Difference between revisions of "The King of Fighters '98 UMFE/Kyo Kusanagi"
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== | ==General Notes== | ||
* In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in. | * In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in. | ||
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* In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode. | * In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode. | ||
==Videos== | ==Videos== |
Revision as of 19:37, 17 February 2023
Introduction
Kyo is primarily a close-range pressure and mixup character. In neutral, he has access to some helpful moves for getting in, including his guard-point rekkas, as well as some solid poking normals. Close range is where Kyo is really good, as he can use his strong hop normals and lows to open up the opponent. He has good confirms into his DMs from both lows and heavies, as well as strong corner juggles, making his damage fairly high overall. On defense he has access to a good invincible DP. Kyo's weaknesses are that he lacks anything to fight at long range, since he doesn't have a projectile, and that his meterless low confirms are pretty lackluster.
Preferred Mode and Position
Although he slightly prefers some aspects of Advanced mode, Kyo can be effective in both Advanced and Extra mode.
Run vs Step
- Kyo prefers Run over Step as it helps him with his up-close, rushdown game and it makes it easier to set up cross-ups after knockdowns.
- However, Kyo isn't bad with Step as his step dash has good length and speed, and the increased walk speed helps with tick throws and can make a couple quick max combos easier.
Roll vs Dodge
- Personal preference.
Advanced vs Extra Gauge
- Kyo prefers Advanced gauge over Extra gauge, as he can build meter with his offense, Advanced gauge can store multiple stocks at once which allows Kyo to have more consistent access to his cr.B, cr.A, qcfx2+P super combo as a mid or anchor which is quite useful as his meterless low options are not great, and he doesn't need to stop his offense to charge after using meter.
- However, Kyo can make pretty good use of Extra gauge as well since he has good quick max combos.
Preferred Position
- Kyo benefits from being further back in your team order with both gauges. With Advanced gauge, he likes to have access to more saved up stocks for his super combos. With Extra gauge, he wants to take advantage of the greater red health window for free supers, which gets progressively bigger from the first to the third character.
- Although, Kyo on point is more effective in Extra mode as he can charge up to get meter more quickly.
Changes from Previous Versions
98 to 98UM
Normals:
- cl.C activation range has been decreased
- Far A now has reduced priority
- Far D now has 4 frames less startup
- The first hitbox on 2C has been shortened and the second hitbox has been lengthened
- 2D now has reduced priority
- j.D now has reduced priority
- You can no longer use j.2C during step dash
Specials:
- 63214K now has increased damage
- 236P now has reduced reach
- 623C now reliably hits twice, even when hitting an airborne opponent
Supers:
- 2141236P now has increased damage
- 236236P now has decreased damage
98UM to 98UMFE
Normals:
- cl.A now has 2 frames less recovery
- cr.A now has 1 frame less recovery
Specials:
- 236A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames
- More moves will now trigger 214P's counterhit during the startup frames
Normals
Close
Close A cl.A |
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Close B cl.B |
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Close C cl.C |
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Close D cl.D |
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Far
Far A f.A |
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Far B f.B |
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Far C f.C |
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Far D f.D |
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Blowback 5CD |
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Crouching
Crouching A 2A |
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Crouching B 2B |
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Crouching C 2C |
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Crouching D 2D |
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Jumping
Jumping A |
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Neutral Jump B |
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Jumping B |
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Jumping C |
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Neutral Jump D |
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Jumping D |
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Jumping CD |
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Command Normals
Thundering Axe Burst 6B |
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Style 818 3D |
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Drop to Naraku j.2C |
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Throws
Anvil Slam: b/f+C (close)
- Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
Swift Shoulder Throw: b/f+D (close)
- Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.
Special Moves
Wicked Chew 236A |
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Poison Gnawfest 236C |
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Fire Ball 623P |
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R.E.D Kick 421K |
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New Wave Smash 236K-K |
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Phantom Mauler 214P |
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Crescent Slash 63214K |
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Desperation Moves
Final Showdown 236236P |
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Serpent Wave 2141236P (can be held) |
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General Notes
- In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in.
- cl.C is generally the preferred close normal to use in combos as it is slightly faster, but cl.D has a larger cancellable window which can be useful if you have trouble comboing into say, 236236P.
- In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.