The King of Fighters '98/EX Kyo: Difference between revisions

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=Introduction=
=Introduction=


Kyo before he realized Iori could do the same things as him but better.
Kyo before he realized Iori could do the same things as him but better.  He got pretty fucking mad then completely changed his movelist.


=Gameplay Overview=
=Gameplay Overview=

Revision as of 09:00, 22 January 2011

Introduction

Kyo before he realized Iori could do the same things as him but better. He got pretty fucking mad then completely changed his movelist.

Gameplay Overview

Essentially is style of Kyo is a mesh between Iori's zoning ability and Kyo's moveset. Kyo makes his best use of pressuring from far and mid-far screen using fireballs in a similar manner Iori does to zone and then controls approaches with hop Jumping D and Jumping B. 95-Era Kyo has a similar close game compared to default Kyo but lacks 114 Shiki: Aragami (default Kyo's qcf+A) to control the ground and hop space effectively for pressure. 95-Era Kyo has 108 Shiki: Yami Barai (qcf+P) in lieu of 114 Shiki: Aragami and is very similar to Iori's fireball; but in application within the close range, it works like Iori's fireball in the sense it's a secondary sweep and is susceptible to escapes via hops and jumps.

Overall, this is a weaker version of Kyo that excels in a more defensive neutral game than default Kyo but lacks the damage-output default Kyo is capable of from a low-hitting hitconfirm combo as well as the great rushdown that makes default Kyo one of the best characters in the game. Not only does 95-Era Kyo lack the damage-output from low attacks in comparison but lacks the ability to get as much damage from a jump-in attack on an opponent from mid-screen. The amount of pluses that 95-Era Kyo have is incomparable to default Kyo, but nonetheless as a character, 95-Era Kyo is still a decent character and is still viable. It's just that Iori has a similar fireball game that 95-Era Kyo has but has better damage output and overall zoning combined with better mid-screen and corner pressure, options, and damage.

Combos

  • j.B/C/Ge Shiki: Naraku Otoshi (j.d+C), st.C xx 212 Shiki: Kototsuki You (hcb+K) *Main jump-in attack combo in mid-screen.
  • j.B/C/Ge Shiki: Naraku Otoshi (j.d+C), st.C xx 75 Shiki Kai (qcf+D,D), 101 Shiki: Oboro Guruma (rdp+K)/Shiki: Kototsuki You (hcb+K)/cl.C/Ura 108 Shiki: Orochi Nagi (qcb,hcf+P) *This could only be done in the corner unless the jump-in attack is omitted. 101 Shiki: Oboro Guruma D version only connects in the corner and B version would otherwise be used. It's easier to fully connect a 101 Shiki: Oboro Guruma in the corner with B version but otherwise easy to combo into D Version. In the corner, cl.C could hit-reset the opponent with the tip and Kyo could immediately follow up with a hop. This becomes a safe-jump set up that the opponent must immediately respond to as Kyo safely could either get a jump-in attack or empty hop into a low attack safely.
  • j.B/C, cr.B, cr.A xx 88 Shiki (df+D)/100 Shiki: Oniyaki (dp+A)
  • cr.B, cl.C xx 88 Shiki (df+D)/Shiki: Kototsuki You (hcb+K)/108 Shiki: Yami Barai (qcf+P)

In-depth Analysis

Normal Throws

Hatsugane - b or f+C - Breakable, forward knockdown, face forward, rollable.

Issetsu Seoi Nage - b or f+D - Breakable, reverse knockdown, back turned, un-rollable.

Normal Moves

Standing A - Great anti-air against short hop, and cancelable.

Standing B - Great long range poke. Not as fast as far Standing A as anti-air against a hop though.

Standing C - A slower version of far Standing A, not that useful as the risk isn't worth the reward but if need be this move could anti-air a hop and is cancelable.

Standing D - 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 Close C > far Standing D > 108 Shiki: Yami Barai (qcf+A)

Close A - Like most Close A attacks, this hits mid and is cancelable. Can't really pressure or do much with this move due to the small activation range.

Close B - Note that this is low and cancelable. Combos into Crouching B and Crouching A.

Close C - The best close-range poke in KOF98. Not only is it extremely fast, but it activates from very far away for a 'close' attack. This makes Kyo very hard to stop when he runs in, because he can usually attack earlier than most characters.

Close D - Not nearly as useful or as fast as Close C. Used more in specific frame-trap situations but overall not a frequently used move by any means.

Crouching B - One of th best 'footsie' moves in the game. Beats a lot of moves at it's max range. Use this when running in. Links into Close C and can combo into 212 Shiki: Kototsuki You (hcb+K) or block string with 108 Shiki: Yami Barai (qcf+P) or Ge Shiki: Goufu You (f+B) into 108 Shiki: Yami Barai (qcf+P).

Crouching C - One of the best normal anti-airs in the game (notice a trend?). Cancelable on the first part (when his arm isn't fully extended). Very fast and high-priority. Beware as it lacks much horizontal range compared to Close C.

Crouching D - 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.

Jumping A - An air-to-air attack but is greatly overshadowed by Kyo's other jumping normals.

Jumping (any but neutral normal jump) B - The best jump-in in the game. Cuts through almost ever normal anti-air like a knife through something that can't stop a knife. Stays out long enough to do it relatively early (not XI early you scrub) and reaches low enough to be one of the harder to block short hop attacks around. Crosses up.

Jumping C - Usually no reason to use this over jumping B, but it does cross up, mostly on bigger characters. Problem is that this move has a higher hitbox and tends to whiff where Jumping B wouldn't.

Jumping D - Long range and very good priority for air-to-air or long range air-to-ground. For example neutral sh.D can beat Ralf's standing C clean from range. Okay in conjunction with 108 Shiki: Yami Barai (qcf+A) in a blockstring. 95-Kyo's great strength is zoning with 108 Shiki: Yami Barai (qcf+A) and controlling the ground and air space with Jumping D.

Jumping CD - Not bad, a lot of blockstun like all jumping CDs. Has pretty good priority even when messing up a safe-jump set up as it will eat most attacks.

Command Normals

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.

88 Shiki - (d/f+D) - There are certain moves this thing can hit, like Ralf's stand C. Otherwise only use it in a combo.

Ge Shiki: Naraku Otoshi - (j.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 decrease recovery. In Extra mode it can be done during a front dash, and can be comboed into itself this way as an infinite. This move tends to whiff on characters that could shrink their hitboxes by crouching or doing a crouching attack so keep that in mind.

Special Moves

Desperation Moves