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

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== Introduction ==
== Introduction ==
Kyo is primarily a close range pressure and mixup character. In neutral he has access to some helpful moves like his rekkas that have a guard point, R.E.D kick which he can use to close distance that gets him a hard knockdown on hit and a nice set of normals to poke with. Up close is where Kyo is really good, he can use his fast hop speed together with his good priority, deep-hitting j.B and his fast cr.B to put a lot of pressure on opponents, and he can also threaten with his j.D+C command normal which can be used as a fast-hitting jump-in, a great cross-up, or a solid air-to-ground move to catch the opponent if they jump. He has good confirms into his supers from both lows and heavies and at the corner or on cross-up he can combo into his qcf+D up-kicks to start juggles, making his damage quite good. On defense he has access to a good invul dp that he can use as a reversal and an anti air. Kyos weaknesses are that he lacks anything to fight at long range since he doesn't have a projectile and that his meterless low confirm is pretty lackluster.


== Changes from previous versions ==
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.
 
== Changes from Previous Versions ==


''' 98 to 98UM'''
''' 98 to 98UM'''


Normals:
Normals:
* cl.C activation range decreased
 
* st.A got reduced priority.
* cl.C activation range has been decreased
* st.D starts 4 frames faster
 
* The first hitbox on cr.C got shortened and the second hitbox got lenghtened
* st.A now has reduced priority
* cr.D got reduced priority.
 
* j.D got reduced priority.
* st.D now has 4 frames less startup
* you can no longer use j.2C during step dash
 
* The first hitbox on cr.C has been shortened and the second hitbox has been lengthened
 
* cr.D now has reduced priority
 
* j.D now has reduced priority
 
* You can no longer use j.2C during step dash


Specials:
Specials:
* hcb+K got increased damage
 
* qcf+P got reduced reach
* hcb+K now has increased damage
* dp+C now reliably hits 2 times, even when hitting an airborne opponent
 
* qcf+P now has reduced reach
 
* dp+C now reliably hits twice, even when hitting an airborne opponent


Supers:
Supers:
* qcb,hcf+P got increased damage
 
* qcfx2+C got decreased damage
* qcb,hcf+P now has increased damage
 
* qcfx2+C now has decreased damage


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* cl.A got 2 frames less recovery
 
* cr.A got 1 frames less recovery
* cl.A now has 2 frames less recovery
 
* cr.A now has 1 frame less recovery


Specials:
Specials:
* qcf+A damage increased from 10 to 13, guard point lengthened by 2 frames
* qcf+P more moves will trigger the counter during the startup frames


== Normal Moves==
* qcf+A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames
 
* More moves will now trigger qcb+P's counterhit during the startup frames
 
== Normal Moves ==


'''Close'''
'''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'''
* cl.A: Can work as a close-range anti-air against hops. Whiffs on crouchers. Chainable and cancelable.
*Far A: Hits high and is cancel-able. Good for stopping hops.
 
*Far B: Has more endlag than far A, but has more range.
* cl.B: Standing low. Chainable and cancelable.
*Far C: Noticable bit of startup. Whiff/cancel-able.
 
*Far D: A sobat kick that hits mid. Can avoid lows.
* cl.C: Has very fast start-up. Great combo starter and anti-air. Cancelable.
 
* cl.D: A bit slower than cl. C. Cancelable.
 
'''Standing'''
 
* st.A: Good for stopping hops. Whiffs on crouchers. Cancelable.
 
* st.B: Has more recovery than st.A, but more range.
 
* st.C: Poke with lots of startup. Cancelable on hit, block, and whiff.
 
* st.D: A sobat kick. Can avoid lows.
 
'''Crouching'''
 
* cr.A: Standard outward jab. Chainable and cancelable.
 
* cr.B: Fast low combo starter. Chainable, not cancelable.
 
* cr.C: Standard anti-air against jumps and hops. Cancelable on hit, block, and whiff.
 
* cr.D: Can low-profile some moves. Cancelable.
 
'''Jumping'''
 
* j.A: Ok air-to-air.
 
* j.B: Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.
 
* nj.B: Decent air-to-air.
 
* j.C: Another good jump-in.
 
