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

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=Introduction=
{{KOF98Header}}


Kyo before he realized Iori could do the same things as him but better.  He got pretty mad then completely changed his movelist.
== EX Kyo Kusanagi ==
{{KOF98CharacterBox| KOF98_exkyo_small.png}}


=Gameplay Overview=
Kyo with his style from KOF '95.


{{Nutshell|
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.
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.
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=
== Moves ==


*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.
=== Normals ===


*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 omitted101 Shiki: Oboro Guruma D version only connects in the corner and B version would otherwise be usedIt's easier to fully connect a 101 Shiki: Oboro Guruma in the corner with B version but otherwise easy to combo into D VersionIn the corner, cl.C could hit-reset the opponent with the tip and Kyo could immediately follow up with a hopThis 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.
{{KOF98MoveListHeader}}
{{MoveListRow-1 | Standing Light Punch | kof.lp |  }}
{{MoveListRow-1 | Standing Light Kick | kof.lk |  }}
{{MoveListRow-1 | Standing Heavy Punch | kof.sp |  }}
{{MoveListRow-1 | Standing Heavy Kick | kof.sk |  }}
{{MoveListRow-1 | Standing Blowback |  kof.sp + kof.sk |  }}
{{MoveListRow-1 | Close Light Punch | Close kof.lp |  }}
{{MoveListRow-1 | Close Light Kick | Close kof.lk |  }}
{{MoveListRow-1 | Close Heavy Punch | Close kof.sp |  }}
{{MoveListRow-1 | Close Heavy Kick | Close kof.sk |  }}
{{MoveListRow-1 | Crouching Light Punch | d kof.lp |  }}
{{MoveListRow-1 | Crouching Light Kick | d kof.lk |  }}
{{MoveListRow-1 | Crouching Heavy Punch | d kof.sp | }}
{{MoveListRow-1 | Crouching Heavy Kick | d kof.sk | }}
{{MoveListRow-1 | Jumping Light Punch | u kof.lp | }}
{{MoveListRow-1 | Jumping Light Kick | u kof.lk |  }}
{{MoveListRow-1 | Jumping Heavy Punch | u kof.sp | }}
{{MoveListRow-1 | Jumping Heavy Kick | u kof.sk |  }}
{{MoveListRow-1 | Jumping Blowback | u kof.sp + kof.sk |  }}
{{MoveListFooter}}


*j.B/C, cr.B, cr.A xx 88 Shiki (df+D)/100 Shiki: Oniyaki (dp+A)
=== Command Normals ===


*cr.B, cl.C xx 88 Shiki (df+D)/Shiki: Kototsuki You (hcb+K)/108 Shiki: Yami Barai (qcf+P)
{{KOF98MoveListHeader}}
{{MoveListRow-1 | Geshiki: Naraku Otoshi | d + kof.sp | aironly }}
{{MoveListRow-1 | Geshiki: Gōfu – Yō | f + kof.lk |  }}
{{MoveListRow-1 | 88-Shiki | df + kof.sk |  }}
{{MoveListFooter}}


=In-depth Analysis=
=== Throws ===
==Normal Throws==


'''Hatsugane - b or f+C''' - Breakable, forward knockdown, face forward, rollable.
{{KOF98MoveListHeader}}
{{MoveListRow-1 | Hatsugane | b or f + kof.sp | throw }}
{{MoveListRow-1 | Issetsu Seoi Nage | b or f + kof.sk | throw }}
{{MoveListFooter}}


'''Issetsu Seoi Nage - b or f+D''' - Breakable, reverse knockdown, back turned, un-rollable.
=== Special Moves ===
==Normal Moves==
{{KOF98MoveListHeader}}
{{MoveListRow-1 | 108-Shiki: Yami Barai | qcf + p |  }}
{{MoveListRow-1 | 100-Shiki: Oni Yaki | dp + p |  }}
{{MoveListRow-1 | 101-Shiki: Oboro Guruma | rdp + k |  }}
{{MoveListRow-1 | 212-Shiki: Koto Tsuki – Yō | hcb + k |  }}
{{MoveListRow-1 | 75-Shiki: Kai | qcf + k , k |  }}
{{MoveListFooter}}


'''Standing A''' - Great anti-air against short hop, and cancelable.
=== Desperation Moves ===
 
{{KOF98MoveListHeader}}
'''Standing B''' - Great long range poke.  Not as fast as far Standing A as anti-air against a hop though.
{{MoveListRow-1 | Ura 108-Shiki: Orochi Nagi | qcb hcf + p | Can be held }}
 
{{MoveListFooter}}
'''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.  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.
 
'''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.  It can shrink under certain jump-in attack like a sliding attack.
 
'''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==
 
'''108 Shiki: Yami Barai - (qcf+P)''' - Standard ground fireball.  Is used much like Iori's and the A Version is the preferred version to zone with most of the time and invoke the opponent to hop or roll, leaving Kyo to be able to punish th opponent.  Although it could be hopped over while 114 Shiki: Aragami (default Kyo's qcf+A) can't within the realm of zoning and pressure, Yami Barai reaches the full screne while Aragami has the limitation of distance.  In regards to the complementing tools however, Aragami is a better move.  That doesn't, however, mean that Kyo's Yami Barai is a bad move by any means.
 
