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|colspan=" | |colspan="10" align="center"| '''DM''' | ||
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! <br>qcb,hcf+[[image:snka.gif]]<br><br> | ! <br>qcb,hcf+[[image:snka.gif]]<br><br> | ||
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|rowspan=" | |rowspan="2" colspan="4" | [[image:Kyo02_qcbhcfP.png|center]] | ||
|rowspan=" | |rowspan="2"| '''Ura 108 Shiki: Orochi Nagi - qcb,hcf+P''' | ||
*28 frames of blockstun. | *28 frames of blockstun. | ||
*Can combo off a heavy attack if charged slightly. | *Can combo off a heavy attack if charged slightly. | ||
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|rowspan=" | |rowspan="2" colspan="4" | [[image:Kyo98_qcbhcfP.png|center]] | ||
|rowspan=" | |rowspan="2"| ''' - qcf,qcf+P''' | ||
*28 frames of blockstun. | *28 frames of blockstun. | ||
*Can combo off a heavy attack if charged slightly. | *Can combo off a heavy attack if charged slightly. | ||
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Revision as of 19:13, 31 May 2016
Kyo Kusanagi
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.
Colors
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Movelist
Throws
- b or f + C - Breakable, forward knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable.
D throw preferable unless you have them in the corner for better wakeups.
Special Moves
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 (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.