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{{MoveListRow-1 | Ura 108-Shiki: Orochi Nagi | qcb hcf + p | Can be held }} | {{MoveListRow-1 | Ura 108-Shiki: Orochi Nagi | qcb hcf + p | Can be held }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Move Analysis == | |||
=== Normals === | |||
*Standing Light Punch ([[File:snka.gif]])- | |||
* Standing Light Kick ([[File:snkb.gif]])- | |||
* Standing Heavy Punch ([[File:snkc.gif]])- | |||
* Standing Heavy Kick ([[File:snkd.gif]])- | |||
* Standing Blowback ([[File:snkc.gif]] + [[File:snkd.gif]])- | |||
* Close Light Punch (Close [[File:snka.gif]])- | |||
* Close Light Kick (Close [[File:snkb.gif]])- | |||
* Close Heavy Punch (Close [[File:snkc.gif]])- | |||
* Close Heavy Kick (Close [[File:snkd.gif]])- | |||
* Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])- | |||
* Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])- | |||
* Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])- | |||
*Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])- | |||
* Jumping Light Punch ([[File:up.gif]] + [[File:snka.gif]])- | |||
* Jumping Light Kick ([[File:up.gif]] + [[File:snkb.gif]])- | |||
* Jumping Heavy Punch ([[File:up.gif]] + [[File:snkc.gif]])- | |||
* Jumping Heavy Kick ([[File:up.gif]] + [[File:snkd.gif]])- | |||
* Jumping Blowback ([[File:up.gif]] + [[File:snkc.gif]] [[File:snkd.gif]])- | |||
=== Command Normals === | |||
=== Throws === | |||
*'''[[File:left.gif]] OR [[File:right.gif]] + [[File:snkc.gif]]''' - | |||
*'''[[File:left.gif]] OR [[File:right.gif]] + [[File:snkd.gif]]''' - | |||
=== Special Moves === | |||
=== Desperation Moves === | |||
== Combos == | |||
{{Template:The King of Fighters '98: The Slugfest}} | |||
[[Category:The King of Fighters '98: The Slugfest]] |
Revision as of 09:16, 30 March 2013

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
Command Normals
Throws
Special Moves
Desperation Moves
Move Analysis
Normals