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The King of Fighters '98 UMFE/EX Kyo
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Introduction
Normal Moves
Close
- cl. A/B/C/D are cancel-able.
- cl. A/B are chain-able
- cl. A: An elbow that 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: A backfist with a noticable bit of startup. Hits high. 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: Rising uppercut that hits mid. Used to react against jumps and hops.
- cr. D: Soft knockdown.
Jump
- j. A: Ok air-to-air.
- j. B: Downwards knee. Great cross-up and jump-in from a hop. Instant-overhead.
- j. C: Another good jump-in.
- j. D: A flip kick that could put on pressure when spaced. A bit difficult to cross-up with.
- n. j. B: Knee is out horizontally instead of down and forward. Decent air-to-air.
- n. j. D: Kyo kicks almost directly in front of him. Good air-to-air.
Blowback Attack
- 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: 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: (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: 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
- 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.
- 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/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, run, rdp+D
Corner
- j. X, cl. C, qcf+D, [delay] D, rdp+B, dp+C/rdp+D
( Timing rdp+D after rdp+B is very tight versus dp+C )
Combos into DMs
- j. X, cr. C, qcb,hcf+C
- Corner Only j. X, cl. C, qcf+D, [delay] D, qcb,hcf+p (SDM, 2 hits), dp+C/rdp+D