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'''0 Bar''' | '''0 Bar''' | ||
*''(jump attack) cr.B cr.B st.B xx qcf+A, qcf+A, K'' - (200, 26) (omit a cr.B if neccessary) | *''(jump attack) cr.B cr.B st.B xx qcf+A, qcf+A, K'' - (200, 26) (omit a cr.B if neccessary) | ||
Basic low combo | |||
*''(jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C, hcb+P, f+P, dp+P'' - (257, 26) (omit f.B if neccessary) | *''(jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C, hcb+P, f+P, dp+P'' - (257, 26) (omit f.B if neccessary) | ||
Easy to hitconfirm basic heavy combo. Using a link starter or coming from a non crossup jump attack will probably mean you need to avoid the f.B, making the following combo more prefferable. | |||
*''(jump attack) (cr.B/cl.A) cl.C f.B xx hcb+K'' - (250, 11) | *''(jump attack) (cr.B/cl.A) cl.C f.B xx hcb+K'' - (250, 11) | ||
Decent hard knockdown, decent damage, easy to confirm, works at all ranges. | |||
*''(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, hcb+K'' - (262, 15) | *''(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, hcb+K'' - (262, 15) | ||
Highest damage midscreen, good knockdown, should be confirmed properly though. | |||
*''(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, rdp+B'' - (184, 25) | *''(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, rdp+B'' - (184, 25) | ||
Best possible hard knockdown for mixups at the cost of damage. | |||
*''(corner)(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+C, qcf+A, hcb+P, P'' - (296, 36) | |||
*''(corner)(jump attack) (cr.B) cl.C xx qcf+D, D, qcf+C, qcf+A, hcb+P, P'' - ( | Can replace initial qcf+C with qcf+A to make combo easier but lose about 10 damage | ||
=== Team Order === | === Team Order === |
Revision as of 20:06, 24 December 2011
![KOFXIIILogo.png](/images/7/70/KOFXIIILogo.png)
![MvC3HeaderButtons.png](/images/6/6e/MvC3HeaderButtons.png)
NESTS Style Kyo
In a nutshell
Likewise with Iori, those who prefer Kyo's Rekka moveset from '96 onward will have much to look forward to with this character. Despite the name, this version of Kyo has hardly any moves from the NESTS arc. Rather, EX Kyo is more akin to his KOF '98 self, with some 2000-2002 thrown in for good measure.
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 70
Unique Attacks
Canceled into: 60
Canceled into: specialcancel
Against airborne opponents: hardknockdown
Throw
Special Moves
kof.sp : 70+45
ex : 211 (6 hits)
kof.sk : 80
ex : 120
ex : 30+180
kof.sk : 30+30
ex : 40+40
ex : qcf + kof.lp + kof.sp , then qcf + kof.lp
ex : 40
ex : Alters properties of follow-ups
- 128 Shiki: Konokizu
ex : 35
- 127 Shiki: Yanosabi
ex : 40
- 125 Shiki: Nanase
ex : 80
- 127 Shiki: Yanosabi
ex : 40
- Geshiki: Migiri Ugachi
ex : 40
- 125 Shiki: Nanase
ex : 80
ex : qcf + kof.lp + kof.sp
ex : 60
ex : Alters properties of follow-ups
- 401 Shiki: Tsumiyomi
ex : 50
- 402 Shiki: Batsuyomi
ex : 40, 30
- 100 Shiki: Oniyaki
ex : ???
Desperation Moves
ex : 120, 120, 120
Strategy
Move Analysis
Normal Moves
- Standing Light Punch (
) -
- Standing Light Kick (
) -
- Standing Heavy Punch (
) -
- Close Heavy Punch (Close
) -
- Standing Heavy Kick (
) -
- Crouching Light Punch (
+
) -
- Crouching Light Kick (
+
) -
- Crouching Heavy Punch (
+
) -
- Crouching Heavy Kick (
+
) -
- Blowback Attack (
+
) -
- Jumping Light Punch (Air
) -
- Jumping Light Kick (Air
) -
- Jumping Heavy Punch (Air
) -
- Jumping Heavy Kick (Air
) -
- Jumping Blowback Attack (Air
+
) -
Unique Attacks
Throw
Special Moves
- 100 Shiki: Oniyaki (
+
) -
- R.E.D. Kick (
+
) -
- 212 Shiki: Kototsuki You (
+
) -
- 75 Shiki: Kai (
+
) -
- 104 Shiki: Aragami (
+
) -
- 115 Shiki: Dokugami (
+
) -
Desperation Moves
- Ura 108 Shiki: Orochinagi (
+
) -
- Saishuu Kessen Ougi "Mu Shiki" (
×2 +
) -
- Saishuu Kessen Hi-ougi "Totsuka" (
×2 +
+
) -
Tips and Tricks
Combos
0% Drive
0 Bar
- (jump attack) cr.B cr.B st.B xx qcf+A, qcf+A, K - (200, 26) (omit a cr.B if neccessary)
Basic low combo
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C, hcb+P, f+P, dp+P - (257, 26) (omit f.B if neccessary)
Easy to hitconfirm basic heavy combo. Using a link starter or coming from a non crossup jump attack will probably mean you need to avoid the f.B, making the following combo more prefferable.
- (jump attack) (cr.B/cl.A) cl.C f.B xx hcb+K - (250, 11)
Decent hard knockdown, decent damage, easy to confirm, works at all ranges.
- (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, hcb+K - (262, 15)
Highest damage midscreen, good knockdown, should be confirmed properly though.
- (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, rdp+B - (184, 25)
Best possible hard knockdown for mixups at the cost of damage.
- (corner)(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+C, qcf+A, hcb+P, P - (296, 36)
Can replace initial qcf+C with qcf+A to make combo easier but lose about 10 damage
Team Order
1st position
Pros
Cons
2nd position
Pros
Cons
3rd position
Pros
Cons
Basic Strategy
Offense
- Do Rekkas
Neutral/Defense
- Do DP
Advanced Strategy
- See the other Kyo page for more details