* j.D: Can act as a pressure tool when spaced. A bit difficult to crossup with.
 
* nj.D: Good air-to-air.


'''Crouch'''
'''CD Normals'''
*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'''
* st.CD: Soft knockdown, average start-up. Cancelable on hit, block, and whiff.
*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'''
* j.CD: Soft knockdown. Pretty big hitbox.
*st. CD: Soft knockdown, whiff/cancel-able. Average start-up.
*j. CD: Soft knockdown. Pretty big hitbox.


== Throws ==
== Throws ==


'''Anvil Slam [Hachi Tetsu]:''' (close) b/f + C
'''Anvil Slam:''' <code>b/f+C (close)</code>
*Kyo smacks his opponent in the face with his forearm.
*Regular knockdown


'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' (close) b/f + D
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
*Kyo throws his opponent behind him, then falls on them with his elbow.
 
*Hard knockdown
'''Swift Shoulder Throw:''' <code>b/f+D (close)</code>
*Reverse knockdown
 
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.


== Command Moves ==
== Command Moves ==


'''Thundering Axe Burst [Ge Shiki: Goufu Yo]:''' f + B
'''Thundering Axe Burst:''' <code>f+B</code>
*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
* Two-hit axe-kick.
*Double-handed hammer fist.
 
*Hard knockdown on airborne opponents.
* Second hit hits overhead.
*Great cross-up. Aim to have Kyo's bent legs right over the opponent's head.
 
* Can be cancelled into from normals at the cost of its overhead property, making it cancelable.
 
'''Drop to Naraku:''' <code>d+C (in air)</code>
 
* Two-handed hammerfist.
 
* Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
 
* Causes a hard knockdown on airborne opponents.
 
* Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
 
'''Style 818:''' <code>df+D</code>


'''Style 818 [88 Shiki]:''' df + D
*Kyo kicks near the ground twice, one foot then the other.
*Kyo kicks near the ground twice, one foot then the other.
*Hits low, even when cancelled into.
 
*Hits low, even when canceled into.


== Special Moves ==
== Special Moves ==


'''Wicked Chew [114 Shiki: Aragami]''' - qcf + A
'''Wicked Chew:''' <code>qcf+A</code>
*A step into a right hook. (when facing right)
 
*A lunging punch, and one of Kyo's rekka starters.
 
*Has autoguard at the beginning of the move.
*Has autoguard at the beginning of the move.
*Attack can nullify projectiles.
*Can combo from close heavy attacks.


:'''Masticate [128 Shiki: Kono Kizu]''':
*Can nullify projectiles.
::(during Wicked Chew) qcf + P
 
:*Kyo takes another step forward and does an uppercut with his left. (when facing right)
*Combos from close heavy attacks.
:*Soft knockdown
 
: '''Oxidation:''' <code>hcb+A/C (during qcf+A)</code>


:::'''Oxidation [127 Shiki: Yano Sobi]''' - (during '''Masticate''') A/C, (during '''Wicked Chew''') hcb + A/C
:* Overhead rekka followup to qcf+A.
::*An elbow strike that hits overhead.
::*Hard knockdown
::*Combos after Kono Kizu.
::*Does not combo after Aragami on grounded opponents.


:'''Rapids of Rage [125 Shiki: Nana Se]''' - (during '''Masticate''' or '''Oxidation''' from '''Wicked Chew''') B/D
:* Too slow to combo on the ground, but causes a hard knockdown if it hits.
:*Kyo glides across the ground with his foot directly in front of him.
:*Soft knockdown
:*Easier to combo after Kono Kizu than Yano Sobi. Sends opponents across the entire screen.
:*Unsafe if prior parts of the rekka are blocked.


::::'''Instantaneous Smash [Ge Shiki: Migiri Ugachi]''' - (after '''Oxidation''' from '''Wicked Chew''' sequence = qcf + A, hcb + A/C ) A/C
:: '''Instantaneous Smash:''' <code>A/C (during hcb+P)</code>
:::*Kyo smashes the ground with his fist.
:::*Hits OTG
:::*Hits low
:::*This string should be used in the corner after qcf+k,k.


