Lichmassacre (talk | contribs) m (→Normal Moves) |
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{{SVC Character Subnav|name=Kyo Kusanagi}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
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|- | |- | ||
! align="center" colspan="2" | [[image:Kyosvc.gif|"So, tell me. How does it feel to be charcoal?"|center]] | ! align="center" colspan="2" | [[image:Kyosvc.gif|"So, tell me. How does it feel to be charcoal?"|center]] | ||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Pure rushdown | |||
|- | |- | ||
| '''Difficulty''' || Average | | '''Difficulty''' || Average | ||
Line 17: | Line 22: | ||
| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
Line 23: | Line 31: | ||
Kyo Kusanagi, the main character of the KOF series. His first appearance was in the first KOF game, KOF94. Here, he sports his classic school outfit, but with his post-'95 rekka movelist. He isn't a hard character to play, and should be pretty easy to play if you're already used to his 96-98 iteration. | Kyo Kusanagi, the main character of the KOF series. His first appearance was in the first KOF game, KOF94. Here, he sports his classic school outfit, but with his post-'95 rekka movelist. He isn't a hard character to play, and should be pretty easy to play if you're already used to his 96-98 iteration. | ||
{ | {{ ProConTable | ||
| | | pros= | ||
* '''Effective corner pressure:''' The corner complements Kyo's mixup game where the opponent has no room to escape his offense. He unlocks a handful of corner combos, too, further unlocking his combo potential. | |||
* '''Great buttons in general:''' All of Kyo's buttons are strong. The lack of hops hurts the utility of some of them, notably his j.2C and the lack of a reliable cross-up off of j.B, but his KOF buttons haven't gotten any worse in the transition to SVC. Kyo's never short of options to use in neutral for good buttons to use. | |||
* '''Mixups for days:''' Kyo's rekkas are varied enough that he can always keep his opponents on their toes. Between a wide variety of mids, overheads, lows, fast and slow attacks, hitgrabs, juggleable moves, and so forth, Kyo in the right hands is unpredictable up-close. | |||
* '''Delayable supers:''' Kyo can delay his supers for potential mixups against the opponent when they don't expect it, plus he can delay it for a long time. This doesn't help him much to begin with, but it's nice to have. | |||
* '''Exceed does high chip damage:''' Though not 100% reliable as a chip kill, Kyo's exceed can help potentially end a match. It does several hits on block, potentially being one of the highest chip damaging supers in the game, too. It is easily punishable if it doesn't chip kill, however. | |||
* Great | * '''Easy Max Mode loops:''' You don't have to explicitly learn Kyo's hardest max mode combos to play him optimally, as he has some pretty easy loops to utilize for good results. Even simply repeating 236A > 236C is a decent combo on top of being easy to learn. | ||
* Mixups for days | * '''Big combo potential:''' Kyo's wide arsenal of rekkas and special moves, as well as his solid buttons, gives him more leg room for combos than other characters in the roster. Although he's cut short of his full potential with some of the changes made to him in SVC, he has a ton of combo variety for players to mess around with. | ||
* Delayable supers | * '''Great for learning both SVC and KOF:''' Kyo's technically not the easiest character to pick up and play, his kit can be a little confusing how to use properly and albeit potent, his buttons can take a bit to learn to use well. That said, he's great for teaching the basics of SNK design in general, and since much of what he does here is the same as KOF, it's easy to transfer his skills over between both games and between other characters, too. He's the perfect steppingstone to learning individual pieces of KOF/SVC neutral. | ||
* Exceed does | | cons= | ||
* | * '''No projectile:''' As with nearly all iterations of rekka Kyo, he has no projectiles and has to play rushdown. By itself it isn't much of an issue, but in matchups against zoners, Kyo's forced to be careful with his approach and use GCFS to close the gap.' | ||
* | * '''Always needs meter...:''' Kyo needs to spend meter for supers whenever possible in order to ensure he gets optimal combo damage. Although his no-meter combos do decent damage, Kyo's persistent problem of having to play rushdown makes getting optimal combos matter a lot more to ensure fewer necessary interactions. | ||
| | * '''...Yet he also needs Max Mode, too:''' Max mode is where Kyo's best damage comes from. Kyo already wants to spend meter for better damage, but not being able to use max mode whenever he wants to puts him between a rock and a hard place. This is somewhat mitigated by the fact that Kyo doesn't have that many super combos to begin with due to combo limitations, but spending meter before max mode ends up being a setback. Pick your poison. | ||
