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{{Nutshell| | {{Nutshell| | ||
Kyo is top-tier character in extra mode but up mid-tier in advanced mode, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are good enough thanks to high priority on his air (j.B, | Kyo is top-tier character in extra mode but up mid-tier in advanced mode, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are good enough thanks to high priority on his air (j.B, air 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=== | ===Colors=== | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="4" | [[image:Kyo98_stD.png|center]] | |colspan="4" | [[image:Kyo98_stD.png|center]] | ||
|Can go over lows, but the range/hitbox speed is not what it is in CvS2, so don't think about using it like you would in that game. Still could be used in a block string such as cl.C > st.D > qcf+A | |Can go over lows, but the range/hitbox speed is not what it is in CvS2, so don't think about using it like you would in that game. Still could be used in a block string such as cl.C > st.D > qcf + A | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|align="center"| L | |align="center"| L | ||
|colspan="4" | [[image:Kyo98_crB.png|center]] | |colspan="4" | [[image:Kyo98_crB.png|center]] | ||
| 'footsie' moves. main combo starter. Links into cl.C and can combo into C Rekka series or block string with qcf+A or f+B into qcf+A/qcf+C | | 'footsie' moves. main combo starter. Links into cl.C and can combo into C Rekka series or block string with qcf + A or f + B into qcf + A / qcf + C | ||
Chain: repeatable | Chain: repeatable | ||
|- | |- | ||
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|align="center"| L | |align="center"| L | ||
|colspan="4" | [[image:Kyo98_crD.png|center]] | |colspan="4" | [[image:Kyo98_crD.png|center]] | ||
|Slow, but easily whiff cancelable (preferably into qcf+A) if someone short hops it. Makes his hitbox shrink vertically, and he can use it to 'duck' under Takuma/old characters (O.Robert/O.Ryo/O.Yuri) fireballs completely | |Slow, but easily whiff cancelable (preferably into qcf + A) if someone short hops it. Makes his hitbox shrink vertically, and he can use it to 'duck' under Takuma/old characters (O.Robert/O.Ryo/O.Yuri) fireballs completely | ||
|- | |- | ||
|colspan="10" align="center"| '''Jump''' | |colspan="10" align="center"| '''Jump''' | ||
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|align="center"| H | |align="center"| H | ||
|colspan="4" | [[image:Kyo98_jD.png|center]] | |colspan="4" | [[image:Kyo98_jD.png|center]] | ||
|Long range air-to-air and long range air-to-ground. For example neutral h.D can beat Ralf's st.C clean from range. Great in conjunction with qcf+A in a blockstring. | |Long range air-to-air and long range air-to-ground. For example neutral h.D can beat Ralf's st.C clean from range. Great in conjunction with qcf + A in a blockstring. | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|colspan="10" align="center"| '''Command Normals''' | |colspan="10" align="center"| '''Command Normals''' | ||
|- | |- | ||
! <br>f+[[image:snkb.gif]]<br><br> | ! <br>f + [[image:snkb.gif]]<br><br> | ||
|align="center"| 11/7(3)7/18 | |align="center"| 11/7(3)7/18 | ||
|align="center"| -5/-7 | |align="center"| -5/-7 | ||
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|valign="bottom" rowspan="2" colspan="2" style="border-right:0px;"| [[image:Kyo98_fB1.png|center]] | |valign="bottom" rowspan="2" colspan="2" style="border-right:0px;"| [[image:Kyo98_fB1.png|center]] | ||
|valign="bottom" rowspan="2" colspan="2" style="border-left:0px;"| [[image:Kyo98_fB2.png|center]] | |valign="bottom" rowspan="2" colspan="2" style="border-left:0px;"| [[image:Kyo98_fB2.png|center]] | ||
|rowspan="2"|'''Ge Shiki: Goufu You - (f+B)''' - 2 hits, second hit is overhead if done alone. 2nd hit is not overhead but cancelable when chained from a normal, but will only fully combo if you're close enough for both hits to connect. The canceled into version is great for staggered blockstrings from Close C or Crouching A and frametraps relatively well and confirm into rekkas/fireball for a combo if staggered from light attacks | |rowspan="2"|'''Ge Shiki: Goufu You - (f + B)''' - 2 hits, second hit is overhead if done alone. 2nd hit is not overhead but cancelable when chained from a normal, but will only fully combo if you're close enough for both hits to connect. The canceled into version is great for staggered blockstrings from Close C or Crouching A and frametraps relatively well and confirm into rekkas/fireball for a combo if staggered from light attacks | ||
