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{{CvS2 Character Subnav|char=Kyo|short=Kyo}} | {{CvS2 Character Subnav|char=Kyo|short=Kyo}} | ||
<div> | <div> | ||
[[File:CVS2_Kyo_Data.png|right|500px]] | |||
== Story == | == Story == | ||
Line 58: | Line 23: | ||
'''Worst - S:''' Despite his usefulness in other grooves, S-Kyo has very little going for him. Kyo has decent but underwhelming and combo-oriented supers, so having infinite level 1s means nothing to him. S-Kyo also has to actively give up space to build meter, which harms his heavily aggro gameplan. | '''Worst - S:''' Despite his usefulness in other grooves, S-Kyo has very little going for him. Kyo has decent but underwhelming and combo-oriented supers, so having infinite level 1s means nothing to him. S-Kyo also has to actively give up space to build meter, which harms his heavily aggro gameplan. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro= | ||
--------------------------- | --------------------------- | ||
'''Kyo''' is a close range brawler with stellar mixup and some of the highest damage in the game. His pressure and ability to open up opponents make him terrifying up close, and his combo potential is much higher than average. He has | '''Kyo''' is a close range brawler with stellar mixup and some of the highest damage in the game. His pressure and ability to open up opponents make him terrifying up close, and his combo potential is much higher than the average character. He has play neutral to get there, though, and that's a lot easier said than done. Kyo is best in '''K-Groove'''. | ||
'''Difficulty''': Hard<br>'''Tier''': B+ | |||
|pros= | |pros= | ||
* '''Vortex:''' Incredible mixups up close, with overheads and lows and an amazing normal throw that all can lead into another knockdown and another mixup | * '''Vortex:''' Incredible mixups up close, with overheads and lows and an amazing normal throw that all can lead into another knockdown and another mixup | ||
* '''High Damage:''' One of the highest average damage characters, his meterless damage output is incredibly rewarding | * '''High Damage:''' One of the highest average damage characters, his meterless damage output is incredibly rewarding and leads to great oki. | ||
* '''Hard Knockdowns:''' Easy access to hard knockdowns from his throw, j.2HP, and 623HK | * '''Hard Knockdowns:''' Easy access to hard knockdowns from his throw, j.2HP, and 623HK | ||
* '''Brawling Normals:''' Great up close normals for brawling and catching bad movement | * '''Brawling Normals:''' Great up close normals for brawling and catching bad movement | ||
* '''Anti-Air:''' Stellar anti-air options and an amazing DP | * '''Anti-Air:''' Stellar anti-air options and an amazing DP | ||
|cons= | |cons= | ||
* ''' | * '''Weak Neutral:''' Lacks a projectile, and is often played in K-Groove where he has no rolls, meaning Kyo has to commit a lot harder to win. His best pokes can be ducked by a few and not safe if just defended or parried. His farthest reaching normal, cr.MK, has a very vulnerable hurtbox vs. better pokes. | ||
* '''Weak Level | * '''Weak Level 1s:''' Level 1 supers are combo unfriendly, limiting his use in Grooves without easy access to level 3s | ||
* '''Low Range:''' Lack of many long range buttons means he struggles to contest some of the most powerful buttons in the game | * '''Low Range:''' Lack of many long range buttons means he struggles to contest some of the most powerful buttons in the game | ||
* '''Weak to Zoning:''' Committal gameplan leads to a huge weakness to zoning and patient opponents who don't get opened up easily | * '''Weak to Zoning:''' Committal gameplan leads to a huge weakness to zoning and patient opponents who don't get opened up easily | ||
}} | }} | ||
== Normal Moves == | === Players to Watch === | ||
=== Far Normals === | {| class="wikitable" | ||
=== <span class="invisible-header">5LP</span> === | |- | ||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |||
| Daidouraku || Japan || A/N-Groove || Twitter: @DAIDOURAKU || Has two very different playstyles depending on the groove. His A-Kyo is slower with more read based fundamentals while his N-Kyo is rushdown heavy and brute forces the opponent to make very untimely decisions. <br> [https://youtu.be/K39Ld6fZ1bA?t=96 A-Groove Sample Match] <br> [https://youtu.be/BWJY0HbN6FM?t=369 N-Groove Sample Match] | |||
