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|align="center"| HL | |align="center"| HL | ||
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|colspan="10" align="center"| '''DM''' | |||
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! <br>qcb,hcf+[[image:snka.gif]]<br><br> | |||
|align="center"| 20/16/28 | |||
|align="center"| KD/-15 | |||
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|align="center"| HL | |||
|rowspan="2" colspan="4" | [[image:Kyo98_qcbhcfP.png|center]] | |||
|rowspan="2"| '''Ura 108 Shiki: Orochi Nagi - qcb,hcf+P''' | |||
*28 frames of blockstun. | |||
*Can combo off a heavy attack if charged slightly. | |||
*Invincibility: Frame 1-8 Charged: Frame: 1-2 and 4 frames after charge. Lower body invincible during charge. | |||
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! <br>qcb,hcf+[[image:snkc.gif]]<br><br> | |||
|align="center"| 18/16/32 | |||
|align="center"| KD/-19 | |||
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|align="center"| HL | |||
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! <br>qcb,hcf+[[image:punch.gif]]<br><br> | |||
|align="center"| 2+0~90+17/36/16 | |||
|align="center"| KD/-15 | |||
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|align="center"| HL | |||
|colspan="2"| [[image:Kyo98_qcbhcfP SDM1.png|center]] | |||
|colspan="2"| [[image:Kyo98_qcbhcfP SDM2.png|center]] | |||
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{{Template:The King of Fighters '98: The Slugfest}} | {{Template:The King of Fighters '98: The Slugfest}} | ||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] |
Revision as of 13:10, 6 September 2017
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.
Colors
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Movelist