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

From SuperCombo Wiki
No edit summary
(Undo revision 78528 by Brian M (Talk))
Line 65: Line 65:
{{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 09:15, 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 }}