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

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(Created page with "==Ground Normals== ===Close=== {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca | name = Close A | input = cl.A | images = UMFE-Kyo-c5A.png | hitboxes = UMFE-Kyo-c5A.png | damage = ? | counter = ? | stun = ? | guard = Mid | cancel = C | startup = 3 | active = 4 | recovery = 3 | hitadv = +5 | blockadv = +3 | invul = }} {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb | name = Close B | input = cl.B | images = UMFE-Kyo-c5B.png | hitbo...")
 
(changed the formatting of Kyos startup frames to match with the rest of the wiki)
 
(34 intermediate revisions by 2 users not shown)
Line 1: Line 1:
==Ground Normals==
{{CharNavbox 98FE}}
===Close===
{{TOClimit|3}}
==Idle==
 
==Normals==
 
===Close Standing Normals===
====cl.A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca
| name = Close A
| name = Close A
| input = cl.A
| input = cl.A
| images = UMFE-Kyo-c5A.png
| images = UMFE-Kyo-c5A_proper.png
| hitboxes = UMFE-Kyo-c5A.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 17: Line 23:
| blockadv = +3
| blockadv = +3
| invul =  
| invul =  
| display  = 200px
}}
}}
====cl.B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb
| name = Close B
| name = Close B
| input = cl.B
| input = cl.B
| images = UMFE-Kyo-c5B.png
| images = UMFE-Kyo-c5B_proper.png
| hitboxes = UMFE-Kyo-c5B.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = C
Line 34: Line 42:
| blockadv = -2
| blockadv = -2
| invul =  
| invul =  
| display  = 200px
}}
}}
====cl.C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cc
| name = Close C
| name = Close C
| input = cl.C
| input = cl.C
| images = UMFE-Kyo-c5C.png
| images = UMFE-Kyo-c5C_proper.png,UMFE-Kyo-c5C2_proper.png
| hitboxes = UMFE-Kyo-c5C.png
| hitboxes =
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 51: Line 61:
| blockadv = -3
| blockadv = -3
| invul =  
| invul =  
| display  = 200px
}}
}}
====cl.D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd
| name = Close D
| name = Close D
| input = cl.D
| input = cl.D
| images = UMFE-Kyo-c5D.png
| images = UMFE-Kyo-c5D_proper.png
| hitboxes = UMFE-Kyo-c5D.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 3
| startup = 4
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 68: Line 81:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
}}
}}
===Far===
 
===Far Standing Normals===
====Far A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fa
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fa
| name = Far A
| name = Far A
| input = f.A
| input = f.A
| images = UMFE-Kyo-f5A.png
| images = UMFE-Kyo-f5A_proper.png
| hitboxes = UMFE-Kyo-f5A.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 86: Line 102:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
}}
}}
====Far B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fb
| name = Far B
| name = Far B
| input = f.B
| input = f.B
| images = UMFE-Kyo-f5B.png
| images = UMFE-Kyo-f5B_proper.png
| hitboxes = UMFE-Kyo-f5B.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 103: Line 121:
| blockadv = -6
| blockadv = -6
| invul =  
| invul =  
| display  = 200px
}}
}}
====Far C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fc
| name = Far C
| name = Far C
| input = f.C
| input = f.C
| images = UMFE-Kyo-f5C.png
| images = UMFE-Kyo-f5C_proper.png
| hitboxes = UMFE-Kyo-f5C.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 120: Line 140:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
}}
}}
====Far D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fd
| name = Far D
| name = Far D
| input = f.D
| input = f.D
| images = UMFE-Kyo-f5D.png
| images = UMFE-Kyo-f5D_proper.png
| hitboxes = UMFE-Kyo-f5D.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 3
| startup = 10
| active = 4
| active = 4
| recovery = 5
| recovery = 5
Line 137: Line 159:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
}}
}}
====Standing CD====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_5CD
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_5CD
| name = Standing CD
| name = Standing CD
| input = 5CD
| input = 5CD
| images = UMFE-Kyo-f5CD.png
| images = UMFE-Kyo-f5CD_proper.png
| hitboxes = UMFE-Kyo-f5CD.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 154: Line 178:
| blockadv = +2
| blockadv = +2
| invul =  
| invul =  
| display  = 200px
}}
}}
===Crouching===
 
