centralzuloo.blogg.se

The king of fighters 98 wiki
The king of fighters 98 wiki













the king of fighters 98 wiki

cr.B, qcf + A/B > qcf + P (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.).cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + P.But if you hit the first part (while holding P), SDM qcb hcf + P wil deal the same damage as SDM qcf qcf + P if you burn for 1 hit, and more damage than it if you burn for 2-3 hits (only possible in the corner). The second part of SDM qcb hcf + P will deal less damage than SDM qcf qcf + P.

#The king of fighters 98 wiki full#

Out of the corner the charging will do only one hit, and you need to release the charge immediately after hit, on the corner the charge can do 2-3 hits and you have to wait a few frames to release to get the full 3 hits of the second part. Holp P to burn opponent while charging (otherwise it will not combo), then release to hit launched opponent in the air with the second part.

  • Point blank: cr.C / cl.C / cr.A / cl.B > SDM qcb hcf + (P).
  • Only on characters where C > f + B works) The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work on some specific thin characters. Midscreen, not too far from the corner, as opponent must reach corner after qcf + P) Video
  • run, qcf + A > qcf + P > P (Timming required.
  • qcf + A, qcf + A > hcf + P > P (Corner & MAX.
  • Show off only, as DM qcb hcf + P is easier and does considerable more damage. Does just slight more than the combo below. First hit will miss and the second part connect.
  • qcf + A > hcf + P > P (Timming required.
  • (S)DM qcf qcf + P (PRACTICE this and get as consistent as you can with it to play an effective Kyo Sometimes you can get st.A / st.B depending of your distance, so cr.A is the safest, but hardest option, and is the one you should practice the most.).
  • Only on characters where C > f + B works.)
  • air d + C (As a crossup, because of the extra push back.).
  • 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. 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. Creates a huge hitbox in front of his feet spanning about 1.5 character spaces.
  • Final Showdown (qcf qcf + P) - C version has a tiny bit more invincibility.
  • the king of fighters 98 wiki

    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). It can connect after qcf + D > D for max damage. C version can combo from Kyo's hard attacks or a chained f + B. Orochinagi (qcb hcf + P) - A version is slower and has lower-body invincibility, C version is faster and has upper-body invincibility.Here's one I already mentioned: qcf + C (blocked), qcb + A. This is actually not a bad move, and you'll find a ton of setups for it if you experiment. Counter/Uppercut Thing (qcb + P) - Not really used for the uppercut, but can catch moves if they connect right after it starts up.b or f + D - Breakable, reverse knockdown, back turned, un-rollable.ĭ throw preferable unless you have them in the corner for better wakeups.b or f + C - Breakable, forward knockdown, face forward, rollable.















    The king of fighters 98 wiki