exkyo

King of Fighters 98 UM FE: Ex Kyo Guide

 

EX Kyo

Mode
Pick what you want but I prefer extra/run/dodge with EX Kyo. I feel like he could played with any combination though.

Noteable Normals
st.A
Links into st.D, chains into itself and other light attacks.

st.B
Hits low. Chains into other lights.

st.C
Used for punishes and jump in stuff. Also linked into fron cr.B.

Far st.D
Poke.

cr.A
Chains into other lights. Good poke and hit confirm tool.

cr.B
Chains into itself and st/cr.A, links into st.C. Fairly long reach for a cr.B.

cr.C
Solid anti air.

cr.D
Long reaching sweep that is special cancelable.

f.B
Overhead but also can be canceled into. When it is canceled into it loses it’s overhead properties. Either hit is cancelable into dodge>dodge attack.

df.D
Traveling 2 hit low attack. Can be used after a long light attack string.

j.B
Really good jump in/hyper hop attack. Crosses up as well. Over all his best jump attack.

j.down+C
Preferred crossover for stun. If it lands in front it can be harder to combo after.

neutral hop.D
Great poke to keep out opponents.

Cross ups
j.B, j.down+C

Anti-Airs
cr.C, dp.C, Rdp.D

Moves
qcf.P
95 Kyo style fireball, very quick. It’s easy for opponent to go over it with moves or hops.

qcf.D.D
D version of the move is preferred. It’s hard to land off of jump ins. You can combo it from st/cr.C or st.D easily.
You can follow it up with a number of attacks.
sj.d+C- Better for rush down
rdp.D- best corner push
hcb.D- easiest
qcbhcf.C- Most damage

hcb.D
Running grab attack. For ex Kyo it’s best used when you hit a crouching opponent with cr.B st.C. Rdp.D will whiff and you are not close enough for qcf.D.D. So you are forced to either super, qcf.P or hcb.D. Easy follow up for qcf.D.D midscreen.

dp.C
Solid reversal and anti-air. You can use it in combos on a crouching opponent but if they are standing go for rdp.D for more damage and corner push.

rdp.D
Good reversal and anti-air. Travels with the opponent, from mid-screen it can reach the corner. Whiffs on crouching opponents.

Super Moves
qcbhcf.P
Can be charged. Can be combo’d into from st/cr.C, st.D, qcf.D.D and counterhit stuff like j.C+D/st.C+D.
This super is easily buffered if inputted like this, j.B, qcb.C xx hcf.C. By inputting qcb.C instead of just st.C you save yourself time when inputting qcbhcf.C.

Combos

cr.B x2, cr.A xx df.D

 

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