Difference between revisions of "The King of Fighters '98 UMFE/Kyo Kusanagi"

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{| style="margin-right:1em;" align="right"
{{CharNavbox_98FE}}
 
{| style="margin-right:1em;" align="left"
  | __TOC__
  | __TOC__
  |}
  |}
[[File:kyo98umfeexkyo.png]]
<section begin="image"/>[[File:Kyo-kof98.jpg|right|thumb|600px]]<section end="image"/>
[[File:Notationkof.png|left]]
[[File:Kof98umfekyomovelist.png|left]]
[[File:255px-Kyo kusanagi.jpg|right|frame]]
<br clear=all>
<br clear=all>


== Introduction ==
== Introduction ==
{{StrengthsAndWeaknesses
|ext=jpg
| description =
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.}}


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.
==Movelist==
[[File:Kof98umfekyomovelist.png]]


== Preferred Mode and Position ==
== Preferred Mode and Position ==
Line 31: Line 35:


'''Preferred Position'''
'''Preferred Position'''
* Kyo benefits from being further back in your team order with both gauges: to have access to more saved up stocks for his super combos with Advanced gauge, or because with Extra gauge, the red health window for free supers gets progressively bigger from the first to the third character.  
* 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.
* Although, Kyo on point is more effective in Extra mode as he can charge up to get meter more quickly.


Line 42: Line 46:
* cl.C activation range has been decreased
* cl.C activation range has been decreased


* st.A now has reduced priority
* Far A now has reduced priority


* st.D now has 4 frames less startup
* Far D now has 4 frames less startup


* The first hitbox on cr.C has been shortened and the second hitbox has been lengthened
* The first hitbox on 2C has been shortened and the second hitbox has been lengthened


* cr.D now has reduced priority
* 2D now has reduced priority


* j.D now has reduced priority
* j.D now has reduced priority
Line 56: Line 60:
Specials:
Specials:


* hcb+K now has increased damage
* 63214K now has increased damage


* qcf+P now has reduced reach
* 236P now has reduced reach


* dp+C now reliably hits twice, even when hitting an airborne opponent
* 623C now reliably hits twice, even when hitting an airborne opponent


Supers:
Supers:


* qcb,hcf+P now has increased damage
* 2141236P now has increased damage


* qcfx2+C now has decreased damage
* 236236P now has decreased damage


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''
Line 78: Line 82:
Specials:
Specials:


* qcf+A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames
* 236A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames


* More moves will now trigger qcb+P's counterhit during the startup frames
* More moves will now trigger 214P's counterhit during the startup frames


==Normals==
==Normals==
===Close===
===Close Standing Normals===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-c5A.png
| moveId = Kyo_Ca
|caption=
| description = *Can work as a close-range anti-air against hops. Whiffs on crouchers.  
|name=Close A
|data=
{{AttackData-KOF98FE
|startup=3
|active=4
|recovery=3
|guard=HL
|adv hit=?
|adv Block=+3
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Can work as a close-range anti-air against hops. Whiffs on crouchers.  
*Chainable.
*Chainable.
}}
| phases =
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_Cb
{{MoveData
| description = *Standing low.  
|image=UMFE-Kyo-c5B.png
|caption=
|name=Close B
|data=
{{AttackData-KOF98FE
|startup=5
|active=4
|recovery=8
|guard=L
|adv hit=?
|adv Block=-2
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Standing low.  
*Chainable.
*Chainable.
}}
| phases =
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_Cc
{{MoveData
| description = *Has very fast start-up. Great combo starter and anti-air.
|image=UMFE-Kyo-c5C.png
| phases =
|image2=UMFE-Kyo-c5C-2.png
|caption=
|name=Close C
|data=
{{AttackData-KOF98FE
|startup=2
|active=3,9
|recovery=9
|guard=HL
|adv hit=?
|adv Block=-3
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Has very fast start-up. Great combo starter and anti-air.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_Cd
{{MoveData
| description = *A bit slower than Close C
|image=UMFE-Kyo-c5D.png
| phases =
|caption=
|name=Close D
|data=
{{AttackData-KOF98FE
|startup= 4
|active= 3
|recovery= 22
|guard= HL
|hitAdv= ?
|blockAdv= -7
|cancel= Y
|knockdown= N
|juggle= Y
|description=*A bit slower than Close C
}}
}}
}}
 
===Far Standing Normals===
 
{{FrameDataCargo-KOF98FE
===Far===
| moveId = Kyo_Fa
{{MoveData
| description = *Good for stopping hops. Whiffs on crouchers.  
|image=UMFE-Kyo-f5A.png
| phases =  
|caption=
|name=Far A
|data=
{{AttackData-KOF98FE
|startup=3
|active=4
|recovery=5
|guard=HL
|adv hit=?
|adv Block=+1
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Good for stopping hops. Whiffs on crouchers.  
}}
}}
 
 
{{MoveData
|image=UMFE-Kyo-f5B.png
|caption=
|name=Far B
|data=
{{AttackData-KOF98FE
|startup=7
|active=3
|recovery=13
|guard=HL
|adv hit=?
|adv Block=-6
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Has more recovery than st.A, but more range.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_Fb
{{MoveData
| description = *Has more recovery than st.A, but more range.  
|image=UMFE-Kyo-f5C.png
| phases =
|caption=
|name=Far C
|data=
{{AttackData-KOF98FE
|startup=12
|active=2
|recovery=17
|guard=HL
|adv hit=?
|adv Block=-1
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Poke with lots of startup. Cancelable on hit, block, and whiff.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_Fc
{{MoveData
| description = *Poke with lots of startup. Cancelable on hit, block, and whiff.
|image=UMFE-Kyo-f5D.png
| phases =
|caption=
|name=Far D
|data=
{{AttackData-KOF98FE
|startup= 10
|active= 5
|recovery= 12
|guard= HL
|hitAdv= ?
|blockAdv= +1
|cancel= N
|knockdown= N
|juggle= Y
|description=*A sobat kick. Can avoid lows.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_Fd
{{MoveData
| description = *A sobat kick. Can avoid lows.
|image=UMFE-Kyo-f5CD.png
| phases =
|caption=
|name=Far CD
|data=
{{AttackData-KOF98FE
|startup= 19
|active= 4
|recovery= 16
|guard= HL
|hitAdv= ?
|blockAdv= +2
|cancel= Y
|knockdown= Soft
|juggle= Y
|description=*Average start-up.  
*Cancelable on hit, block, and whiff.
}}
}}
}}


