The King of Fighters '98/Kyo: Difference between revisions

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Revision as of 12:04, 29 March 2013

The King of Fighters '98: The SlugfestKOF98Logo.png



Kyo Kusanagi

KOF98 kyo small.png

Kyo is a cool guy. He is a professional male model, and his sexy looks and money get him all the popular chicks. This makes him a top tier player. But like P. Diddy say, mo money mo problems!

In a nutshell

Kyo is an extremely strong top-tier character, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are very good thanks to high priority on his air (j.B, j.d+C) and ground moves (close C, crouching B, qcf+A). His meterless combos do a lot of damage and dizzy quickly, and can do around 50% easily with meter. He requires a medium level of execution; mostly dealing with hit-checking into qcf,qcf+A consistently, and being very familiar with doing short/hyper hops in execution and recognizing the appropriate range and situations to use them in.


Moves

Normals

Name
Command
Special Properties
Standing Light Punch
{{#motion: kof.lp }}
{{#motion: }}
Standing Light Kick
{{#motion: kof.lk }}
{{#motion: }}
Standing Heavy Punch
{{#motion: kof.sp }}
{{#motion: }}
Standing Heavy Kick
{{#motion: kof.sk }}
{{#motion: }}
Standing Blowback
{{#motion: kof.sp + kof.sk }}
{{#motion: }}
Close Light Punch
{{#motion: Close kof.lp }}
{{#motion: }}
Close Light Kick
{{#motion: Close kof.lk }}
{{#motion: }}
Close Heavy Punch
{{#motion: Close kof.sp }}
{{#motion: }}
Close Heavy Kick
{{#motion: Close kof.sk }}
{{#motion: }}
Crouching Light Punch
{{#motion: d kof.lp }}
{{#motion: }}
Crouching Light Kick
{{#motion: d kof.lk }}
{{#motion: }}
Crouching Heavy Punch
{{#motion: d kof.sp }}
{{#motion: }}
Crouching Heavy Kick
{{#motion: d kof.sk }}
{{#motion: }}
Jumping Light Punch
{{#motion: u kof.lp }}
{{#motion: }}
Jumping Light Kick
{{#motion: u kof.lk }}
{{#motion: }}
Jumping Heavy Punch
{{#motion: u kof.sp }}
{{#motion: }}
Jumping Heavy Kick
{{#motion: u kof.sk }}
{{#motion: }}
Jumping Blowback
{{#motion: u kof.sp + kof.sk }}
{{#motion: }}

Command Normals

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Throws

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Special Moves

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Desperation Moves

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Move Analysis

Normals

  • Standing Light Punch (Snka.gif)- Great anti-air against short hop, and cancelable.
  • Standing Light Kick (Snkb.gif)- Great long range poke.
  • Standing Heavy Punch (Snkc.gif)- A slower version of far Standing A, not that useful as the risk isn't worth the reward but if need be this move could anti-air a hop and is cancelable.
  • Standing Heavy Kick (Snkd.gif)- Can go over lows, but the range/hitbox speed is not what it is in CvS2, so don't think about using it like you would in that game. Still could be used in a block string such as Close C > far Standing D > 114 Shiki: Aragami (qcf+A).
  • Standing Blowback (Snkc.gif + Snkd.gif)-
  • Close Light Punch (Close Snka.gif)- Like most Close A attacks, this hits mid and is cancelable. Can't really pressure or do much with this move due to the small activation range. Mainly this or far Standing A will combo after a Crouching B and is used to hit-confirm into Saishuu Kessen Ougi "Mu Shiki" (qcf x2+P).
  • Close Light Kick (Close Snkb.gif)- Note that this is low and cancelable. Combos into Crouching B and Crouching A.
  • Close Heavy Punch (Close Snkc.gif)- The best close-range poke in KOF98. Not only is it extremely fast, but it activates from very far away for a 'close' attack. This makes Kyo very hard to stop when he runs in, because he can usually attack earlier than most characters.
  • Close Heavy Kick (Close Snkd.gif)- Not nearly as useful or as fast as Close C. Used more in specific frame-trap situations but overall not a frequently used move by any means.
  • Crouching Light Punch (Down.gif + Snka.gif)- Standard Crouching A attack. Mainly used to after a Crouching B to cancel into Saishuu Kessen Ougi "Mu Shiki" (qcf x2+P) or a command normal/special attack/command normal canceled into a special attack for block-stringing.
  • Crouching Light Kick (Down.gif + Snkb.gif)- One of the best 'footsie' moves in the game. Beats a lot of moves at it's max range. Use this when running in. Links into Close C and can combo into C Rekka series or block string with Bald Eagle or f.b into Bald Eagle/Cold Cock.
  • Crouching Heavy Punch (Down.gif + Snkc.gif)- One of the best normal anti-airs in the game (notice a trend?). Cancelable on the first part (when his arm isn't fully extended). Very fast and high-priority. Beware as it lacks much horizontal range compared to Close C.
  • Crouching Heavy Kick (Down.gif + Snkd.gif)- Slow, but easily whiff cancelable (preferably into qcf+A) if someone short hops it. Makes his hitbox shrink vertically, and he can use it to 'duck' under Takuma/old characters (O.Robert/O.Ryo/O.Yuri) fireballs completely.
  • Jumping Light Punch (Up.gif + Snka.gif)- An air-to-air attack but is greatly overshadowed by Kyo's other jumping normals.
  • Jumping Light Kick (Up.gif + Snkb.gif)- The best jump-in in the game. Cuts through almost ever normal anti-air like a knife through something that can't stop a knife. Stays out long enough to do it relatively early (not XI early you scrub) and reaches low enough to be one of the harder to block short hop attacks around. Crosses up.
  • Jumping Heavy Punch (Up.gif + Snkc.gif)- Usually no reason to use this over jumping B, but it does cross up, mostly on bigger characters. Problem is that this move has a higher hitbox and tends to whiff where Jumping B wouldn't.
  • Jumping Heavy Kick (Up.gif + Snkd.gif)- Long range and very good priority for air-to-air or long range air-to-ground. For example neutral sh.D can beat Ralf's standing C clean from range. Great in conjunction with 114 Shiki: Aragami (qcf+A) in a blockstring.
  • Jumping Blowback (Up.gif + Snkc.gif Snkd.gif)- Not bad, a lot of blockstun like all jumping CDs. Has pretty good priority even when messing up a safe-jump set up as it will eat most attacks.

