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==Wake-Up Pressure/Knockdown Mixups== | ==Wake-Up Pressure/Knockdown Mixups== | ||
==Matchups== | ==Matchups== | ||
'''vs. Blanka''' | |||
Make it one of your goals to get in and land a kick throw. Once you do, you put your self in a highly advantageous mixup situation. Remember that since Blanka is a charge character, it becomes extremely confusing for him on how to keep his charge if play tricky and keep switching sides with him. After the kick throw... | |||
-low jump forward, crossup j.LK | |||
This is safe against RC electricity, and you actually have frame advantage when you land. | |||
From there... | |||
-wait, kick throw again | |||
-wait, d.LK combo to counter Blanka trying to throw you | |||
Although it's not necessary in this instance, you can take a complete guess and try to dp+HP after the crossup low jump LK also | |||
After the kick throw... | |||
-low jump forward, land, kick throw again | |||
This grabs Blanka right out of his wakeup RC electricity startup. | |||
-low jump foward, land, meaty d.MP, d.MP xx combo | |||
The d.MP hit perfectly meaty when you do it like this. | |||
Whenever Blanka sticks out a d.HP, you can sweep his limb from far away if he whiffed. You can even try to do far s.HK xx super if you like. | |||
Kyo far s.HK is a guaranteed counter to Blanka's d.MK. | |||
One of Kyo's most often used moves is his df+HK. Blanka knows this and will be jumping up and down with his vertical j.HK to counter you. Use your Kyo dp+HP to take him out of the air whenever you're in range. | |||
The counter to Blanka trying to do super jump MK to cross you up is to use your Kyo close s.MK anti-air. | |||
==Random Tricks/Notes== | ==Random Tricks/Notes== | ||
=Discussion= | =Discussion= | ||
http://www.shoryuken.com/forums/forumdisplay.php?f=51 | http://www.shoryuken.com/forums/forumdisplay.php?f=51 |
Revision as of 18:20, 25 February 2006
Introduction
This is Kyo. He IS stylin.
Moves List
Normal Moves
These numbers aren't accurate. Copy'd pasted from Hibiki's section. I do know Kyo's numbers and command normals though so I'll update later.
Name | State | Spc | Sup | Hit | Blk | Sta | Act | Rec | Dmg |
---|---|---|---|---|---|---|---|---|---|
Jab | Close | y | y | +5 | +5 | 3 | 4 | 8 | 200 |
Far | y | y | +5 | +5 | 3 | 4 | 8 | 200 | |
Crouch | y | y | +3 | +3 | 4 | 5 | 12 | 400 | |
Jump | - | - | - | - | 3 | 16 | - | 500 | |
Strong | Close | y | y | +2 | +2 | 4 | 4 | 18 | 800 |
Far | n | y | +3 | +3 | 6 | 4 | 17 | 800 | |
Crouch | n | y | +1 | +1 | 5 | 4 | 19 | 700 | |
Jump | - | - | - | - | 3 | 8 | - | 700 | |
Fierce | Close | n | y | -17 | -17 | 3 | 8 | 41 | 1000 |
Far | n | n | -15 | -15 | 7 | 4 | 41 | 1000 | |
Crouch | n | n | -6 | -6 | 5 | 4 | 32 | 1100 | |
Jump | - | - | - | - | 5 | 4 | - | 1200 | |
Cl. Hold | - | - | -8 | -8 | 8 | 2 | 35 | 1000 | |
Short | Close | y | y | +2 | +2 | 5 | 8 | 7 | 300 |
Far | y | y | +2 | +2 | 5 | 8 | 7 | 300 | |
Crouch | y | y | +3 | +3 | 3 | 4 | 10 | 200 | |
Jump | - | - | - | - | 4 | 14 | - | 400 | |
Forward | Close | n | n | +6 | +6 | 5 | 6 | 11 | 800 |
Far | n | n | DWN | -8 | 13 | 3 | 28 | 700 | |
Crouch | n | y | -6 | -6 | 5 | 6 | 20 | 700 | |
Jump | - | - | - | - | 5 | 8 | - | 700 | |
Roundhouse | Close | y | y | -9 | -9 | 8 | 6 | 27 | 1300 |
Far | n | n | -8 | -8 | 12 | 4 | 40 | 1100 | |
Crouch | n | n | DWN | -8 | 8 | 4 | 34 | 1100 | |
Jump | - | - | - | - | 9 | 4 | - | 1100 |
Special Moves
Supers
The Basics
Bread and Butter Combos
Three most basic combos done on reaction:
-d.LK, d.MP xx qcf+LP, qcf+P, K The standard low hitting combo into beatdown punches.