'''100 Shiki: Oniyaki - (dp+P)''' - Kyo's uppercut attack that could be used as anti-air and as a reversal.  Has guard frames much like default Kyo's and the C version usually isn't good as a reversal as the first hit is typically the only part that hits and it doesn't knockdown. 
 
'''101 Shiki: Oboro Guruma - (rdp+K)''' - Commonly referred to as Kyo's "Bird Kick".  It isn't that useful as an anti-air due to slowness of the move and the terrible recovery.  Mainly used to combo after Kyo's 75 Shiki Kai (qcf+D,D).  This move is in lieu of R.E.D Kick (rdp+K), but isn't really a good substitute since R.E.D. Kick is more versatile and does hard knockdown on either version.
 
'''75 Shiki Kai - (qcf+K,K)''' - It's recommended to always do the second hit and it's recommended to only do the D Version.  D Version is the only one that produces juggle properties after the second hit and is used in corner blockstrings.  The main part of Kyo's bread-and-butter combos and it could only combo into mid-screen if Kyo omits a jump-in attack.  If the opponent is close but if the delayed second hit whiffs the opponent, Kyo is very vulnerable to a sweep punish or a far reaching invincible move of the sorts.
 
'''212 Shiki: Kototsuki You - (hcb+K)''' - Mainly done as a combo ender mid-screen when Kyo does a jump-in attack followed by Close C.  Otherwise done after a 75 Shiki Kai (qcf+D,D) from mid-screen.  Generally unsafe on block as most characters could run forward and press C to punish; could kind of get away with it online if the connection isn't solid.  Could catch backdashes.  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.
==Desperation Moves==
 
'''Ura 108 Shiki: Orochi Nagi - (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).  Can combo after a 75 Shiki Kai (qcf+D,D).
 
{{Template:The King of Fighters '98: The Slugfest}}
[[Category:The King of Fighters '98: The Slugfest]]

Revision as of 09:12, 30 March 2013

The King of Fighters '98: The SlugfestKOF98Logo.png



EX Kyo Kusanagi

Kyo with his style from KOF '95.

In a nutshell

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.


Moves

Normals

Name
Command
Special Properties
Standing Light Punch
{{#motion: kof.lp }}
{{#motion: }}
Standing Light Kick
{{#motion: kof.lk }}
{{#motion: }}
Standing Heavy Punch
{{#motion: kof.sp }}
{{#motion: }}
Standing Heavy Kick
{{#motion: kof.sk }}
{{#motion: }}
Standing Blowback
{{#motion: kof.sp + kof.sk }}
{{#motion: }}
Close Light Punch
{{#motion: Close kof.lp }}
{{#motion: }}
Close Light Kick
{{#motion: Close kof.lk }}
{{#motion: }}
Close Heavy Punch
{{#motion: Close kof.sp }}
{{#motion: }}
Close Heavy Kick
{{#motion: Close kof.sk }}
{{#motion: }}
Crouching Light Punch
{{#motion: d kof.lp }}
{{#motion: }}
Crouching Light Kick
{{#motion: d kof.lk }}
{{#motion: }}
Crouching Heavy Punch
{{#motion: d kof.sp }}
{{#motion: }}
Crouching Heavy Kick
{{#motion: d kof.sk }}
{{#motion: }}
Jumping Light Punch
{{#motion: u kof.lp }}
{{#motion: }}
Jumping Light Kick
{{#motion: u kof.lk }}
{{#motion: }}
Jumping Heavy Punch
{{#motion: u kof.sp }}
{{#motion: }}
Jumping Heavy Kick
{{#motion: u kof.sk }}
{{#motion: }}
Jumping Blowback
{{#motion: u kof.sp + kof.sk }}
{{#motion: }}

Command Normals

Name
Command
Special Properties
Geshiki: Naraku Otoshi
{{#motion: d + kof.sp }}
{{#motion: aironly }}
Geshiki: Gōfu – Yō
{{#motion: f + kof.lk }}
{{#motion: }}
88-Shiki
{{#motion: df + kof.sk }}
{{#motion: }}

Throws

Name
Command
Special Properties
Hatsugane
{{#motion: b or f + kof.sp }}
{{#motion: throw }}
Issetsu Seoi Nage
{{#motion: b or f + kof.sk }}
{{#motion: throw }}

Special Moves

Name
Command
Special Properties
108-Shiki: Yami Barai
{{#motion: qcf + p }}
{{#motion: }}
100-Shiki: Oni Yaki
{{#motion: dp + p }}
{{#motion: }}
101-Shiki: Oboro Guruma
{{#motion: rdp + k }}
{{#motion: }}
212-Shiki: Koto Tsuki – Yō
{{#motion: hcb + k }}
{{#motion: }}
75-Shiki: Kai
{{#motion: qcf + k , k }}
{{#motion: }}

Desperation Moves

Name
Command
Special Properties
Ura 108-Shiki: Orochi Nagi
{{#motion: qcb hcf + p }}
{{#motion: Can be held }}