===Crouching===
===Crouch Normals===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-2A.png
| moveId = Kyo_2a
|caption=
| description = *Standard outward jab.  
|name=2A
|data=
{{AttackData-KOF98FE
|startup=3
|active=4
|recovery=4
|guard= HL
|adv hit=?
|adv Block=+2
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Standard outward jab.  
*Chainable.
*Chainable.
}}
| phases =
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_2b
{{MoveData
| description = *Fast low combo starter.  
|image=UMFE-Kyo-2B.png
|caption=
|name=2B
|data=
{{AttackData-KOF98FE
|startup=3
|active=4
|recovery=5
|guard=L
|adv hit=?
|adv Block=+1
|cancel=N
|knockdown=N
|juggle=Y
|description=*Fast low combo starter.  
*Chainable.
*Chainable.
}}
| phases =
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_2c
{{MoveData
| description = *Standard anti-air against jumps and hops.  
|image=UMFE-Kyo-2C.png
|image2=UMFE-Kyo-2C-2.png
|caption=
|name=2C
|data=
{{AttackData-KOF98FE
|startup=4
|active=3,3
|recovery=20
|guard=HL
|adv hit=?
|adv Block=-8
|cancel=Y
|knockdown=N
|juggle=Y
|description=*Standard anti-air against jumps and hops.  
*Cancelable on hit, block, and whiff.
*Cancelable on hit, block, and whiff.
}}
| phases =
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_2d
{{MoveData
| description = *Can low-profile some moves.
|image=UMFE-Kyo-2D.png
| phases =
|caption=
|name=2D
|data=
{{AttackData-KOF98FE
|startup= 4
|active= 3
|recovery= 22
|guard= HL
|hitAdv= ?
|blockAdv= -4
|cancel= Y
|knockdown= Soft
|juggle= Y
|description=*Can low-profile some moves.
}}
}}
}}


===Jumping===
===Jump Normals===
{{MoveData
{{FrameDataCargo-KOF98FE
|image=UMFE-Kyo-jA.png
| moveId = Kyo_ja
|caption=
| description = *OK air-to-air.
|name=Jumping A
| phases =
|data=
{{AttackData-KOF98FE
|startup=5
|active=8
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Ok air-to-air.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = Kyo_njb
|image=UMFE-Kyo-njB.png
| description = *Decent air-to-air.
|caption=
| phases =
|name=Neutral Jump B
|data=
{{AttackData-KOF98FE
|startup=5
|active=9
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Decent air-to-air.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_jb
{{MoveData
| description = *Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.  
|image=UMFE-Kyo-jB.png
| phases =
|caption=
|name=Jumping B
|data=
{{AttackData-KOF98FE
|startup=5
|active=9
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.  
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_jc
{{MoveData
| description = *Another good jump-in.
|image=UMFE-Kyo-jC.png
| phases =
|caption=
|name=Jumping C
|data=
{{AttackData-KOF98FE
|startup=6
|active=4
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Another good jump-in.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_njd
{{MoveData
| description = *Good air-to-air.
|image=UMFE-Kyo-njD.png
| phases
|caption=
|name=Neutral Jump D
|data=
{{AttackData-KOF98FE
|startup=7
|active=8
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Good air-to-air.
}}
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_jd
{{MoveData
| description = *Can act as a pressure tool when spaced.  
|image=UMFE-Kyo-jD.png
|caption=
|name=Jumping D
|data=
{{AttackData-KOF98FE
|startup= 9
|active= 5
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=N
|juggle=Y
|description=*Can act as a pressure tool when spaced.  
*A bit difficult to crossup with.
*A bit difficult to crossup with.
}}
| phases
}}
===Blowback Normals===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_5CD
| description = *Average start-up.
*Cancelable on hit, block, and whiff.
| phases
}}
}}
 
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_jCD
{{MoveData
| description = *Soft knockdown.  
|image=UMFE-Kyo-jCD.png
*Pretty big hitbox.
|caption=
| phases
|name=Jumping CD
|data=
{{AttackData-KOF98FE
|startup=17
|active=4
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=Soft
|juggle=Y
|description=*Has more recovery than st.A, but more range.  
*Chainable.
}}
}}
}}


===Command Normals===
== Throws ==
{{MoveData
===Anvil Slam===
|image=UMFE-Kyo-6B.png
'''Anvil Slam:''' <code>b/f+C (close)</code>
|image2=UMFE-Kyo-6B-2.png
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
|caption=
===Swift Shoulder Throw===
|name=Thundering Axe Burst (6B)
'''Swift Shoulder Throw:''' <code>b/f+D (close)</code>
|data=
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.
{{AttackData-KOF98FE
==Command Normals==
|startup=11
===Thundering Axe Burst===
|active=7(3)7
{{FrameDataCargo-KOF98FE
|recovery=18
| moveId = Kyo_6b
|guard=HL,H
| description = *Two-hit axe-kick.
|adv hit=?
|adv Block=-7
|cancel=N
|knockdown=N
|juggle=Y
|description=*Two-hit axe-kick.
*Second hit hits overhead.
*Second hit hits overhead.
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.
*Can be canceled into from normals at the cost of its overhead property, making it cancelable.
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.
*If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.
}}
| phases
}}
}}
 
===Style 818===
 
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = Kyo_3d
|image=UMFE-Kyo-3D.png
| description = *Kyo kicks near the ground twice, one foot then the other.
|image2=UMFE-Kyo-3D-2.png
|caption=
|name=Style 818 (3D)
|data=
{{AttackData-KOF98FE
|startup=2
|active=3(12)4
|recovery=24
|guard=L
|adv hit=?
|adv Block=-10
|cancel=N
|knockdown=N
|juggle=Y
|description=*Kyo kicks near the ground twice, one foot then the other.
*Hits low, even when canceled into.
*Hits low, even when canceled into.
}}
| phases
}}
}}
 
