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{{Nutshell| | {{Nutshell| | ||
Kyo is top-tier character in extra mode but up mid-tier in advanced mode, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are good enough thanks to high priority on his air (j.B, | Kyo is top-tier character in {{extra}} mode but up mid-tier in advanced mode, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are good enough thanks to {{high}} priority on his air (j.B, air {{d}} + C) and ground moves (close C, crouching B, {{qcf}} + A). His meterless combos do a lot of damage and dizzy quickly, and can do around 50% easily with meter. He requires a medium level of execution; mostly dealing with hit-checking into {{qcf}} {{qcf}} + A consistently, and being very familiar with doing short/hyper hops in execution and recognizing the appropriate range and situations to use them in. | ||
}} | }} | ||
===Colors=== | ===Colors=== | ||
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|} | |} | ||
==[[ | ==[[The King of Fighters 98/Normals Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
!width="10%"| | !width="10%"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="4" | [[image:Kyo98_stD.png|center]] | |colspan="4" | [[image:Kyo98_stD.png|center]] | ||
|Can go over lows, but the range/hitbox speed is not what it is in CvS2, so don't think about using it like you would in that game. Still could be used in a block string such as cl.C > st.D > qcf+A | |Can go over lows, but the range/hitbox speed is not what it is in CvS2, so don't think about using it like you would in that game. Still could be used in a block string such as cl.C > st.D > qcf + A | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
Line 129: | Line 129: | ||
|align="center"| L | |align="center"| L | ||
|colspan="4" | [[image:Kyo98_crB.png|center]] | |colspan="4" | [[image:Kyo98_crB.png|center]] | ||
| 'footsie' moves. main combo starter. Links into cl.C and can combo into C Rekka series or block string with qcf+A or f+B into qcf+A/qcf+C | | 'footsie' moves. main combo starter. Links into cl.C and can combo into C Rekka series or block string with qcf + A or f + B into qcf + A / qcf + C | ||
Chain: repeatable | Chain: repeatable | ||
|- | |- | ||
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|align="center"| L | |align="center"| L | ||
|colspan="4" | [[image:Kyo98_crD.png|center]] | |colspan="4" | [[image:Kyo98_crD.png|center]] | ||
|Slow, but easily whiff cancelable (preferably into qcf+A) if someone short hops it. Makes his hitbox shrink vertically, and he can use it to 'duck' under Takuma/old characters (O.Robert/O.Ryo/O.Yuri) fireballs completely | |Slow, but easily whiff cancelable (preferably into qcf + A) if someone short hops it. Makes his hitbox shrink vertically, and he can use it to 'duck' under Takuma/old characters (O.Robert/O.Ryo/O.Yuri) fireballs completely | ||
|- | |- | ||
|colspan="10" align="center"| '''Jump''' | |colspan="10" align="center"| '''Jump''' | ||
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|align="center"| H | |align="center"| H | ||
|colspan="4" | [[image:Kyo98_jD.png|center]] | |colspan="4" | [[image:Kyo98_jD.png|center]] | ||
|Long range air-to-air and long range air-to-ground. For example neutral h.D can beat Ralf's st.C clean from range. Great in conjunction with qcf+A in a blockstring. | |Long range air-to-air and long range air-to-ground. For example neutral h.D can beat Ralf's st.C clean from range. Great in conjunction with qcf + A in a blockstring. | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
Line 227: | Line 227: | ||
|colspan="10" align="center"| '''Command Normals''' | |colspan="10" align="center"| '''Command Normals''' | ||
|- | |- | ||
! <br>f+[[image:snkb.gif]]<br><br> | ! <br>f + [[image:snkb.gif]]<br><br> | ||
|align="center"| 11/7(3)7/18 | |align="center"| 11/7(3)7/18 | ||
|align="center"| -5/-7 | |align="center"| -5/-7 | ||
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|valign="bottom" rowspan="2" colspan="2" style="border-right:0px;"| [[image:Kyo98_fB1.png|center]] | |valign="bottom" rowspan="2" colspan="2" style="border-right:0px;"| [[image:Kyo98_fB1.png|center]] | ||
|valign="bottom" rowspan="2" colspan="2" style="border-left:0px;"| [[image:Kyo98_fB2.png|center]] | |valign="bottom" rowspan="2" colspan="2" style="border-left:0px;"| [[image:Kyo98_fB2.png|center]] | ||
