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The King of Fighters '98 UMFE/Kyo Kusanagi

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The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups


Introduction

Kyo is primarily a close-range pressure and mixup character. In neutral, he has access to some helpful moves for getting in, including his guard-point rekkas, as well as some solid poking normals. Close range is where Kyo is really good, as he can use his strong hop normals and lows to open up the opponent. He has good confirms into his DMs from both lows and heavies, as well as strong corner juggles, making his damage fairly high overall. On defense he has access to a good invincible DP. Kyo's weaknesses are that he lacks anything to fight at long range, since he doesn't have a projectile, and that his meterless low confirms are pretty lackluster.

Movelist

Preferred Mode and Position

Although he slightly prefers some aspects of Advanced mode, Kyo can be effective in both Advanced and Extra mode.

Run vs Step

  • Kyo prefers Run over Step as it helps him with his up-close, rushdown game and it makes it easier to set up cross-ups after knockdowns.
  • However, Kyo isn't bad with Step as his step dash has good length and speed, and the increased walk speed helps with tick throws and can make a couple quick max combos easier.

Roll vs Dodge

  • Personal preference.

Advanced vs Extra Gauge

  • Kyo prefers Advanced gauge over Extra gauge, as he can build meter with his offense, Advanced gauge can store multiple stocks at once which allows Kyo to have more consistent access to his cr.B, cr.A, qcfx2+P super combo as a mid or anchor which is quite useful as his meterless low options are not great, and he doesn't need to stop his offense to charge after using meter.
  • However, Kyo can make pretty good use of Extra gauge as well since he has good quick max combos.

Preferred Position

  • Kyo benefits from being further back in your team order with both gauges. With Advanced gauge, he likes to have access to more saved up stocks for his super combos. With Extra gauge, he wants to take advantage of the greater red health window for free supers, which gets progressively bigger from the first to the third character.
  • Although, Kyo on point is more effective in Extra mode as he can charge up to get meter more quickly.

Changes from Previous Versions

98 to 98UM

Normals:

  • cl.C activation range has been decreased
  • Far A now has reduced priority
  • Far D now has 4 frames less startup
  • The first hitbox on 2C has been shortened and the second hitbox has been lengthened
  • 2D now has reduced priority
  • j.D now has reduced priority
  • You can no longer use j.2C during step dash

Specials:

  • 63214K now has increased damage
  • 236P now has reduced reach
  • 623C now reliably hits twice, even when hitting an airborne opponent

Supers:

  • 2141236P now has increased damage
  • 236236P now has decreased damage

98UM to 98UMFE

Normals:

  • cl.A now has 2 frames less recovery
  • cr.A now has 1 frame less recovery

Specials:

  • 236A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames
  • More moves will now trigger 214P's counterhit during the startup frames

Normals

Close Standing Normals

Close A
cl.A
cl.A
- Mid C 3 4 3 +5 +3 -
  • Can work as a close-range anti-air against hops. Whiffs on crouchers.
  • Chainable.
Close B
cl.B
cl.B
- Low C 5 4 8 ±0 -2 -
  • Standing low.
  • Chainable.
Close C
cl.C
cl.C
- Mid C 2 3,9 9 -5 -3 -
  • Has very fast start-up. Great combo starter and anti-air.
Close D
cl.D
cl.D
- Mid C 4 4 5 +3 +1 -
  • A bit slower than Close C

Far Standing Normals

Far A
f.A
f.A
- Mid C 3 4 5 +1 -1 -
  • Good for stopping hops. Whiffs on crouchers.
Far B
f.B
f.B
- Mid N 7 3 13 -4 -6 -
  • Has more recovery than st.A, but more range.
Far C
f.C
f.C
- Mid C 12 2 17 -3 -1 -
  • Poke with lots of startup. Cancelable on hit, block, and whiff.
Far D
f.D
f.D
- Mid C 10 4 5 +3 +1 -
  • A sobat kick. Can avoid lows.

Crouch Normals

Crouching A
2A
2A
- Mid C 3 4 4 +4 +2 -
  • Standard outward jab.
  • Chainable.
Crouching B
2B
2B
- Low N 3 4 5 +3 +1 -
  • Fast low combo starter.
  • Chainable.
Crouching C
2C
2C
- Mid C 4 3,3 20 -6 -8 -
  • Standard anti-air against jumps and hops.
  • Cancelable on hit, block, and whiff.
Crouching D
2D
2D
- Low C 11 3 19 SKD -4 -
  • Can low-profile some moves.

Jump Normals

Jumping A
j.A
j.A
- High N 5 8 - - - -
  • OK air-to-air.
Neutral Jump B
nj.B
nj.B
- High N 5 9 - - - -
  • Decent air-to-air.
Jumping B
j.B
j.B
- High N 5 9 - - - -
  • Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.
Jumping C
j.C
j.C
- High N 6 4 - - - -
  • Another good jump-in.
Neutral Jump D
nj.D
nj.D
- High N 7 8 - - - -
  • Good air-to-air.
Jumping D
j.D
j.D
- High N 9 5 - - - -
  • Can act as a pressure tool when spaced.
  • A bit difficult to crossup with.

Blowback Normals

Standing CD
5CD
5CD
- Mid C 19 4 16 SKD +2 -
  • Average start-up.
  • Cancelable on hit, block, and whiff.
Jumping CD
j.CD
j.CD
- Mid N 17 4 - - - -
  • Soft knockdown.
  • Pretty big hitbox.

Throws

Anvil Slam

Anvil Slam: b/f+C (close)

  • Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.

Swift Shoulder Throw

Swift Shoulder Throw: b/f+D (close)

  • Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.

Command Normals

Thundering Axe Burst

Thundering Axe Burst
6B
6B
- Mid,High N 11 7(3)7 18 -5 -7 -
  • Two-hit axe-kick.
  • Second hit hits overhead.
  • Can be canceled into from normals at the cost of its overhead property, making it cancelable.
  • If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.

Style 818

Style 818
3D
3D
- Low N 2 3(12)4 24 -8 -10 -
  • Kyo kicks near the ground twice, one foot then the other.
  • Hits low, even when canceled into.

Drop to Naraku

Drop to Naraku
j.2C
j.2C
- High N 6 5 - HKD (Airborne) - -
  • Two-handed hammerfist.
  • Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
  • Causes a hard knockdown on airborne opponents.
  • Great crossup. Aim to have Kyo's bent legs right over the opponent's head.

Special Moves

Wicked Chew

Wicked Chew
qcf+A
qcf+A

qcf+A qcf+A

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

Masticate

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

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

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

Oxidation

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

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

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

Rapids of Rage

Rapids of Rage
qcf+A>qcf+A>f+K
qcf+A>qcf+A>f+K

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

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

Oxidation

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

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

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

Instantaneous Smash

Instantaneous Smash
qcf+A>hcb+A>P
qcf+A>hcb+A>P

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

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

Rapids of Rage

Rapids of Rage
qcf+A>hcb+A>K
qcf+A>hcb+A>K

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

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

Poison Gnawfest

Poison Gnawfest
qcf+C
qcf+C

qcf+C qcf+C

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

Recitation of Sins

Recitation of Sins
qcf+C>hcb+P
qcf+C>hcb+P

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

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

Verdict

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

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

- Mid N 9 5 39 SKD -26 -

Final hit of the 236C rekka.

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

Fire Ball

Fire Ball
dp+A
dp+A
- Mid N 5 4,13 27 SKD -22 1-3F Upper Autoguard
  • Kyo's DP. Can be combo-ed into from most normals.
  • Causes a soft knockdown.
  • Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal. A version has upper body armor (Frames 1-3)
  • The hitbox hits high and in front of Kyo.
  • A version deals one hit.
Fire Ball
dp+C
dp+C
- Mid N 5 4,16 27 SKD -35 1-3F Upper Autoguard, 2-6F
  • C version deals two hits, travels higher, and has more invincibility, making it a better reversal.
  • Unlike in Original 98, the second hit connects consistently in 98UMFE, making this a reliable anti-air and combo tool.
  • Doesn't technically have invincibility covering the first active frame, but it has upper body armor on frames 3-5 that can absorb attacks such as jump-ins, and Kyo's upper body doesn't have a hurtbox during the first part of the attack. This is a reliable anti-air, but it can trade against a meaty low attack.
  • Upper body armor (Frames 3-5)
  • Full Body Invincibility (Frames 1-5)
  • Upper Body Invincibility (Frames 6-9)

R.E.D. Kick

R.E.D. Kick
rdp+K
rdp+K

B B

- Mid N 16 2,2,2 18 HKD -6 ~ -2 -

D D

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

New Wave Smash

New Wave Smash
qcf+K~K
qcf+K~K

B B

- Mid N 13 3(7)9 14 SKD 1st= -12~-10 ; 2nd= -5~+3 -

D D

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

Phantom Mauler

Phantom Mauler
qcb+P
qcb+P

A A

- Mid N 2 (Autoguard) 6,(10),4,5 (Attack) 20 Hard/Soft -11 1-12F Autoguard

C C

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

Crescent Slash

Crescent Slash
hcb+K
hcb+K

B B

- Mid N 13 (Point Blank) 4 12 (run) 25 (grab) HKD -11 -

D D

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

Desperation Moves

Final Showdown

Final Showdown
qcf,qcf+P
qcf,qcf+P
- Mid N 6 15 39 SKD - -
  • Kyo throws down a pillar of fire and follows up with a chain of punches.
  • Causes a soft knockdown.
  • Can be combo'd into from lights, including low confirms.
  • Regular version deals 5 hits. Press C or D at the end for a special taunt.

Serpent Wave

Serpent Wave
qcb,hcf+P
qcb,hcf+P
- Mid N 20 16 25 SKD ~-15 -
  • Causes a soft knockdown.
  • Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
  • A version has lower-body invincibility.
  • C version has upper-body invincibility.
  • Both versions can be juggled into from 236K>K.

Super Desperation Moves

Final Showdown

Final Showdown
qcf,qcf+P
qcf,qcf+P
- Mid N 6 15 39 SKD - -
  • MAX version deals 14 hits and a lot more damage.

Serpent Wave

Serpent Wave
qcb,hcf+P
qcb,hcf+P
- Mid N 20 16 25 SKD ~-15 -
  • MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
  • If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C.

General Notes

  • In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in.
  • cl.C is generally the preferred close normal to use in combos as it is slightly faster, but cl.D has a larger cancellable window which can be useful if you have trouble comboing into say, 236236P.
  • In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.

Videos

{{#ev:youtube|czLHzs3D4Vo|||King of Fighters 98 UM FE: Kyo Guide by Mash It Out|frame}} {{#ev:youtube|yi9rY9tGR5Y|||KOF 98 UM FE Kyo Quick Max Combos by VolcanoShed|frame}} {{#ev:youtube|fpUV5Y_l3Vk}}

Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

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