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The King of Fighters '98 UMFE/Kyo Kusanagi
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, his j.D+C command normal lets him pressure very easily and it also works as a great crossup and he has setups that allows him to crossup consistently. He has good confirms into his supers from both lows and heavies which makes 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.
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
Wicked Chew [114 Shiki: Aragami] - qcf + A
- A step into a right hook. (when facing right)
- Has autoguard at the beginning of the move.
- Attack can nullify projectiles.
- Can combo from close heavy attacks.
- Masticate [128 Shiki: Kono Kizu]:
- (during Wicked Chew) qcf + P
- Kyo takes another step forward and does an uppercut with his left. (when facing right)
- Soft knockdown
- Oxidation [127 Shiki: Yano Sobi] - (during Masticate) A/C, (during Wicked Chew) hcb + A/C
- 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
- 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
- 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
- Spin into a left hook (when facing right)
- Has autoguard at the beginning of the move.
- Attack can nullify projectiles.
- Recitation of Sins [401 Shiki: Tsumi Yomi] - (during Poison Gnawfest) hcb + A/C
- 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
- 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.
- Verdict [402 Shiki: Batsu Yomi] - (during Recitation of Sins) F + A/C
Fire Ball [100 Shiki: Oniyaki] - dp + P
- 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
- 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)
- 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
- 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
- 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
Final Showdown [Saishuu Kessen Ougi Mushiki] - qcf qcf + A/C
- 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 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 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
0 Meter combos
1.) (j.A/B/C/D), cl. C/D, qcf + C, hcb + C, f + C
- 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).
2.) (j.A/B/C/D), cl. C/D, rdp + B
- 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.
3.) (j.A/B/C/D), cl. C/D, hcb + B/D
- 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
4.) in the corner only, cl. C/D, qcf + D, D, (hcb + B/rdp + B/qcf + A, hcb + A, f + A/sj.B)
- 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.
5.) cr. B, cl. C, etc.
- 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)
Desperation Move Combos
1.) cr. B, cr. A XX qcf, qcf + A/C
- 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.
Extra Meter
1.) qcf. C, ABC, cr. A, qcf, qcf + A/C
2.) close qcf. C, ABC, cl. C, qcf. C, hcb. A/C, f+ A/C
3.) low health, cross up, qcf. C, ABC, qcb, hcf + P