===Crouching Normals===
====2A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2a
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2a
| name = Crouching A
| name = Crouching A
| input = 2A
| input = 2A
| images = UMFE-Kyo-2A.png
| images = UMFE-Kyo-2A_proper.png
| hitboxes = UMFE-Kyo-2A.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 172: Line 199:
| blockadv = +2
| blockadv = +2
| invul =  
| invul =  
| display  = 200px
}}
}}
====2B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2b
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2b
| name = Crouching B
| name = Crouching B
| input = 2B
| input = 2B
| images = UMFE-Kyo-2B.png
| images = UMFE-Kyo-2B_proper.png
| hitboxes = UMFE-Kyo-2B.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N
Line 189: Line 218:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
}}
}}
====2C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2c
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2c
| name = Crouching C
| name = Crouching C
| input = 2C
| input = 2C
| images = UMFE-Kyo-2C.png
| images = UMFE-Kyo-2C_proper.png,UMFE-Kyo-2C2_proper.png
| hitboxes = UMFE-Kyo-2C.png
| hitboxes =
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 206: Line 237:
| blockadv = -8
| blockadv = -8
| invul =  
| invul =  
| display  = 200px
}}
}}
====2D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d
| name = Crouching D
| name = Crouching D
| input = 2D
| input = 2D
| images = UMFE-Kyo-2D.png
| images = UMFE-Kyo-2D_proper.png
| hitboxes = UMFE-Kyo-2D.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = C
Line 223: Line 257:
| blockadv = -4
| blockadv = -4
| invul =  
| invul =  
| display  = 200px
}}
}}
===Jumping===
 
===Jumping Normals===
====j.A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_ja
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_ja
| name = Jumping A
| name = Jumping A
| input = j.A
| input = j.A
| images = UMFE-Kyo-jA.png
| images = UMFE-Kyo-jA_proper.png
| hitboxes = UMFE-Kyo-jA.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 241: Line 278:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====nj.B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njb
| name = Neutral Jump B
| name = Neutral Jump B
| input = nj.B
| input = nj.B
| images = UMFE-Kyo-njB.png
| images = UMFE-Kyo-njB_proper.png
| hitboxes = UMFE-Kyo-njB.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 258: Line 297:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jb
| name = Jumping B
| name = Jumping B
| input = j.B
| input = j.B
| images = UMFE-Kyo-jB.png
| images = UMFE-Kyo-jB_proper.png
| hitboxes = UMFE-Kyo-jB.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 275: Line 316:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jc
| name = Jumping C
| name = Jumping C
| input = j.C
| input = j.C
| images = UMFE-Kyo-jC.png
| images = UMFE-Kyo-jC_proper.png
| hitboxes = UMFE-Kyo-jC.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 292: Line 335:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====nj.D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njd
| name = Neutral Jump D
| name = Neutral Jump D
| input = nj.D
| input = nj.D
| images = UMFE-Kyo-njD.png
| images = UMFE-Kyo-njD_proper.png
| hitboxes = UMFE-Kyo-njD.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 309: Line 354:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jd
| name = Jumping D
| name = Jumping D
| input = j.D
| input = j.D
| images = UMFE-Kyo-jD.png
| images = UMFE-Kyo-jD_proper.png
| hitboxes = UMFE-Kyo-jD.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 326: Line 373:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.CD====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jCD
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jCD
| name = Jumping CD
| name = Jumping CD
| input = j.CD
| input = j.CD
| images = UMFE-Kyo-jCD.png
| images = UMFE-Kyo-jCD_proper.png
| hitboxes = UMFE-Kyo-jCD.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 343: Line 392:
| blockadv = -
| blockadv = -
| invul =  
| invul =  
| display  = 200px
}}
}}
===Command===
 
==Command Normals==
====6B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_6b
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_6b
| name = Thundering Axe Burst
| name = Thundering Axe Burst
| input = 6B
| input = 6B
| images = UMFE-Kyo-6B.png
| images = UMFE-Kyo-6B_proper.png,UMFE-Kyo-6B2_proper.png
| hitboxes = UMFE-Kyo-6B.png
| hitboxes =
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid,High
| guard = Mid,High
| cancel = N
| cancel = N
Line 361: Line 413:
| blockadv = -7
| blockadv = -7
| invul =  
| invul =  
| display  = 200px
}}
}}
====3D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d
| name = Style 818
| name = Style 818
| input = 3D
| input = 3D
| images = UMFE-Kyo-3D.png
| images = UMFE-Kyo-3D_proper.png,UMFE-Kyo-3D2_proper.png
| hitboxes = UMFE-Kyo-3D.png
| hitboxes =
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N
Line 378: Line 433:
| blockadv = -10
| blockadv = -10
| invul =  
| invul =  
| display  = 200px
}}
}}
====j.2C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C
| name = Drop to Naraku
| name = Drop to Naraku
| input = j.2C
| input = j.2C
| images = UMFE-Kyo-j2C.png
| images = UMFE-Kyo-j2C_proper.png
| hitboxes = UMFE-Kyo-j2C.png
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 394: Line 452:
| hitadv = HKD (Airborne)
| hitadv = HKD (Airborne)
| blockadv = -
| blockadv = -
| invul =
| display  = 200px
}}
==Special Moves==
====qcf+A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfa
| name = Wicked Chew
| input = qcf+A
| version  = qcf+A
| images = UMFE-Kyo-236A_proper.png,UMFE-Kyo-236A2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 11
| active = 5
| recovery = 20
| hitadv = -8
| blockadv = -10
| invul = 1-4f Upper Autoguard
| display  = 200px
}}
====qcf+A>qcf+A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfa
| name = Masticate
| input = qcf+A>qcf+A
| version  = qcf+A>qcf+A
| images = UMFE-Kyo-236A-236A_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 6
| active = 8
| recovery = 28
| hitadv = SKD
| blockadv = -18
| invul =
| display  = 200px
}}
====qcf+A>qcf+A>f+P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafp
| name = Oxidation
| input = qcf+A>qcf+A>f+P
| version  = qcf+A>qcf+A>f+P
| images = UMFE-Kyo-236A-236A-fP_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 21
| active = 8
| recovery = 28
| hitadv = HKD
| blockadv = -18
| invul =
| display  = 200px
}}
====qcf+A>qcf+A>f+K====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafk
| name = Rapids of Rage
| input = qcf+A>qcf+A>f+K
| version  = qcf+A>qcf+A>f+K
| images = UMFE-Kyo-236A-236A-fK_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 9
| active = 3
| recovery = 27
| hitadv = SKD
| blockadv = -12
| invul =
| display  = 200px
}}
====qcf+A>hcb+A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcba
| name = Oxidation
| input = qcf+A>hcb+A
| version  = qcf+A>hcb+A
| images = UMFE-Kyo-236A-236A-hcbp_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = High
| cancel = N
| startup = 14
| active = 4
| recovery = 30
| hitadv = HKD
| blockadv = -8
| invul =
| display  = 200px
}}
====qcf+A>hcb+A>P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbap
| name = Instantaneous Smash
| input = qcf+A>hcb+A>P
| version  = qcf+A>hcb+A>P
| images = UMFE-Kyo-236A-hcba-P_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 23
| active = 14
| recovery = 17
| hitadv = HKD
| blockadv = -13
| invul =
| display  = 200px
}}
====qcf+A>hcb+A>K====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbak
| name = Rapids of Rage
| input = qcf+A>hcb+A>K
| version  = qcf+A>hcb+A>K
| images = UMFE-Kyo-236A-236A-fK_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 9
| active = 3
| recovery = 27
| hitadv =
| blockadv = -12
| invul =
| display  = 200px
}}
====qcf+C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfc
| name = Poison Gnawfest
| input = qcf+C
| version  = qcf+C
| images = UMFE-Kyo-236C_proper.png,UMFE-Kyo-236C2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 17
| active = 6
| recovery = 19
| hitadv = -5
| blockadv = -7
| invul = 1-5f Upper Autoguard
| display  = 200px
}}
====qcf+C>hcb+P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbp
| name = Recitation of Sins
| input = qcf+C>hcb+P
| version  = qcf+C>hcb+P
| images = UMFE-Kyo-236C-hcbP_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 9
| active = 3
| recovery = 34
| hitadv = SKD
| blockadv = -19
| invul =
| display  = 200px
}}
====qcf+C>hcb+P>f+P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbpfp
| name = Verdict
| input = qcf+C>hcb+P>f+P
| version  = qcf+C>hcb+P>f+P
| images = UMFE-Kyo-236C-hcbP-fP_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 9
| active = 5
| recovery = 39
| hitadv = SKD
| blockadv = -26
| invul =
| display  = 200px
}}
====dp+A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpa
| name = Fire Ball
| input = dp+A
| images = UMFE-Kyo-623A_proper.png,UMFE-Kyo-623A2_proper.png,UMFE-Kyo-623A3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 5
| active = 4,13
| recovery = 27
| hitadv = SKD
| blockadv = -22
| invul = 1-3F Upper Autoguard
| display  = 200px
}}
====dp+C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpc
| name = Fire Ball
| input = dp+C
| images = UMFE-Kyo-623C_proper.png,UMFE-Kyo-623C2_proper.png,UMFE-Kyo-623C3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 5
| active = 4,16
| recovery = 27
| hitadv = SKD
| blockadv = -35
| invul = 1-3F Upper Autoguard, 2-6F
| display  = 200px
}}
====rdp+B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpb
| name = R.E.D. Kick
| input = rdp+K
| version  = B
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 16
| active = 2,2,2
| recovery = 18
| hitadv = HKD
| blockadv = -6 ~ -2
| invul =
| display  = 200px
}}
====rdp+D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpd
| name = R.E.D. Kick
| input = rdp+K
| version  = D
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 16
| active = 3,2,2,2
| recovery = 27
| hitadv = HKD
| blockadv = -4 ~ -2
| invul =
| display  = 200px
}}
====qcf+B~B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfb
| name = New Wave Smash
| input = qcf+K~K
| version  = B
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 13
| active = 3(7)9
| recovery = 14
| hitadv = SKD
| blockadv = 1st= -12~-10 ; 2nd= -5~+3
| invul =
| display  = 200px
}}
====qcf+D~D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfd
| name = New Wave Smash
| input = qcf+K~K
| version  = D
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 17
| active = 3(7)9
| recovery = 14
| hitadv = SKD
| blockadv = 1st= -14~-12 ; 2nd= -5~+3
| invul =
| display  = 200px
}}
====qcb+A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcba
| name = Phantom Mauler
| input = qcb+P
| version  = A
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 2 (Autoguard)
| active = 6,(10),4,5 (Attack)
| recovery = 20
| hitadv = Hard/Soft
| blockadv = -11
| invul = 1-12F Autoguard
| display  = 200px
}}
====qcb+C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbc
| name = Phantom Mauler
| input = qcb+P
| version  = C
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 2 (Autoguard)
| active = 10,(10),4,5 (Attack)
| recovery = 20
| hitadv = Hard/Soft
| blockadv = -11
| invul = 1-12F Autoguard
| display  = 200px
}}
====hcb+B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbb
| name = Crescent Slash
| input = hcb+K
| version  = B
| images = UMFE-Kyo-63214K_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 13 (Point Blank)
| active = 4
| recovery = 12 (run) 25 (grab)
| hitadv = HKD
| blockadv = -11
| invul =
| display  = 200px
}}
====hcb+D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbd
| name = Crescent Slash
| input = hcb+K
| version  = D
| images = UMFE-Kyo-63214K_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 13 (Point Blank)
| active = 4
| recovery = 12 (run) 25 (grab)
| hitadv = HKD
| blockadv = -11
| invul =
| display  = 200px
}}
==Desperation Moves==
====qcf,qcf+P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfP
| name = Final Showdown
| input = qcf,qcf+P
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 6
| active = 15
| recovery = 39
| hitadv = SKD
| blockadv =
| invul =
| display  = 200px
}}
====qcb,hcf+P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfP
| name = Serpent Wave
| input = qcb,hcf+P
| images = UMFE-Kyo-2141236P_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 20
| active = 16
| recovery = 25
| hitadv = SKD
| blockadv = ~-15
| invul =
| display  = 200px
}}
==Super Desperation Moves==
====qcf,qcf+P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfPsdm
| name = Final Showdown
| input = qcf,qcf+P
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P2_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 6
| active = 15
| recovery = 39
| hitadv = SKD
| blockadv =
| invul =
| display  = 200px
}}
====qcb,hcf+P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfPsdm
| name = Serpent Wave
| input = qcb,hcf+P
| images = UMFE-Kyo-2141236P_proper.png
| hitboxes =
| damage =
| counter =
| stun  =
| guard = Mid
| cancel = N
| startup = 20
| active = 16
| recovery = 25
| hitadv = SKD
| blockadv = ~-15
| invul =  
| invul =  
| display  = 200px
}}
}}
==Navigation==
{{CharNavbox 98FE}}
{{Navbox 98UMFE}}
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Kyo Kusanagi]]

Latest revision as of 20:12, 2 December 2023

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplays

Idle

Normals

Close Standing Normals

cl.A

Kyo Kusanagi
Kyo_Ca
cl.A
cl.A
Close 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 his. 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 when matching the frame range.
-MidC343+5+3-


cl.B

Kyo Kusanagi
Kyo_Cb
cl.B
cl.B
Close 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 his. 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 when matching the frame range.
-LowC548±0-2-


cl.C

Kyo Kusanagi
Kyo_Cc
cl.C
cl.C
Close 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 his. 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 when matching the frame range.
-MidC23,99-5-3-


cl.D

Kyo Kusanagi
Kyo_Cd
cl.D
cl.D
Close 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 his. 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 when matching the frame range.
-MidC445+3+1-


Far Standing Normals

Far A

Kyo Kusanagi
Kyo_Fa
f.A
f.A
Far 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 his. 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 when matching the frame range.
-MidC345+1-1-


Far B

Kyo Kusanagi
Kyo_Fb
f.B
f.B
Far 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 his. 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 when matching the frame range.
-MidN7313-4-6-


Far C

Kyo Kusanagi
Kyo_Fc
f.C
f.C
Far 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 his. 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 when matching the frame range.
-MidC12217-3-1-


Far D

Kyo Kusanagi
Kyo_Fd
f.D
f.D
Far 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 his. 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 when matching the frame range.
-MidC1045+3+1-


Standing CD

Kyo Kusanagi
Kyo_5CD
5CD
5CD
Standing CD
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 his. 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 when matching the frame range.
-MidC19416SKD+2-


Crouching Normals

2A

Kyo Kusanagi
Kyo_2a
2A
2A
Crouching A
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 his. 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 when matching the frame range.
-MidC344+4+2-


2B

Kyo Kusanagi
Kyo_2b
2B
2B
Crouching B
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 his. 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 when matching the frame range.
-LowN345+3+1-


2C

Kyo Kusanagi
Kyo_2c
2C
2C
Crouching C
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 his. 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 when matching the frame range.
-MidC43,320-6-8-


2D

Kyo Kusanagi
Kyo_2d
2D
2D
Crouching D
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 his. 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 when matching the frame range.
-LowC11319SKD-4-


Jumping Normals

j.A

Kyo Kusanagi
Kyo_ja
j.A
j.A
Jumping 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 his. 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 when matching the frame range.
-HighN58----


nj.B

Kyo Kusanagi
Kyo_njb
nj.B
nj.B
Neutral Jump 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 his. 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 when matching the frame range.
-HighN59----


j.B

Kyo Kusanagi
Kyo_jb
j.B
j.B
Jumping 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 his. 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 when matching the frame range.
-HighN59----


j.C

Kyo Kusanagi
Kyo_jc
j.C
j.C
Jumping 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 his. 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 when matching the frame range.
-HighN64----


nj.D

Kyo Kusanagi
Kyo_njd
nj.D
nj.D
Neutral Jump 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 his. 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 when matching the frame range.
-HighN78----


j.D

Kyo Kusanagi
Kyo_jd
j.D
j.D
Jumping 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 his. 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 when matching the frame range.
-HighN95----


j.CD

Kyo Kusanagi
Kyo_jCD
j.CD
j.CD
Jumping 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 his. 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 when matching the frame range.
-MidN174----


Command Normals

6B

Kyo Kusanagi
Kyo_6b
6B
6B
Thundering Axe Burst
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 his. 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 when matching the frame range.
-Mid,HighN117(3)718-5-7-


3D

Kyo Kusanagi
Kyo_3d
3D
3D
Style 818
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 his. 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 when matching the frame range.
-LowN23(12)424-8-10-


j.2C

Kyo Kusanagi
Kyo_j2C
j.2C
j.2C
Drop to Naraku
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 his. 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 when matching the frame range.
-HighN65-HKD (Airborne)--


Special Moves

qcf+A

Kyo Kusanagi
Kyo_qcfa
qcf+A
qcf+A
Wicked Chew
UMFE-Kyo-236A proper.png
UMFE-Kyo-236A2 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 his. 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 when matching the frame range.
-MidN11520-8-101-4f Upper Autoguard


qcf+A>qcf+A

Kyo Kusanagi
Kyo_qcfaqcfa
qcf+A>qcf+A
qcf+A>qcf+A
Masticate
UMFE-Kyo-236A-236A 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 his. 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 when matching the frame range.
-MidN6828SKD-18-


qcf+A>qcf+A>f+P

Kyo Kusanagi
Kyo_qcfaqcfafp
qcf+A>qcf+A>f+P
qcf+A>qcf+A>f+P
Oxidation
UMFE-Kyo-236A-236A-fP 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 his. 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 when matching the frame range.
-MidN21828HKD-18-


qcf+A>qcf+A>f+K

Kyo Kusanagi
Kyo_qcfaqcfafk
qcf+A>qcf+A>f+K
qcf+A>qcf+A>f+K
Rapids of Rage
UMFE-Kyo-236A-236A-fK 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 his. 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 when matching the frame range.
-MidN9327SKD-12-


qcf+A>hcb+A

Kyo Kusanagi
Kyo_qcfahcba
qcf+A>hcb+A
qcf+A>hcb+A
Oxidation
UMFE-Kyo-236A-236A-hcbp 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 his. 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 when matching the frame range.
-HighN14430HKD-8-


qcf+A>hcb+A>P

Kyo Kusanagi
Kyo_qcfahcbap
qcf+A>hcb+A>P
qcf+A>hcb+A>P
Instantaneous Smash
UMFE-Kyo-236A-hcba-P 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 his. 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 when matching the frame range.
-MidN231417HKD-13-


qcf+A>hcb+A>K

Kyo Kusanagi
Kyo_qcfahcbak
qcf+A>hcb+A>K
qcf+A>hcb+A>K
Rapids of Rage
UMFE-Kyo-236A-236A-fK 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 his. 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 when matching the frame range.
-MidN9327--12-


qcf+C

Kyo Kusanagi
Kyo_qcfc
qcf+C
qcf+C
Poison Gnawfest
UMFE-Kyo-236C proper.png
UMFE-Kyo-236C2 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 his. 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 when matching the frame range.
-MidN17619-5-71-5f Upper Autoguard


qcf+C>hcb+P

Kyo Kusanagi
Kyo_qcfchcbp
qcf+C>hcb+P
qcf+C>hcb+P
Recitation of Sins
UMFE-Kyo-236C-hcbP 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 his. 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 when matching the frame range.
-MidN9334SKD-19-


qcf+C>hcb+P>f+P

Kyo Kusanagi
Kyo_qcfchcbpfp
qcf+C>hcb+P>f+P
qcf+C>hcb+P>f+P
Verdict
UMFE-Kyo-236C-hcbP-fP 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 his. 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 when matching the frame range.
-MidN9539SKD-26-


dp+A

Kyo Kusanagi
Kyo_dpa
dp+A
dp+A
Fire Ball
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 his. 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 when matching the frame range.
-MidN54,1327SKD-221-3F Upper Autoguard


dp+C

Kyo Kusanagi
Kyo_dpc
dp+C
dp+C
Fire Ball
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 his. 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 when matching the frame range.
-MidN54,1627SKD-351-3F Upper Autoguard, 2-6F


rdp+B

Kyo Kusanagi
Kyo_rdpb
rdp+K
rdp+K
R.E.D. Kick
UMFE-Kyo-421K proper.png
UMFE-Kyo-421K2 proper.png
UMFE-Kyo-421K3 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 his. 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 when matching the frame range.
-MidN162,2,218HKD-6 ~ -2-


rdp+D

Kyo Kusanagi
Kyo_rdpd
rdp+K
rdp+K
R.E.D. Kick
UMFE-Kyo-421K proper.png
UMFE-Kyo-421K2 proper.png
UMFE-Kyo-421K3 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 his. 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 when matching the frame range.
-MidN163,2,2,227HKD-4 ~ -2-


qcf+B~B

Kyo Kusanagi
Kyo_qcfb
qcf+K~K
qcf+K~K
New Wave Smash
UMFE-Kyo-236K proper.png
UMFE-Kyo-236K2 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 his. 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 when matching the frame range.
-MidN133(7)914SKD1st= -12~-10 ; 2nd= -5~+3-


qcf+D~D

Kyo Kusanagi
Kyo_qcfd
qcf+K~K
qcf+K~K
New Wave Smash
UMFE-Kyo-236K proper.png
UMFE-Kyo-236K2 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 his. 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 when matching the frame range.
-MidN173(7)914SKD1st= -14~-12 ; 2nd= -5~+3-


qcb+A

Kyo Kusanagi
Kyo_qcba
qcb+P
qcb+P
Phantom Mauler
UMFE-Kyo-214P proper.png
UMFE-Kyo-214P2 proper.png
UMFE-Kyo-214P3 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 his. 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 when matching the frame range.
-MidN2 (Autoguard)6,(10),4,5 (Attack)20Hard/Soft-111-12F Autoguard


qcb+C

Kyo Kusanagi
Kyo_qcbc
qcb+P
qcb+P
Phantom Mauler
UMFE-Kyo-214P proper.png
UMFE-Kyo-214P2 proper.png
UMFE-Kyo-214P3 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 his. 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 when matching the frame range.
-MidN2 (Autoguard)10,(10),4,5 (Attack)20Hard/Soft-111-12F Autoguard


hcb+B

Kyo Kusanagi
Kyo_hcbb
hcb+K
hcb+K
Crescent Slash
UMFE-Kyo-63214K 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 his. 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 when matching the frame range.
-MidN13 (Point Blank)412 (run) 25 (grab)HKD-11-


hcb+D

Kyo Kusanagi
Kyo_hcbd
hcb+K
hcb+K
Crescent Slash
UMFE-Kyo-63214K 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 his. 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 when matching the frame range.
-MidN13 (Point Blank)412 (run) 25 (grab)HKD-11-


Desperation Moves

qcf,qcf+P

Kyo Kusanagi
Kyo_qcfqcfP
qcf,qcf+P
qcf,qcf+P
Final Showdown
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 his. 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 when matching the frame range.
-MidN61539SKD--


qcb,hcf+P

Kyo Kusanagi
Kyo_qcbhcfP
qcb,hcf+P
qcb,hcf+P
Serpent Wave
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 his. 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 when matching the frame range.
-MidN201625SKD~-15-


Super Desperation Moves

qcf,qcf+P

Kyo Kusanagi
Kyo_qcfqcfPsdm
qcf,qcf+P
qcf,qcf+P
Final Showdown
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 his. 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 when matching the frame range.
-MidN61539SKD--


qcb,hcf+P

Kyo Kusanagi
Kyo_qcbhcfPsdm
qcb,hcf+P
qcb,hcf+P
Serpent Wave
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 his. 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 when matching the frame range.
-MidN201625SKD~-15-


Navigation

The King of Fighters '98 UMFE

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The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

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