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Three most basic combos done on reaction: | '''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. | 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. | The standard combo off a jump in attack. | ||
-low jump HK, dp+HP | |||
The standard combo off a low jump attack. | The standard combo off a low jump attack. | ||
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------ | ------ | ||
d.MP gives you frame advantage to link combo after: | '''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: | '''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. | 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. | 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. | 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. | ||
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------ | ------ | ||
Off a parry: | '''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.) | (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. | 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. | 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. | ||
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------ | ------ | ||
Off a JD: | '''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. | 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== |
Revision as of 18:05, 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
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