-jump in HP, d.MP xx qcf+LP, qcf+P, K The standard combo off a jump in attack.
-low jump HK, dp+HP The standard combo off a low jump attack.
d.MP gives you frame advantage to link combo after:
-d.MP, d.MP xx qcf+LP, qcf+P, K
-d.MP, d.LK xx qcf+LK, LK, super
Opponent dizzy or otherwise open for big punishment:
-(j.HK), close s.HK xx qcf+MK, K, dp+HK (three hits) The last hit slams the opponent down to the ground and he isn't allowed to tech roll or slow getup. If you hit with a dp+HK juggle from midscreen, your opponent will be brought all the way to the corner.
-(j.HK), close s.HK xx qcf+MK, K, f+HP xx qcf+LP (whiff), hcb+P (whiff), P (otg) A fancier version of the above combo that does more stun damage. Vega can tech roll the last OTG hit of the combo though, so stick with the first combo where you juggle with dp+HK instead.
-(j.HK), close s.HK xx qcf+MK, K, dp+HP Sometimes the opponent gets dizzy before the last hit of the three hit dp+HK move. To maximize the damage you do to your opponent, when you're sure the opponent will get dizzy, juggle him with the 2 hit dp+HP move instead.
Off a parry:
(These aren't guaranteed when your opponent uses anti-parry tactics like buffering a slow DP into whatever parry bait move he stuck out, or mashing on a command grab or super grab after the parry, but that rarely happens.)
-parry, close s.HK xx qcf+MK, K, dp+HK The number one reason P-Kyo is so deadly. Off just one parry opening from anywhere on the screen, he can bring you into the corner with a dp+HK juggle.
-parry, d.MP xx qcf+LP, qcf+P, K Do this when you see that you're out of range of your close s.HK. Also consider using d.MP xx qcf+MK, K too though.
Off a JD:
d.MP is a four frame startup attack and cancels into the beatdown punches or launching kicks perfectly. A lot of times you get a free combo when you JD certain laggy attacks your opponent throws out (like a Blanka d.HP for example). A super fast attack like d.MP is the perfect move to take advantage of that window for a free combo.
-JD a laggy ground move, d.MP xx combo
Openings
Super Combos
Custom Combos
Advanced Strategy
Wake-Up Pressure/Knockdown Mixups
Matchups
vs. Blanka
Make it one of your goals to get in and land a kick throw. Once you do, you put your self in a highly advantageous mixup situation. Remember that since Blanka is a charge character, it becomes extremely confusing for him on how to keep his charge if play tricky and keep switching sides with him. After the kick throw...
-low jump forward, crossup j.LK This is safe against RC electricity, and you actually have frame advantage when you land.
From there...
-wait, kick throw again -wait, d.LK combo to counter Blanka trying to throw you
Although it's not necessary in this instance, you can take a complete guess and try to dp+HP after the crossup low jump LK also
After the kick throw... -low jump forward, land, kick throw again This grabs Blanka right out of his wakeup RC electricity startup.
-low jump foward, land, meaty d.MP, d.MP xx combo The d.MP hit perfectly meaty when you do it like this.
Whenever Blanka sticks out a d.HP, you can sweep his limb from far away if he whiffed. You can even try to do far s.HK xx super if you like.
Kyo far s.HK is a guaranteed counter to Blanka's d.MK.
One of Kyo's most often used moves is his df+HK. Blanka knows this and will be jumping up and down with his vertical j.HK to counter you. Use your Kyo dp+HP to take him out of the air whenever you're in range.
The counter to Blanka trying to do super jump MK to cross you up is to use your Kyo close s.MK anti-air.