* No projectile | * '''Lacks Max Mode cancels from other games:''' The problem with Kyo's SVC max mode combos is the lack of cancels he has in other games, like not being able to cancel DP into his up kicks. Minor on the surface, but the lack of such cancels means less potential damage and less max mode combo potential overall. | ||
* Always needs meter... | * '''Not many midscreen options for combos:''' Kyo much prefers to get in close to start his combos, particularly because his attacks can have issues connecting from further away due to hitbox jank. | ||
* ...Yet he also needs Max Mode, too | * '''Predictable approach against zoning:''' Again, no projectile, and he's a rushdown character. Having no access to hops and almost nothing specifically meant to counter zoning and Kyo can find it difficult to actually get in, especially his bad matchups. 421K is at best situationally useful for helping him get in. | ||
* Not many midscreen options for combos | * '''Can't hop:''' SVC only has regular and super jumps, unlike KOF which has hops and hyper hops. For the majority of KOF characters, this isn't much of a detriment, if at all, and they can still play in the SVC system comfortably, let alone perform jump-in combos just as easily. However, the KOF characters were also designed with hops in mind, and this is particularly noticeable with Kyo. He relies on hops in KOF to unlock a huge portion of his pressure and mixups that by removing hops, he struggles much more to open opponents up and capitalize off of okizeme to a detriment. | ||
* | }} | ||
<center>{{FrameDataKey-SVC}}</center> | |||
== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
====Close Normals==== | ====Close Normals==== | ||
Line 58: | Line 65: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* Elbow attack. Can chain into any Light Normal, including itself. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Low | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=19 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* 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.B has this same property). Can be used as a Light Attack chain starter too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=2, 8 | |||
|Recovery=9 | |||
|Total=22 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* For comboing. Cancel it into something, and you'll be fine. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=3 | ||
|Recovery=22 | |||
|Total=30 | |||
|Hit Adv=-5 | |||
|Block Adv=-7 | |||
|Invulnerability= | |||
|description=* Has the same properties as the cl.C, but just use the C, it has better startup(Which is better for combos) | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* Punch that whiffs on small crouching characters, but can be normal canceled. Nothing very special on it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=9 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=3 | |||
|Recovery=14 | |||
|Total=25 | |||
|Hit Adv=-5 | |||
|Block Adv=-7 | |||
|Invulnerability= | |||
|description=* Kick with good reach, but can't be normal canceled. Use it as a poke, mainly. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=2 | |||
|Recovery=17 | |||
|Total=32 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Nothing special. Can whiff on some crouching characters, and can't be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=5 | |||
|Recovery=17 | |||
|Total=35 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* A fast kick with decent horizontal reach. Kyo will move forward during the move. This normal can't be normal canceled. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* This move is good. It's mainly used after a cl./cr.B, to begin doing combos. Can be normal canceled, and can chain into other Lights. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Low | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* 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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=2, 4 | |||
|Recovery=21 | |||
|Total=33 | |||
|Hit Adv='''1st= -7''' | |||
|Block Adv='''1st= -9''' | |||
|Invulnerability= | |||
|description=* An anti-air attack that can be normal canceled. You can use it on your combos too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Low | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=3 | |||
|Recovery=19 | |||
|Total=35 | |||
|Hit Adv=SKD | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Another cancelable sweep. Cancel it into something if you need meter(Or even to pressure your opponent in case it gets blocked). | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel=X | |||
|Startup=5 | |||
|Active='''nj= 7''' ; '''dj= 6''' | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* 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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=9 | |||
|Guard=Overhead | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel=X | |||
|Startup=5 | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* 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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=9 | |||
|Guard=Overhead | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel=X | |||
|Startup=5 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Used as a Jump-in attack with priority. It can crossup too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel=X | |||