|rowspan="2"|'''Ge Shiki: Goufu You - (f+B)''' - 2 hits, second hit is overhead if done alone. 2nd hit is not overhead but cancelable when chained from a normal, but will only fully combo if you're close enough for both hits to connect. The canceled into version is great for staggered blockstrings from Close C or Crouching A and frametraps relatively well and confirm into rekkas/fireball for a combo if staggered from light attacks | |rowspan="2"|'''Ge Shiki: Goufu You - (f + B)''' - 2 hits, second hit is overhead if done alone. 2nd hit is not overhead but cancelable when chained from a normal, but will only fully combo if you're close enough for both hits to connect. The canceled into version is great for staggered blockstrings from Close C or Crouching A and frametraps relatively well and confirm into rekkas/fireball for a combo if staggered from light attacks | ||
|- | |- | ||
! f+[[image:snkb.gif]]<br>(cancel) | ! f + [[image:snkb.gif]]<br>(cancel) | ||
|align="center"| 11/7(3)7/18 | |align="center"| 11/7(3)7/18 | ||
|align="center"| -5/-7 | |align="center"| -5/-7 | ||
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|align="center"| HL/HL | |align="center"| HL/HL | ||
|- | |- | ||
! df+[[image:snkd.gif]] | ! df + [[image:snkd.gif]] | ||
|align="center"| 2/3(12)4/24 | |align="center"| 2/3(12)4/24 | ||
|align="center"| -8/-10 | |align="center"| -8/-10 | ||
Line 249: | Line 249: | ||
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_dfD1.png|center]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_dfD1.png|center]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dfD2.png|center]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dfD2.png|center]] | ||
|'''88 Shiki - (df+D)''' - There are certain moves this thing can hit, like Ralf's st.C. Otherwise only use it in a combo | |'''88 Shiki - (df + D)''' - There are certain moves this thing can hit, like Ralf's st.C. Otherwise only use it in a combo | ||
|- | |- | ||
! | ! air d + [[image:snkc.gif]] | ||
|align="center"| 6/5/- | |align="center"| 6/5/- | ||
|align="center"| -/- | |align="center"| -/- | ||
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|align="center"| H | |align="center"| H | ||
|colspan="4"| [[image:Kyo98_jdC.png|center]] | |colspan="4"| [[image:Kyo98_jdC.png|center]] | ||
|'''Ge Shiki: Naraku Otoshi - ( | |'''Ge Shiki: Naraku Otoshi - (air d + C)''' - A very good jump-in. Has long hit stun, so it can be performed early and still combo into things. Great as a crossup. Slams when used air-to-air. Since it is a command move, you can use it during a backdash and you will travel much further as well as decrease recovery. In Extra mode it can be done during a front dash, and can be comboed into itself this way as an infinite. If done on a crouching opponent or late, it will combo at best into a cr.A rather than be able to do a cr.B into cr.A and cl.C will whiff most of the time due to push back. This move tends to whiff on characters that could shrink their hitboxes by crouching or doing a crouching attack so keep that in mind | ||
|- | |- | ||
|colspan="10" align="center"| '''Special Moves''' | |colspan="10" align="center"| '''Special Moves''' | ||
|- | |- | ||
! qcf+[[image:snka.gif]] | ! qcf + [[image:snka.gif]] | ||
|align="center"| 11/8/20 | |align="center"| 11/8/20 | ||
|align="center"| | |align="center"| | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfA1.png|center|BODY GA]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfA1.png|center|BODY GA]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfA2.png|center|AMAZING]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfA2.png|center|AMAZING]] | ||
|'''114 Shiki: Aragami - (qcf+A)''' | |'''114 Shiki: Aragami - (qcf + A)''' | ||
* One of the best mid-range pokes in the game. Has auto-guard, fast startup, fast recovery, good damage. | * One of the best mid-range pokes in the game. Has auto-guard, fast startup, fast recovery, good damage. | ||
|- | |- | ||
! > qcf+[[image:punch.gif]] | ! > qcf + [[image:punch.gif]] | ||
|align="center"| 7/8/28 | |align="center"| 7/8/28 | ||
|align="center"| | |align="center"| | ||
Line 278: | Line 278: | ||
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfAqcfP1.png|center|A ROOSTER'S EGG]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfAqcfP1.png|center|A ROOSTER'S EGG]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfAqcfP2.png|center|A ROOSTER'S EGG]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfAqcfP2.png|center|A ROOSTER'S EGG]] | ||
|'''128 Shiki: Kono Kizu - (qcf+P after qcf+A)''' | |'''128 Shiki: Kono Kizu - (qcf + P after qcf + A)''' | ||
* You can use this as an anti-air if someone jumps over your qcf+A. This is really cheap and your opponent will probably want to murder you and your entire family if you hit them with this as an anti-air. No I'm joking it's awesome. Mainly unsafe on block and could be hit in between this and the next move mentioned. | * You can use this as an anti-air if someone jumps over your qcf + A. This is really cheap and your opponent will probably want to murder you and your entire family if you hit them with this as an anti-air. No I'm joking it's awesome. Mainly unsafe on block and could be hit in between this and the next move mentioned. | ||