|- | |||
| Bean || Japan || P-Groove || N/A || One of Japan's best P-Groovers. Has a dominant Kyo who pulls off crazy parry punish combos. <br> [https://youtu.be/1lniWTuAMuY Sample Match] | |||
|- | |||
| Makoto || Japan || P-Groove || N/A || Not only is he a titan with Kyo, He also manages to turn almost every parry to a damaging punish combo. <br> [https://youtu.be/MnOH9zcByfY Sample Match] | |||
|- | |||
| OTK || Japan || K-Groove || Twitter: @Den_ta9 || Once Hailed as Japan's best Rock and best K-Groove player, OTK has a JD crazy Kyo that punished seemingly everything and had mega-mind reads. <br> [https://youtu.be/aiSUteo7sMU Sample Match] | |||
|- | |||
|} | |||
<br><br> | |||
== Normal Moves == | |||
=== Far Normals === | |||
=== <span class="invisible-header">5LP</span> === | |||
{{MoveData | {{MoveData | ||
| name = Far Jab | | name = Far Jab | ||
Line 994: | Line 974: | ||
| advBlock = Grab | | advBlock = Grab | ||
| invul = None | | invul = None | ||
| description = A beast of a normal throw. Higher than average throw range makes it so Kyo can threaten tic throws and walk up throws more than most characters, and the knockdown this gives is amazing. Some of Kyo's best knockdown oki will come from his kick throw. It helps that it also does a chunk of damage, making it a tool worth fearing. It goes without saying, but a character like Kyo who already has good mixup really appreciates having a scary throw as well. | | description = A beast of a normal throw. Higher than average throw range makes it so Kyo can threaten tic throws and walk up throws more than most characters, and the knockdown this gives is amazing. Some of Kyo's best knockdown oki will come from his kick throw. It helps that it also does a chunk of damage, making it a tool worth fearing. It goes without saying, but a character like Kyo who already has good mixup really appreciates having a scary throw as well. Allow for side switching by rolling or low jumping and still having time to meaty. | ||
* | * | ||
}} | }} | ||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
Line 1,045: | Line 1,026: | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = None | | invul = None | ||
| description = The first hit of Kyo's rekka series. Important tools for combos and pressure, but not as good for neutral as they are in the classic KOF games. They are notably unsafe, especially the MP version, and while pushback usually makes you fairly safe from punishment you still can't threaten much after an empty Aragami. The real strength lies in making your opponent scared of what you do after. The followups make for potent frametraps, one of which being an overhead as well, meaning opponents will often standblock. This is when you can catch them with surprise lows, which Kyo has plenty of. Mix up your options after this move to keep your opponent on their toes and score knockdowns. | | description = The first hit of Kyo's rekka series. Important tools for combos and pressure, but not as good for neutral as they are in the classic KOF games. They are notably unsafe, especially the MP version, and while pushback usually makes you fairly safe from punishment you still can't threaten much after an empty Aragami. The real strength lies in making your opponent scared of what you do after. The followups make for potent frametraps, one of which being an overhead as well, meaning opponents will often standblock. This is when you can catch them with surprise lows, which Kyo has plenty of. Mix up your options after this move to keep your opponent on their toes and score knockdowns. Typically the light version is always safe except from fast supers (Same data as Iori's 1st rekka on block). This sets up a mix up with RC rekka again on block (in roll grooves) or delay 2nd rekka to counter hit and anti air. | ||
Rekka series loops into itself infinitely if someone keeps quick rising. | |||
* | * | ||
}} | }} | ||
Line 1,103: | Line 1,086: | ||
| advBlock = -7 | | advBlock = -7 | ||
| invul = None | | invul = None | ||