|Startup=6 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* Jump-in attack that can crossup if you aim well. It does more damage than the j.B(Obviously), but it's harder to crossup with it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel=X | |||
|Startup=11 | |||
|Active=11 | |||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 68: | Line 518: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Neutral Jumping Attack | ||
* Another defensive air-to-air, but you can use this move for neutral Jump-in attacks. | |||
}} | }} | ||
}} | }} | ||
Line 78: | Line 529: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=j.D | ||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel=X | |||
|Startup=9 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* The most used Jump Attack for Kyo. Think of it as like a mix of the j.B with the j.C(It has damage, it's very easy to crossup with it, and it has better reach as well, unlike the other two moves). | |||
}} | |||
}} | |||
===Command Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.2C | |||
|caption= | |||
|name=Geshiki: Naraku Otoshi | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=20 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv=HKD (air) | |||
|Block Adv=Varies | |||
|Invulnerability= | |||
|description=* Normally used as a Jump-in attack. It can crossup too, but no, you can't cancel a jumping normal into it. If it hits the opponent while he/she is in the air, he/she will get a beautiful hard knockdown(Making it a great air-to-air too). If you want to run away, you can use it during a backdash, it will make Kyo dash longer. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.B | |||
|caption= | |||
|name=Geshiki: Goufu You | |||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=Raw | ||
|Damage=16 | |||
|Counter Dmg=21 | |||
|Guard=Overhead | |||
|G. Crush=11 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=23 | |||
|Active=2 | |||
|Recovery=27 | |||
|Total=52 | |||
|Hit Adv=-9 | |||
|Block Adv=-11 | |||
|Invulnerability= | |||
|description=* Just an overhead. A simple, non-cancelable overhead. | |||
}} | |||
{{AttackData-SVC | |||
|version=Canceled | |||
|Damage=10x2 | |||
|Counter Dmg=14 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=7x2 | |||
|Stun=10x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=5, (2,) 7 | |||
|Recovery=18 | |||
|Total=42 | |||
|Hit Adv='''2nd= -5''' | |||
|Block Adv='''2nd= -7''' | |||
|Invulnerability= | |||
|description=* It will do 2 hits(Depending of which normal you canceled), while those two can be normal canceled, but it will lose the overhead properties. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.D | |||
|caption= | |||
|name=88 Shiki | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=13(10)x2 | |||
|Counter Dmg=18(14) | |||
|Guard=Low | |||
|G. Crush=11(7)x2 | |||
|Stun=13(10)x2 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |||
|Active=3, (12), 4 | |||
|Recovery=24 | |||
|Total=46 | |||
|Hit Adv='''2nd= -8''' | |||
|Block Adv='''2nd= -10''' | |||
|Invulnerability= | |||
|description=* A two-hitting kick. It can't be normal canceled on any hit (No matter how you use it), but on the Max Mode it can be useful. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 91: | Line 676: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | }} | ||
}} | }} | ||
Line 101: | Line 686: | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=11x2 | ||
|Guard= | |Counter Dmg=11 | ||
|Cancel= | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 114: | Line 703: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | }} | ||
}} | }} | ||
Line 122: | Line 711: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | ||
|caption= | |caption= | ||
|name= | |name=Guard Cancel Blowback | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=0 | ||
|Counter Dmg=0 | |||
|Guard=Mid | |Guard=Mid | ||
|Cancel= | |G. Crush=0 | ||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 137: | Line 730: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | }} | ||
}} | }} | ||
=== | ===Special Moves=== | ||
Kyo's special moves can be sort of confusing to learn with the rekkas having branching paths that cross with each other, but after a few matches you should have no issue remembering the gist of his rekka follow-ups. | |||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf K > K | ||
|caption= | |caption= | ||
|name= | |name=75 Shiki Kai | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=qcf B > K | ||
|Damage=11x2 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=7x2 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* (qcf K) Just a kick. It can be used as an anti-air, but you have better options to use. | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf D > K | |||
|Damage=11x2 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=7x2 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 161: | Line 779: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* After the second kick, you can juggle with something(In the B version, only for a limited time, because after some frames, even if the opponent is still in the air, you can't juggle on him). The D version is a little slower than the B, but you can easily juggle after it(You can even juggle the D version with the B version on the corner). | ||