|- | |- | ||
! f+[[image:snkb.gif]]<br>(cancel) | ! f + [[image:snkb.gif]]<br>(cancel) | ||
|align="center"| 11/7(3)7/18 | |align="center"| 11/7(3)7/18 | ||
|align="center"| -5/-7 | |align="center"| -5/-7 | ||
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|align="center"| HL/HL | |align="center"| HL/HL | ||
|- | |- | ||
! df+[[image:snkd.gif]] | ! df + [[image:snkd.gif]] | ||
|align="center"| 2/3(12)4/24 | |align="center"| 2/3(12)4/24 | ||
|align="center"| -8/-10 | |align="center"| -8/-10 | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_dfD1.png|center]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_dfD1.png|center]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dfD2.png|center]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dfD2.png|center]] | ||
|'''88 Shiki - (df+D)''' - There are certain moves this thing can hit, like Ralf's st.C. Otherwise only use it in a combo | |'''88 Shiki - (df + D)''' - There are certain moves this thing can hit, like Ralf's st.C. Otherwise only use it in a combo | ||
|- | |- | ||
! | ! air d + [[image:snkc.gif]] | ||
|align="center"| 6/5/- | |align="center"| 6/5/- | ||
|align="center"| -/- | |align="center"| -/- | ||
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|align="center"| H | |align="center"| H | ||
|colspan="4"| [[image:Kyo98_jdC.png|center]] | |colspan="4"| [[image:Kyo98_jdC.png|center]] | ||
|'''Ge Shiki: Naraku Otoshi - ( | |'''Ge Shiki: Naraku Otoshi - (air d + C)''' - A very good jump-in. Has long hit stun, so it can be performed early and still combo into things. Great as a crossup. Slams when used air-to-air. Since it is a command move, you can use it during a backdash and you will travel much further as well as decrease recovery. In Extra mode it can be done during a front dash, and can be comboed into itself this way as an infinite. If done on a crouching opponent or late, it will combo at best into a cr.A rather than be able to do a cr.B into cr.A and cl.C will whiff most of the time due to push back. This move tends to whiff on characters that could shrink their hitboxes by crouching or doing a crouching attack so keep that in mind | ||
|- | |- | ||
|colspan="10" align="center"| '''Special Moves''' | |colspan="10" align="center"| '''Special Moves''' | ||
|- | |- | ||
! qcf+[[image:snka.gif]] | ! qcf + [[image:snka.gif]] | ||
|align="center"| 11/8/20 | |align="center"| 11/8/20 | ||
|align="center"| | |align="center"| | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfA1.png|center|BODY GA]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfA1.png|center|BODY GA]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfA2.png|center|AMAZING]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfA2.png|center|AMAZING]] | ||
|'''114 Shiki: Aragami - (qcf+A)''' | |'''114 Shiki: Aragami - (qcf + A)''' | ||
* One of the best mid-range pokes in the game. Has auto-guard, fast startup, fast recovery, good damage. | * One of the best mid-range pokes in the game. Has auto-guard, fast startup, fast recovery, good damage. | ||
|- | |- | ||
! > qcf+[[image:punch.gif]] | ! > qcf + [[image:punch.gif]] | ||
|align="center"| 7/8/28 | |align="center"| 7/8/28 | ||
|align="center"| | |align="center"| | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfAqcfP1.png|center|A ROOSTER'S EGG]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfAqcfP1.png|center|A ROOSTER'S EGG]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfAqcfP2.png|center|A ROOSTER'S EGG]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfAqcfP2.png|center|A ROOSTER'S EGG]] | ||
|'''128 Shiki: Kono Kizu - (qcf+P after qcf+A)''' | |'''128 Shiki: Kono Kizu - (qcf + P after qcf + A)''' | ||
* You can use this as an anti-air if someone jumps over your qcf+A. This is really cheap and your opponent will probably want to murder you and your entire family if you hit them with this as an anti-air. No I'm joking it's awesome. Mainly unsafe on block and could be hit in between this and the next move mentioned. | * You can use this as an anti-air if someone jumps over your qcf + A. This is really cheap and your opponent will probably want to murder you and your entire family if you hit them with this as an anti-air. No I'm joking it's awesome. Mainly unsafe on block and could be hit in between this and the next move mentioned. | ||