| description = Overhead followup to Aragami. Only barely reactable, but predictable if used too much. A smart opponent will standblock Aragami always and react to whether or not you did the overhead, rather than react to you doing the overhead itself. You should still represent this tool against opponents crouchblocking, as it does give a decent knockdown on hit and is a part of why blocking Aragami is scary. As a finisher, this is used in a few juggles to knockdown, but is rare. Moreso it's used as another surprise overhead at the end of an Aragami bridge. | | description = Overhead followup to Aragami. Only barely reactable, but predictable if used too much. A smart opponent will standblock Aragami always and react to whether or not you did the overhead, rather than react to you doing the overhead itself. You should still represent this tool against opponents crouchblocking, as it does give a decent knockdown on hit and is a part of why blocking Aragami is scary. As a finisher, this is used in a few juggles to knockdown, but is rare. Moreso it's used as another surprise overhead at the end of an Aragami bridge. One set up to use this is after rekka knockdown, do another rekka (leaves you close and covers quick rise), into delayed 2nd rekka follow up or normal oki. | ||
* | * | ||
}} | }} | ||
Line 1,190: | Line 1,173: | ||
| advBlock = -11 | | advBlock = -11 | ||
| invul = 4 (autoguard) | | invul = 4 (autoguard) | ||
| description = A heavier version of Kyo's Aragami rekka. Unlike Aragami, this only has one tree to follow through. Dokugami is mostly useful for combos, as while it does have a few autoguard frames they're minor, and you're left unsafe on hit and block. The followups can whiff if this is done from farther out. While this would be a useful combo tool, it only combos from heavies, and Kyo has better options from heavies. Dokugami sees very little use because where it does work, Kyo has a better option. | | description = A heavier version of Kyo's Aragami rekka. Unlike Aragami, this only has one tree to follow through. Dokugami is mostly useful for combos, as while it does have a few autoguard frames they're minor, and you're left unsafe on hit and block. The followups can whiff if this is done from farther out. While this would be a useful combo tool, it only combos from heavies, and Kyo has better options from heavies. Dokugami sees very little use because where it does work, Kyo has a better option. Very good RC vs fireballs. | ||
* | * | ||
}} | }} | ||
Line 1,317: | Line 1,300: | ||
| advBlock = -50 | | advBlock = -50 | ||
| invul = 8 (Full), 5 (Lower) | | invul = 8 (Full), 5 (Lower) | ||
| description = Kyo's powerful Oniyaki DP series. Very high damage reversal and anti-air specials, but majorly risky. The HP version | | description = Kyo's powerful Oniyaki DP series. Very high damage reversal and anti-air specials, but majorly risky. The HP version is the happy medium combo ender to juggles (1 less stun than dp+k, but more damage) and his best anti air being fully invincible. MP dp is best damage potential as it is one hit (counter hits do much more damage than hp dp) and on trades you can juggle any serpent wave or custom combo. MP version will trade often as the invincibility runs out right before the first active frame. | ||
* | * | ||
}} | }} | ||
Line 1,383: | Line 1,366: | ||
| advBlock = -1 | | advBlock = -1 | ||
| invul = None | | invul = None | ||
| description = Overhead hitting flip kicks. | | description = Overhead hitting flip kicks. Opponents have to anti-air this like a jump. This can catch opponents who are waiting to block moves like Aragami by surprise, and even if they do react to block, your turn isn't necessarily over. These are still risky however, as you are wide open for high damage anti-airs. Can be used as a neutral "skip" but this carries more risk than a surprise overhead cancel as the opponent will be watching to anti-air you. They have overall good hitboxes. | ||
NOTE: Despite the frame data listed (its the official data) these are very much more like dive kicks, they are not safe as listed unless you hit them deep near the feet. A standing opponent can punish pretty easily if blocked high near the head. | |||
}} | }} | ||
}} | }} | ||
Line 1,509: | Line 1,494: | ||
| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = Launcher followup to Kai. Followups can only be used with the version you started with (i.e. HK followup can only be used after 236HK). | | description = Launcher followup to Kai. Followups can only be used with the version you started with (i.e. HK followup can only be used after 236HK). | ||
This move leaves heavy frame advantage vs characters you can not duck it (Sagat, Raiden, Geese, etc). This makes it a good RC and in block strings that cause the first hit to whiff. Caution using it too close, if the first hit it blocked, the second hit will always whiff on a crouching opponent. | |||
}} | }} | ||
}} | }} | ||
Line 1,576: | Line 1,563: | ||
| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = Kyo rises up into the air and kicks once for LK, twice for MK, and three times for HK. Powerful tools for combos, as the LK and MK versions allow for some followups after. The HK version is a fearsome combo ender, as it gives ridiculous corner carry and a great untechable knockdown. Generally, you'll only use these during combos and only after 236KK. | | description = Kyo rises up into the air and kicks once for LK, twice for MK, and three times for HK. Powerful tools for combos, as the LK and MK versions allow for some followups after. The HK version is a fearsome combo ender, as it gives ridiculous corner carry and a great untechable knockdown. Generally, you'll only use these during combos and only after 236KK. This ender is used mainly for MAX stun output. | ||
}} | }} | ||
}} | }} | ||
Line 1,598: | Line 1,585: | ||
| cancel = None | | cancel = None | ||
| guard = Mid | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = 5, 4 (hit) | | startup = 5, 4 (hit) | ||
| active = 32 (run), 4 (hit) | | active = 32 (run), 4 (hit) | ||
Line 1,641: | Line 1,628: | ||
| advBlock = -6 | | advBlock = -6 | ||
| invul = None | | invul = None | ||
| description = Kyo runs forward and elbows the opponent. On hit, he grabs them and blows them up. The LK version will run forward shortly, while the MK and HK versions will run fullscreen. Outside of whiffing the LK version as | | description = Kyo runs forward and elbows the opponent. On hit, he grabs them and blows them up. The LK version will run forward shortly, while the MK and HK versions will run fullscreen. Outside of whiffing the LK version as approach and too cover safe falls, there isn't any reason to use this. | ||
Mostly can be used as a combo ender for post stun combos (where OTG is better), RC vs fireballs (where RC Rekka is better), or custom combo starter vs fireballs (where walk up s.hk is better). | |||
}} | }} | ||
}} | }} | ||
Line 1,708: | Line 1,697: | ||
| invul = 23 (Full) | | invul = 23 (Full) | ||
| description = Kyo summons a huge pillar of fire, and lunges at the opponent with a hook like his Aragami. Level 1 ends with one punch, level 2 adds another punch, and level 3 adds a high damage Oniyaki ender. Easier to combo into than Orochinagi, but does do less damage. Will combo off of lights and quick buffers, but requires a bit of close range. Gains a lot more utility in C-Groove where it can cancel into 236HKK, leading to an Orochinagi for big damage. Despite the ridiculously tall hitbox, air opponents will not get hit by this fully, making it useless as an anti-air. | | description = Kyo summons a huge pillar of fire, and lunges at the opponent with a hook like his Aragami. Level 1 ends with one punch, level 2 adds another punch, and level 3 adds a high damage Oniyaki ender. Easier to combo into than Orochinagi, but does do less damage. Will combo off of lights and quick buffers, but requires a bit of close range. Gains a lot more utility in C-Groove where it can cancel into 236HKK, leading to an Orochinagi for big damage. Despite the ridiculously tall hitbox, air opponents will not get hit by this fully, making it useless as an anti-air. | ||
You can spam it in S-Groove as anti air, but just doing hp dp is better. Comboable off two light attacks up close. | |||
* | * | ||
}} | }} | ||
Line 1,777: | Line 1,768: | ||