===Drop to Naraku===
 
{{FrameDataCargo-KOF98FE
{{MoveData
| moveId = Kyo_j2C
|image=UMFE-Kyo-j2C.png
| description = *Two-handed hammerfist.
|caption=
|name=Drop to Naraku (j.2C)
|data=
{{AttackData-KOF98FE
|startup=6
|active=5
|recovery=x
|guard=H
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=Hard (Airborne)
|juggle=Y
|description=*Two-handed hammerfist.
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
*Causes a hard knockdown on airborne opponents.
*Causes a hard knockdown on airborne opponents.
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
}}
| phases
}}
}}
 
==Special Moves==
== Throws ==
===Wicked Chew===
 
{{FrameDataCargo-KOF98FE
'''Anvil Slam:''' <code>b/f+C (close)</code>
| moveId = Kyo_qcfa
 
| description = *A lunging punch, and one of Kyo's rekka starters.
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
*Has autoguard at the beginning of the move (Frames 1-4)
 
'''Swift Shoulder Throw:''' <code>b/f+D (close)</code>
 
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.
 
== Special Moves ==
 
{{MoveData
|image=UMFE-Kyo-236A.png
|image2=UMFE-Kyo-236A-2.png
|image3=UMFE-Kyo-236A-236A.png
|image4=UMFE-Kyo-236A-236A-6P.png
|image5=UMFE-Kyo-236A-236A-6K.png
|image6=UMFE-Kyo-236A-63214P.png
|image7=UMFE-Kyo-236A-63214P-6P.png
|image8=UMFE-Kyo-236A-236A-6K.png
|caption2= 236A
|caption3= Masticate (236A-236A)
|caption4= Oxidation (236A-236A-6P)
|caption5= Rapids of Rage (236A-236A-6K)
|caption6= Oxidation (236A-236A-63214P)
|caption7= Instantaneous Smash (236A-63214P-6P)
|caption8= Rapids of Rage (236A-63214P-6K)
|name= Wicked Chew (236A)
|data=
{{AttackData-KOF98FE
|version=236A
|startup=11
|active=8
|recovery=20
|guard=HL
|adv hit=?
|adv Block=-10
|cancel=N
|knockdown=N
|juggle=Y
|description=*A lunging punch, and one of Kyo's rekka starters.
*Has autoguard at the beginning of the move.
*Can nullify projectiles.
*Can nullify projectiles.
*Combos from close heavy attacks.
*Combos from close heavy attacks.
}}
| phases
{{AttackData-KOF98FE
}}
|version=236A-236A
===Masticate===
|startup=6
{{FrameDataCargo-KOF98FE
|active=8
| moveId = Kyo_qcfaqcfa
|recovery=22
| description = *Rekka followup to 236A. Kyo takes another step forward and does an uppercut with his other hand.
|guard=HL
|adv hit=?
|adv Block=-18
|cancel=N
|knockdown=Soft
|juggle=Y
|description=*Rekka followup to 236A. Kyo takes another step forward and does an uppercut with his other hand.
*Combos from 236A on the ground, unlike 63214P. Launches the opponent for further rekka followups.
*Combos from 236A on the ground, unlike 63214P. Launches the opponent for further rekka followups.
*Causes a soft knockdown if not followed up.
*Causes a soft knockdown if not followed up.
}}
| phases
{{AttackData-KOF98FE
}}
|version=236A-236A-6P
===Oxidation===
|startup=14
{{FrameDataCargo-KOF98FE
|active=6
| moveId = Kyo_qcfaqcfafp
|recovery=20
| description = *Identical to 63214P followup to 236A, but since qcf+P launches the opponent it actually combos on the ground this time. As a tradeoff, it no longer has an OTG followup.
|guard=H
| phases
|adv hit=?
}}
|adv Block=-8
===Rapids of Rage===
|cancel=N
{{FrameDataCargo-KOF98FE
|knockdown=Hard
| moveId = Kyo_qcfaqcfafk
|juggle=Y
| description = *Identical to the K followup to 63214P, but here it's your damage-optimal ender.
|description=*Identical to 63214P followup to 236A, but since qcf+P launches the opponent it actually combos on the ground this time. As a tradeoff, it no longer has an OTG followup.
}}
{{AttackData-KOF98FE
|version=236A-236A-6K
|startup=9
|active=3
|recovery=27
|guard=HL,H
|adv hit=?
|adv Block=-12
|cancel=N
|knockdown=N
|juggle=Y
|description=*Identical to the K followup to 63214P, but here it's your damage-optimal ender.
*Launches the opponent fullscreen, causing a soft knockdown.
*Launches the opponent fullscreen, causing a soft knockdown.
}}
| phases
{{AttackData-KOF98FE
}}
|version=236A-63214P
===Oxidation===
|startup=21
{{FrameDataCargo-KOF98FE
|active=4
| moveId = Kyo_qcfahcba
|recovery=30
| description = *Overhead rekka followup to qcf+A.
|guard=H
|adv hit=?
|adv Block=-16
|cancel=N
|knockdown=Hard
|juggle=Y
|description=*Overhead rekka followup to qcf+A.
*Too slow to combo on the ground, but causes a hard knockdown if it hits.
*Too slow to combo on the ground, but causes a hard knockdown if it hits.
}}
| phases
{{AttackData-KOF98FE
}}
|version=236A-63214P-6P
===Instantaneous Smash===
|startup=23
{{FrameDataCargo-KOF98FE
|active=14
| moveId = Kyo_qcfahcbap
|recovery=17
| description = *OTG followup to hcb+P, adding more damage if that move connected.
|guard=H
| phases
|adv hit=?
}}
|adv Block=-13
===Rapids of Rage===
|cancel=N
{{FrameDataCargo-KOF98FE
|knockdown=Hard
| moveId = Kyo_qcfahcbak
|juggle=Y
| description = *Alternate followup to hcb+P.
|description=*OTG followup to hcb+P, adding more damage if that move connected.
| phases
}}
{{AttackData-KOF98FE
|version=236A-63214P-6K
|startup=9
|active=3
|recovery=27
|guard=HL,H
|adv hit=?
|adv Block=-12
|cancel=N
|knockdown=N
|juggle=Y
|description=*Alternate followup to hcb+P.
}}
}}
}}
 
===Poison Gnawfest===
'''Poison Gnawfest:''' <code>qcf+C</code>
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_qcfc
* A bigger lunging punch, and Kyo's other rekka starter.
| description = * A bigger lunging punch, and Kyo's other rekka starter.
 
