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|'''Light rekka ground punch (P after qcf+A~hcb+P)''' | |'''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]] | |||
|align="center"| | |||
|align="center"| | |||
| | |||
|align="center"| HL | |||
|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]] | |||
|'''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 xx 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]] | |||
|align="center"| | |||
|align="center"| | |||
| | |||
|align="center"| HL | |||
|colspan="4"| [[image:Kyo98_qcfChcbP.png|center]] | |||
|'''401 Shiki: Tsumi Yomi - (hcb+P after qcf+C)''' | |||
|- | |||
! >> f+[[image:punch.gif]] | |||
|align="center"| | |||
|align="center"| | |||
| | |||
|align="center"| HL | |||
|colspan="4"| [[image:Kyo98_qcfChcbPfP.png|center]] | |||
|'''402 Shiki: Batsu Yomi - (f+P after qcf+C~hcb+P)''' | |||
|} | |} | ||
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=== Special Moves === | === Special Moves === | ||
'''Dragon Punch (dp+P)''' - It's a dp! Light version has no auto-guard and will at best trade with meaties as it is not fully invincible. C version has full auto-guard, but it is 2 hits and doesn't knock down on the first, so it is anti-air (or extremely deep hit but not recommended) only. | '''Dragon Punch (dp+P)''' - It's a dp! Light version has no auto-guard and will at best trade with meaties as it is not fully invincible. C version has full auto-guard, but it is 2 hits and doesn't knock down on the first, so it is anti-air (or extremely deep hit but not recommended) only. |
Revision as of 16:23, 24 April 2014
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 an extremely strong top-tier character, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are very good thanks to high priority on his air (j.B, j.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.
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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
Dragon Punch (dp+P) - It's a dp! Light version has no auto-guard and will at best trade with meaties as it is not fully invincible. C version has full auto-guard, but it is 2 hits and doesn't knock down on the first, so it is anti-air (or extremely deep hit but not recommended) only.
Hopkicks (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
Rungrab (hcb+K) - 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.
RED Kick - Not overhead like in some games you might be familiar with. Instead it is very fast and very safe on block (perhaps advantage?). It can be crouched under by many characters though. Used mostly as a combo ender that does a lot of stun damage, but is also a very very good preventative anti-air since is also very nice on block.
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.
Combos
Here are some important combos with Kyo. I tried to list the most important combos at the top.
- cl.C xx qcf+C~hcb+C~f+C
- cr.B,cr.A/cl.A/cl.B xx qcf,qcf+P (PRACTICE this and get as consistent as you can with it to play an effective Kyo)
- cr.B,cr.A/cl.A,d/f+D
- cl.C xx qcf+D~D (note: only works from very close or from a crossup, or in the corner), rdp+B (for stun)/qcb,hcf+P (for damage)/qcf+A~hcb+A~A (for max corner damage)
- cr.B,crA/cl.A/cl.B xx dp+A
- cl.C,f+B (2 hits) xx qcb,hcf+C (good against back turned, big characters, or when the opponent is dizzied)
Anytime you land D Hopkicks (qcf+D~D), you have a few options. The most common/useful are:
- B RED Kick (rdp+B) for tons of stun damage + un-rollable wakeups.
- Orochinagi (qcb,hcf+P) for the best damage.
- Bald Eagle~overhead~OTG hit (qcf+A~hcb+A~A) in the corner only for the maximum meterless damage.
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.