
It is a 1-frame link, but more if you perform the cr.B meaty. Note that you can link close C from cr.B. Does a lot of damage, specially in the corner.
Kyo kusanagi kof 13 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.The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work un some specific thin characters. It's just that Iori has a similar fireball game that 95-Era Kyo has but has better damage output and overall zoning combined with better mid-screen and corner pressure, options, and damage. The amount of pluses that 95-Era Kyo have is incomparable to default Kyo, but nonetheless as a character, 95-Era Kyo is still a decent character and is still viable. The King Of Fighters '98 Anthology: Illustration by Natsumoto Masato. The King of Fighters World SNK 1998 Calendar: early versions and final product by Shinkiro. Neo Geo Freak 1998: '94-'97 Kyo concept art. Not only does 95-Era Kyo lack the damage-output from attacks in comparison but lacks the ability to get as much damage from a jump-in attack on an opponent from mid-screen. The King of Fighters '98: Gallery artwork.

Overall, this is a weaker version of Kyo that excels in a more defensive neutral game than default Kyo but lacks the damage-output default Kyo is capable of from a low-hitting hitconfirm combo as well as the great rushdown that makes default Kyo one of the best characters in the game. 95-Era Kyo has 108 Shiki: Yami Barai (qcf + P) in lieu of 114 Shiki: Aragami and is very similar to Iori's fireball but in application within the close range, it works like Iori's fireball in the sense it's a secondary and is susceptible to escapes via hops and jumps. 95-Era Kyo has a similar close game compared to default Kyo but lacks 114 Shiki: Aragami (default Kyo's + A) to control the ground and hop space effectively for pressure. Kyo makes his best use of pressuring from far and mid-far screen using fireballs in a similar manner Iori does to zone and then controls approaches with hop Jumping D and Jumping B. Essentially is style of Kyo is a mesh between Iori's zoning ability and Kyo's moveset.