* Has autoguard at the beginning of the move (Frames 1-5)
* Has autoguard at the beginning of the move.
 
* Can nullify projectiles.
* Can nullify projectiles.
| phases
}}
===Recitation of Sins===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcfchcbp
| description = *Rekka followup to 236C.
* Unsafe on block, so don't use if 236C is blocked.
| phases
}}
===Verdict===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcfchcbpfp
| description = Final hit of the 236C rekka.
*Causes a soft knockdown.
*Even more unsafe on block. If the first two hits are blocked, do NOT use this or you will be punished severely.
| phases
}}
===Fire Ball===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_dpa
| description = *Kyo's DP. Can be combo-ed into from most normals.
*Causes a soft knockdown.
*Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal. A version has upper body armor (Frames 1-3)
*The hitbox hits high and in front of Kyo.
*A version deals one hit.
| phases
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_dpc
| description =
*C version deals two hits, travels higher, and has more invincibility, making it a better reversal.
*Unlike in Original 98, the second hit connects consistently in 98UMFE, making this a reliable anti-air and combo tool.
*Doesn't technically have invincibility covering the first active frame, but it has upper body armor on frames 3-5 that can absorb attacks such as jump-ins, and Kyo's upper body doesn't have a hurtbox during the first part of the attack. This is a reliable anti-air, but it can trade against a meaty low attack.
*Upper body armor (Frames 3-5)
*Full Body Invincibility (Frames 1-5)
*Upper Body Invincibility (Frames 6-9)
| phases
}}


: '''Recitation of Sins:''' <code>hcb+A/C (during qcf+C)</code>
===R.E.D. Kick===
 
{{FrameDataCargo-KOF98FE
:* Rekka followup to qcf+C.
| moveId = Kyo_rdpb,Kyo_rdpd
 
| description2 = *Kyo flies through the air and lands his foot directly on top of the opponent.
:* Unsafe on block, so don't use if qcf+C is blocked.
*Hits mid. Hard knockdown.
 
*B version travels 1/2 screen distance.
:: '''Verdict:''' <code>f+A/C (during hcb+P)</code>
*D version travels 3/4 screen distance
 
| phases
::* Final hit of the qcf+C rekka.
}}
 
===New Wave Smash===
::* Causes a soft knockdown.
{{FrameDataCargo-KOF98FE
 
| moveId = Kyo_qcfb,Kyo_qcfd
::* Even more unsafe on block. If the first two hits are blocked, do NOT use this or you will be punished severely.
| description2 = *Kyo does a hopping kick with one foot, then kicks with the other foot. The second kick is triggered by the second button press.
 
*Both hits launch the opponent, but the second launches them high enough for followups.
'''Fire Ball:''' <code>dp+A/C</code>
 
* Kyo's DP. Can be combo-ed into from most normals.
 
* Causes a soft knockdown.
 
* Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal.
 
* The hitbox hits high and in front of Kyo.
 
* A version deals one hit. Safer to use in combos.
 
* C version deals two hits, travels higher, and has more invincibility, making it a better reversal.
 
'''R.E.D. Kick:''' <code>rdp+K</code>
 
* Kyo flies through the air and lands his foot directly on top of the opponent.
 
* Hits mid. Hard knockdown.
 
* B version travels 1/2 screen distance, D version travels 3/4 screen distance.
 
'''New Wave Smash:''' <code>qcf+B/D,B/D</code>
 
* Kyo does a hopping kick with one foot, then kicks with the other foot. The second kick is triggered by the second button press.
 
* Both hits launch the opponent, but the second launches them high enough for followups.
 
* Causes a soft knockdown if not followed up.
* Causes a soft knockdown if not followed up.
*B version only allows for dp+P to connect afterward.
*D version can be followed with almost anything, including full rekka strings.
| phases
}}
===Phantom Mauler===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcba,Kyo_qcbc
| description2 = *Kyo does a sort of uppercut. Has counters associated with it if it's hit during certain parts of move.
*Causes a soft knockdown if it hits raw.
*Can counter lows when arm is lowered, and mids and highs while the arm is rising.
*Low counter causes a hard knockdown.
*Mid/high counter causes a soft knockdown.
*C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer.
| phases
}}
===Crescent Slash===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_hcbb,Kyo_hcbd
| description2 = *Kyo runs after the opponent, faster than his normal run, then does a hitgrab.
*Very unsafe on block.
* Can be combo-ed into from heavy normals and 6B.
*Causes a hard knockdown, with good oki, if it connects.
*B version travels 3/4 screen distance.
*D version travels full screen distance.
| phases
}}
==Desperation Moves==
===Final Showdown===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcfqcfP
| description = *Kyo throws down a pillar of fire and follows up with a chain of punches.
*Causes a soft knockdown.
*Can be combo'd into from lights, including low confirms.
*Regular version deals 5 hits. Press C or D at the end for a special taunt.
| phases
}}
===Serpent Wave===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcbhcfP
| description = *Causes a soft knockdown.
*Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
*A version has lower-body invincibility.
*C version has upper-body invincibility.
*Both versions can be juggled into from 236K>K.
| phases
}}
==Super Desperation Moves==
===Final Showdown===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcfqcfPsdm
| description = *MAX version deals 14 hits and a lot more damage.
}}
===Serpent Wave===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_qcbhcfPsdm
| description = *MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
*If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C.
| phases
}}


* B version only allows for dp+P to connect afterward, D version can be followed with almost anything, including full rekka strings.
==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.
'''Phantom Mauler:''' <code>qcb+A/C</code>
* 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.
* Kyo does a sort of uppercut. Has counters associated with it if it's hit during certain parts of move.
 