|- | |- | ||
! >> [[image:punch.gif]] | ! >> [[image:punch.gif]] | ||
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|align="center"| H | |align="center"| H | ||
|colspan="4"| [[image:Kyo98_qcfAqcfPP.png|center]] | |colspan="4"| [[image:Kyo98_qcfAqcfPP.png|center]] | ||
|'''Ge Shiki: Migiri Ugachi - (P after qcf+A | |'''Ge Shiki: Migiri Ugachi - (P after qcf + A > qcf + P)''' | ||
* It's overhead and not too bad on block but you can get punish like by Iori's rekka's or Chris's f+A etc. and shit like that. | * It's overhead and not too bad on block but you can get punish like by Iori's rekka's or Chris's f + A etc. and shit like that. | ||
|- | |- | ||
! >> [[image:kick.gif]] | ! >> [[image:kick.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="4"| [[image:Kyo98_qcfAqcfPK.png|center]] | |colspan="4"| [[image:Kyo98_qcfAqcfPK.png|center]] | ||
|'''125 Shiki: Nanase - (K after qcf+A | |'''125 Shiki: Nanase - (K after qcf + A > qcf + P / hcb + P)''' | ||
* If the first rekka hits deeply, this is the preferred sequence of rekkas for damage and knockdown. Doing this kick move on block is punishable 100% by a full combo so doing this is not recommended. Could follow up qcf+A | * If the first rekka hits deeply, this is the preferred sequence of rekkas for damage and knockdown. Doing this kick move on block is punishable 100% by a full combo so doing this is not recommended. Could follow up qcf + A > hcb + P but you have to be extremely high to ever think of doing such a thing. | ||
|- | |- | ||
! > hcb+[[image:punch.gif]] | ! > hcb + [[image:punch.gif]] | ||
|align="center"| 21/4/30 | |align="center"| 21/4/30 | ||
|align="center"| | |align="center"| | ||
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|align="center"| H | |align="center"| H | ||
|colspan="4"| [[image:Kyo98_qcfAhcbP.png|center|CRACK DASÉ]] | |colspan="4"| [[image:Kyo98_qcfAhcbP.png|center|CRACK DASÉ]] | ||
|'''127 Shiki: Yano Sabi - (hcb+P after qcf+A)''' | |'''127 Shiki: Yano Sabi - (hcb + P after qcf + A)''' | ||
* An overhead follow up that's not really fast or safe at all. Mainly used after D Version Hop Kicks to hard knockdown the opponent and do Kyo's most damaging, meterless hopkick follow up. | * An overhead follow up that's not really fast or safe at all. Mainly used after D Version Hop Kicks to hard knockdown the opponent and do Kyo's most damaging, meterless hopkick follow up. | ||
|- | |- | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfAhcbPP1.png|center]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfAhcbPP1.png|center]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfAhcbPP2.png|center]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfAhcbPP2.png|center]] | ||
|'''Light rekka ground punch (P after qcf+A | |'''Light rekka ground punch (P after qcf + A > hcb + P)''' | ||
* Hits low and shouldn't be used in a blockstring. Mainly used as an OTG finisher for Kyo's most damaging, meterless hopkick follow up. Hard Knockdown. | * Hits low and shouldn't be used in a blockstring. Mainly used as an OTG finisher for Kyo's most damaging, meterless hopkick follow up. Hard Knockdown. | ||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf + [[image:snkc.gif]] | ||
|align="center"| 17/6/17 | |align="center"| 17/6/17 | ||
|align="center"| | |align="center"| | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfC1.png|center|WICKED]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Kyo98_qcfC1.png|center|WICKED]] | ||
|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfC2.png|center|CHEW]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_qcfC2.png|center|CHEW]] | ||
|'''115 Shiki: Dokugami - (qcf+C)''' | |'''115 Shiki: Dokugami - (qcf + C)''' | ||