|- | |- | ||
! >> [[image:punch.gif]] | ! >> [[image:punch.gif]] | ||
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|align="center"| H | |align="center"| H | ||
|colspan="4"| [[image:Kyo98_qcfAqcfPP.png|center]] | |colspan="4"| [[image:Kyo98_qcfAqcfPP.png|center]] | ||
|'''Ge Shiki: Migiri Ugachi - (P after qcf+A | |'''Ge Shiki: Migiri Ugachi - (P after qcf + A > qcf + P)''' | ||
* It's overhead and not too bad on block but you can get punish like by Iori's rekka's or Chris's f+A etc. and shit like that. | * It's overhead and not too bad on block but you can get punish like by Iori's rekka's or Chris's f + A etc. and shit like that. | ||
|- | |- | ||
! >> [[image:kick.gif]] | ! >> [[image:kick.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="4"| [[image:Kyo98_qcfAqcfPK.png|center]] | |colspan="4"| [[image:Kyo98_qcfAqcfPK.png|center]] | ||
|'''125 Shiki: Nanase - (K after qcf+A | |'''125 Shiki: Nanase - (K after qcf + A > qcf + P / hcb + P)''' | ||
* If the first rekka hits deeply, this is the preferred sequence of rekkas for damage and knockdown. Doing this kick move on block is punishable 100% by a full combo so doing this is not recommended. Could follow up qcf+A | * If the first rekka hits deeply, this is the preferred sequence of rekkas for damage and knockdown. Doing this kick move on block is punishable 100% by a full combo so doing this is not recommended. Could follow up qcf + A > hcb + P but you have to be extremely high to ever think of doing such a thing. | ||
|- | |- | ||
! > hcb+[[image:punch.gif]] | ! > hcb + [[image:punch.gif]] | ||
|align="center"| 21/4/30 | |align="center"| 21/4/30 | ||
|align="center"| | |align="center"| | ||
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|align="center"| H | |align="center"| H | ||
|colspan="4"| [[image:Kyo98_qcfAhcbP.png|center|CRACK DASÉ]] | |colspan="4"| [[image:Kyo98_qcfAhcbP.png|center|CRACK DASÉ]] | ||
|'''127 Shiki: Yano Sabi - (hcb+P after qcf+A)''' | |'''127 Shiki: Yano Sabi - (hcb + P after qcf + A)''' | ||
* An overhead follow up that's not really fast or safe at all. Mainly used after D Version Hop Kicks to hard knockdown the opponent and do Kyo's most damaging, meterless hopkick follow up. | * An overhead follow up that's not really fast or safe at all. Mainly used after D Version Hop Kicks to hard knockdown the opponent and do Kyo's most damaging, meterless hopkick follow up. | ||
|- | |- | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfAhcbPP1.png|center]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfAhcbPP1.png|center]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfAhcbPP2.png|center]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfAhcbPP2.png|center]] | ||
|'''Light rekka ground punch (P after qcf+A | |'''Light rekka ground punch (P after qcf + A > hcb + P)''' | ||
* Hits low and shouldn't be used in a blockstring. Mainly used as an OTG finisher for Kyo's most damaging, meterless hopkick follow up. Hard Knockdown. | * Hits low and shouldn't be used in a blockstring. Mainly used as an OTG finisher for Kyo's most damaging, meterless hopkick follow up. Hard Knockdown. | ||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf + [[image:snkc.gif]] | ||
|align="center"| 17/6/17 | |align="center"| 17/6/17 | ||
|align="center"| | |align="center"| | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfC1.png|center|WICKED]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfC1.png|center|WICKED]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfC2.png|center|CHEW]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfC2.png|center|CHEW]] | ||
|'''115 Shiki: Dokugami - (qcf+C)''' | |'''115 Shiki: Dokugami - (qcf + C)''' | ||
* Not safe on block (punishable by fast moves), and be careful canceling into it on block; it can be hit by an invincible move or rolled out of between close C and the qcf+C. If it does get blocked, it is an okay setup for qcb+P. You can also poke with faster moves against opponents who are not fast to attack back. One setup I've seen Dakou use is qcf+C (blocked), cr.A | * Not safe on block (punishable by fast moves), and be careful canceling into it on block; it can be hit by an invincible move or rolled out of between close C and the qcf + C. If it does get blocked, it is an okay setup for qcb + P. You can also poke with faster moves against opponents who are not fast to attack back. One setup I've seen Dakou use is qcf + C (blocked), cr.A > Final Showdown. Risky! It's generally safer on block if spaced by the tip of the move. Otherwise if this move is blocked in deep it's really punishable unless you do a gimmicky follow up frame-trap. Use this after a jump-in attack > close C at mid screen and do the follow ups for Kyo's best mid-screen bnb. | ||
