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The King of Fighters '98 UMFE/EX Ryo



Introduction
EX Ryo is a well-rounded character that leans towards zoning, due to him having access to a fullscreen projectile and an air projectile. Additionally, he has a strong set of normals to control the ground or anti-air with. On defense, he has access to the best DP in the game. Up close, he has a fast overhead and a good low confirm for some deent mixups. Due to the nature of his kit, he doesn't have many weaknesses, as he has moves to cover most functions.
Changes from Previous Versions
98 to 98UM
Normals:
- Recovery of f.B is now 2 frames longer
- Recovery of f.C is now 10 frames shorter
- The startup of 5CD is now 2 frames slower, and the active frames are now 1 frame shorter
- The startup of 6A is now 2 frames faster
- GCCD's hitbox has been increased, can no longer be low-profiled
Specials:
- 623A now has 2 frames more recovery
- 623C's damage has been reduced
- 63214K became like the KOF '94 version
- j.236P can now OTG
- 646P now causes a hard knockdown, you can get guaranteed OTG j.236P after it
- The sound effects of some moves were changed to their KOF '94 versions
Supers:
- 2363214AC now starts up faster and has the same frame data as the A version
- The sound effects of some moves were changed to their KOF '94 versions
98UM to 98UMFE
Normals:
- 6A, if not canceled into, causes a hard knockdown
Specials:
- 63214B's landing recovery has been reduced by 8 frames
- j.236A's projectile now flies at a slightly shallower angle
Supers:
- 632146P now has faster startup; A and MAX versions will connect from light attacks
Normal Moves
Close
- c.A: Will hit where f.A might whiff on small characters. Use in confirms from 2B. Chainable and cancelable.
- c.B: c.A and f.A are better, do not use this. Cancelable.
- c.C: Less damage than 2C, but easier to use as combo filler. Cancelable.
- c.D: Interchangeable with c.C in combos, same damage. Activates further away but comes out a little slower. Cancelable.
Standing
- f.A: Good range, useful for stopping hops or combo-ing from 2B from further out. Whiffs on most crouchers. Chainable and cancelable.
- f.B: Great poke to keep the opponent at bay and whiff-punish.
- f.C: Decent button to throw out as a poke. His most damaging normal outside of 5CD.
- f.D: Can anti-air in situations where 2C lacks horizontal range, but too slow to use as a reaction anti-air; use f.A or 623A instead.
Crouching
- 2A: Not great, but use it after 2B instead of f.A/c.A if the opponent can crouch under those buttons. Chainable and cancelable.
- 2B: Low combo starter. Links into 2C at point-blank range for more damaging but more difficult confirms. Chainable.
- 2C: Very reliable anti-air normal, one of the best in the game. Insanely fast at 1f startup. Links from 2B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
- 2D: Fast sweep with okay range. Cancelable.
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, but has more horizontal range. Can crossup.
CD Normals
- 5CD: Quite fast for a 5CD, recovers fast enough to juggle into 623A on counterhit in the corner. Enough range to connect after a 2B > 2B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.
- 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 juggle out of it on counterhit.
Throws
Tani Otoshi: 4/6C (close)
- Normal throw, not techable. Causes a hard knockdown, leaves opponent backturned and allows for pressure. Does not switch sides.
Tomoe Nage: 4/6D (close)
- Normal throw, techable. Soft knockdown, making it only useful to throw the opponent into the corner. Switches sides.
Command Moves
Hyouchuu Wari: 6A
- Overhead when done raw. Reaches surprisingly far and causes hard knockdown. Pretty safe to throw out.
- Loses its overhead and hard knockdown properties when canceled into, unless late-canceled. Not cancelable into other moves, but it is possible to combo out of it with a Quick MAX or dodge cancel.
Special Moves
Lightning Legs Knockout Kick: 63214B/D
- EX Ryo sticks his leg out and flies toward.
- B version is safe on block if spaced right at the end of its trajectory.
- D version has a worse hitbox and startup and is more punishable on block, but does more damage (still less than EX Ryo's other combo enders).
Tiger Blast Smash: 236A/C (can be performed in the air)
- A very standard airborne projectile. Has nice frame data, and the projectile itself flies at nice speed and height.
- Air version travels at an angle and can OTG.
Koho: 623A/C
- One of the best DPs in the game, without a doubt.
- A version is fast, difficult to punish, and has a huge hitbox in front of EX Ryo. Great for checking any kind of approach.
- C version does two hits and is more committal, making it better for combos.
Zan Retsu Ken: 646A/C
- EX Ryo does some furious punches while standing still. Extremely active hitgrab move.
- Does the same damage as 623C. Causes a hard knockdown on hit, guaranteeing a well-timed OTG j.236A afterward.
Desperation Moves
Haoh Sho Koh Ken: 641236A/C
- A projectile DM with big hitbox.
- A version has very fast startup, enough to anti-air and combo from lights, but travels slowly.
- C version travels very fast, making it good for punishing the opponent's projectiles and checking their approach.
Ryuko Ranbu: 2363214A/C
- Generic ranbu move. Better for combos but worse for neutral than 641236P.
Combos
General Notes:
- In any metered combo, you can replace 2363214P with 2363214AC or 641236P with 641236AC for more damage if you have the resources.
Meterless
Low
2Bx1-3 > 2A/f.A > 63214B
- To use 3 2B's, you need to chain them rather quickly and you must use f.A.
2B > 2C > 236C
Mid/Jump-In
(j.X) > c.C > 63214D/623C
:- 623C ender does more damage than 63214D ender, but gives less oki and corner carry.
(j.X) > c.C > 6A > j.236C
- Most meterless damage that works on all crouchers. 6A must be late-canceled into.
Very Close
(j.X) > c.C > 646A > j.236C
- 646A will whiff on most crouching characters, except for the largest ones.
With Meter
Low
2B > 2A > 641236A
- You can use f.A for easier execution, but it only works on standing opponents.
Mid/Jump-In
(j.X) > c.C/2C > 2363214P
With Quick MAX
Low
2Bx2-3 > ABC > c.D > 641236P
- Hold forward during Quick MAX activation to ensure you're close enough for c.D. To add a third 2B, you must be very close to your opponent.
Mid/Jump-In
(j.X) > 2Bx2 > ABC > c.D > 641236P
- Hold forward during Quick MAX activation to ensure you're close enough for c.D.
Strategy & Tips
EX Ryo 6A to Air Fireball (j.236P) OTG Execution Tips:
- Use the C version of the air fireball, it has a lower angle making it easier to hit the grounded opponent with.
- You need to input the air fireball by doing a forward tiger knee motion: 2369C/qcf,uf+C, be careful not to input C too early otherwise you will get a grounded fireball.
- Note that after the overhead hits, the opponent will fall and there is a yellow splash when they hit the ground, and the endlag for Ryo's 6A ends slightly after this. Here is a cue that may help your timing: try to start the tiger knee motion about the same time the yellow splash appears.
Some reasons you may be failing the combo:
- You got a grounded fireball: try to input C right after (not before or at the same time as) the last input (9/up-forward) of the tiger knee motion, also try not to do the motion so early that Ryo is still in endlag before the 9/up-forward can register a jump.
- The fireball missed the opponent or didn't hit them in time: you need to be standing further back (space the 6A further away when using it), and/or you need to hit C more quickly after jumping.
- You got a jump, but no fireball came out: check to make sure you didn't miss any of the quarter circle inputs (2/down, 3/down-forward, 6/forward) when doing the tiger knee motion.