* Not safe on block (punishable by fast moves), and be careful canceling into it on block; it can be hit by an invincible move or rolled out of between close C and the qcf+C. If it does get blocked, it is an okay setup for qcb+P. You can also poke with faster moves against opponents who are not fast to attack back. One setup I've seen Dakou use is qcf+C (blocked), cr.A | * Not safe on block (punishable by fast moves), and be careful canceling into it on block; it can be hit by an invincible move or rolled out of between close C and the qcf + C. If it does get blocked, it is an okay setup for qcb + P. You can also poke with faster moves against opponents who are not fast to attack back. One setup I've seen Dakou use is qcf + C (blocked), cr.A > Final Showdown. Risky! It's generally safer on block if spaced by the tip of the move. Otherwise if this move is blocked in deep it's really punishable unless you do a gimmicky follow up frame-trap. Use this after a jump-in attack > close C at mid screen and do the follow ups for Kyo's best mid-screen bnb. | ||
|- | |- | ||
! > hcb+[[image:punch.gif]] | ! > hcb + [[image:punch.gif]] | ||
|align="center"| 10/3/34 | |align="center"| 10/3/34 | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="4"| [[image:Kyo98_qcfChcbP.png|center]] | |colspan="4"| [[image:Kyo98_qcfChcbP.png|center]] | ||
|'''401 Shiki: Tsumi Yomi - (hcb+P after qcf+C)''' | |'''401 Shiki: Tsumi Yomi - (hcb + P after qcf + C)''' | ||
|- | |- | ||
! >> f+[[image:punch.gif]] | ! >> f + [[image:punch.gif]] | ||
|align="center"| 10/5/39 | |align="center"| 10/5/39 | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="4"| [[image:Kyo98_qcfChcbPfP.png|center]] | |colspan="4"| [[image:Kyo98_qcfChcbPfP.png|center]] | ||
|'''402 Shiki: Batsu Yomi - (f+P after qcf+C | |'''402 Shiki: Batsu Yomi - (f + P after qcf + C > hcb + P)''' | ||
|- | |- | ||
! dp+[[image:snka.gif]] | ! dp+[[image:snka.gif]] | ||
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|valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dpC3.png|center]] | |valign="bottom" colspan="2" style="border-left:0px;"| [[image:Kyo98_dpC3.png|center]] | ||
|- | |- | ||
! qcf+[[image:snkb.gif]] | ! qcf + [[image:snkb.gif]] | ||
|align="center"| 13/5/27 | |align="center"| 13/5/27 | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4"| [[image:Kyo98_qcfK.png|center]] | |rowspan="2" colspan="4"| [[image:Kyo98_qcfK.png|center]] | ||
|rowspan="4"|'''75 Shiki Kai - (qcf+K | |rowspan="4"|'''75 Shiki Kai - (qcf + K > K)''' | ||
* D version preferred since you can combo off of it. Advantage on block, so it's not bad for pressure. Used for combos mostly. In the corner, you could delay the second hit on block to do a safe block string into Close C and do the blockstring | * D version preferred since you can combo off of it. Advantage on block, so it's not bad for pressure. Used for combos mostly. In the corner, you could delay the second hit on block to do a safe block string into Close C and do the blockstring | ||
|- | |- | ||
! qcf+[[image:snkd.gif]] | ! qcf + [[image:snkd.gif]] | ||
|align="center"| 17/5/27 | |align="center"| 17/5/27 | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! hcb+ [[image:snkb.gif]] | ! hcb + [[image:snkb.gif]] | ||
|align="center"| 5/16/12 | |align="center"| 5/16/12 | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4"| [[image:Kyo98_hcbK.png|center]] | |rowspan="2" colspan="4"| [[image:Kyo98_hcbK.png|center]] | ||
|rowspan="2"|'''114 Shiki: Aragami - (hcb+K)''' | |rowspan="2"|'''114 Shiki: Aragami - (hcb + K)''' | ||
* Can combo off his qcf+D | * 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. | ||
|- | |- | ||
! hcb+ [[image:snkd.gif]] | ! hcb + [[image:snkd.gif]] | ||
|align="center"| 5/24/12 | |align="center"| 5/24/12 | ||
|align="center"| | |align="center"| | ||
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|colspan="10" align="center"| '''DM''' | |colspan="10" align="center"| '''DM''' | ||
|- | |- | ||
! <br>qcb | ! <br>qcb hcf + [[image:snka.gif]]<br><br> | ||
|align="center"| 20/16/28 | |align="center"| 20/16/28 | ||
|align="center"| KD/-15 | |align="center"| KD/-15 | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="4" | [[image:Kyo98_qcbhcfP.png|center]] | |rowspan="2" colspan="4" | [[image:Kyo98_qcbhcfP.png|center]] | ||
|rowspan="3"| '''Ura 108 Shiki: Orochi Nagi - qcb | |rowspan="3"| '''Ura 108 Shiki: Orochi Nagi - qcb hcf + P''' | ||
*28 frames of blockstun. | *28 frames of blockstun. | ||
|- | |- | ||
! <br>qcb | ! <br>qcb hcf + [[image:snkc.gif]]<br><br> | ||
|align="center"| 18/16/32 | |align="center"| 18/16/32 | ||
