The King of Fighters '98 UMFE/Kyo Kusanagi

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255px-Kyo kusanagi.jpg


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


  • 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


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


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

98UM to 98UMFE


  • cl.A now has 2 frames less recovery
  • cr.A now has 1 frame less recovery


  • 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


  • 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.


  • 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.


  • 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.


  • 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.


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.


General Notes



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


(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.


(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


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


(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


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

External Links

The King of Fighters '98 Ultimate Match Final Edition

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes


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