Capcom vs SNK 2/Kyo: Difference between revisions

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= The Basics =
= The Basics =
== Bread and Butter Combos ==
== 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'''
This is one of the biggest reasons 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==
==Openings==
== Super Combos ==
== Super Combos ==

Revision as of 18:02, 25 February 2006

Introduction

Kyostance.gif

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

This is one of the biggest reasons 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

Random Tricks/Notes

Discussion

http://www.shoryuken.com/forums/forumdisplay.php?f=51