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

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|colspan="4"| [[image:Kyo98_jdC.png|center]]
|colspan="4"| [[image:Kyo98_jdC.png|center]]
|'''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 as decrease recovery. In Extra mode it can be done during a front dash, and can be comboed into itself this way as an infinite.  If done on a crouching opponent or late, it will combo at best into a cr.A rather than be able to do a cr.B into cr.A and cl.C will whiff most of the time due to push back.  This move tends to whiff on characters that could shrink their hitboxes by crouching or doing a crouching attack so keep that in mind
|'''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 as decrease recovery. In Extra mode it can be done during a front dash, and can be comboed into itself this way as an infinite.  If done on a crouching opponent or late, it will combo at best into a cr.A rather than be able to do a cr.B into cr.A and cl.C will whiff most of the time due to push back.  This move tends to whiff on characters that could shrink their hitboxes by crouching or doing a crouching attack so keep that in mind
|-
|colspan="10" align="center"| '''Special Moves'''
|-
! qcf+[[image:snka.gif]]
|align="center"|
|align="center"|
|
|align="center"| HL
|colspan="4" | [[image:Kyo98_qcfA.png|center]]
|rowspan="2"|'''108 Shiki: Yami Barai - (qcf+P)'''
|-
! qcf+[[image:snkc.gif]]
|align="center"|
|align="center"|
|
|align="center"| HL
|colspan="4" | [[image:Kyo98_qcfC.png|center]]
|-
! dp+[[image:snka.gif]]
|align="center"|
|align="center"|
|
|align="center"| HL
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:ExKyo98_dpA1.png|center]]
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:ExKyo98_dpA2.png|center]]
|rowspan="2"|'''100 Shiki: Oni Yaki - (dp+P)'''
|-
! dp+[[image:snkc.gif]]
|align="center"|
|align="center"|
|
|align="center"| HL
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:ExKyo98_dpC1.png|center]]
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:ExKyo98_dpC2.png|center]]
|}
|}
=== Throws ===
{{KOF98MoveListHeader}}
{{MoveListRow-1 | Hatsugane | b or f + kof.sp | throw }}
{{MoveListRow-1 | Issetsu Seoi Nage | b or f + kof.sk | throw }}
{{MoveListFooter}}


=== Special Moves ===
=== Special Moves ===
{{KOF98MoveListHeader}}
{{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 | 101-Shiki: Oboro Guruma | rdp + k |  }}
{{MoveListRow-1 | 212-Shiki: Koto Tsuki – Yō | hcb + k |  }}
{{MoveListRow-1 | 212-Shiki: Koto Tsuki – Yō | hcb + k |  }}