|- | |- | ||
! > hcb+[[image:punch.gif]] | ! > hcb + [[image:punch.gif]] | ||
|align="center"| 10/3/34 | |align="center"| 10/3/34 | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="4"| [[image:Kyo98_qcfChcbP.png|center]] | |colspan="4"| [[image:Kyo98_qcfChcbP.png|center]] | ||
|'''401 Shiki: Tsumi Yomi - (hcb+P after qcf+C)''' | |'''401 Shiki: Tsumi Yomi - (hcb + P after qcf + C)''' | ||
|- | |- | ||
! >> f+[[image:punch.gif]] | ! >> f + [[image:punch.gif]] | ||
|align="center"| 10/5/39 | |align="center"| 10/5/39 | ||
|align="center"| | |align="center"| | ||
Line 342: | Line 342: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="4"| [[image:Kyo98_qcfChcbPfP.png|center]] | |colspan="4"| [[image:Kyo98_qcfChcbPfP.png|center]] | ||
|'''402 Shiki: Batsu Yomi - (f+P after qcf+C | |'''402 Shiki: Batsu Yomi - (f + P after qcf + C > hcb + P)''' | ||
|- | |- | ||
! dp+[[image:snka.gif]] | ! dp + [[image:snka.gif]] | ||
|align="center"| 5/4+13/27 | |align="center"| 5/4+13/27 | ||
|align="center"| | |align="center"| | ||
Line 352: | Line 352: | ||
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Kyo98_dpA2.png|center]] | |valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Kyo98_dpA2.png|center]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dpA3.png|center]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dpA3.png|center]] | ||
|rowspan="2"|'''100 Shiki: Oniyaki - (dp+P)''' | |rowspan="2"|'''100 Shiki: Oniyaki - (dp + P)''' | ||
* It's a DP! Light version has no auto-guard and will at best trade with meaties as it is not fully invincible. C version has full auto-guard, but it is 2 hits and doesn't knock down on the first, so it is anti-air (or extremely deep hit but not recommended) only. | * It's a DP! Light version has no auto-guard and will at best trade with meaties as it is not fully invincible. C version has full auto-guard, but it is 2 hits and doesn't knock down on the first, so it is anti-air (or extremely deep hit but not recommended) only. | ||
|- | |- | ||
! dp+[[image:snkc.gif]] | ! dp + [[image:snkc.gif]] | ||
|align="center"| 5/4+16/35 | |align="center"| 5/4+16/35 | ||
|align="center"| | |align="center"| | ||
Line 364: | Line 364: | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dpC3.png|center]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dpC3.png|center]] | ||
|- | |- | ||
! qcf+[[image:snkb.gif]] | ! qcf + [[image:snkb.gif]] | ||
|align="center"| 13/5/27 | |align="center"| 13/5/27 | ||
|align="center"| | |align="center"| | ||
Line 370: | Line 370: | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4"| [[image:Kyo98_qcfK.png|center]] | |rowspan="2" colspan="4"| [[image:Kyo98_qcfK.png|center]] | ||
|rowspan="4"|'''75 Shiki Kai - (qcf+K | |rowspan="4"|'''75 Shiki Kai - (qcf + K > K)''' | ||
* D version preferred since you can combo off of it. Advantage on block, so it's not bad for pressure. Used for combos mostly. In the corner, you could delay the second hit on block to do a safe block string into Close C and do the blockstring | * D version preferred since you can combo off of it. Advantage on block, so it's not bad for pressure. Used for combos mostly. In the corner, you could delay the second hit on block to do a safe block string into Close C and do the blockstring | ||
|- | |- | ||
! qcf+[[image:snkd.gif]] | ! qcf + [[image:snkd.gif]] | ||
|align="center"| 17/5/27 | |align="center"| 17/5/27 | ||
|align="center"| | |align="center"| | ||
Line 392: | Line 392: | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! hcb+ [[image:snkb.gif]] | ! hcb + [[image:snkb.gif]] | ||
|align="center"| 5/16/12 | |align="center"| 5/16/12 | ||
|align="center"| | |align="center"| | ||
Line 398: | Line 398: | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4"| [[image:Kyo98_hcbK.png|center]] | |rowspan="2" colspan="4"| [[image:Kyo98_hcbK.png|center]] | ||
|rowspan="2"|'''114 Shiki: Aragami - (hcb+K)''' | |rowspan="2"|'''114 Shiki: Aragami - (hcb + K)''' | ||
* Can combo off his qcf+D | * Can combo off his qcf + D > D but there's way better options. Punishable but not as badly punishable as it looks. It looks cool. Sometimes if the opponent is knocked far away, this move may be used on whiff and the elbow follow up will not come out and Kyo will run quickly across the screen even faster than his normal running speed. | ||
|- | |- | ||
! hcb+ [[image:snkd.gif]] | ! hcb + [[image:snkd.gif]] | ||
|align="center"| 5/24/12 | |align="center"| 5/24/12 | ||