'''Poison Gnawfest [115 Shiki: Dokugami]''' - qcf + C
::* OTG followup to hcb+P, adding more damage if that move connected.
*Spin into a left hook (when facing right)
 
*Has autoguard at the beginning of the move.
:: '''Rapids of Rage:''' <code>B/D (during hcb+P)</code>
*Attack can nullify projectiles.
 
::* Alternate followup to hcb+P.
 
: '''Masticate:''' <code>qcf+A/C (during qcf+A)</code>
 
:* Rekka followup to qcf+A. Kyo takes another step forward and does an uppercut with his other hand.
 
:* Combos from qcf+A on the ground, unlike hcb+P. Launches the opponent for further rekka followups.
 
:* Causes a soft knockdown if not followed up.
 
:: '''Oxidation:''' <code>A/C (during qcf+P)</code>
 
::* Identical to hcb+P followup to qcf+A, 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.
 
:: '''Rapids of Rage:''' <code>B/D (during qcf+P)</code>
 
::* Identical to the K followup to hcb+P, but here it's your damage-optimal ender. Launches the opponent fullscreen, causing a soft knockdown.
 
'''Poison Gnawfest:''' <code>qcf+C</code>
 
* A bigger lunging punch, and Kyo's other rekka starter.
 
* Has autoguard at the beginning of the move.
 
* Can nullify projectiles.
 
: '''Recitation of Sins:''' <code>hcb+A/C (during qcf+C)</code>
 
:* Rekka followup to qcf+C.
 
:* Unsafe on block, so don't use if qcf+C is blocked.
 
:: '''Verdict:''' <code>f+A/C (during hcb+P)</code>
 
::* Final hit of the qcf+C rekka.
 
::* 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.
 
'''Fire Ball:''' <code>dp+A/C</code>
 
* Kyo's DP. Can be combo-ed into from most normals.
 
* Causes a soft knockdown.
 
* Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal.
 
* The hitbox hits high and in front of Kyo.
 
* A version deals one hit. Safer to use in combos.
 
* C version deals two hits, travels higher, and has more invincibility, making it a better reversal.
 
'''R.E.D. Kick:''' <code>rdp+K</code>
 
* Kyo flies through the air and lands his foot directly on top of the opponent.
 
* Hits mid. Hard knockdown.
 
* B version travels 1/2 screen distance, D version travels 3/4 screen distance.
 
'''New Wave Smash:''' <code>qcf+B/D,B/D</code>
 
* 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.
 
* Causes a soft knockdown if not followed up.
 
* B version only allows for dp+P to connect afterward, D version can be followed with almost anything, including full rekka strings.
 
'''Phantom Mauler:''' <code>qcb+A/C</code>
 
* 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.
 
* Can counter lows when arm is lowered, and mids and highs while the arm is rising.
 
* Low counter causes a hard knockdown.
 
* Mid/high counter causes a soft knockdown.


:'''Recitation of Sins [401 Shiki: Tsumi Yomi]''' - (during '''Poison Gnawfest''') hcb + A/C
* C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer.
:*After the hook, Kyo swings with the back of his fist.
:*Unsafe on block, so don't use if Dokugami is blocked.


::'''Verdict [402 Shiki: Batsu Yomi]''' - (during '''Recitation of Sins''') F + A/C
'''Crescent Slash:''' <code>hcb+B/D</code>
::*Final hit of the Dokugami string, a shoulder uppercut.
::*Soft knockdown
::*Even more unsafe on block after Tsumi Yomi. If the first two hits are blocked, do NOT use or you will be punished severely.


'''Fire Ball [100 Shiki: Oniyaki]''' - dp + P
* Kyo runs after the opponent, faster than his normal run, then does a hitgrab.
*Kyo's DP. Can be combo'd into from most normals.
*Soft knockdown
*Has autoguard at the beginning of the move.
*The hitbox hits high and in front of Kyo.
*A version deals one hit. Safer to use in combos.
*C version deals two hits, travels higher, and has more invincibility, making it a good reversal.


'''R.E.D. Kick''' - rdp + K
* Very unsafe on block.
*Kyo flies through the air and lands his foot directly on top of the opponent.
*Hits mid. Hard knockdown.
*B version travels 1/2 screen distance.
*D version travels 3/4 screen distance.