* Causes a soft knockdown if it hits raw.
 
* Can counter lows when arm is lowered, and mids and highs while the arm is rising.
 
* Low counter causes a hard knockdown.
 
* Mid/high counter causes a soft knockdown.
 
* C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer.
 
'''Crescent Slash:''' <code>hcb+B/D</code>
 
* Kyo runs after the opponent, faster than his normal run, then does a hitgrab.
 
* Very unsafe on block.
 
* Can be combo-ed into from heavy normals and f+B.
 
* Causes a hard knockdown, with good oki, if it connects.
 
* B version travels 3/4 screen distance, D version travels full screen distance.
 
== Desperation Moves ==
 
'''Final Showdown:''' <code>qcfx2+A/C</code>
 
* Kyo throws down a pillar of fire and follows up with a chain of punches.
 
* Causes a soft knockdown.
 
* Can be combo'd into from lights, including low confirms.
 
* Regular version deals 5 hits. Press C or D at the end for a special taunt.
 
* MAX version deals 14 hits and a lot more damage.
 
'''Serpent Wave:''' <code>qcb,hcf+A/C (can be held)</code>
 
* Kyo throws a wave of fire in front of him.
 
* Causes a soft knockdown.
 
* Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
 
* A version has lower-body invincibility.
 
* C version has upper-body invincibility.
 
* MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
 
* Both versions can be juggled into from qcf+K,K.
 
* If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with dp+C.
 
== Combos ==
 
'''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 cr.Bs into a cr.A, and cl.C into qcf+D 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, qcfx2+P.
 
* In any metered combo, you can replace qcfx2+P with qcfx2+AC or qcb,hcf+P with qcb,hcf+AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.
 
===Meterless===
 
''Low''
: <code>cr.Bx1~2, cr.A, df+D</code>
:* Easy and reliable low combo that is safe on block so no need to hit confirm, but not much damage and no knockdown.
:* You can add a second cr.B for more damage and a longer confirm but you will need to hit confirm the cr.A, df+D, as cr.A will whiff after two blocked cr.Bs.
 
: <code>cr.B, cr.A, dp+C</code>
:* More damaging low combo, results in a soft knockdown.
 
: <code>cr.B, cl.C, qcf+C > hcb+P > f+P</code>
:* Kyo's most damaging meterless low conversion, but requires a very tight 1-frame link from cr.B to cl.C.
 
''Anywhere''
 
: <code>(j.X), cl.C, qcf+C > hcb+P > f+P</code>
:* Standard jump-in combo.
 
: <code>(j.X), cl.C, rdp+B/hcb+K</code>
:* Does less damage, but offers a hard knockdown instead of a soft one.
:* Note, rdp+B only combos on standing opponents.
 
''Very Close''
 
: <code>(j.X), cl.C, qcf+D > D, rdp+B</code>
:* Damaging upkick combo ending in hard knockdown that can be done anywhere on the screen, most commonly from a cross-up j.d+C or j.B. You need to be very close for qcf+D to connect after cl.C.
 
''Corner''
 
: <code>(j.X), cl.C, qcf+D > D, qcf+A > hcb+P > P</code>
:* Kyo's most damaging meterless combo, ends in hard knockdown. Can only be done near the corner.
 
===With Meter===
 
''Low''
 
: <code>cr.Bx1~2, cr.A, qcfx2+P</code>
:* Strong low confirm.
 
: <code>cr.B, cl.A, qcfx2+P</code>
:* Easier alternative to the previous combo. You can do this as cr.B, qcf+A, qcf+P for an easier cancel.
 
''Anywhere''
 
: <code>(j.X), cr.B, cr.A, qcfx2+P</code>
:* Good confirm into super.
 
: <code>(j.X), cr.A, qcfx2+P</code>
:* Use this variant to combo into super after a non-crossup j.d+C or if you're in max mode, as in either of these situations there will be too much pushback to reliably combo two crouching lights into super. Also useful if you are too far to connect cr.B, cr.A after a jump-in.
 
: <code>(j.X), cr.C, qcb,hcf+C</code>
:* Alternate super combo. Does less damage than comboing into qcfx2+P outside of max mode, but will do more damage in max mode than the previous combo. Does not work with the SDM version qcb,hcf+AC.
 
''Very Close''
 
: <code>(j.X), cl.C, qcf+D > D, qcb,hcf+P</code>
:* More damaging super combo. Can work from either midscreen or corner provided you're close enough for the upkicks to connect.
 
===With Quick MAX===
 
''Low''
 
: <code>cr.B, cr.A, ABC, cl.C, qcf+C > hcb+P > f+P</code>
:* Damaging quick max low combo.
:* You need a slight microwalk after the quick max activation for the full combo to connect. This combo is much easier with the increased walk speed from step.
 
: <code>cr.B, cr.A, ABC, cl.D, rdp+B</code>
:* Easy quick max combo from lows, no microwalk required and gives hard knockdown but less damaging and only works on standing opponents.
 
: <code>cr.Bx1~2, cr.A, qcfx2+ABC</code>
:* Max Bypass combo to go into SDM from crouching lights if you are not already in max mode. Make sure you are not holding any directions when you press ABC.
 
: <code>cr.B, cl.A, qcfx2+ABC</code>
:* Easier alternative to the previous combo. You can do this as cr.B, qcf+A, qcf+ABC for an easier cancel. Make sure you are not holding any directions when you press ABC.
 
''Anywhere''
 
: <code>(j.X), cl.C, qcf+C, ABC, cl.C, qcf+C > hcb+P > f+P</code>
:* Standard quick max combo, good damage and gets you into max mode.
 