|align="center"| | |align="center"| | ||
Line 407: | Line 407: | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! rdp+ [[image:snkb.gif]] | ! rdp + [[image:snkb.gif]] | ||
|align="center"| 16/2+2+2/18 | |align="center"| 16/2+2+2/18 | ||
|align="center"| | |align="center"| | ||
Line 413: | Line 413: | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4"| [[image:Kyo98_rdpK.png|center]] | |rowspan="2" colspan="4"| [[image:Kyo98_rdpK.png|center]] | ||
|rowspan="2"|''' | |rowspan="2"|'''R.E.D. Kick - rdp + K''' | ||
*Not overhead like in some games you might be familiar with. Instead it is very fast and very safe on block (perhaps advantage?). It can be crouched under by many characters though. Used mostly as a combo ender that does a lot of stun damage, but is also a very very good preventative anti-air since is also very nice on block. | *Not overhead like in some games you might be familiar with. Instead it is very fast and very safe on block (perhaps advantage?). It can be crouched under by many characters though. Used mostly as a combo ender that does a lot of stun damage, but is also a very very good preventative anti-air since is also very nice on block. | ||
|- | |- | ||
! rdp+ [[image:snkd.gif]] | ! rdp + [[image:snkd.gif]] | ||
|align="center"| 26/3+2+2+2/17 | |align="center"| 26/3+2+2+2/17 | ||
|align="center"| | |align="center"| | ||
Line 424: | Line 424: | ||
|colspan="10" align="center"| '''DM''' | |colspan="10" align="center"| '''DM''' | ||
|- | |- | ||
! <br>qcb | ! <br>qcb hcf + [[image:snka.gif]]<br><br> | ||
|align="center"| 20/16/28 | |align="center"| 20/16/28 | ||
|align="center"| KD/-15 | |align="center"| KD/-15 | ||
Line 430: | Line 430: | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4" | [[image:Kyo98_qcbhcfP.png|center]] | |rowspan="2" colspan="4" | [[image:Kyo98_qcbhcfP.png|center]] | ||
|rowspan=" | |rowspan="3"| '''Ura 108 Shiki: Orochi Nagi - qcb hcf + P''' | ||
*28 frames of blockstun. | *28 frames of blockstun. | ||
|- | |- | ||
! <br>qcb | ! <br>qcb hcf + [[image:snkc.gif]]<br><br> | ||
|align="center"| 18/16/32 | |align="center"| 18/16/32 | ||
|align="center"| KD/-19 | |align="center"| KD/-19 | ||
Line 441: | Line 439: | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcb | ! <br>qcb hcf + [[image:punch.gif]]<br><br> | ||
|align="center"| 2+0~90+17/36/16 | |align="center"| 2+0~90+17/36/16 | ||
|align="center"| KD/-15 | |align="center"| KD/-15 | ||
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|colspan="2"| [[image:Kyo98_qcbhcfP SDM1.png|center]] | |colspan="2"| [[image:Kyo98_qcbhcfP SDM1.png|center]] | ||
|colspan="2"| [[image:Kyo98_qcbhcfP SDM2.png|center]] | |colspan="2"| [[image:Kyo98_qcbhcfP SDM2.png|center]] | ||
|- | |- | ||
! <br>qcf | ! <br>qcf qcf + [[image:snka.gif]]<br><br> | ||
|align="center"| 7/15+16+31/45 | |align="center"| 7/15+16+31/45 | ||
|align="center"| KD/-15 | |align="center"| KD/-15 | ||
Line 456: | Line 453: | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="3" colspan="4" | [[image:Kyo98_qcfqcfP.png|center]] | |rowspan="3" colspan="4" | [[image:Kyo98_qcfqcfP.png|center]] | ||
|rowspan="3"| ''' - qcf | |rowspan="3"| ''' - qcf qcf + P''' | ||
|- | |- | ||
! <br>qcf | ! <br>qcf qcf + [[image:snkc.gif]]<br><br> | ||
|align="center"| 9/15+16+31/48 | |align="center"| 9/15+16+31/48 | ||
|align="center"| KD/-19 | |align="center"| KD/-19 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcf | ! <br>qcf qcf + [[image:punch.gif]]<br><br> | ||
|align="center"| 9/87/45 | |align="center"| 9/87/45 | ||
|align="center"| KD/-19 | |align="center"| KD/-19 | ||
Line 478: | Line 472: | ||
=== Throws === | === Throws === | ||
*'''b or f + C''' - Breakable, forward knockdown, face forward, rollable. | *'''b or f + C''' - Breakable, forward knockdown, face forward, rollable. | ||
*'''b or f + D''' - Breakable, reverse knockdown, back turned, un-rollable. | *'''b or f + D''' - Breakable, reverse knockdown, back turned, un-rollable. | ||
D throw preferable unless you have them in the corner for better wakeups. | D throw preferable unless you have them in the corner for better wakeups. | ||
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=== Special Moves === | === Special Moves === | ||
'''Counter/Uppercut Thing (qcb+P)''' - Not really used for the uppercut, but can catch moves if they connect right after it starts up. This is actually not a bad move, and you'll find a ton of setups for it if you experiment. Here's one I already mentioned: qcf+C (blocked), qcb+A. | * qcf + C | ||
** hcf + P | |||
*** f + P | |||
See description on Movelist section. | |||
* qcf + A | |||
** qcf + P | |||
*** P | |||
*** K | |||
** hcf + P | |||
*** P | |||
*** K | |||
See description on Movelist section. | |||
