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The King of Fighters '98 UMFE/EX Kyo: Difference between revisions
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*C version has upperbody invincibility | *C version has upperbody invincibility | ||
*SDM has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave does three hits. | *SDM has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave does three hits. | ||
*Both versions can be | *Both versions can be juggled into from qcf+k. | ||
**If timed right, only two hits will connect. This puts the opponent in a juggle state that can be followed through with dp+C/rdp+D. | **If timed right, only two hits will connect. This puts the opponent in a juggle state that can be followed through with dp+C/rdp+D. | ||
Revision as of 06:30, 11 October 2021
Introduction
Ex Kyo is a balanced fighter that has tools to fight at all ranges. In neutral he has access to a grounded fireball, a good dp and a super backdash alongside some decent pokes for controlling space with. Up close he has an excellent pressure tool in his j.D+C that allows for strong blockstrings, and it also works as a good crossup. His combo game from heavies is excellent due to his qcf+DD 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 activation range decreased
- st.A got reduced priority.
- st.D starts 4 frames faster
- The first hitbox on cr.C got shortened and the second hitbox got lenghtened
- cr.D got reduced priority.
- j.D got reduced priority.
- you can no longer use j.2C during step dash
Specials:
- qcf+P hitbox size reduced
- dp+C now reliably hits 2 times, even when hitting an airborne opponent
- rdp+Bs recovery reduces by 2 frames
- rdp+Ds startup reduced by 1 frame, recovery reduced by 3 frames
- hcb+Ks damage increased
- Ex Kyo now uses kof 95 sound clips
98UM to 98UMFE
Normals:
- cl.A 2 frames less recovery
- cr.A 1 frame less recovery
Specials:
- QCF+P 3 frames less recovery, but builds less power meter
Normal Moves
Close
- cl. A/B/C/D are cancel-able.
- cl. A/B are chain-able
- cl. A: Hits high.
- cl. B: Hits low.
- cl. C: Has very fast start-up. Great combo starter and anti-air.
- cl. D: A bit slower than cl. C.
Stand
- Far A: Hits high and is cancel-able. Good for stopping hops.
- Far B: Has more endlag than far A, but has more range.
- Far C: Noticable bit of startup. Whiff/cancel-able.
- Far D: A sobat kick that hits mid. Can avoid lows.
Crouch
- cr. A/C/D are whiff/cancel-able.
- cr. A/B are chain-able.
- cr. A: Hits mid. Standard outward jab.
- cr. B: Fast low that could start combos.
- cr. C: Hits mid. Used to react against jumps and hops.
- cr. D: Can low-profile under fireballs.
Jump
- j. A: Ok air-to-air.
- j. B: Great cross-up. Great jump-in from a hop. Instant-overhead.
- j. C: Another good jump-in.
- j. D: Could put on pressure when spaced. A bit difficult to cross-up with.
- n. j. B: Decent air-to-air.
- n. j. D: Good air-to-air.
Blowback Attack
- st. CD: Soft knockdown, whiff/cancel-able. Average start-up.
- j. CD: Soft knockdown. Pretty big hitbox.
Throws
Anvil Slam [Hachi Tetsu]: (close) b/f + C
- Kyo smacks his opponent in the face with his forearm.
- Regular knockdown
Swift Shoulder Throw [Issestsu Seoi Nage]: (close) b/f + D
- Kyo throws his opponent behind him, then falls on them with his elbow.
- Hard knockdown
- Reverse knockdown
Command Moves
Thundering Axe Burst [Ge Shiki: Goufu Yo]: f + B
- Two-hit axe-kick.
- Second hit hits overhead.
- Can be cancelled into from normals, allowing it to special-cancel. Overhead property is lost.
Drop to Naraku [Ge Shiki: Naraku Otoshi]: (in the air) down + C
- Double-handed hammer fist.
- Hard knockdown on airborne opponents.
- Great cross-up. Aim to have Kyo's bent legs right over the opponent's head.
Style 818 [88 Shiki]: df + D
- Kyo kicks near the ground twice, one foot then the other.
- Hits low, even when cancelled into.
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
- Has autoguard at the beginning of the move.
- The hitbox is all around Kyo. Not as high as his normal variant.
- 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.
- Will whiff on crouching opponents.
- 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. Allows for okizeme opportunity.
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. Allows for okizeme opportunity.
Desperation Moves
Serpent Wave: qcb, hcf + A/C
- Kyo throws a wave of fire in front of him.
- Soft knockdown
- DM does one hit. C version seems to have slightly faster start-up and can combo from heavy attacks.
- A version has lowerbody invincibility
- C version has upperbody invincibility
- SDM has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave does three hits.
- Both versions can be juggled into from qcf+k.
- If timed right, only two hits will connect. This puts the opponent in a juggle state that can be followed through with dp+C/rdp+D.
Combos
Anywhere
- j. X, [cr. B, cr. A]/[cl. C], dp+p/rdp+D
- Cross-up j. B/D/d+C, cl. C, qcf+D, [delay] D, [sj. d+C]/[hcb+k]/[run, rdp+D]
Corner
- j. X, cl. C, qcf+D, D, rdp+B, dp+C/rdp+D
( Execute qcf+D, D as soon as possible to connect rdp+B, rdp+D )
Combos into DMs
- j. X, cr. C, qcb,hcf+C
- cl. C, qcf+D, D, qcb,hcf+p
- Corner Only j. X, cl. C, qcf+D, [delay] D, qcb,hcf+p (SDM, 2 hits), dp+C/rdp+D
Quick Max
- At or Approaching Corner j. X, cl. C, qcf+D, [immediately] D, rdp+B (QM), rdp+B, dp+C
- Corner Only j. X, cl. C, qcf+D, [immediately] D, rdp+B (QM), qcb,hcf+C
Strategy & Tips
The second button press of qcf+D,D must be delayed as late as possible to get SDM qcb,hcf+p to hit only twice.
Videos
(2:35) Shows the difference between regular and EX Kyo's hitboxes on DP. It seems no other hitboxes differ between the two.