'''New Wave Smash [75 Shiki: Kai]:''' qcf + K, K (B or D)
* Can be combo-ed into from heavy normals and f+B.
*Kyo jumps up with one foot, then after pressing kick again, kicks with the other.
*2nd hit juggles the opponent
*Soft knockdown
*B version only allows for dp+p to connect.
*D version can be followed up with qcf+A/dp+p/rdp+k/hcb+k/DM. Can also link into the light version.


'''Phantom Mauler [910 Shiki: Nue Tsumi]''' - qcb + P
* Causes a hard knockdown, with good oki, if it connects.
*Kyo raises his arm in front of him, down to up.
*Soft knockdown
*Can counter lows when arm is lowered, and mids and highs while the arm is rising.
*Low counter triggers Tora Fuse. It's just Migiri Ugachi, the punch to the ground. Hard knockdown.
*Mid/High counter triggers Ryuu Iri, in which Kyo thrusts his elbow forward. Soft knockdown.
*C version has Kyo wait a bit before rising, letting the low counter stay active for longer.


'''Crescent Slash [212 Shiki: Kototsuki Yo]:''' hcb + B/D
* B version travels 3/4 screen distance, D version travels full screen distance.
*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.
*B version travels 3/4 screen distance.
*D version travels full screen distance.


== Desperation Moves ==
== Desperation Moves ==


'''Final Showdown [Saishuu Kessen Ougi Mushiki]''' - qcf qcf + A/C
'''Final Showdown:''' <code>qcfx2+A/C</code>
*Kyo throws down a pillar of fire and follows up with a chain of punches.
*Soft knockdown
*Can be combo'd into from cr. B, cr. A.
*DM version deals 5 hits. Press C or D at the end for a special taunt.
*SDM version deals 14 hits.


'''Serpent Wave [Ura 108 Shiki: Orochinagi]''' - qcb hcf + A/C (push down to hold)
* Kyo throws down a pillar of fire and follows up with a chain of punches.


*Kyo throws a wave of fire in front of him.
* Causes a soft knockdown.
*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 linked 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.


== Combos ==
* 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.
 
* MAX version deals 14 hits and a lot more damage.
 
'''Serpent Wave:''' qcb,hcf+A/C (can be held)
 
* Kyo throws a wave of fire in front of him.
 
* 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.
 
* A version has lower-body invincibility.
 
* C version has upper-body invincibility.


'''0 Meter combos'''
* 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.


'''1.)''' (j.A/B/C/D), cl. C/D, qcf + C, hcb + C, f + C
* Both versions can be juggled into from qcf+K,K.


* 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).
* 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 dp+C.


== Combos ==


'''2.)''' (j.A/B/C/D), cl. C/D, rdp + B
'''General Notes'''


* 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.
===Meterless===


''Low''


: <code>cr.B, cl.C/D, qcf+C > hcb+C > f+C</code>


'''3.)''' (j.A/B/C/D), cl. C/D, hcb + B/D
: <code>cr.B, cl.C/D, rdp+B/hcb+K</code>


* 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
''Mid/Jump-In''


: <code>(j.X), cl.C/D, qcf+C > hcb+C > f+C</code>


'''4.)''' in the corner only, cl. C/D, qcf + D, D, (hcb + B/rdp + B/qcf + A, hcb + A, f + A/sj.B)
: <code>(j.X), cl.C/D, rdp+B/hcb+K</code>
: Does less damage, but offers a hard knockdown instead of a soft one.


* 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.
''Corner''


'''5.)''' cr. B, cl. C, etc.
: <code>(j.X), cl.C/D, qcf+D,D, hcb+B/rdp+B/qcf+A > hcb+P > P/j.B</code>
: j.B, your reset option, must be done off of a superjump.


* useful 1-2 frame link that can give you some good damage from starting from a low attack. Cl.C can be brought into his (qcf + C, hcb + C, f + C), or (rpd + B) or his (hcb + B/D)
===With Meter===


'''Low'''


'''Desperation Move Combos'''
: <code>cr.B, cr.A, qcfx2+P</code>
: Strong low confirm.