The level 1 and 2 versions are difficult to combo into, so you especially want to land the level 3 version. To land all hits of the level 3, you have to get a hit in the corner into 236HKK. Buffer the super to immediately do it as you land, and hold so they can bounce off of Kyo's body once. Then, release the super as they fall. | The level 1 and 2 versions are difficult to combo into, so you especially want to land the level 3 version. To land all hits of the level 3, you have to get a hit in the corner into 236HKK. Buffer the super to immediately do it as you land, and hold so they can bounce off of Kyo's body once. Then, release the super as they fall. | ||
The level one can be used as a strong meaty vs non reversal character on certain knockdowns, which is a waste in any groove not S. The level 2 version is Kyo's bread and butter go to off certain combos in C. Main ender for juggle A Groove customs (if not doing OTG). | |||
* | * | ||
}} | }} | ||
}} | }} | ||
== Combos == | |||
'''****Meterless Bread and Butter****''' | |||
c.lk, c.lp, c.mp xx mp Rekka series - Your main go to combo that leads to great knockdown that can not be quick rised, another Rekka after will cover the knock down. This leads to many option as well for oki. | |||
c.lk, c.lp, s.mp xx mp Rekka series - An alternate version on his bnb that uses s.mp for extra range and generally better for combos if they can't duck it. | |||
c.lk, c.lk, c.lk xx lk upkicks - A beginner-friendly combo that can lead to big damage with meter. | |||
'''****Advanced meterless****''' | |||
c.lk, close s.hk xx mk upkicks - Big boy combo for max damage that has different routes depending on what you goal is (1 thru 5). | |||
1. HP DP ender - Best mixture of damage and stun, can't pressure after vs quick rise mid screen. | |||
2. HK DP ender - Best corner carry and stun, but slightly less damage than HP DP in longer combos. | |||
3. F+HP xx Rekka, OTG ender - Best damage, lower stun output. | |||
4. Running Grab - Worst option, should only go for it post stun, same damage as HP DP, but 0 stun. | |||
5. s.hk xx mk RED Kick - cheeky reset, but safe on block as RED Kick hits meaty '''MOVE TO RESETS''' | |||
c.lk, c.lp, c.fp xx mp rekka or hp Rekka- A tougher link for bigger damage from Rekka. HP Rekka should only be used in the corner since its midscreen knockdown is bad. | |||
'''****Metered Bread and Butter****''' | |||
c.lk, c.lk, c.lk xx lk upkicks, juggle Lvl 3 Serpent Wave - The main go-to combo for most grooves | |||
c.lk, c.lk xx any level Final Showdown - An ok super, but Serpent Wave is typically better. | |||
Far s.rh xx Lvl 3 Serpent Wave | |||
Point blank c.hk, juggle Lvl 3 Serpent Wave - This is just a safe option to land a lvl 3, not ideal. Sweep is only -2 and has 6 active frames for meaty. | |||
MP DP *TRADE* any lvl Serpent Wave [https://www.youtube.com/watch?v=e0zqIW07NrU MP DP Trade options] | |||
(C-Groove only) MP DP *TRADE* Lvl 2 Serpent Wave, HK upkicks, Lvl 1 Serpent Wave Note: Only possible due to how high up the combo puts the opponent. | |||
(C-Groove only, midscreen) Far s.rh xx Lvl 2 Serpent Wave xx mk upkicks, HP DP or HK DP - from farther range cancel directly into HK DP as sometimes upkicks leave you too far away midscreen to land another juggle. Timin gon the Lvl 2 Serpent Wave juggle is very tight. | |||
(Midscreen, C-Groove only) Point blank c.lk, c.lk OR close s.hk xx lk upkicks xx juggle lvl 2 serpent wave xx HK DP - Massive damage off a level 2 cancel, optimal midscreen. | |||
(A-Groove Only) MP DP *TRADE* (Activate CC) Anti Air CC - See A-Groove combos | |||
(A-Groove only) c.lk, close s.hk xx mk up kicks, (Activate CC) Anti Air CC - See A-Groove combos | |||
(A-Groove, near corner only) c.lk, c.lk, c.lk xx lk upkicks, (Activate CC) Anti Air CC - See A-Groove combos | |||
(A-Groove only) c.lk, c.lk, (Activate CC), Anti Air CC or c.mp xx ground CC - See A-Groove combos | |||
'''****Custom Combos****''' | |||
A-Kyo is very versatile with great damage, one of the better characters in A groove by a far margin who isn't Sakura or M.Bison. | |||
'''Pros:''' | |||
Great damage | |||
Easy ground custom | |||
Strong advanced customs | |||
Can go for stun post CC instead of super leading to dizzy | |||
Overhead CC | |||
Shosho chip CC | |||
Overall a custom for any situation | |||
'''Cons:''' | |||
No low jump makes getting in and mix ups tougher, some matches become much harder | |||
Must be able to proficiently RC | |||
'''****Ground Custom****''' *Note there are many variations* | |||
s.hk x5, df+hk (1 hit) xx s.hk x3 xx (df+rh 2-hits xx c.mp)xN xx Final Showdown | |||
'''****Anti-Air Custom****''' | |||
(MP DP xx DF+HK whiff)x7, MP DP xx c.fp xx Serpent Wave | |||
'''****Restand CC****''' | |||
A few examples of restand CC | |||
c.lk, c.lk, c.lk xx lk upkicks near corner, (Activate CC) s.hk xx (Whiff) lp rekka series to otg, df+hk xN, Final Showdown | |||
'''****Overhead blocked CC****''' | |||
Kyo can do rekka otg during a blocked custom to restand. The timing do do this is very tricky since if you press buttons too fast or too slow you can mess up as you can kara cancel the rekka INTO normals on start up before rekka hits. Do this by '''doing the motion for the first two rekkas BEFORE the first rekka hits''', then double tapping punch as you see the overhead connect. Press punch too soon and you will kara cancel the overhead before it hits onto what version of punch you are pressing. The input should be all follows: | |||
QCF+P, HCB+P (input both during the start up animation for first rekka), 1st rekka blocked, 2nd overhead rekka hits, double tap any punch. | |||
Once the ground pound OTGs you can restand with df+hk. | |||
[https://docs.google.com/presentation/d/1vL0i-gKRLQnWZbiiZykoPfTJaBZvBrxkKm6QiymK6MY/edit#slide=id.g74222b65db_0_0 Gunter's Kyo A-Groove Collection] - Various custom combos | |||
== Colors == | == Colors == |
Latest revision as of 03:42, 9 July 2023
Introduction
Story
Kyo Kusanagi, the face of the famous King of Fighters series and the main protagonist of it's first saga, the Orochi Saga. Kyo is the heir to the Kusanagi clan, one of 3 legendary clans in possession of the three Sacred Treasures. The Kusanagi clan weilds powerful fire, and Kyo uses it very well. Kyo is a master of the Kusanagi flame, taught by his father Saisyu. Outside of his martial art skill and legendary family name, Kyo is a highschool dropout who enters the King of Fighters tournaments mostly to stop the evil guys behind them or for the fun of fighting when there are no evil guys. He has a girlfriend he loves named Yuki. In the first saga of KOF, he teamed up with his best friends Benimaru and Daimon to form Team Japan. In KOF 97', Kyo and the other Sacred Treasures Chizuru and Iori are forced to confront Team Orochi, who eventually resummon Orochi. Kyo and Iori seal Orochi back into the Earth, hopefully destroying it forever.
Gameplay
Kyo is the epitome of a rushdown character. His ability to mix and punish the opponent is almost unmatched, with massive damage output off any starter. He has a solid low confirm, a few great overheads, one of the best normal throws, and two very ambiguous crossups. Mix that with his signature rekka special Aragami, which can be followed up in multiple ways or done to leave Kyo safe at the end of a blockstring, and Kyo gets a vortex of guesses that can close out a round quick. He also has stellar defense, with great normals for mashing and a very scary DP, and plenty of good anti-airs.
This isn't without sacrifice though. Kyo struggles very hard in neutral, lacking any kind of projectile or even a consistent rewarding poke. Kyo has to take a risk to get in, whether by jumping or running or rolling, as he gets beaten in neutral by almost everyone. While he does have decent reach with normals like 5HK and 3HK, these have various weaknesses such as being crouchable or having a lot of endlag. Kyo can very rarely convert a poke into knockdown either, forcing him to rely on his up-close game to secure rounds.
If you like a character who can get in the opponents face and spin the wheel of mix until they die, you'll love Kyo. Especially if you're willing to put up with his underwhelming neutral.
Groove Selection
Best - K: Kyo can be run well with almost any groove, but shines mostly in K groove. While rolls do help him, JD and rage turn the already high damage Kyo into a punish machine, dishing out damage from almost any starter. Rage also makes his already scary oki mixup even scarier, as it only takes a few good hits for Kyo to win, and he can easily combo into level 3 Orochinagi in the corner for massive damage.