}} | }} | ||
}} | }} | ||
Line 169: | Line 787: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=hcb K | ||
|caption= | |caption= | ||
|name= | |name=212 Shiki: Kototsuki You | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=hcb B | ||
|Damage=13+0+13 | |||
|Counter Dmg=13, 0, 13 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 184: | Line 807: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* A cool grab with two hits, but it's blockable on the first one(And the opponent will punish you easily). The first hit can be max canceled, and it's another part of Kyo's max loops. This move is generally used after the D version of the QCF+K if you don't have meter. | ||
}} | |||
{{AttackData-SVC | |||
|version=hcb D | |||
|Damage=13+0+13 | |||
|Counter Dmg=13, 0, 13 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | }} | ||
}} | }} | ||
Line 192: | Line 833: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=dp P | ||
|caption= | |caption= | ||
|name= | |name=100 Shiki: Oniyaki | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=dp A | ||
|Damage=20 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=11x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 207: | Line 853: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* His main anti-air. It has some autoguard frames on the startup, which makes it safer to anti-air. On Max Mode, the first hit(On every version), can be max canceled, but even into Supers! Use the C version if you want to do that. | ||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage=19x2 | |||
|Counter Dmg=22 | |||
|Guard=Mid | |||
|G. Crush=11x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | }} | ||
}} | }} | ||
Line 215: | Line 879: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=rdp K | ||
|caption= | |caption= | ||
|name= | |name=R.E.D. Kick | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=rdp B | ||
|Damage=24 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=22 | |||
|Stun=22 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* It can look like, but it isn't an overhead. Can be used as an anti-air too, because it will hard knockdown the opponent if it hits him/her in the air. You can even use the B version after the QCF+D, for a hard knockdown setup! You can't combo it from a normal too, which is sad. | |||
}} | |||
{{AttackData-SVC | |||
|version=rdp D | |||
|Damage=26 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=27 | |||
|Stun=27 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 230: | Line 917: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A | ||
|caption= | |caption= | ||
|name= | |name=114 Shiki: Aragami | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Counter Dmg=12 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 254: | Line 944: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Just a starter for your strings. It's used, because it's easy to confirm it. You can combo it after any cancelable Heavy Normal. The fire on Kyo's fist can negate projectiles, and it has some autoguard frames on the startup. It can be max canceled into any Special(But obviously, you can't max cancel into the string's followups). | ||
}} | }} | ||
}} | }} | ||
Line 262: | Line 952: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > qcf P | ||
|caption= | |caption= | ||
|name= | |name=128 Shiki: Konokizu | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Counter Dmg=12 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 277: | Line 971: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* A linker. It will send your opponent to the air, letting you juggle him/her(With one of the finishers below). It can be max canceled too, and it's one of the leads for Kyo's loops. | ||
}} | }} | ||
}} | }} | ||
Line 285: | Line 979: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > qcf P > P | ||
|caption= | |caption= | ||
|name= | |name=127 Shiki: Yanosabi | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=qcf A > qcf P > P | ||
|Guard= | |Damage=10 | ||
|Counter Dmg=12 | |||
|Guard=Overhead | |||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* It's a good move, but won't hit the opponent if used on midscreen(It can hit EQ). Use it on the corner for a hard knockdown on the opponent. It can be max canceled, but you can't combo after it hits. It will hit as an overhead too. | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf A > hcb P | |||
|Damage=10 | |||
|Counter Dmg=12 | |||
|Guard=Overhead | |||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 300: | Line 1,017: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Will hit as an overhead, won't combo after the Aragami, and will do a hard knockdown on the opponent. Good to use if your opponent likes to block low. You can use it on midscreen too, although it won't combo. You can max cancel it, but why? To get this one, time well. | ||
}} | }} | ||
}} | }} | ||