'''1.)''' cr. B, cr. A XX qcf, qcf + A/C
'''Mid/Jump-In'''


* A very important combo which nets you great damage confirming from a low. Every Kyo player needs to learn this. You can add two cr.B's before the cr.A, or a cl.C to cr.B to cr.A or st. A for a 3 hit starter.
: <code>(j.X), cl.C/D, qcf+D,D, qcb,hcf+P</code>


'''Extra Meter'''
===With Quick MAX===


'''1.)''' qcf. C, ABC, cr. A, qcf, qcf + A/C
: <code>qcf+C, ABC, cr.A, qcfx2+A/C</code>


'''2.)''' close qcf. C, ABC, cl. C, qcf. C, hcb. A/C, f+ A/C
: <code>qcf+C, ABC, cl.C, qcf+C > hcb+P > f+P</code>


'''3.)''' low health, cross up, qcf. C, ABC, qcb, hcf + P
: <code>(j.B/j.d+C), qcf+C, ABC, qcb,hcf+P</code>


==Videos==
==Videos==

Revision as of 00:39, 11 November 2021


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.

Changes from Previous Versions

98 to 98UM

Normals:

  • cl.C activation range has been decreased
  • st.A now has reduced priority
  • st.D now has 4 frames less startup
  • The first hitbox on cr.C has been shortened and the second hitbox has been lengthened
  • cr.D now has reduced priority
  • j.D now has reduced priority
  • You can no longer use j.2C during step dash

Specials:

  • hcb+K now has increased damage
  • qcf+P now has reduced reach
  • dp+C now reliably hits twice, even when hitting an airborne opponent

Supers:

  • qcb,hcf+P now has increased damage
  • qcfx2+C 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:

  • qcf+A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames
  • More moves will now trigger qcb+P's counterhit during the startup frames

Normal Moves

Close

  • cl.A: Can work as a close-range anti-air against hops. Whiffs on crouchers. Chainable and cancelable.
  • cl.B: Standing low. Chainable and cancelable.
  • cl.C: Has very fast start-up. Great combo starter and anti-air. Cancelable.
  • cl.D: A bit slower than cl. C. Cancelable.

Standing

  • st.A: Good for stopping hops. Whiffs on crouchers. Cancelable.
  • st.B: Has more recovery than st.A, but more range.
  • st.C: Poke with lots of startup. Cancelable on hit, block, and whiff.
  • st.D: A sobat kick. Can avoid lows.

Crouching

  • cr.A: Standard outward jab. Chainable and cancelable.
  • cr.B: Fast low combo starter. Chainable, not cancelable.
  • cr.C: Standard anti-air against jumps and hops. Cancelable on hit, block, and whiff.
  • cr.D: Can low-profile some moves. Cancelable.

Jumping

  • j.A: Ok air-to-air.
  • j.B: Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.
  • nj.B: Decent air-to-air.
  • j.C: Another good jump-in.
  • j.D: Can act as a pressure tool when spaced. A bit difficult to crossup with.
  • nj.D: Good air-to-air.

CD Normals

  • st.CD: Soft knockdown, average start-up. Cancelable on hit, block, and whiff.
  • j.CD: Soft knockdown. Pretty big hitbox.

Throws

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: b/f+D (close)

  • Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.

Command Moves

Thundering Axe Burst: f+B

  • Two-hit axe-kick.
  • Second hit hits overhead.
  • Can be cancelled into from normals at the cost of its overhead property, making it cancelable.

Drop to Naraku: d+C (in air)

  • Two-handed hammerfist.
  • Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
  • Causes a hard knockdown on airborne opponents.
  • Great crossup. Aim to have Kyo's bent legs right over the opponent's head.

Style 818: df+D

  • Kyo kicks near the ground twice, one foot then the other.
  • Hits low, even when canceled into.

