SvC Chaos: SNK Vs Capcom/Kyo Kusanagi

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Revision as of 21:36, 8 September 2016 by Redarts (talk | contribs) (→‎Normal Moves: Made Kyo's Normal Moves section.)
"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 - (Far) Punch that whiffs on small crouching characters, but can be normal canceled. Nothing very special on it. (Close) Elbow attack. Can chain into any Light Normal, including itself.
s.LK - (Far) Kick with good reach, but can't be normal canceled. Use it as a poke, mainly. (Close) Good move. Can be normal canceled, can chain into any Light Attack, and hits low(Which isn't something usual for standing attacks; Iori's cl.LK has this same property). Can be used as a Light Attack chain starter too.
s.HP - (Far) Nothing special. Can whiff on some crouching characters, and can't be normal canceled. (Close) For comboing(If you need damage). Cancel it into something, and you'll be fine.
s.HK - (Far) A fast kick with decent horizontal reach. Kyo will move forward during the move. This normal can't be normal canceled. (Close) Has the same properties as the cl.HP, but just use the HP, it has better startup(Which is better for combos)

j.LP - The Diagonal and the Neutral versions are the same. Dunno if it can be useful. You can use this as a Jump-in attack, but you'll need to time well if you want to combo with it(Kyo has better options too).
j.LK - (Diagonal) Used as a Jump-in attack with priority. It can crossup too. (Neutral) Use it as a defensive air-to-air(You won't neutral jump that much, so I think that this move can be useless for you).
j.HP - The Diagonal and the Neutral versions are the same. Jump-in attack that can crossup if you aim well. It does more damage than the j.LK(Obviously), but it's harder to crossup with it.
j.HK - (Diagonal) The most used Jump Attack for Kyo. Think of it as like a mix of the j.LK with the j.HP(It has damage, it's very easy to crossup with it, and it has better reach as well, unlike the other two moves). (Neutral) Another defensive air-to-air, but you can use this move for neutral Jump-in attacks.

cr.LP - This move is good. It's mainly used after a cl./cr.LK, to begin doing combos. Can be normal canceled, and can chain into other Lights.
cr.LK - One of his Light Attack chain starters, but this one can't be normal canceled(Which forces you to chain it into other Light to do your combos).
cr.HP - An anti-air attack that can be normal canceled. You can use it on your combos too.
cr.HK - Another cancelable sweep. Cancel it into something if you need meter(Or even to pressure your opponent in case it gets blocked).

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