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

From SuperCombo Wiki
No edit summary
m (→‎Moves List: Revised from normal Kyo)
Line 1: Line 1:
=Introduction=
=Introduction=
=Moves List=
=Moves List=
==Normal Moves==
==At a glance==
==Special Moves==
{| class="wikitable"
==Super Moves==
|-
! colspan="2" | Normal throws
|-
| Hatsugane
| (throw) '''f/b + C'''
|-
| Issetsu Seoi Nage
| (throw) '''f/b + D'''
|-
! colspan="2" | Command moves
|-
| Geshiki: Naraku Otoshi
| (air) '''d + C'''
|-
| Geshiki: Gōfu – Yō
| '''f + B'''
|-
| 88-Shiki
| '''df + D'''
|-
! colspan="2" | Special moves
|-
| 108-Shiki: Yami Barai
| '''qcf + P'''
|-
| 100-Shiki: Oni Yaki
| '''dp + P'''
|-
| 101-Shiki: Oboro Guruma
| '''rdp + K'''
|-
| 75-Shiki: Kai
| '''qcf + K, K'''
|-
| 212-Shiki: Koto Tsuki – Yō
| '''hcb + K'''
|-
! colspan="2" | Super special move
|-
| Ura 108-Shiki: Orochi Nagi
| '''qcb hcf + P''' (can be held)
|}
 
==Normal moves==
*cl.C – unusually quick startup; when practically touching the opponent can combo from cr.B; becomes an anti-air should the opponent try to jump attacks. But since the distance isn’t all that much, it’s easy to come out with st.C instead.
*st.C – has comparably slower startup and higher hit position, but it is cancelable.
*st.B – nice long reach, good for zoning. The recovery isn’t exactly short, though, so don’t overuse it.
*st.D – nice long reach, good for zoning. The recovery isn’t exactly short, though, so don’t overuse it. Invincible to low hits, decently quick startup.
*j.D – nice long reach, good for zoning.
*j.C and j.B – effective crossup moves. Good to use when jumping in.
 
==Command moves==
*Geshiki: Gōfu – Yō
:* '''f + B'''
:* Two-step move; the second step is an overhead. Can be cancelled out of if cancelled into.
*Geshiki: Naraku Otoshi
:* '''d + C''' in midair
:* Unrollable knockdown if it hits in the opponent in midair. If it hits them while they’re on the ground, they get considerable hit stun. Excellent crossup efficacy.
*88-Shiki
:* '''df + D'''
:* Two-step low-hitting move. Doesn’t do knockdown, but it has long reach, so it safely combos from most weak normals.
 
==Special moves==
*100-Shiki: Oni Yaki
:* '''dp + P'''
:* Has shoulder-level autoblock, and the strong version has invincibility frames. The weak is for stuffing, the strong is for anti-air, but it is defenseless in the air, so you need to be careful in that regard. The strong version does knockdown, and does two hits (even if it’s an air hit).
----
*108-Shiki: Yami Barai
:* '''qcf + P'''
:* A projectile that skims the ground. Doesn’t leave you too open, and reasonably powerful. You can also use it if your combo is blocked.
----
*101-Shiki: Oboro Guruma
:* '''rdp + K'''
:* A sort-of bicycle kick that travels obliquely upwards. The strong version does three kicks, and the third one does an unrollable knockdown. The weak version leaves the opponent with a hitbox. It is pretty powerful, so put it in your combos. Compared to OG, the strong version has faster startup and combos from weak moves as well.
----
*75-Shiki: Kai
:* '''qcf + K, K'''
:* Two-step floating technique. The second hit can take a little delay, so you can delay it whether it’s hit or blocked. In the middle of the screen, it does not safely combo from strong attacks.
----
*212-Shiki: Koto Tsuki – Yō
:* '''hcb + K'''
:* An attack that connects a grab from an elbow strike. Unrollable knockdown. If blocked, it is still difficult to seriously counter it. If the first step hits an opponent in the air, the grab may still connect.
 