Special Moves

Wicked Chew: qcf+A

  • A lunging punch, and one of Kyo's rekka starters.
  • Has autoguard at the beginning of the move.
  • Can nullify projectiles.
  • Combos from close heavy attacks.
Oxidation: hcb+A/C (during qcf+A)
  • Overhead rekka followup to qcf+A.
  • Too slow to combo on the ground, but causes a hard knockdown if it hits.
Instantaneous Smash: A/C (during hcb+P)
  • OTG followup to hcb+P, adding more damage if that move connected.
Rapids of Rage: B/D (during hcb+P)
  • Alternate followup to hcb+P.
Masticate: qcf+A/C (during qcf+A)
  • Rekka followup to qcf+A. Kyo takes another step forward and does an uppercut with his other hand.
  • Combos from qcf+A on the ground, unlike hcb+P. Launches the opponent for further rekka followups.
  • Causes a soft knockdown if not followed up.
Oxidation: A/C (during qcf+P)
  • Identical to hcb+P followup to qcf+A, 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.
Rapids of Rage: B/D (during qcf+P)
  • Identical to the K followup to hcb+P, but here it's your damage-optimal ender. Launches the opponent fullscreen, causing a soft knockdown.

Poison Gnawfest: qcf+C

  • A bigger lunging punch, and Kyo's other rekka starter.
  • Has autoguard at the beginning of the move.
  • Can nullify projectiles.
Recitation of Sins: hcb+A/C (during qcf+C)
  • Rekka followup to qcf+C.
  • Unsafe on block, so don't use if qcf+C is blocked.
Verdict: f+A/C (during hcb+P)
  • Final hit of the qcf+C rekka.
  • 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.

Fire Ball: dp+A/C

  • Kyo's DP. Can be combo-ed into from most normals.
  • Causes a soft knockdown.
  • Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal.
  • The hitbox hits high and in front of Kyo.
  • A version deals one hit. Safer to use in combos.
  • C version deals two hits, travels higher, and has more invincibility, making it a better reversal.

R.E.D. Kick: rdp+K

  • Kyo flies through the air and lands his foot directly on top of the opponent.
  • Hits mid. Hard knockdown.
  • B version travels 1/2 screen distance, D version travels 3/4 screen distance.

New Wave Smash: qcf+B/D,B/D

  • 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.
  • Causes a soft knockdown if not followed up.
  • B version only allows for dp+P to connect afterward, D version can be followed with almost anything, including full rekka strings.

Phantom Mauler: qcb+A/C

  • 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.
  • Can counter lows when arm is lowered, and mids and highs while the arm is rising.
  • Low counter causes a hard 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.

Crescent Slash: hcb+B/D

  • Kyo runs after the opponent, faster than his normal run, then does a hitgrab.
  • Very unsafe on block.
  • Can be combo-ed into from heavy normals and f+B.
  • Causes a hard knockdown, with good oki, if it connects.
  • B version travels 3/4 screen distance, D version travels full screen distance.

Desperation Moves

Final Showdown: qcfx2+A/C

  • Kyo throws down a pillar of fire and follows up with a chain of punches.
  • Causes a soft knockdown.
  • 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.
  • MAX version deals 14 hits and a lot more damage.

Serpent Wave: qcb,hcf+A/C (can be held)

  • Kyo throws a wave of fire in front of him.
  • 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.
  • A version has lower-body invincibility.
  • C version has upper-body invincibility.
  • 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.
  • Both versions can be juggled into from qcf+K,K.
  • 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 dp+C.

Combos

General Notes

Meterless

Low

cr.B, cl.C/D, qcf+C > hcb+C > f+C
cr.B, cl.C/D, rdp+B/hcb+K

Mid/Jump-In

(j.X), cl.C/D, qcf+C > hcb+C > f+C
(j.X), cl.C/D, rdp+B/hcb+K
Does less damage, but offers a hard knockdown instead of a soft one.

Corner

(j.X), cl.C/D, qcf+D,D, hcb+B/rdp+B/qcf+A > hcb+P > P/j.B
j.B, your reset option, must be done off of a superjump.

With Meter

Low

cr.B, cr.A, qcfx2+P
Strong low confirm.

Mid/Jump-In

(j.X), cl.C/D, qcf+D,D, qcb,hcf+P

With Quick MAX

qcf+C, ABC, cr.A, qcfx2+A/C
qcf+C, ABC, cl.C, qcf+C > hcb+P > f+P
(j.B/j.d+C), qcf+C, ABC, qcb,hcf+P

Videos

King of Fighters 98 UM FE: Kyo Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro