The King of Fighters '98 UMFE/Kyo Kusanagi

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255px-Kyo kusanagi.jpg

Introduction

Normals

Throws

Command List

Anvil Slam -(close) f/b + C

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

Command Moves

Drop to Naraku - (air) d + C


Thundering Axe Burst - f + B


Style 818 - df + D

Special Moves

Wicked Chew - qcf + A


Masticate:
(during Wicked Chew) qcf + P


Oxidation - (during Masticate) A/C, (during Wicked Chew) hcb + A/C


Rapids of Rage - (during Masticate or Oxidation from Wicked Chew) B/D


Instantaneous Smash - (after Oxidation from Wicked Chew sequence = qcf + A, hcb + A/C ) A/C


Poison Gnawfest - qcf + C


Recitation of Sins - (during Poison Gnawfest) hcb + A/C


Verdict - (during Recitation of Sins) F + A/C


Fire Ball - dp + P


R.E.D. KicK - rdp + K


New Wave Smash - qcf + K, K


Phantom Mauler - qcb + P


Crescent Slash - hcb + K

Desperation Moves

Final Showdown - qcf qcf + A/C

Serpent Wave (Orochinagi) - qcb hcf + A/C (push down to hold)

Combos

0 Meter combos

1.) (j.A/B/C/D), cl. C/D, qcf + C, hcb + C, f + C

  • this is an very important and well damaging combo that ends in a rollable knockdown. Be sure to practice this one and nail it 100% of the time it hits. Do not use this combo as a blockstring because the tail end of it is very punishable. If you opponent blocks the cl. C or D after you jump in, just either block and wait for them to respond with something, or continue pressure with a f + B, qcf + A, or a hyper hop B or CD. If you go far as to do the qcf + C when they are blocking, you can frame trap with if they press any buttons with a qcb + A/C counter move, or even an Oni Yaki dp + A/C if you are feeling risky. You can start this combo with a cross up Naraku Otoshi (d + C).


2.) (j.A/B/C/D), cl. C/D, rdp + B

  • ends in a unrollable knockdown. You may be punished if the rdp + B is blocked. After you knock them down, you can give them a 50/50 okizeme mixup by hitting them with a meaty j.B/C or j. d + C when they rise.


3.) (j.A/B/C/D), cl. C/D, hcb + B/D

  • the hcb + B/D ends the opponent up in a unrollable knockdown for you can walk up slightly and cross them up with a j.B/C or j. D + C


4.) in the corner only, cl. C/D, qcf + D, D, (hcb + B/rdp + B/qcf + A, hcb + A, f + A/sj.B)

  • After the qcf + D, D for more damage you can do the 'qcf + A, hcb + A, f + A' rekkas, or slightly lesser damage, but to end them in a unrollable knockdown you can end with the 'qcb + B' or 'rdp + B', and for an air reset, you can just do sj. B.

5.) cr. B, cl. C, etc.

  • useful 1-2 frame link that can give you some good damage from starting from a low attack. Cl.C can be brought into his (qcf + C, hcb + C, f + C), or (rpd + B) or his (hcb + B/D)


Desperation Move Combos

1.) cr. B, cr. A XX qcf, qcf + A/C

  • A very important combo which nets you great damage confirming from a low. Every Kyo player needs to learn this. You can add two cr.B's before the cr.A, or a cl.C to cr.B to cr.A or st. A for a 3 hit starter.

Extra Meter

1.) qcf. C, ABC, cr. A, qcf, qcf + A/C

2.) close qcf. C, ABC, cl. C, qcf. C, hcb. A/C, f+ A/C

3.) low health, cross up, qcf. C, ABC, qcb, hcf + P

Videos

The King of Fighters '98 UMFE
System

FAQControlsChangelistSystem

Characters

AndyAthenaBenimaruBillyBlue MaryBrianChangChinChizuruChoiChrisClarkEX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriEiji KisaragiGeese HowardDaimonHeavy D!HeidernIoriJoeKasumi TodohKimKingKyoLeonaLuckyMai ShiranuiMatureMr. BigOrochi ChrisShermieOrochi YashiroRalfRobertRugal BernsteinRyo YamazakiSaisyuShermieShingo YabukiSie KensouTakumaTerryViceWolfgang KrauserYashiroYuri