Revision as of 07:27, 27 April 2014

Kyo98 stance.gif

EX Kyo Kusanagi

KOF98 kyo small.png

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

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Kyo98 colorA.png Kyo98 colorB.png Kyo98 colorC.png Kyo98 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/5 +3/+1 HL
Kyo98 clA.png
Like most cl.A attacks, this hits mid and is cancelable. Can't really pressure or do much with this move due to the small activation range. Mainly this or st.A will combo after a cr.B and is used to hit-confirm into Final Showdown
Snkb.gif 5/4/8 0/-2 L
Kyo98 clB.png
Note that this is low and cancelable. Combos into cr.B and cr.A.
Snkc.gif 2/3+9/9 -1/-3 HL
Kyo98 clC1.png
Kyo98 clC2.png
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
Snkd.gif 4/3/22 -5/-7 HL
Kyo98 clD.png
Not nearly as useful or as fast as cl.C. Used more in specific frame-trap situations but overall not a frequently used move by any means
Standing Far
Snka.gif 3/4/5 +3/+1 HL
Kyo98 stA.png
Great anti-air against short hop, and cancelable
Snkb.gif 7/3/13 -5/-7 HL
Kyo98 stB.png
Great long range poke
Snkc.gif 12/2/17 +1/-1 HL
Kyo98 stC.png
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
Snkd.gif 14/5/12 +3/+1 HL
Kyo98 stD.png
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 cl.C > st.D > qcf+A
Snkc.gif+Snkd.gif 19/4/16 KD/+2 HL
Kyo98 stCD.png
Crouching
Snka.gif 3/4/5 +3/+1 HL
Kyo98 crA.png
Standard cr.A attack. Mainly used to after a cr.B to cancel into Final Showdown or a command normal/special attack/command normal canceled into a special attack for block-stringing
Snkb.gif 3/4/5 +3/+1 L
Kyo98 crB.png
One of the best 'footsie' moves in the game. Beats a lot of moves at its max range. Use this when running in. Links into cl.C and can combo into C Rekka series or block string with qcf+A or f+B into qcf+A/qcf+C
Snkc.gif 4/3+3/20 -6/-8 HL
Kyo98 crC1.png
Kyo98 crC2.png
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 cl.C
Snkd.gif 11/3/19 KD/-4 L
Kyo98 crD.png
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
Jump
Snka.gif 5/8/- -/- H
Kyo98 jA.png
An air-to-air attack but is greatly overshadowed by Kyo's other jumping normals
Snkb.gif 5/9/- -/- H
Kyo98 jB.png
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
Snkc.gif 6/4/- -/- H
Kyo98 jC.png
Usually no reason to use this over j.B, but it does cross up, mostly on bigger characters. Problem is that this move has a higher hitbox and tends to whiff where j.B wouldn't
Snkd.gif 9/5/- -/- H
Kyo98 jD.png
Long range and very good priority for air-to-air or long range air-to-ground. For example neutral h.D can beat Ralf's st.C clean from range. Great in conjunction with qcf+A in a blockstring.
Snkc.gif+Snkd.gif 17/4/- KD/- HL
Kyo98 jCD.png
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
Neutral Jump
Snka.gif 5/8/- -/- S H
Kyo98 jA.png
Snkb.gif 5/9/- -/- H
Kyo98 juB.png
Snkc.gif 6/4/- -/- H
Kyo98 jC.png
Snkd.gif 7/8/- -/- H
Kyo98 juD.png
Command Normals

f+Snkb.gif

11/7(3)7/18 -5/-7 HL,H
Kyo98 fB1.png
Kyo98 fB2.png
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
f+Snkb.gif
(cancel)
11/7(3)7/18 -5/-7 S,Su HL
df+Snkd.gif 2/3(12)4/24 -8/-10 L
Kyo98 dfD1.png
Kyo98 dfD2.png
88 Shiki - (df+D) - There are certain moves this thing can hit, like Ralf's st.C. Otherwise only use it in a combo
j.d+Snkc.gif 6/5/- -/- H
Kyo98 jdC.png
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 as decrease recovery. In Extra mode it can be done during a front dash, and can be comboed into itself this way as an infinite. If done on a crouching opponent or late, it will combo at best into a cr.A rather than be able to do a cr.B into cr.A and cl.C will whiff most of the time due to push back. 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
qcf+Snka.gif HL 108 Shiki: Yami Barai - (qcf+P)
qcf+Snkc.gif HL
dp+Snka.gif HL
ExKyo98 dpA1.png
ExKyo98 dpA2.png
100 Shiki: Oni Yaki - (dp+P)
dp+Snkc.gif HL
ExKyo98 dpC1.png
ExKyo98 dpC2.png

Special Moves

Name
Command
Special Properties
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 }}

Move Analysis

Normals

  • Standing Light Punch (Snka.gif)-
  • Standing Light Kick (Snkb.gif)-
  • Standing Heavy Punch (Snkc.gif)-
  • Standing Heavy Kick (Snkd.gif)-
  • Standing Blowback (Snkc.gif + Snkd.gif)-
  • Close Light Punch (Close Snka.gif)-
  • Close Light Kick (Close Snkb.gif)-
  • Close Heavy Punch (Close Snkc.gif)-
  • Close Heavy Kick (Close Snkd.gif)-
  • Crouching Light Punch (Down.gif + Snka.gif)-
  • Crouching Light Kick (Down.gif + Snkb.gif)-
  • Crouching Heavy Punch (Down.gif + Snkc.gif)-
  • Crouching Heavy Kick (Down.gif + Snkd.gif)-
  • Jumping Light Punch (Up.gif + Snka.gif)-
  • Jumping Light Kick (Up.gif + Snkb.gif)-
  • Jumping Heavy Punch (Up.gif + Snkc.gif)-
  • Jumping Heavy Kick (Up.gif + Snkd.gif)-
  • Jumping Blowback (Up.gif + Snkc.gif Snkd.gif)-


Command Normals

Throws

  • Left.gif OR Right.gif + Snkc.gif -
  • Left.gif OR Right.gif + Snkd.gif -

Special Moves

Desperation Moves

Combos