Command Normals

Ge Shiki: Goufu You - (f+B) - 2 hits, second hit is overhead if done alone. 2nd hit is not overhead but cancelable when chained from a normal, but will only fully combo if you're close enough for both hits to connect. The canceled into version is great for staggered blockstrings from Close C or Crouching A and frametraps relatively well and confirm into rekkas/fireball for a combo if staggered from light attacks.

88 Shiki - (d/f+D) - There are certain moves this thing can hit, like Ralf's stand C. Otherwise only use it in a combo.

Ge Shiki: Naraku Otoshi - (j.d+C) - A very good jump-in. Has long hit stun, so it can be performed early and still combo into things. Great as a crossup. Slams when used air-to-air. Since it is a command move, you can use it during a backdash and you will travel much further as well as decrease recovery. In Extra mode it can be done during a front dash, and can be comboed into itself this way as an infinite. If done on a crouching opponent or late, it will combo at best into a Couching A rather than be able to do a Crouching B into Crouching A and Close C will whiff most of the time due to push back. This move tends to whiff on characters that could shrink their hitboxes by crouching or doing a crouching attack so keep that in mind.

Throws

  • Left.gif OR Right.gif + Snkc.gif - Breakable, forward knockdown, face forward, rollable.
  • Left.gif OR Right.gif + Snkd.gif - Breakable, reverse knockdown, back turned, un-rollable.

D throw preferable unless you have them in the corner for better wakeups.

Special Moves

Light Rekka aka Bald Eagle/Bodega, Amazing (qcf+A) - One of the best mid-range pokes in the game. Has auto-guard, fast startup, fast recovery, good damage.

Light rekka uppercut followup aka A Rooster's Egg (qcf+A~qcf+A) - You can use this as an anti-air if someone jumps over your qcf+A. This is really cheap and your opponent will probably want to murder you and your entire family if you hit them with this as an anti-air. No I'm joking it's awesome. Mainly unsafe on block and could be hit in between this and the next move mentioned.

Light rekka elbow ender (qcf+A~qcf+A~A) - It's overhead and not too bad on block but you can get punish like by Iori's rekka's or Chris's f+A etc. and shit like that.

Light rekka kick ender (qcf+A~qcf+A~B) - If the first rekka hits deeply, this is the preferred sequence of rekkas for damage and knockdown. Doing this kick move on block is punishable 100% by a full combo so doing this is not recommended. Could follow up Crack Dasé but you have to be extremely high to ever think of doing such a thing.

Light rekka overhead followup aka Crack Dasé (qcf+A~hcb+A) - An overhead follow up that's not really fast or safe at all. Mainly used after D Version Hop Kicks to hard knockdown the opponent and do Kyo's most damaging, meterless hopkick follow up.