: <code>(j.X), cl.C, qcf+C, ABC, cl.C, rdp+B</code>
:* Alternate quick max combo. Does a little less damage but ends in hard knockdown, only works on standing opponents.
 
: <code>j.B, ABC, cl.C, qcf+C > hcb+P > f+P</code>
:* High and fast jump-in combo enabled by quick max.
 
: <code>(j.X), cl.C, qcf+C, ABC, cr.A, qcfx2+P</code>
:* Quick max combo into super. Most useful when you're at low health and have access to the SDM version of qcfx2+P, otherwise the first jump-in combo is better, as it lets you stay in max mode and the damage difference is small.
 
: <code>(j.X), cl.C, qcf+C, ABC, qcb,hcf+AC</code>
:* Useful when you're at low health and have access to the SDM version of qcb,hcf+P. The first part of the SDM where Kyo is holding the flame will juggle the opponent, then you release to get the rest of the hits. Easier to execute than the previous combo, as you can do the super input during the quick max qcf+C recovery and hold the button to have it come out as soon as possible. Make sure you quick max as early as possible on the qcf+C so you have as much frame advantage as possible.
:* At the corner, you can get up to three hits with the initial part of the SDM qcb,hcf+P where Kyo is holding the flame.
:* Note: against [https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_%2798_UMFE/System#Miscellaneous small and tiny crouchers], qcb,hcf+AC can be more prone to whiffing and you need to be quite close to the opponent for the combo to connect. When you recover from the qcf+C, after doing the super motion (qcb,hcf) you can continue to hold forward and delay the A/C press slightly so you get a slight walk forward, this will bring you a little closer and help you connect the SDM.
 
''Corner''
 
: <code>(j.X), cl.C, qcf+C, ABC, cl.C, qcf+D > D, qcf+A > hcb+P > P</code>
:* Even more damaging quick max corner combo ending in hard knockdown, but you need to be very close for qcf+D to connect. On the initial jump-in, try timing cl.C so it hits as soon as you land so there's minimal pushback, and after quick max activation hold forward to ensure you're as close as possible for the upkicks to connect.
:* Try to delay the final follow-up of qcf+A a little bit, as max mode will result in the opponent bouncing slightly higher after hcb+P, so the final P follow-up can whiff if you do it too quickly.
 
: <code>(j.X), cl.C, qcf+C, ABC, cl.C, qcf+D > D, qcb,hcf+AC(2), qcf+A > hcb+P > P</code>
:* Kyo's highest damage combo possible. Requires low health as you need the SDM version of qcb,hcf+P to get the juggle. You need to be very close as with the previous combo.
:* To hit qcf+A after the SDM, you need to time the SDM so that only two hits connect. Make sure you delay the second kick of qcf+D.


==Videos==
==Videos==
{{#ev:youtube|czLHzs3D4Vo|||'''King of Fighters 98 UM FE: Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|czLHzs3D4Vo|||'''King of Fighters 98 UM FE: Kyo Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|yi9rY9tGR5Y|||'''KOF 98 UM FE Kyo Quick Max Combos''' by [https://www.youtube.com/channel/UCq3v_LfhUE6Y7hozNuq9WBQ VolcanoShed]|frame}}
{{#ev:youtube|yi9rY9tGR5Y|||'''KOF 98 UM FE Kyo Quick Max Combos''' by [https://www.youtube.com/channel/UCq3v_LfhUE6Y7hozNuq9WBQ VolcanoShed]|frame}}
{{#ev:youtube|fpUV5Y_l3Vk}}
{{#ev:youtube|fpUV5Y_l3Vk}}


==External Links==
==Navigation==
 
{{CharNavbox_98FE}}
{{Navbox 98UMFE}}
{{Navbox 98UMFE}}


[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Kyo Kusanagi]]
[[Category:Kyo Kusanagi]]

Latest revision as of 14:53, 28 October 2023

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplays

Kyo-kof98.jpg


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.

Movelist

Kof98umfekyomovelist.png

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 Standing Normals

Close A
cl.A
cl.A
UMFE-Kyo-c5A proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 3 +5 +3 -
  • Can work as a close-range anti-air against hops. Whiffs on crouchers.
  • Chainable.
Close B
cl.B
cl.B
UMFE-Kyo-c5B proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low C 5 4 8 ±0 -2 -
  • Standing low.
  • Chainable.
Close C
cl.C
cl.C
UMFE-Kyo-c5C proper.png
UMFE-Kyo-c5C2 proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 2 3,9 9 -5 -3 -
  • Has very fast start-up. Great combo starter and anti-air.
Close D
cl.D
cl.D
UMFE-Kyo-c5D proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 4 4 5 +3 +1 -
  • A bit slower than Close C

Far Standing Normals

Far A
f.A
f.A
UMFE-Kyo-f5A proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 5 +1 -1 -
  • Good for stopping hops. Whiffs on crouchers.
Far B
f.B
f.B
UMFE-Kyo-f5B proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 7 3 13 -4 -6 -
  • Has more recovery than st.A, but more range.
Far C
f.C
f.C
UMFE-Kyo-f5C proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 12 2 17 -3 -1 -
  • Poke with lots of startup. Cancelable on hit, block, and whiff.
Far D
f.D
f.D
UMFE-Kyo-f5D proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 10 4 5 +3 +1 -
  • A sobat kick. Can avoid lows.

Crouch Normals

Crouching A
2A
2A
UMFE-Kyo-2A proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 3 4 4 +4 +2 -
  • Standard outward jab.
  • Chainable.
Crouching B
2B
2B
UMFE-Kyo-2B proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low N 3 4 5 +3 +1 -
  • Fast low combo starter.
  • Chainable.
Crouching C
2C
2C
UMFE-Kyo-2C proper.png
UMFE-Kyo-2C2 proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 4 3,3 20 -6 -8 -
  • Standard anti-air against jumps and hops.
  • Cancelable on hit, block, and whiff.
Crouching D
2D
2D
UMFE-Kyo-2D proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low C 11 3 19 SKD -4 -
  • Can low-profile some moves.

