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* 5F: '''cl.B'''; d p +P | * 5F: '''cl.B'''; d p +P | ||
* 6F: - | * 6F: - | ||
* 7F: st.B; qcf qcf + A | * 7F: st.B; DM qcf qcf + A; SDM qcf qcf + P | ||
* 8F: - | * 8F: - | ||
* 9F: qcf qcf + C | * 9F: DM qcf qcf + C | ||
* 10F: - | * 10F: - | ||
Revision as of 10:02, 27 December 2018
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 top-tier character in extra mode but up mid-tier in advanced mode, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are good enough thanks to high priority on his air (j.B, air 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.
Colors
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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
- 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.
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: cl.C; df + D
- 3F: cl.A; st.A; cr.A; cr.B
- 4F: cl.D; cr.C
- 5F: cl.B; d p +P
- 6F: -
- 7F: st.B; DM qcf qcf + A; SDM qcf qcf + P
- 8F: -
- 9F: DM qcf qcf + C
- 10F: -
Combos
Here are some important combos with Kyo. I tried to list the most important combos at the top.
- cl.C / cr.C
- (S)DM qcf qcf + P
- DM qcb hcf + C
- qcf + A > qcf +P > K (Very close.)
- qcf + D > D, [junggler] (Very close.)
- qcf + C > hcb + C > f + C (Close.)
- hcb + D
- rdp + B (For stun. Corner or not very close. Only on characters where C > f + B works.)
- df + D
- cr.B, cr.A / cl.A / cl.B / st.A >
- (S)DM qcf qcf + P (PRACTICE this and get as consistent as you can with it to play an effective Kyo; Sometimes you can get st.A / st.B depending of your distance, so cr.A is the safest, but hardest option, and is the one you should practice the most.)
- df + D
- dp + A (Close.)
- ... qcf + D > D,
- SDM qcb hcf + P (Corner. Miss one hit. Timming required.),
- qcf + A > hcf + A > A (Timming required.)
- (S)DM qcb hcf + P
- DM qcf qcf + A (Timming required. Easier out of corner. Does just slight more than the combo below. Show off only, as DM qcb hcf + P is easier and does considerable more damage. SDM will miss the second part.)
- qcf + A > hcf + A > A (Corner. Timming required. Max damaging metterless combo. Last hit will be an OTG.)
- hcf + D (Timming required.)
- rdp + B (For stun.)
- j.CD
- air d + C
- j.C (Reset.)
- SDM qcb hcf + P (Corner. Miss one hit. Timming required.),
- cl.C > f + B (2 hits) >
- (S)DM qcf qcf + P (Corner. Point blank.)
- DM qcb hcf + C
- hcb + D
- rdp + B (For stun.)
The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work un some specific thin characters. Will work on Shermie.
- st. C >
- DM qcb hcf + C
- hcf + D (Close.)
- hcb + B (If not too far.)
- rdp + B (For stun. Only on characters where C > f + B works)
- Point blank: cr.C / cl.C / cr.A / cl.B > SDM qcb hcf + P
Holp P to burn opponent while charging (otherwise it will not combo), then release to hit launched opponent in the air with the second part. Out of the corner the charging will do only one hit, and you need to release the charge immediately after hit, on the corner the charge can do 2-3 hits and you have to wait a few frames to release to get the full 3 hits of the second part. Does a lot of damage, specially in the corner.
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.
Strategy Corner
- MAX: cl.C > qcf + C > hcb + C > f + C
deals ??? than
- cl.C > qcf qcf + C
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.