SvC Chaos: SNK Vs Capcom/Kyo Kusanagi

From SuperCombo Wiki
< SvC Chaos: SNK Vs Capcom
Revision as of 11:01, 6 September 2016 by Redarts (talk | contribs) (→‎Introduction: Made Kyo's Introduction.)
"So, tell me. How does it feel to be charcoal?" By: Kyo Kusanagi

Introduction

Kyofacesvc.png

This guy is Kyo, the main character(One of them, actually) from the KoF series. His first appearence was on the first KoF game(Where he wasn't an important character yet). Here, he is with his classic costume(The school boy one), but with his pos-'95 movelist(Which can be confusing at first). He isn't a hard character to play, and he will be very easier if you're used to his KoF 2002 version(He is almost an copy and paste from there, but with some more things). Now for his pros and cons.

Kyo Kusanagi's Good and Bad things

Good Things:

  • Easy to learn and master;
  • Has effective corner combos;
  • Has a great anti-air(It can beat anything on the startup);
  • Has varied special moves(The strings, and more things);
  • Can charge his supers(Meaning that you can delay the attack);
  • Exceed does great chip damage(It is a great cheap finisher) and;
  • It's different from his KoF 2002 version(Yeah, it's not a grab);
  • Has easy MAXIMUM Mode loops(And many ways to do them).

Bad Things:

  • Has no projectile(I liked that classic ground projectile);
  • Requires a lot of stocks and MAXIMUM Mode meter to do damage;
  • Not many midscreen options for combos(On normal mode);
  • His 182 Shiki can't be unblockable (If you hold the button) anymore.

Moves List

Normal Moves

s.LP -
s.LK -
s.HP -
s.HK -

j.LP -
j.LK -
j.HP -
j.HK -

cr.LP -
cr.LK -
cr.HP -
cr.HK -

Command Moves

Geshiki: Naraku Otoshi

  • d+HP (In the air only) -

Geshiki: Goufu You

  • f+LK -

88 Shiki

  • df+HK -

Special Moves

Kyo's special moves can be the most confusing part, due to the strings...

114 Shiki: Aragami

  • QCF+LP -
    • Follow-Ups(String number one):
      • 128 Shiki: Konokizu
        • QCF+P(After Aragami) -
      • 127 Shiki: Yanosabi
        • P(Finisher) -
      • 125 Shiki: Nanase
        • K(Finisher) -
  • Follow-Ups(String number two):
      • 127 Shiki: Yanosabi
        • HCB+P(After Aragami) -
      • Geshiki: Migiri Ugachi
        • P(Finisher) -
      • 125 Shiki: Nanase
        • K (Finisher) -
      • 212 Shiki: Kototsuki You
        • HCB+K(Finisher) -

115 Shiki: Dokugami

  • QCF+HP -
    • Follow-Ups:
      • 401 Shiki: Tsumi Yomi
        • HCB+P -
      • 402 Shiki: Batsu Yomi
        • f+P -
      • 100 Shiki: Oniyaki
        • DP+P -

75 Shiki Kai

  • QCF+ K -
    • Follow-Ups:
      • 75 Shiki Kai(Second kick)
        • K -

212 Shiki: Kototsuki You

  • HCB+K -

100 Shiki: Oniyaki

  • DP+P -

R.E.D. Kick

  • RDP+K -

Super Moves

182 Shiki

  • QCF(2x)+P (You can hold the button to delay the attack) -

Ura 108 Shiki: Orochinagi (aka Serpent Wave)

  • QCB, HCF+P (You can hold the button to delay the attack) -

Exceed

Saishuu Kessen Ougi "Mushiki"

  • QCF(2x)+PP -

The Basics

Some combos (Without MAXIMUM Mode)

1.-cr.B,cr.A,df+D

2.-[Jumping Attack], cl.HP, DP+P or qcf+LP,qcf+LP,K or hcb+K

3.-[Jumping Attack], cl.HP, qcf+HK,HK,hcb+K or qcf,hcf+LP

4.-(Corner) [Jumping Attack], cl.HP, qcf+HK,HK,qcf+HP,hcb+P,f+P,DP+P

5.-(Corner) [Jumping Attack], cl.HP, qcf+HK,HK,qcf,qcf+P

6.-cr.B,cr.A,EXCEED

Advanced Strategy

Match-Ups