* dp + P | |||
See description on Movelist section. | |||
* '''Counter/Uppercut Thing (qcb + P)''' - Not really used for the uppercut, but can catch moves if they connect right after it starts up. This is actually not a bad move, and you'll find a ton of setups for it if you experiment. Here's one I already mentioned: qcf + C (blocked), qcb + A. | |||
* qcf + K > K | |||
See description on Movelist section. | |||
* hcb + K | |||
See description on Movelist section. | |||
* rdp + K | |||
See description on Movelist section. | |||
=== Desperation Moves === | === Desperation Moves === | ||
''' | * '''Orochinagi (qcb hcf + P)''' - A version is slower and has lower-body invincibility, C version is faster and has upper-body invincibility. C version can combo from Kyo's hard attacks or a chained f + B. It can connect after qcf + D > D for max damage. Can be charged. The MAX version surrounds him in flame, and has a reduced hitbox size (you're probably going to run into flames before you hit him). | ||
* '''Final Showdown (qcf qcf + P)''' - C version has a tiny bit more invincibility. Creates a huge hitbox in front of his feet spanning about 1.5 character spaces. Comboable off lights (which means comboable off a low cr.B,cr.A, etc.), and is Kyo's scariest source of damage, as it does quite a chunk more than the average DM. Since it's so fast, it serves as a punisher for many laggy moves, like Iori's 1/3 or 2/3 rekka's, or Iori's sweep. Can be used as an anti-air as well. MAX version does more damage. | |||
== Fastest Attacks == | |||
=== Ground === | |||
* 0F: C throw; D throw | * 0F: C throw; D throw | ||
* 1F: - | * 1F: - | ||
* 2F: '''cl.C'''; df+D | * 2F: '''cl.C'''; df + D | ||
* 3F: '''cl.A'''; '''st.A'''; '''cr.A'''; cr.B | * 3F: '''cl.A'''; '''st.A'''; '''cr.A'''; cr.B | ||
* 4F: '''cl.D'''; '''cr.C''' | * 4F: '''cl.D'''; '''cr.C''' | ||
* 5F: '''cl.B'''; dp+P | * 5F: '''cl.B'''; dp +P | ||
* 6F: - | * 6F: - | ||
* 7F: st.B; qcf | * 7F: st.B; DM qcf qcf + A; SDM qcf qcf + P | ||
* 8F: - | |||
* 9F: DM qcf qcf + C | |||
* 10F: - | |||
=== Air === | |||
* 0F: - | |||
* 1F: - | |||
* 2F: - | |||
* 3F: - | |||
* 4F: - | |||
* 5F: j.A; j.B; nj.A; nj.B | |||
* 6F: j.C; nj.C; air d + C | |||
* 7F: nj.D | |||
* 8F: - | * 8F: - | ||
* 9F: | * 9F: j.D | ||
* 10F: - | * 10F: - | ||
== Combos == | == Combos == | ||
* Best jump-ins: | |||
** j.B (Can crossup.) | |||
** air d + C (As a crossup, because of the extra push back.) | |||
* cl.C / cr.C | * cl.C / cr.C | ||
** qcf qcf + P | ** (S)DM qcf qcf + P | ||
** DM qcb hcf + C | ** DM qcb hcf + C | ||
** qcf + A > qcf +P > K ( | ** qcf + A > qcf +P > K (Point blank.) | ||
** qcf + D > D, [junggler] (Very close) | ** qcf + D > D, [junggler] (Very close.) | ||
** qcf + C > hcb + C > f + C (Close) | ** qcf + C > hcb + C > f + C (Close.) | ||
** hcb + D | ** hcb + D | ||
** rdp + B (For stun. Corner or not very close. Only on characters where C > f + B works.) | ** rdp + B (For stun. Corner or not very close. Only on characters where C > f + B works.) | ||
Line 525: | Line 578: | ||
* cr.B, cr.A / cl.A / cl.B / st.A > | * cr.B, cr.A / cl.A / cl.B / st.A > | ||
** qcf qcf + P (PRACTICE this and get as consistent as you can with it to play an effective Kyo; Sometimes you can get st.A / st.B depending of your distance, so cr.A is the safest, but hardest option, and is the one you should practice the most. | ** (S)DM qcf qcf + P (PRACTICE this and get as consistent as you can with it to play an effective Kyo; Sometimes you can get st.A / st.B depending of your distance, so cr.A is the safest, but hardest option, and is the one you should practice the most.) | ||
** df + D | ** df + D | ||
** dp + A (Close) | ** dp + A (Close.) | ||
* ... qcf + D > D, | * ... qcf + D > D, | ||
** SDM qcb hcf + P (Corner. Miss | ** SDM qcb hcf + P (Corner. Miss one hit. Timming required.), | ||
*** qcf + A > hcf + | *** qcf + A > hcf + P > P (Timming required. Last hit will be an OTG.) | ||
** qcb hcf + P | ** (S)DM qcb hcf + P | ||
** qcf + A > hcf + A > | ** DM qcf qcf + P (Timming required. First hit will miss and the second part connect. Easier out of corner. Does just slight more than the combo below. Show off only, as DM qcb hcf + P is easier and does considerable more damage. SDM will miss the third part.) | ||
** hcf + D (Timming required) | ** qcf + A, qcf + A > hcf + P > P (Corner & MAX. Timming required. Last hit will be an OTG.) [https://youtu.be/Jkjc0JC4D7A?t=422 Video] | ||
** rdp + B (For stun) | ** qcf + A > hcf + P > P (Corner. Timming required. Max damaging metterless combo. Last hit will be an OTG.) | ||
** run, qcf + A > qcf + P > P (Timming required. Midscreen, not too far from the corner, as opponent must reach corner after qcf + P) [https://www.youtube.com/watch?v=2_B59ITelYA&t=309s Video] | |||
** hcf + D (Timming required.) | |||
** rdp + B (For stun.) | |||
** j.CD | ** j.CD | ||
** air d + C | ** air d + C | ||
** j.C (Reset) | ** j.C (Reset.) | ||
* cl.C > f+B (2 hits) > | * cl.C > f + B (2 hits) > | ||