|align="center"| KD/-19 | |align="center"| KD/-19 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcb | ! <br>qcb hcf + [[image:punch.gif]]<br><br> | ||
|align="center"| 2+0~90+17/36/16 | |align="center"| 2+0~90+17/36/16 | ||
|align="center"| KD/-15 | |align="center"| KD/-15 | ||
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|colspan="2"| [[image:Kyo98_qcbhcfP SDM2.png|center]] | |colspan="2"| [[image:Kyo98_qcbhcfP SDM2.png|center]] | ||
|- | |- | ||
! <br>qcf | ! <br>qcf qcf + [[image:snka.gif]]<br><br> | ||
|align="center"| 7/15+16+31/45 | |align="center"| 7/15+16+31/45 | ||
|align="center"| KD/-15 | |align="center"| KD/-15 | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="3" colspan="4" | [[image:Kyo98_qcfqcfP.png|center]] | |rowspan="3" colspan="4" | [[image:Kyo98_qcfqcfP.png|center]] | ||
|rowspan="3"| ''' - qcf | |rowspan="3"| ''' - qcf qcf + P''' | ||
|- | |- | ||
! <br>qcf | ! <br>qcf qcf + [[image:snkc.gif]]<br><br> | ||
|align="center"| 9/15+16+31/48 | |align="center"| 9/15+16+31/48 | ||
|align="center"| KD/-19 | |align="center"| KD/-19 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcf | ! <br>qcf qcf + [[image:punch.gif]]<br><br> | ||
|align="center"| 9/87/45 | |align="center"| 9/87/45 | ||
|align="center"| KD/-19 | |align="center"| KD/-19 | ||
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* '''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. | * '''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 === | === Desperation Moves === | ||
* '''Orochinagi (qcb | * '''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 | * '''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. | ||
=== Fastest Attacks === | === Fastest Attacks === | ||
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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. | 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. | ||
Revision as of 22:21, 25 December 2018
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 top-tier character in extra mode but up mid-tier in advanced mode, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are good enough thanks to high priority on his air (j.B, air 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
- 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.
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: cl.C; df + D
- 3F: cl.A; st.A; cr.A; cr.B
- 4F: cl.D; cr.C
- 5F: cl.B; dp+P
- 6F: -
- 7F: st.B; qcf qcf + A (DM); qcf qcf + P (SDM)
- 8F: -
- 9F: qcf qcf + C (DM)
- 10F: -
Combos
Here are some important combos with Kyo. I tried to list the most important combos at the top.
- cl.C / cr.C
- (S)DM qcf qcf + P
- DM qcb hcf + C
- qcf + A > qcf +P > K (Very close.)
- qcf + D > D, [junggler] (Very close.)
- qcf + C > hcb + C > f + C (Close.)
- hcb + D
- rdp + B (For stun. Corner or not very close. Only on characters where C > f + B works.)
- df + D
- cr.B, cr.A / cl.A / cl.B / st.A >
- (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.)
- df + D
- dp + A (Close.)
- ... qcf + D > D,
- SDM qcb hcf + P (Corner. Miss one hit. Timming required.),
- qcf + A > hcf + A > A (Timming required.)
- (S)DM qcb hcf + P
- DM qcf qcf + A (Timming required. Easier out of corner. Does just slight more than the combo below. Show off only, as DM qcb hcf + P is easier and does considerable more damage. SDM will miss the second part.)
- qcf + A > hcf + A > A (Corner. Timming required. Max damaging metterless combo. Last hit will be an OTG.)
- hcf + D (Timming required.)
- rdp + B (For stun.)
- j.CD
- air d + C
- j.C (Reset.)
- SDM qcb hcf + P (Corner. Miss one hit. Timming required.),
- cl.C > f + B (2 hits) >
- (S)DM qcf qcf + P (Corner. Point blank.)
- DM qcb hcf + C
- hcb + D
- rdp + B (For stun.)
The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work un some specific thin characters. Will work on Shermie.
- st. C >
- DM qcb hcf + C
- hcf + D (Close.)
- hcb + B (If not too far.)
- rdp + B (For stun. Only on characters where C > f + B works)
- Point blank: cr.C / cl.C / cr.A / cl.B > SDM qcb hcf + P
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. 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. Does a lot of damage, specially in the corner.
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.
Strategy Corner
- MAX: cl.C > qcf + C > hcb + C > f + C
deals ??? than
- cl.C > qcf qcf + C
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.