Just Defense helps Kyo punish certain pokes that are normally safe and score a knockdown when used too close due to JD eliminating pushback and making pokes unsafe in some cases (example, Blanka c.fp done too close) and allowing Kyo to score a rekka knockdown uses standing or crouching medium punch.
Useful - C/N/A/P: The other grooves are all varying in usefulness but generally are good. C-Kyo gets access to damaging and flashy level 2 combos and can more easily end combos in his autocombo super, alongside airblock and Alpha Counters that aid his defense. N-Kyo is sort of a lesser K-Kyo, with roll giving him a good defensive tool and RC specials for neutral use. You lose out on a lot of meter potential however, as Kyo's level 1 supers are very weak. A-Kyo gets access to the powerful Custom Combo mechanic, and in classic Kyo style his CC is highly damaging and puts your opponent in the corner where you want them. P-Kyo is shockingly good, as his meterless punishes are devastating and his level 3 punishes even more so. One good parry from P-Kyo puts your opponent deep in the corner.
Worst - S: Despite his usefulness in other grooves, S-Kyo has very little going for him. Kyo has decent but underwhelming and combo-oriented supers, so having infinite level 1s means nothing to him. S-Kyo also has to actively give up space to build meter, which harms his heavily aggro gameplan.
Kyo is a close range brawler with stellar mixup and some of the highest damage in the game. His pressure and ability to open up opponents make him terrifying up close, and his combo potential is much higher than the average character. He has play neutral to get there, though, and that's a lot easier said than done. Kyo is best in K-Groove. Difficulty: HardTier: B+ |
|
Pros | Cons |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
Daidouraku | Japan | A/N-Groove | Twitter: @DAIDOURAKU | Has two very different playstyles depending on the groove. His A-Kyo is slower with more read based fundamentals while his N-Kyo is rushdown heavy and brute forces the opponent to make very untimely decisions. A-Groove Sample Match N-Groove Sample Match |
Bean | Japan | P-Groove | N/A | One of Japan's best P-Groovers. Has a dominant Kyo who pulls off crazy parry punish combos. Sample Match |
Makoto | Japan | P-Groove | N/A | Not only is he a titan with Kyo, He also manages to turn almost every parry to a damaging punish combo. Sample Match |
OTK | Japan | K-Groove | Twitter: @Den_ta9 | Once Hailed as Japan's best Rock and best K-Groove player, OTK has a JD crazy Kyo that punished seemingly everything and had mega-mind reads. Sample Match |
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6HP
3HK
6MK
j2HP
Throws
4/6HP
4/6HK
Special Moves
Aragami
Kyo's Rekka series can be intimidating at first, but the tree is fairly simple! Here is a quick rundown.
Aragami > Konokizu > Nanase/Yanosabi
Aragami > Yanosabi > Nanase/Migiri Ugachi
There are different reasons to use either of these two trees and the two possible enders for each, but memorizing the order is simple.
Konokizu
Yanosabi
Nanase
Migiri Ugachi
Dokugami
Tsumiyomi
Batsuyomi
Oniyaki
RED Kicks
Kai
Kai Followup
Oboroguruma
Kototsuki You
Supers
Final Showdown
Orochinagi
Combos
****Meterless Bread and Butter****
c.lk, c.lp, c.mp xx mp Rekka series - Your main go to combo that leads to great knockdown that can not be quick rised, another Rekka after will cover the knock down. This leads to many option as well for oki.
c.lk, c.lp, s.mp xx mp Rekka series - An alternate version on his bnb that uses s.mp for extra range and generally better for combos if they can't duck it.
c.lk, c.lk, c.lk xx lk upkicks - A beginner-friendly combo that can lead to big damage with meter.
****Advanced meterless****
c.lk, close s.hk xx mk upkicks - Big boy combo for max damage that has different routes depending on what you goal is (1 thru 5).