** DM qcf qcf + P (Corner. Point blank.) | ** (S)DM qcf qcf + P (Corner. Point blank.) | ||
** DM qcb hcf + C | ** DM qcb hcf + C | ||
** hcb + D | ** hcb + D | ||
** rdp + B (For stun) | ** rdp + B (For stun.) | ||
The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work | The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work on some specific thin characters. | ||
Will work on Shermie. | Will work on Shermie. | ||
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* st. C > | * st. C > | ||
** DM qcb hcf + C | ** DM qcb hcf + C | ||
** hcb + B ( | ** hcf + D (Close.) | ||
** hcb + B (If not too far.) | |||
** rdp + B (For stun. Only on characters where C > f + B works) | ** rdp + B (For stun. Only on characters where C > f + B works) | ||
* Point blank: cr.C / cl.C / cr.A / cl.B > SDM qcb hcf + P | * Point blank: cr.C / cl.C / cr.A / cl.B > SDM qcb hcf + (P) | ||
Holp P to burn opponent while charging (otherwise it will not combo), then release to hit launched opponent in the air with the second part. Out of the corner the charging will do only one hit, and you need to release the charge immediately after hit, on the corner the charge can do 2-3 hits and you have to wait a few frames to release to get the full 3 hits of the second part. | Holp P to burn opponent while charging (otherwise it will not combo), then release to hit launched opponent in the air with the second part. Out of the corner the charging will do only one hit, and you need to release the charge immediately after hit, on the corner the charge can do 2-3 hits and you have to wait a few frames to release to get the full 3 hits of the second part. | ||
The second part of SDM qcb hcf + P will deal less damage than SDM qcf qcf + P. But if you hit the first part (while holding P), SDM qcb hcf + P wil deal the same damage as SDM qcf qcf + P if you burn for 1 hit, and more damage than it if you burn for 2-3 hits (only possible in the corner). | |||
* Simple buffers: | |||
** cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + P | |||
*** cr.B, qcf + A/B > qcf + P (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.) | |||
** cl.D > DM qcb hcf + C | |||
*** qcb + D > hcf + C | |||
** cl.D / cl.B > SDM qcb hcf + (P) | |||
*** qcb + D/B > hcf + (P) | |||
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{{StrategyCorner| | |||
* MAX: cl.C > {{qcf}} + C > {{hcb}} + C > {{f}} + C | |||
deals ??? than | |||
* cl.C > {{qcf}} {{qcf}} + C | |||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | |||
}} | |||
{{ | == Links == | ||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] | ||
[[Category:Kyo Kusanagi]] |
Latest revision as of 13:42, 10 May 2021
Kyo Kusanagi
Kyo is a cool guy. He is a professional male model, and his sexy looks and money get him all the popular chicks. This makes him a top tier player. But like P. Diddy say, mo money mo problems!
In a nutshell
Kyo is top-tier character in mode but up mid-tier in advanced mode, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are good enough thanks to
priority on his air (j.B, air
+ C) and ground moves (close C, crouching B,
+ A). His meterless combos do a lot of damage and dizzy quickly, and can do around 50% easily with meter. He requires a medium level of execution; mostly dealing with hit-checking into
+ A consistently, and being very familiar with doing short/hyper hops in execution and recognizing the appropriate range and situations to use them in.
Colors
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Movelist
Throws
- b or f + C - Breakable, forward knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable.
D throw preferable unless you have them in the corner for better wakeups.
Special Moves
- qcf + C
- hcf + P
- f + P
- hcf + P
See description on Movelist section.
- qcf + A
- qcf + P
- P
- K
- hcf + P
- P
- K
- qcf + P
See description on Movelist section.
- dp + P
See description on Movelist section.
- Counter/Uppercut Thing (qcb + P) - Not really used for the uppercut, but can catch moves if they connect right after it starts up. This is actually not a bad move, and you'll find a ton of setups for it if you experiment. Here's one I already mentioned: qcf + C (blocked), qcb + A.
- qcf + K > K
See description on Movelist section.
- hcb + K
See description on Movelist section.
- rdp + K
See description on Movelist section.
Desperation Moves
- Orochinagi (qcb hcf + P) - A version is slower and has lower-body invincibility, C version is faster and has upper-body invincibility. C version can combo from Kyo's hard attacks or a chained f + B. It can connect after qcf + D > D for max damage. Can be charged. The MAX version surrounds him in flame, and has a reduced hitbox size (you're probably going to run into flames before you hit him).
- Final Showdown (qcf qcf + P) - C version has a tiny bit more invincibility. Creates a huge hitbox in front of his feet spanning about 1.5 character spaces. Comboable off lights (which means comboable off a low cr.B,cr.A, etc.), and is Kyo's scariest source of damage, as it does quite a chunk more than the average DM. Since it's so fast, it serves as a punisher for many laggy moves, like Iori's 1/3 or 2/3 rekka's, or Iori's sweep. Can be used as an anti-air as well. MAX version does more damage.
Fastest Attacks
Ground
- 0F: C throw; D throw
- 1F: -
- 2F: cl.C; df + D
- 3F: cl.A; st.A; cr.A; cr.B
- 4F: cl.D; cr.C
- 5F: cl.B; dp +P
- 6F: -
- 7F: st.B; DM qcf qcf + A; SDM qcf qcf + P
- 8F: -
- 9F: DM qcf qcf + C
- 10F: -
Air
- 0F: -
- 1F: -
- 2F: -
- 3F: -
- 4F: -
- 5F: j.A; j.B; nj.A; nj.B
- 6F: j.C; nj.C; air d + C
- 7F: nj.D
- 8F: -
- 9F: j.D
- 10F: -
Combos
- Best jump-ins:
- j.B (Can crossup.)
- air d + C (As a crossup, because of the extra push back.)
- cl.C / cr.C
- (S)DM qcf qcf + P
- DM qcb hcf + C
- qcf + A > qcf +P > K (Point blank.)
- qcf + D > D, [junggler] (Very close.)
- qcf + C > hcb + C > f + C (Close.)
- hcb + D
- rdp + B (For stun. Corner or not very close. Only on characters where C > f + B works.)
- df + D
- cr.B, cr.A / cl.A / cl.B / st.A >
- (S)DM qcf qcf + P (PRACTICE this and get as consistent as you can with it to play an effective Kyo; Sometimes you can get st.A / st.B depending of your distance, so cr.A is the safest, but hardest option, and is the one you should practice the most.)
- df + D
- dp + A (Close.)
- ... qcf + D > D,
- SDM qcb hcf + P (Corner. Miss one hit. Timming required.),
- qcf + A > hcf + P > P (Timming required. Last hit will be an OTG.)
- (S)DM qcb hcf + P
- DM qcf qcf + P (Timming required. First hit will miss and the second part connect. Easier out of corner. Does just slight more than the combo below. Show off only, as DM qcb hcf + P is easier and does considerable more damage. SDM will miss the third part.)
- qcf + A, qcf + A > hcf + P > P (Corner & MAX. Timming required. Last hit will be an OTG.) Video
- qcf + A > hcf + P > P (Corner. Timming required. Max damaging metterless combo. Last hit will be an OTG.)
- run, qcf + A > qcf + P > P (Timming required. Midscreen, not too far from the corner, as opponent must reach corner after qcf + P) Video
- hcf + D (Timming required.)
- rdp + B (For stun.)
- j.CD
- air d + C
- j.C (Reset.)
- SDM qcb hcf + P (Corner. Miss one hit. Timming required.),
- cl.C > f + B (2 hits) >
- (S)DM qcf qcf + P (Corner. Point blank.)
- DM qcb hcf + C
- hcb + D
- rdp + B (For stun.)
The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work on some specific thin characters. Will work on Shermie.
- st. C >
- DM qcb hcf + C
- hcf + D (Close.)
- hcb + B (If not too far.)
- rdp + B (For stun. Only on characters where C > f + B works)
- Point blank: cr.C / cl.C / cr.A / cl.B > SDM qcb hcf + (P)
Holp P to burn opponent while charging (otherwise it will not combo), then release to hit launched opponent in the air with the second part. Out of the corner the charging will do only one hit, and you need to release the charge immediately after hit, on the corner the charge can do 2-3 hits and you have to wait a few frames to release to get the full 3 hits of the second part.
The second part of SDM qcb hcf + P will deal less damage than SDM qcf qcf + P. But if you hit the first part (while holding P), SDM qcb hcf + P wil deal the same damage as SDM qcf qcf + P if you burn for 1 hit, and more damage than it if you burn for 2-3 hits (only possible in the corner).
- Simple buffers:
- cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + P
- cr.B, qcf + A/B > qcf + P (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)
- cl.D > DM qcb hcf + C
- qcb + D > hcf + C
- cl.D / cl.B > SDM qcb hcf + (P)
- qcb + D/B > hcf + (P)
- cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + P
Note that you can link close C from cr.B. It is a 1-frame link, but more if you perform the cr.B meaty.
Strategy Corner
- MAX: cl.C >
+ C >
+ C >
+ C
deals ??? than
- cl.C >
+ C
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.