Jump Normals

Jumping A
j.A
j.A
UMFE-Kyo-jA proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 5 8 - - - -
  • OK air-to-air.
Neutral Jump B
nj.B
nj.B
UMFE-Kyo-njB proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 5 9 - - - -
  • Decent air-to-air.
Jumping B
j.B
j.B
UMFE-Kyo-jB proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 5 9 - - - -
  • Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.
Jumping C
j.C
j.C
UMFE-Kyo-jC proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 6 4 - - - -
  • Another good jump-in.
Neutral Jump D
nj.D
nj.D
UMFE-Kyo-njD proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 7 8 - - - -
  • Good air-to-air.
Jumping D
j.D
j.D
UMFE-Kyo-jD proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 9 5 - - - -
  • Can act as a pressure tool when spaced.
  • A bit difficult to crossup with.

Blowback Normals

Standing CD
5CD
5CD
UMFE-Kyo-f5CD proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid C 19 4 16 SKD +2 -
  • Average start-up.
  • Cancelable on hit, block, and whiff.
Jumping CD
j.CD
j.CD
UMFE-Kyo-jCD proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 17 4 - - - -
  • Soft knockdown.
  • Pretty big hitbox.

Throws

Anvil Slam

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

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.

Command Normals

Thundering Axe Burst

Thundering Axe Burst
6B
6B
UMFE-Kyo-6B proper.png
UMFE-Kyo-6B2 proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid,High N 11 7(3)7 18 -5 -7 -
  • Two-hit axe-kick.
  • Second hit hits overhead.
  • Can be canceled into from normals at the cost of its overhead property, making it cancelable.
  • If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.

Style 818

Style 818
3D
3D
UMFE-Kyo-3D proper.png
UMFE-Kyo-3D2 proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low N 2 3(12)4 24 -8 -10 -
  • Kyo kicks near the ground twice, one foot then the other.
  • Hits low, even when canceled into.

Drop to Naraku

Drop to Naraku
j.2C
j.2C
UMFE-Kyo-j2C proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High N 6 5 - HKD (Airborne) - -
  • Two-handed hammerfist.
  • Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
  • Causes a hard knockdown on airborne opponents.
  • Great crossup. Aim to have Kyo's bent legs right over the opponent's head.

Special Moves

Wicked Chew

Wicked Chew
qcf+A
qcf+A
UMFE-Kyo-236A proper.png
UMFE-Kyo-236A2 proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A qcf+A

- Mid N 11 5 20 -8 -10 1-4f Upper Autoguard
  • A lunging punch, and one of Kyo's rekka starters.
  • Has autoguard at the beginning of the move (Frames 1-4)
  • Can nullify projectiles.
  • Combos from close heavy attacks.

Masticate

Masticate
qcf+A>qcf+A
qcf+A>qcf+A
UMFE-Kyo-236A-236A proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A>qcf+A qcf+A>qcf+A

- Mid N 6 8 28 SKD -18 -
  • Rekka followup to 236A. Kyo takes another step forward and does an uppercut with his other hand.
  • Combos from 236A on the ground, unlike 63214P. Launches the opponent for further rekka followups.
  • Causes a soft knockdown if not followed up.

Oxidation

Oxidation
qcf+A>qcf+A>f+P
qcf+A>qcf+A>f+P
UMFE-Kyo-236A-236A-fP proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A>qcf+A>f+P qcf+A>qcf+A>f+P

- Mid N 21 8 28 HKD -18 -
  • Identical to 63214P followup to 236A, but since qcf+P launches the opponent it actually combos on the ground this time. As a tradeoff, it no longer has an OTG followup.

Rapids of Rage

Rapids of Rage
qcf+A>qcf+A>f+K
qcf+A>qcf+A>f+K
UMFE-Kyo-236A-236A-fK proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A>qcf+A>f+K qcf+A>qcf+A>f+K

- Mid N 9 3 27 SKD -12 -
  • Identical to the K followup to 63214P, but here it's your damage-optimal ender.
  • Launches the opponent fullscreen, causing a soft knockdown.

Oxidation

Oxidation
qcf+A>hcb+A
qcf+A>hcb+A
UMFE-Kyo-236A-236A-hcbp proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A>hcb+A qcf+A>hcb+A

- High N 14 4 30 HKD -8 -
  • Overhead rekka followup to qcf+A.
  • Too slow to combo on the ground, but causes a hard knockdown if it hits.

Instantaneous Smash

Instantaneous Smash
qcf+A>hcb+A>P
qcf+A>hcb+A>P
UMFE-Kyo-236A-hcba-P proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A>hcb+A>P qcf+A>hcb+A>P

- Mid N 23 14 17 HKD -13 -
  • OTG followup to hcb+P, adding more damage if that move connected.

Rapids of Rage

Rapids of Rage
qcf+A>hcb+A>K
qcf+A>hcb+A>K
UMFE-Kyo-236A-236A-fK proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A>hcb+A>K qcf+A>hcb+A>K

- Mid N 9 3 27 - -12 -
  • Alternate followup to hcb+P.

Poison Gnawfest

Poison Gnawfest
qcf+C
qcf+C
UMFE-Kyo-236C proper.png
UMFE-Kyo-236C2 proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+C qcf+C

- Mid N 17 6 19 -5 -7 1-5f Upper Autoguard
  • A bigger lunging punch, and Kyo's other rekka starter.
  • Has autoguard at the beginning of the move (Frames 1-5)
  • Can nullify projectiles.

Recitation of Sins

Recitation of Sins
qcf+C>hcb+P
qcf+C>hcb+P
UMFE-Kyo-236C-hcbP proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+C>hcb+P qcf+C>hcb+P

- Mid N 9 3 34 SKD -19 -
  • Rekka followup to 236C.
  • Unsafe on block, so don't use if 236C is blocked.

Verdict

Verdict
qcf+C>hcb+P>f+P
qcf+C>hcb+P>f+P
UMFE-Kyo-236C-hcbP-fP proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+C>hcb+P>f+P qcf+C>hcb+P>f+P

- Mid N 9 5 39 SKD -26 -

Final hit of the 236C rekka.

