combos.
- Heavy version deals two hits, travels higher, and has more invincibility, making it a good reversal.
Spinning kick [Oboroguruma]: rdp + B/D
- Can be combo'd into from most normals.
- Light version has Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggleable state.
- Soft knockdown
- Heavy version has Kyo fly through the air a 3/4 screen distance with two of the upwards kicks, then flips forward with his foot sending the opponent into the ground.
- Heavy version is a good corner carry. Deals more damage than dp+C.
- Hard knockdown
New Wave Smash [Kai]: qcf + K, K (B or D)
- Kyo jumps up with one foot, then after pressing kick again, kicks with the other.
- 2nd hit juggles the opponent
- Soft knockdown
- Light version only allows for dp+p to connect.
- Heavy version can be followed up with dp+p/rdp+k/hcb+k/DM. Can also link into the light version.
Crescent Slash [Kototsuki Yo]: hcb + B/D
- Kyo runs after the opponent, faster than his normal run, then hits the opponent with his elbow into an explosive, one-handed choke.
- On-hit command grab. Very unsafe on block.
- Can be combo'd into from heavy normals and f+B.
- Hard knockdown
Desperation Moves
Serpent Wave: qcb, hcf + A/C