==Super special moves==
* Ura 108-Shiki: Orochi Nagi
:* '''qcb hcf + P''' (can be held)
:* Sends out a gigantic hitbox. During the charge-up you have some invincibility (upper-body for the strong version, lower-body for the weak version). You can hold the button to delay release, but this won’t change the move properties one whit.
:* The MAX version gives you full-body invincibility, and Kyo’s entire body is clad in flame (which happens to have a projectile hitbox). Does a maximum of three hits,  but with only two hits you can juggle.
 
=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=

Revision as of 21:22, 1 August 2008

Introduction

Moves List

At a glance

Normal throws
Hatsugane (throw) f/b + C
Issetsu Seoi Nage (throw) f/b + D
Command moves
Geshiki: Naraku Otoshi (air) d + C
Geshiki: Gōfu – Yō f + B
88-Shiki df + D
Special moves
108-Shiki: Yami Barai qcf + P
100-Shiki: Oni Yaki dp + P
101-Shiki: Oboro Guruma rdp + K
75-Shiki: Kai qcf + K, K
212-Shiki: Koto Tsuki – Yō hcb + K
Super special move
Ura 108-Shiki: Orochi Nagi qcb hcf + P (can be held)

Normal moves

  • cl.C – unusually quick startup; when practically touching the opponent can combo from cr.B; becomes an anti-air should the opponent try to jump attacks. But since the distance isn’t all that much, it’s easy to come out with st.C instead.
  • st.C – has comparably slower startup and higher hit position, but it is cancelable.
  • st.B – nice long reach, good for zoning. The recovery isn’t exactly short, though, so don’t overuse it.
  • st.D – nice long reach, good for zoning. The recovery isn’t exactly short, though, so don’t overuse it. Invincible to low hits, decently quick startup.
  • j.D – nice long reach, good for zoning.
  • j.C and j.B – effective crossup moves. Good to use when jumping in.

Command moves

  • Geshiki: Gōfu – Yō
  • f + B
  • Two-step move; the second step is an overhead. Can be cancelled out of if cancelled into.
  • Geshiki: Naraku Otoshi
  • d + C in midair
  • Unrollable knockdown if it hits in the opponent in midair. If it hits them while they’re on the ground, they get considerable hit stun. Excellent crossup efficacy.
  • 88-Shiki
  • df + D
  • Two-step low-hitting move. Doesn’t do knockdown, but it has long reach, so it safely combos from most weak normals.

Special moves

  • 100-Shiki: Oni Yaki
  • dp + P
  • Has shoulder-level autoblock, and the strong version has invincibility frames. The weak is for stuffing, the strong is for anti-air, but it is defenseless in the air, so you need to be careful in that regard. The strong version does knockdown, and does two hits (even if it’s an air hit).

  • 108-Shiki: Yami Barai
  • qcf + P
  • A projectile that skims the ground. Doesn’t leave you too open, and reasonably powerful. You can also use it if your combo is blocked.

  • 101-Shiki: Oboro Guruma
  • rdp + K
  • A sort-of bicycle kick that travels obliquely upwards. The strong version does three kicks, and the third one does an unrollable knockdown. The weak version leaves the opponent with a hitbox. It is pretty powerful, so put it in your combos. Compared to OG, the strong version has faster startup and combos from weak moves as well.

  • 75-Shiki: Kai
  • qcf + K, K
  • Two-step floating technique. The second hit can take a little delay, so you can delay it whether it’s hit or blocked. In the middle of the screen, it does not safely combo from strong attacks.

  • 212-Shiki: Koto Tsuki – Yō
  • hcb + K
  • An attack that connects a grab from an elbow strike. Unrollable knockdown. If blocked, it is still difficult to seriously counter it. If the first step hits an opponent in the air, the grab may still connect.

Super special moves

  • Ura 108-Shiki: Orochi Nagi
  • qcb hcf + P (can be held)
  • Sends out a gigantic hitbox. During the charge-up you have some invincibility (upper-body for the strong version, lower-body for the weak version). You can hold the button to delay release, but this won’t change the move properties one whit.
  • The MAX version gives you full-body invincibility, and Kyo’s entire body is clad in flame (which happens to have a projectile hitbox). Does a maximum of three hits, but with only two hits you can juggle.

The Basics

Advanced Strategy

Match-Ups