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The King of Fighters '98 UMFE/EX Ryo

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Normal Moves

Standing:

  • st.A: Good range. Special cancelable. Use this after cr.B for combos and to stop hops.
  • st.B: Great poke to keep the opponent at bay and whiffpunish.
  • st.C: Not a bad button to throw out, not great either. His most damaging normal outside of CD. But not cancelable or anything special about it.
  • st.D: Can anti air in situations where cr.C lacks horizontal range but its too slow to react with, rather use st.A, dp+A/C or block.

Close:

  • cl.A: Will hit where st.A might whiff on small characters. So use accordingly in confirms from cr.B.
  • cl.B: cl.A and st.A are better do not use this. Special cancelable.
  • cl.C: Less damage than cr.C but can make combos easier. Special cancelable.
  • cl.D: Same as cl.C really. Same damage. Activates further away but comes out a little slower. Special cancelable.

Crouching:

  • cr.A: Not great but use it after cr.B instead of st.A/cl.A if the opponent is too short while crouching.
  • cr.B: Low combo starter. Chains into itself, cl.A, st.A and cr.A. Links into cr.C. Does not special cancel.
  • cr.C: Very reliable anti air normal, one of the best in the game. Insanely fast at 1f startup. Links from cr.B for combos. Special cancelable. Leaves you very open when whiffed so use with care.
  • cr.D: Fast sweep with okay range. Special cancelable. Cancel into qcf+B for low->high gimmick.

Jumping:

  • j.A: No use for it really. Maybe air to air but j.B works just as well.
  • j.B: Best horizontal range of his air normals. Use for air to air or to poke when too far away for j.C/j.D/j.CD.
  • j.C: Same damage as j.D and just as fast. Can crossup.
  • j.D: Same damage as j.C and just as fast. Can crossup. More horizontal range

Blowback:

  • CD: Quite fast, recovers fast enough to link into dp+A after a counter hit in the corner. Enough range to connect after cr.B, cr.B blockstring. Nice to fish for counterhits to combo. Special cancelable.
  • j.CD: Good move. Easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air to air. Lets you combo on counterhit.

Throws

Tani Otoshi: b/f+C (close)

  • Throws forward. Causes hard knockdown, leaves opponent backturned and allows for pressure.

Tomoe Nage: b/f+D (close)

  • Throws back. Recovery roll possible, making it only useful to throw the opponent into the corner.

Command Moves

Ice Pillar Pulverizer: F + A


Special Moves

Lightning Legs Knockout Kick: hcb + B/D


Tiger Blast Smash (Can also be done in air): qcf + A/C


Koho: dp + A/C


Zan Retsu Ken: f, b, f + A/C


Desperation Moves

Haoh Sho Koh Ken: f, hcf + A/C


Ryuko Ranbu: qcf, hcb + A/C

Combos

Strategy & Tips

Videos

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