  • Causes a soft knockdown.
  • Even more unsafe on block. If the first two hits are blocked, do NOT use this or you will be punished severely.

Fire Ball

Fire Ball
dp+A
dp+A
UMFE-Kyo-623A proper.png
UMFE-Kyo-623A2 proper.png
UMFE-Kyo-623A3 proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 5 4,13 27 SKD -22 1-3F Upper Autoguard
  • Kyo's DP. Can be combo-ed into from most normals.
  • Causes a soft knockdown.
  • Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal. A version has upper body armor (Frames 1-3)
  • The hitbox hits high and in front of Kyo.
  • A version deals one hit.
Fire Ball
dp+C
dp+C
UMFE-Kyo-623C proper.png
UMFE-Kyo-623C2 proper.png
UMFE-Kyo-623C3 proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 5 4,16 27 SKD -35 1-3F Upper Autoguard, 2-6F
  • C version deals two hits, travels higher, and has more invincibility, making it a better reversal.
  • Unlike in Original 98, the second hit connects consistently in 98UMFE, making this a reliable anti-air and combo tool.
  • Doesn't technically have invincibility covering the first active frame, but it has upper body armor on frames 3-5 that can absorb attacks such as jump-ins, and Kyo's upper body doesn't have a hurtbox during the first part of the attack. This is a reliable anti-air, but it can trade against a meaty low attack.
  • Upper body armor (Frames 3-5)
  • Full Body Invincibility (Frames 1-5)
  • Upper Body Invincibility (Frames 6-9)

R.E.D. Kick

R.E.D. Kick
rdp+K
rdp+K
UMFE-Kyo-421K proper.png
UMFE-Kyo-421K2 proper.png
UMFE-Kyo-421K3 proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

B B

- Mid N 16 2,2,2 18 HKD -6 ~ -2 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

D D

- Mid N 16 3,2,2,2 27 HKD -4 ~ -2 -
  • Kyo flies through the air and lands his foot directly on top of the opponent.
  • Hits mid. Hard knockdown.
  • B version travels 1/2 screen distance.
  • D version travels 3/4 screen distance

New Wave Smash

New Wave Smash
qcf+K~K
qcf+K~K
UMFE-Kyo-236K proper.png
UMFE-Kyo-236K2 proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

B B

- Mid N 13 3(7)9 14 SKD 1st= -12~-10 ; 2nd= -5~+3 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

D D

- Mid N 17 3(7)9 14 SKD 1st= -14~-12 ; 2nd= -5~+3 -
  • Kyo does a hopping kick with one foot, then kicks with the other foot. The second kick is triggered by the second button press.
  • Both hits launch the opponent, but the second launches them high enough for followups.
  • Causes a soft knockdown if not followed up.
  • B version only allows for dp+P to connect afterward.
  • D version can be followed with almost anything, including full rekka strings.

Phantom Mauler

Phantom Mauler
qcb+P
qcb+P
UMFE-Kyo-214P proper.png
UMFE-Kyo-214P2 proper.png
UMFE-Kyo-214P3 proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

A A

- Mid N 2 (Autoguard) 6,(10),4,5 (Attack) 20 Hard/Soft -11 1-12F Autoguard
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

C C

- Mid N 2 (Autoguard) 10,(10),4,5 (Attack) 20 Hard/Soft -11 1-12F Autoguard
  • Kyo does a sort of uppercut. Has counters associated with it if it's hit during certain parts of move.
  • Causes a soft knockdown if it hits raw.
  • Can counter lows when arm is lowered, and mids and highs while the arm is rising.
  • Low counter causes a hard knockdown.
  • Mid/high counter causes a soft knockdown.
  • C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer.

Crescent Slash

Crescent Slash
hcb+K
hcb+K
UMFE-Kyo-63214K proper.png
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

B B

- Mid N 13 (Point Blank) 4 12 (run) 25 (grab) HKD -11 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

D D

- Mid N 13 (Point Blank) 4 12 (run) 25 (grab) HKD -11 -
  • Kyo runs after the opponent, faster than his normal run, then does a hitgrab.
  • Very unsafe on block.
  • Can be combo-ed into from heavy normals and 6B.
  • Causes a hard knockdown, with good oki, if it connects.
  • B version travels 3/4 screen distance.
  • D version travels full screen distance.

Desperation Moves

Final Showdown

Final Showdown
qcf,qcf+P
qcf,qcf+P
UMFE-Kyo-236236P proper.png
UMFE-Kyo-236236P2 proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 6 15 39 SKD - -
  • Kyo throws down a pillar of fire and follows up with a chain of punches.
  • Causes a soft knockdown.
  • Can be combo'd into from lights, including low confirms.
  • Regular version deals 5 hits. Press C or D at the end for a special taunt.

Serpent Wave

Serpent Wave
qcb,hcf+P
qcb,hcf+P
UMFE-Kyo-2141236P proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 20 16 25 SKD ~-15 -
  • Causes a soft knockdown.
  • Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
  • A version has lower-body invincibility.
  • C version has upper-body invincibility.
  • Both versions can be juggled into from 236K>K.

Super Desperation Moves

Final Showdown

Final Showdown
qcf,qcf+P
qcf,qcf+P
UMFE-Kyo-236236P proper.png
UMFE-Kyo-236236P2 proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 6 15 39 SKD - -
  • MAX version deals 14 hits and a lot more damage.

Serpent Wave

Serpent Wave
qcb,hcf+P
qcb,hcf+P
UMFE-Kyo-2141236P proper.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid N 20 16 25 SKD ~-15 -
  • MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
  • If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C.

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.

Videos

King of Fighters 98 UM FE: Kyo Guide by Mash It Out
KOF 98 UM FE Kyo Quick Max Combos by VolcanoShed

Navigation

The King of Fighters '98 UMFE

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The King of Fighters '98 Ultimate Match Final Edition
System

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Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro