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

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(changed the formatting of Kyos startup frames to match with the rest of the wiki)
 
(12 intermediate revisions by 2 users not shown)
Line 12: Line 12:
| images = UMFE-Kyo-c5A_proper.png
| images = UMFE-Kyo-c5A_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 31: Line 31:
| images = UMFE-Kyo-c5B_proper.png
| images = UMFE-Kyo-c5B_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = C
Line 50: Line 50:
| images = UMFE-Kyo-c5C_proper.png,UMFE-Kyo-c5C2_proper.png
| images = UMFE-Kyo-c5C_proper.png,UMFE-Kyo-c5C2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 70: Line 70:
| images = UMFE-Kyo-c5D_proper.png
| images = UMFE-Kyo-c5D_proper.png
| hitboxes =  
| 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 91: Line 91:
| images = UMFE-Kyo-f5A_proper.png
| images = UMFE-Kyo-f5A_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 110: Line 110:
| images = UMFE-Kyo-f5B_proper.png
| images = UMFE-Kyo-f5B_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 129: Line 129:
| images = UMFE-Kyo-f5C_proper.png
| images = UMFE-Kyo-f5C_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 148: Line 148:
| images = UMFE-Kyo-f5D_proper.png
| images = UMFE-Kyo-f5D_proper.png
| hitboxes =  
| 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 167: Line 167:
| images = UMFE-Kyo-f5CD_proper.png
| images = UMFE-Kyo-f5CD_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 188: Line 188:
| images = UMFE-Kyo-2A_proper.png
| images = UMFE-Kyo-2A_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 207: Line 207:
| images = UMFE-Kyo-2B_proper.png
| images = UMFE-Kyo-2B_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N
Line 226: Line 226:
| images = UMFE-Kyo-2C_proper.png,UMFE-Kyo-2C2_proper.png
| images = UMFE-Kyo-2C_proper.png,UMFE-Kyo-2C2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
Line 246: Line 246:
| images = UMFE-Kyo-2D_proper.png
| images = UMFE-Kyo-2D_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = C
Line 267: Line 267:
| images = UMFE-Kyo-jA_proper.png
| images = UMFE-Kyo-jA_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 286: Line 286:
| images = UMFE-Kyo-njB_proper.png
| images = UMFE-Kyo-njB_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 305: Line 305:
| images = UMFE-Kyo-jB_proper.png
| images = UMFE-Kyo-jB_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 324: Line 324:
| images = UMFE-Kyo-jC_proper.png
| images = UMFE-Kyo-jC_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 343: Line 343:
| images = UMFE-Kyo-njD_proper.png
| images = UMFE-Kyo-njD_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 362: Line 362:
| images = UMFE-Kyo-jD_proper.png
| images = UMFE-Kyo-jD_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 381: Line 381:
| images = UMFE-Kyo-jCD_proper.png
| images = UMFE-Kyo-jCD_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 402: Line 402:
| images = UMFE-Kyo-6B_proper.png,UMFE-Kyo-6B2_proper.png
| images = UMFE-Kyo-6B_proper.png,UMFE-Kyo-6B2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid,High
| guard = Mid,High
| cancel = N
| cancel = N
Line 422: Line 422:
| images = UMFE-Kyo-3D_proper.png,UMFE-Kyo-3D2_proper.png
| images = UMFE-Kyo-3D_proper.png,UMFE-Kyo-3D2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N
Line 442: Line 442:
| images = UMFE-Kyo-j2C_proper.png
| images = UMFE-Kyo-j2C_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N
Line 464: Line 464:
| images = UMFE-Kyo-236A_proper.png,UMFE-Kyo-236A2_proper.png
| images = UMFE-Kyo-236A_proper.png,UMFE-Kyo-236A2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 6
| startup = 11
| active = 5
| active = 5
| recovery = 20
| recovery = 20
| hitadv = -8
| hitadv = -8
| blockadv = -10
| blockadv = -10
| invul =
| invul = 1-4f Upper Autoguard
| display  = 200px  
| display  = 200px  
}}
}}
Line 485: Line 485:
| images = UMFE-Kyo-236A-236A_proper.png
| images = UMFE-Kyo-236A-236A_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 506: Line 506:
| images = UMFE-Kyo-236A-236A-fP_proper.png
| images = UMFE-Kyo-236A-236A-fP_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 6
| startup = 21
| active = 8
| active = 8
| recovery = 28
| recovery = 28
Line 527: Line 527:
| images = UMFE-Kyo-236A-236A-fK_proper.png
| images = UMFE-Kyo-236A-236A-fK_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 548: Line 548:
| images = UMFE-Kyo-236A-236A-hcbp_proper.png
| images = UMFE-Kyo-236A-236A-hcbp_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = High
| cancel = N
| cancel = N
| startup = 21
| startup = 14
| active = 4
| active = 4
| recovery = 30
| recovery = 30
Line 561: Line 561:
| display  = 200px  
| display  = 200px  
}}
}}
====qcf+A>hcb+A>P====
====qcf+A>hcb+A>P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbap
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbap
Line 568: Line 569:
| images = UMFE-Kyo-236A-hcba-P_proper.png
| images = UMFE-Kyo-236A-hcba-P_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 588: Line 589:
| images = UMFE-Kyo-236A-236A-fK_proper.png
| images = UMFE-Kyo-236A-236A-fK_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 609: Line 610:
| images = UMFE-Kyo-236C_proper.png,UMFE-Kyo-236C2_proper.png
| images = UMFE-Kyo-236C_proper.png,UMFE-Kyo-236C2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 18
| startup = 17
| active = 6
| active = 6
| recovery = 19
| recovery = 19
| hitadv = -5
| hitadv = -5
| blockadv = -7
| blockadv = -7
| invul =
| invul = 1-5f Upper Autoguard
| display  = 200px  
| display  = 200px  
}}
}}
====qcf+C>hcb+P====
====qcf+C>hcb+P====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbp
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbp
Line 629: Line 631:
| images = UMFE-Kyo-236C-hcbP_proper.png
| images = UMFE-Kyo-236C-hcbP_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 10
| startup = 9
| active = 3
| active = 3
| recovery = 34
| recovery = 34
Line 649: Line 651:
| images = UMFE-Kyo-236C-hcbP-fP_proper.png
| images = UMFE-Kyo-236C-hcbP-fP_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 10
| startup = 9
| active = 5
| active = 5
| recovery = 39
| recovery = 39
Line 668: Line 670:
| images = UMFE-Kyo-623A_proper.png,UMFE-Kyo-623A2_proper.png,UMFE-Kyo-623A3_proper.png
| images = UMFE-Kyo-623A_proper.png,UMFE-Kyo-623A2_proper.png,UMFE-Kyo-623A3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 6
| startup = 5
| active = 4,13
| active = 4,13
| recovery = 27
| recovery = 27
Line 687: Line 689:
| images = UMFE-Kyo-623C_proper.png,UMFE-Kyo-623C2_proper.png,UMFE-Kyo-623C3_proper.png
| images = UMFE-Kyo-623C_proper.png,UMFE-Kyo-623C2_proper.png,UMFE-Kyo-623C3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 6
| startup = 5
| active = 4,16
| active = 4,16
| recovery = 27
| recovery = 27
Line 703: Line 705:
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpb
| name = R.E.D. Kick
| name = R.E.D. Kick
| input = rdp+B
| input = rdp+K
| version  = B
| version  = B
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 17
| startup = 16
| active = 2,2,2
| active = 2,2,2
| recovery = 18
| recovery = 18
Line 723: Line 725:
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpd
| name = R.E.D. Kick
| name = R.E.D. Kick
| input = rdp+D
| input = rdp+K
| version  = D
| version  = D
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 17
| startup = 16
| active = 3,2,2,2
| active = 3,2,2,2
| recovery = 27
| recovery = 27
Line 744: Line 746:
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfb
| name = New Wave Smash
| name = New Wave Smash
| input = qcf+B~B
| input = qcf+K~K
| version  = B
| version  = B
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 14
| startup = 13
| active = 3(7)9
| active = 3(7)9
| recovery = 14
| recovery = 14
| hitadv = SKD
| hitadv = SKD
| blockadv = 1st= -12~-10 ; 2nd= SKD
| blockadv = 1st= -12~-10 ; 2nd= -5~+3
| invul =  
| invul =  
| display  = 200px  
| display  = 200px  
}}
}}
====qcf+D~D====
====qcf+D~D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfd
| name = New Wave Smash
| name = New Wave Smash
| input = qcf+D~D
| input = qcf+K~K
| version  = D
| version  = D
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
| startup = 18
| startup = 17
| active = 3(7)9
| active = 3(7)9
| recovery = 14
| recovery = 14
Line 784: Line 787:
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcba
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcba
| name = Phantom Mauler
| name = Phantom Mauler
| input = qcb+A
| input = qcb+P
| version  = qcb+A
| version  = A
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 804: Line 807:
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbc
| name = Phantom Mauler
| name = Phantom Mauler
| input = qcb+C
| input = qcb+P
| version  = qcb+C
| version  = C
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png
| hitboxes =  
| hitboxes =  
| damage = ?
| damage =  
| counter = ?
| counter =  
| stun  = ?
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N
Line 822: Line 825:
}}
}}


====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
}}


{{CharNavbox 98FE}}
====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 =
| display  = 200px
}}


==Navigation==
==Navigation==
{{CharNavbox 98FE}}
{{Navbox 98UMFE}}
{{Navbox 98UMFE}}
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Kyo Kusanagi]]
[[Category:Kyo Kusanagi]]

Latest revision as of 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