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==Normal Moves== | ==Normal Moves== | ||
<p><b>Close</b> | |||
</p> | |||
<ul> | |||
<li>cl.A/B/C/D are cancel-able | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cl.C hits twice and the first hit can be special cancelled, and canceled into df+C or f+A | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cl.D is special cancel-able, and can be canceled into df+C or f+A | |||
</li> | |||
</ul> | |||
<p><b>Standing</b> | |||
</p> | |||
<ul> | |||
<li>st. A & st C are special cancel-able | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>st. A is chain-able into st. B, and df+C. | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>st. A is good for stopping hop attacks | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>st. B has a very far hit box and can be used as a mid-range poke | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>st. D moves Terry forward a bit, and pushes him back on block | |||
</li> | |||
</ul> | |||
<p><br/> | |||
<b>Crouching</b> | |||
</p> | |||
<ul> | |||
<li>cr.A/B/C/D are all special cancel-able | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cr.A and cr. C hits mid | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cr.B hits low and is chain-able into itself, cr. A, st.A, st.B and df+C | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cr.C can chain into df+C and f+A | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cr.D is a sweep that hits low but has an animation that looks like it may hit mid | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cr.B/C/D are all whiff cancel-able | |||
</li> | |||
</ul> | |||
<p><b>Jumping</b> | |||
</p> | |||
<ul> | |||
<li>j.A is good for air to ground attacks | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump | |||
</li> | |||
</ul> | |||
<ul> | |||
: | <li>j.C is good for air to ground | ||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.D is good for air to ground and can cross up standing and crouching opponents easily | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>neutral j.D can be used for air-to-air but it has a more vertical hit box | |||
</li> | |||
</ul> | |||
<p><b>Blowback</b> | |||
</p> | |||
<ul> | |||
<li>CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, can be low profiled | |||
</li> | |||
</ul> | |||
==Normal Throws== | ==Normal Throws== |
Revision as of 23:39, 14 December 2015
(WIP)
Introduction
As much of a homeless bum as Ryu. Both carry bum knapsacks.
Move list
At a glance:
Normal Throws | ||
---|---|---|
Grasping Upper | (throw) f./b. + C | |
Buster Throw | (throw) f./b. + D | |
Command Moves | ||
Rising Upper | df. + C | |
Hammer Punch | f. + A | |
Special Moves | ||
Power Wave | qcf + A | |
Round Wave | qcf + C | |
Burn Knuckle | qcb + P | |
Quick Burn | dp + P | |
Power Dunk | dp + K | |
Power Charge | hcf + K | |
Rising Tackle | [d.] u. + P | |
Crack Shoot | qcb + K | |
Desperation Moves | ||
Power Geyser | qcb f. + P (shortcut input) | |
High Angel Geyser | qcf x2 + K | |
Max Desperation Moves | ||
Power Geyser | qcb f. + PP (shortcut input) | |
Max 2 | ||
Rising Force | qcf x2 + PP |
Normal Moves
Close
- cl.A/B/C/D are cancel-able
- cl.A hits crouching opponents and is chain-able into itself, cl.B, cr. B, cr. A, df+C
- cl.C hits twice and the first hit can be special cancelled, and canceled into df+C or f+A
- cl.D is special cancel-able, and can be canceled into df+C or f+A
Standing
- st. A & st C are special cancel-able
- st. A is chain-able into st. B, and df+C.
- st. A is good for stopping hop attacks
- st. B has a very far hit box and can be used as a mid-range poke
- st. D moves Terry forward a bit, and pushes him back on block
Crouching
- cr.A/B/C/D are all special cancel-able
- cr.A and cr. C hits mid
- cr.B hits low and is chain-able into itself, cr. A, st.A, st.B and df+C
- cr.C can chain into df+C and f+A
- cr.D is a sweep that hits low but has an animation that looks like it may hit mid
- cr.B/C/D are all whiff cancel-able
Jumping
- j.A is good for air to ground attacks
- j.B is good to use for air-to-air and to stop incoming hops and jumps from a mid to long range distance, can be low profiled if performed too early in jump
- j.C is good for air to ground
- j.D is good for air to ground and can cross up standing and crouching opponents easily
- neutral j.D can be used for air-to-air but it has a more vertical hit box
Blowback
- CD: good ranged vertical hit box, pushes terry back far on block, whiff cancel-able
- j.CD: great air-to-air attack, and can be used to pressure the opponent in the corner, can be low profiled
Normal Throws
- Hatsugane - (throw) f./b. + C
- A standard forward throw that the opponent can recovery roll from. What makes it great is that opponents suspecting a command throw Max 2 might try to jump out of an empty hop situation and going for a Hatsugane will end up in a whiffed Close C that would tag the opponent on the way out. This type of situation of throwing or anti-air is called a normal throw option select.
- Issetsu Seoi Nage - (throw) f./b. + D
- A good backwards throw that causes hard knockdown and causes back turn on the opponent's wake up. If Kyo throws the opponent into the corner with this, Kyo has access to devastating, strange cross-up set ups thanks to the back turn and hard knockdown. Otherwise from mid screen it still sets up for normal cross ups against larger and mid height crouching characters or just a simple safe jump set up on the whole cast.
Command Normals
- Geshiki: Goufu You – f. + B
- A slow overhead. When cancel into, the attack speeds up and becomes a double hitting move although with the loss of overhead properties. Although slow, it is one way of opening up the opponent and confirming into a Max Mode combo. When canceled into, it functions well as a frame trap from Crouch A.
- Geshiki: Naraku Otoshi – d. + C in midair
- Untechable knockdown upon air-to-air and exhibits great hit stun upon air-to-ground. It's great for crossing up standing characters and larger crouching characters. Kyo could cancel his back dash into Naraku Otoshi to increase the speed and range of his back dash while decreasing the recovery period. This move is an essential function to Kyo's offensive options and defensive movement.
- 88-Shiki – df. + D
- Two-part low-hitting move. It recovers slowly so it's best to use this move from further ranges that tips with each kick. Whiffing the second part could mean a big punish for the opponent.
Special Moves
- 100-Shiki: Oniyaki
- dp + P
- The strong version has some invincibility frames; and in KOF '02 UM, the first hit actually knocks down now. As a reversal, this attack has the tendency to miss and be beaten out by low attacks from crouching characters. Unless the player knows that the opponent is airborne or standing, the player is better off just blocking or using other defensive options.
- 427-Shiki: Hikigane
- hcb + B or D
- The B Version has lower body invulnerability while the D Version had upper body invulnerability. The B Version is unsafe on block while the D Version is safe. Each version is super cancelable. Mainly, the player would want to use the B Version as a juggle after the D Version of 75-Shiki: Kai and further combo after the Hikigane juggle. The D Version of Hikigane could beat out certain attacks such as invulnerable "dragon punch" type attacks depending on how one times the Hikigane. The D Version of Hikigane could juggle as well but generally ends the combo unless one super cancels from it. Each version has its place and purpose but aren't use that quite often as stand alone moves.
- R.E.D. Kick
- rdp + K
- Arcs through the air and kicks from above. It's a pretty annoying move to deal with from the receiver's end, but a good player would be able to check Kyo by appropriately doing quick anti-air and air-to-airs safely while approaching. In a Kyo mirror match, a common tactic at the start of the round is for Kyo to walk forward a little bit and pressing Far A just to check a start of the round, light R.E.D. Kick. Although the recovery on a whiffed R.E.D. Kick is decent, a good player should still be able to punish it. Depending on the match up, R.E.D. Kick could be even punished on block by quick command throws. This move is pretty abusable especially with inexperienced players.
- 75-Shiki: Kai
- qcf + K, K
- A two part, hop kick attack. The main one to use is the D Version for its juggle properties and ability to combo from Close Heavy Attacks. At mid-screen, this move would only combo from a Close Heavy Attack if the Close C or D is used point blank; meaning, that the second hit of Kai would whiff if Kyo starts his combo with something such as a Jump B (but there is no issue if the Jump B is used as a cross up because Kyo would then be point blank.) Unlike mid-screen, Kyo could easily combo from a jump-in with a cornered opponent. The player could use this attack on block for pressure and is safe as long as the second kick is delayed. Characters that have invulnerable reversals or can low profile against the second kick could punish the attack in between kicks, so please be wary of using this attack depending on the match up. The B Version is faster and has slightly less range than the D Version, but it can't juggle anything afterwards other than a C Version Oniyaki. B Version could also be used to juggle after a D Version Kai.
- 114-Shiki: Aragami
- qcf + A
- Combos from strong attacks; has small period of guard point at chest level. It's a great tool for frame trapping with and for controlling the hop space. Just be wary of other attacks that can attack around it such as a well timed Iori j.CD or a well placed cr.B that could stuff it out cleanly.
- 128-Shiki: Ko no Kizu
- qcf + P during Aragami
- An uppercut that launches the opponent. It has significant use as a frame trap after Aragami, and at times it could be used as an anti-air after a whiffed Aragami if the spacing and timing is right. Depending on the match up, this attack is punishable on block by fast command throws or other quick attacks.
- 127-Shiki: Ya no Sabi
- P during Ko no Kizu
- An overhead, elbow strike. It may seem safe on block but that largely depends on the match up as well. Many other characters could actually interrupt in between Ko no Kizu and the Ya no Sabi. So before the start up and after the recovery on block there is a lot of risk to this move as long as the opponent knows how to punish accordingly. Use sparingly outside of combos. Doesn't really combo that often outside of the corner, and it combos mid-screen from Ko no Kizu as long as the Aragami hits near point blank.
- hcb + P during Aragami
- Does not combo directly from Aragami if the opponent is grounded and has a very large start up. This move seems to be much more punishable than the version that comes after Ko no Kizu. It could be used as a gimmicky frame trap but one is better off using Ko no Kizu due to the speed and relative safety of the the latter.
- 125-Shiki: Nana Se
- K during Ko no Kizu
- K during Ya no Sabi directly derived from Aragami
- A spinning kick that knocks away the opponent about full screen. It's a strange move that doesn't combo often from mid-screen and is generally safe on block although it doesn't have much or any push back at all upon block. Opponents could tech roll upon knockdown after being hit by this attack so generally a different ender is preferred if one could help it to get hard knockdown. At least it kind of makes the Aragami attack strings safe at the end, somewhat.
- Geshiki: Migiri Ugachi
- P during Ya no Sabi directly derived from Aragami
- A low-hitting move with an OTG hit box. This move also isn't safe on block although it frame traps well in between Ya no Sabe and itself.
- 212-Shiki: Kototsuki You
- hcb + K during Ya no Sabi directly derived from Aragami
- Another unsafe attack on block that only really combos after a successful Ya no Sabi. So this move is mainly used in combos and is able to pick up opponents off the floor thanks to OTG properties. It's hard knockdown after contact so it's a good way to end juggle combos.
- 115-Shiki: Dokugami
- qcf + C
- Combos from strong attacks and is the main way to knock an opponent down mid-screen after using a jump-in from the front. This move is unsafe on block unless it makes contact using the tip of the hit box towards the end of the flames. Although it's a bit sluggish in speed, it's still a good attack to use during the neutral game to catch opponents off guard of the range that Kyo could actually control beyond the range of his Aragami. Use accordingly with good judgment and try not to use it too much outside of combos although it feels good to tag someone with it at neutral. This move could juggle after D Version Kai and a C Version Oniyaki could further combo after the Dokugami.
- 401-Shiki: Tsumi Yomi
- hcb + P during Dokugami
- Mainly used as a frame trap after Dokugami since Dokugami generally isn't safe on block if used at a closer range. Also unsafe on block depending on match up and range that the Tsumi Yomi connects.
- 402-Shiki: Batsu Yomi
- f + P during Tsumi Yomi
- And this is used to frame trap after a Tsumi Yomi since opponents will be tempted to punish it after block. This move is extremely unsafe and every character could punish this with ease and devastation. Only do it during combos or if one is "absolutely sure" that it will hit.
- 100-Shiki: Oniyaki
- dp or d , df + P after Batsu Yomi
- This is just an Oniyaki stacked on after Batsu Yomi for additional damage. Doesn't trap after Batsu Yomi as it must come out immediately and is equally as punishable. Not much to state about it other than doing it at the end of combos to finish with more damage.
Desperation Moves
- Ura 108-Shiki: Orochinagi
- qcb hcf + P (can be held)
- Sends out a gigantic hit box. During the charge-up you have some invincibility (upper-body for the strong version, lower-body for the weak version). One can hold the button to delay release and the Orochinagi comes out much faster than normal. Just by slightly holding the button during the super flash, the attack comes out around the same time as the normal one would but with the faster start up property of a charged version. This desperation move is unsafe on block and should be mainly used in combos anyways.
- 182-Shiki
- qcf x2 + P (can be held)
- This is the '99 Version of 182-Shiki that is a two hit desperation move. Of course this move is unsafe on block, but it is unblockable after being fully charged. This move combos from light attacks and is used in a similar way that Mushiki was used in '98, a chunky finisher from a low-hitting hit confirm. Other than from light attacks, this move could connect after super cancels from either version of Hikigane and used as a finisher for mid-screen Max Mode combos.
Max Desperation Moves
- Ura 108-Shiki: Orochinagi
- qcb hcf + PP (can be held)
- The MAX version of Orochinagi gives you full-body invincibility, and Kyo's entire body is clad in flame (which happens to have a projectile hit box). Does a maximum of three hits, but with only two hits you can juggle. If the player times it properly after a D Version Kai, two hits could juggle while the third one whiffs. From there, Kyo could juggle a C Version Oniyaki afterwards for better damage to finish. Somewhat safer on block since the three flames puts the opponent in large amounts of block stun. Many smarter players could guard roll the first flame and punish Kyo anyways so it's still not a smart idea just to let it rip, Tyson.
Max 2
- 524-Shiki: Kamichiri
- hcb x2 + PP
- A command throw where play time is over. As a Max 2 attack, this move could only be done from Red Health and consumes 3 bars of Stock or just 1 during Max Mode. It could combo from light attacks but the main way this attack lands is as a fast command throw that most players tend to forget that exists, thus serving as a surprise way to end a round. Don't be too contrived and predictable and this move could be a great ace in the hole.
Combos
Essentials
- cr.B > cr.A xx df.D/dp+A/qcfx2+P
- Basic combo from low hits.
- cr.B or j.B > cl.C xx qcf+C > hcb+P > f+P > dp+P
- Basic mid-screen combo that also works anywhere.
- cl.C xx qcf+D,D > rdp+B/qcbhcf+P/j.d+C/j.CD/j.D
- Basic juggle combo. Possible in the middle of the screen from point blank.
- (Corner) j.B > cl.C xx qcf+D,D > hcb+B > qcf+A > hcb+P > hcb+K
- Chunky, meterless corner combo.
- cl.C > BC > run up cl.C xx dp+C (1-hit) xx hcb+D xx qcf+C xx qcf+A xx qcf+C xx qcfx2+P
- Basic Max Mode Combo that could be confirmed from any part of the screen.
- (Corner or Near Corner) cl.C > BC > run up cl.C xx dp+C (1-hit) xx qcf+C xx qcf+A xx qcf+C xx qcf+D,D > qcbhcf+PP (2-hits if timed properly) > dp+C
- Corner Max Mode Combo that spends one more stock than the Basic Max Combo and has a neat finisher.
- cl.C > BC > Far D xx qcf+C xx qcf+A xx qcf+C xx qcfx2+P
- An even easier Max Mode combo to confirm but at the expense of some damage. It's preferred to learn the other Basic Max Mode Combo.
The Basics
He doesn't have Buster Wolf, get over it.
Advanced Strategy
Safe jump.
Match-Ups
You already fucked everyone up unless it's Leona's hop j.D. Have fun trying to anti-air that.