1. HP DP ender - Best mixture of damage and stun, can't pressure after vs quick rise mid screen.
2. HK DP ender - Best corner carry and stun, but slightly less damage than HP DP in longer combos.
3. F+HP xx Rekka, OTG ender - Best damage, lower stun output.
4. Running Grab - Worst option, should only go for it post stun, same damage as HP DP, but 0 stun.
5. s.hk xx mk RED Kick - cheeky reset, but safe on block as RED Kick hits meaty MOVE TO RESETS
c.lk, c.lp, c.fp xx mp rekka or hp Rekka- A tougher link for bigger damage from Rekka. HP Rekka should only be used in the corner since its midscreen knockdown is bad.
****Metered Bread and Butter****
c.lk, c.lk, c.lk xx lk upkicks, juggle Lvl 3 Serpent Wave - The main go-to combo for most grooves
c.lk, c.lk xx any level Final Showdown - An ok super, but Serpent Wave is typically better.
Far s.rh xx Lvl 3 Serpent Wave
Point blank c.hk, juggle Lvl 3 Serpent Wave - This is just a safe option to land a lvl 3, not ideal. Sweep is only -2 and has 6 active frames for meaty.
MP DP *TRADE* any lvl Serpent Wave MP DP Trade options
(C-Groove only) MP DP *TRADE* Lvl 2 Serpent Wave, HK upkicks, Lvl 1 Serpent Wave Note: Only possible due to how high up the combo puts the opponent.
(C-Groove only, midscreen) Far s.rh xx Lvl 2 Serpent Wave xx mk upkicks, HP DP or HK DP - from farther range cancel directly into HK DP as sometimes upkicks leave you too far away midscreen to land another juggle. Timin gon the Lvl 2 Serpent Wave juggle is very tight.
(Midscreen, C-Groove only) Point blank c.lk, c.lk OR close s.hk xx lk upkicks xx juggle lvl 2 serpent wave xx HK DP - Massive damage off a level 2 cancel, optimal midscreen.
(A-Groove Only) MP DP *TRADE* (Activate CC) Anti Air CC - See A-Groove combos
(A-Groove only) c.lk, close s.hk xx mk up kicks, (Activate CC) Anti Air CC - See A-Groove combos
(A-Groove, near corner only) c.lk, c.lk, c.lk xx lk upkicks, (Activate CC) Anti Air CC - See A-Groove combos
(A-Groove only) c.lk, c.lk, (Activate CC), Anti Air CC or c.mp xx ground CC - See A-Groove combos
****Custom Combos****
A-Kyo is very versatile with great damage, one of the better characters in A groove by a far margin who isn't Sakura or M.Bison.
Pros:
Great damage Easy ground custom Strong advanced customs Can go for stun post CC instead of super leading to dizzy Overhead CC Shosho chip CC Overall a custom for any situation
Cons:
No low jump makes getting in and mix ups tougher, some matches become much harder Must be able to proficiently RC
****Ground Custom**** *Note there are many variations*
s.hk x5, df+hk (1 hit) xx s.hk x3 xx (df+rh 2-hits xx c.mp)xN xx Final Showdown
****Anti-Air Custom****
(MP DP xx DF+HK whiff)x7, MP DP xx c.fp xx Serpent Wave
****Restand CC****
A few examples of restand CC
c.lk, c.lk, c.lk xx lk upkicks near corner, (Activate CC) s.hk xx (Whiff) lp rekka series to otg, df+hk xN, Final Showdown
****Overhead blocked CC****
Kyo can do rekka otg during a blocked custom to restand. The timing do do this is very tricky since if you press buttons too fast or too slow you can mess up as you can kara cancel the rekka INTO normals on start up before rekka hits. Do this by doing the motion for the first two rekkas BEFORE the first rekka hits, then double tapping punch as you see the overhead connect. Press punch too soon and you will kara cancel the overhead before it hits onto what version of punch you are pressing. The input should be all follows:
QCF+P, HCB+P (input both during the start up animation for first rekka), 1st rekka blocked, 2nd overhead rekka hits, double tap any punch.
Once the ground pound OTGs you can restand with df+hk.
Gunter's Kyo A-Groove Collection - Various custom combos
Colors