Light rekka ground punch (qcf+A~hcb+A~A) - Hits low and shouldn't be used in a blockstring. Mainly used as an OTG finisher for Kyo's most damaging, meterless hopkick follow up. Hard Knockdown.

Strong rekka aka Cold Cock (qcf+C) - Not safe on block (punishable by fast moves), and be careful canceling into it on block; it can be hit by an invincible move or rolled out of between close C and the qcf+C. If it does get blocked, it is an okay setup for qcb+P. You can also poke with faster moves against opponents who are not fast to attack back. One setup I've seen Dakou use is qcf+C (blocked), cr.A xx Final Showdown. Risky! It's generally safer on block if spaced by the tip of the move. Otherwise if this move is blocked in deep it's really punishable unless you do a gimmicky follow up frame-trap. Use this after a jump-in attack > close C at mid screen and do the follow ups for Kyo's best mid-screen bnb.

Dragon Punch (dp+P) - It's a dp! Light version has no auto-guard and will at best trade with meaties as it is not fully invincible. C version has full auto-guard, but it is 2 hits and doesn't knock down on the first, so it is anti-air (or extremely deep hit but not recommended) only.

Hopkicks (qcf+K~K) - D version preferred since you can combo off of it. Advantage on block, so it's not bad for pressure. Used for combos mostly. In the corner, you could delay the second hit on block to do a safe block string into Close C and do the blockstring

Rungrab (hcb+K) - Can combo off his qcf+D~D but there's way better options. Punishable but not as badly punishable as it looks. It looks cool. Sometimes if the opponent is knocked far away, this move may be used on whiff and the elbow follow up will not come out and Kyo will run quickly across the screen even faster than his normal running speed.

RED Kick - Not overhead like in some games you might be familiar with. Instead it is very fast and very safe on block (perhaps advantage?). It can be crouched under by many characters though. Used mostly as a combo ender that does a lot of stun damage, but is also a very very good preventative anti-air since is also very nice on block.

Counter/Uppercut Thing (qcb+P) - Not really used for the uppercut, but can catch moves if they connect right after it starts up. This is actually not a bad move, and you'll find a ton of setups for it if you experiment. Here's one I already mentioned: qcf+C (blocked), qcb+A.

Desperation Moves

Orochinagi (qcb,hcf+P) - A version is slower and has lower-body invincibility, C version is faster and has upper-body invincibility. C version can combo from Kyo's hard attacks or a chained f+B. It can connect after qcf+D~D for max damage. Can be charged. The MAX version surrounds him in flame, and has a reduced hitbox size (you're probably going to run into flames before you hit him).

Final Showdown aka FINAL SHOWDOWN MOTHERFUCKER (qcf,qcf+P) - C version has a tiny bit more invincibility. Creates a huge hitbox in front of his feet spanning about 1.5 character spaces. Comboable off lights (which means comboable off a low cr.B,cr.A, etc.), and is Kyo's scariest source of damage, as it does quite a chunk more than the average DM. Since it's so fast, it serves as a punisher for many laggy moves, like Iori's 1/3 or 2/3 rekka's, or Iori's sweep. Can be used as an anti-air as well. MAX version does more damage.

Combos

Here are some important combos with Kyo. I tried to list the most important combos at the top.

  • cl.C xx qcf+C~hcb+C~f+C
  • cr.B,cr.A/cl.A/cl.B xx qcf,qcf+P (PRACTICE this and get as consistent as you can with it to play an effective Kyo)
  • cr.B,cr.A/cl.A,d/f+D
  • cl.C xx qcf+D~D (note: only works from very close or from a crossup, or in the corner), rdp+B (for stun)/qcb,hcf+P (for damage)/qcf+A~hcb+A~A (for max corner damage)
  • cr.B,crA/cl.A/cl.B xx dp+A
  • cl.C,f+B (2 hits) xx qcb,hcf+C (good against back turned, big characters, or when the opponent is dizzied)

Anytime you land D Hopkicks (qcf+D~D), you have a few options. The most common/useful are:

- B RED Kick (rdp+B) for tons of stun damage + un-rollable wakeups.

- Orochinagi (qcb,hcf+P) for the best damage.

- Bald Eagle~overhead~OTG hit (qcf+A~hcb+A~A) in the corner only for the maximum meterless damage.

Note that you can link close C from cr.B. It is a 1-frame link, but more if you perform the cr.B meaty.

The cr.B to qcf,qcf+P combo can be done as cr.B, qcf+A/B, qcf+A. This is because cr.B isn't cancelable, but is naturally chainable into standing A or B, so you can buffer without holding any buttons to keep qcf+A from coming out.