Line 308: | Line 1,025: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > qcf P > K | ||
|caption= | |caption= | ||
|name= | |name=125 Shiki: Nanase | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=qcf A > qcf P > K | ||
|Damage=12 | |||
|Counter Dmg=15 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The best finisher for midscreen combos. Use it, you'll need. It can't be max canceled, unlike the other moves. | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf A > hcb P > K | |||
|Damage=12 | |||
|Counter Dmg=15 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=8 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 323: | Line 1,063: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Has the same properties as the K(Finisher) above, but won't hit the opponent. Useless if you used this string. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > hcb P > P | ||
|caption= | |caption= | ||
|name= | |name=Geshiki: Migiri Ugachi | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=12 | ||
|Guard= | |Counter Dmg=15 | ||
|Guard=Low | |||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 347: | Line 1,090: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Will OTG(On/Off the ground) the opponent(Will hit him/her while he/she's knocked down). You can't max cancel it. | ||
}} | }} | ||
}} | }} | ||
Line 356: | Line 1,098: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > hcb P > hcb K | ||
|caption= | |caption= | ||
|name= | |name=212 Shiki: Kototsuki You | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=13+0+13 | ||
|Guard= | |Counter Dmg=13, 0, 13 | ||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 371: | Line 1,117: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* An OTG grab. The timing to get it is a little restrict too. You can't max cancel it(Pretty normal, it's a grab). | ||
}} | }} | ||
}} | }} | ||
Line 380: | Line 1,125: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf C | ||
|caption= | |caption= | ||
|name= | |name=115 Shiki: Dokugami | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Guard= | |Counter Dmg=12 | ||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 395: | Line 1,144: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* The most used on midscreen. It's like the QCF+A(Can negate projectiles, and those things), but Kyo will move further, and it still has autoguard frames. It can be max canceled too(It's part of his loops). | ||
}} | }} | ||
}} | }} | ||
Line 404: | Line 1,152: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf C > hcb P | ||
|caption= | |caption= | ||
|name= | |name=401 Shiki: Tsumi Yomi | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Guard= | |Counter Dmg=12 | ||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 419: | Line 1,171: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Only a linker for the Dokugami. It won't do anything special, but it can be max canceled too(It is another part of Kyo's loops). | ||
}} | }} | ||
}} | }} | ||
Line 428: | Line 1,179: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf C > hcb P > f.P | ||
|caption= | |caption= | ||
|name= | |name=402 Shiki: Batsu Yomi | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Guard= | |Counter Dmg=12 | ||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 443: | Line 1,198: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Kyo will launch his opponent to the air. It's just a linker for the above, but it can't be max canceled. | ||
}} | }} | ||
}} | }} | ||
Line 452: | Line 1,206: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf C > hcb P > f.P > dp P | ||
|caption= | |caption= | ||
|name= | |name=100 Shiki: Oniyaki | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=8 | ||
|Guard= | |Counter Dmg=10 | ||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 467: | Line 1,225: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Just a thing to add damage. Learn how to use this string for comboing the opponent, you can need(If you're having trouble with it, just use the A strings instead). It can't be max canceled. | ||
}} | }} | ||
}} | }} | ||
===Super Moves=== | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P (Hold to delay) | |||
|caption= | |||
|name=182 Shiki | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=56, 64, 72 | |||
|Counter Dmg=64, 72, 80 | |||
|Guard=Mid | |||
|G. Crush=16, 24, 32 | |||
|Stun=0, 8, 16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is cool, but it can be hard to confirm from normals(It can combo from a Heavy Normal). The damage will increase if you hold the button too(You'll hear up to 5 "explosions" while you charge, and that's how you can know that the damage will increase). If you charge until the end, the move won't be unblockable anymore - not that Kyo ever gets the chance to use the unblockable version in real matches. Kyo has upper-body invincibility while you charge. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb~hcf P (Hold to delay) | |||
|caption= | |||
|name=Ura 108 Shiki: Orochinagi | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=68 | |||
|Counter Dmg=75 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Kyo's classic Super. You can combo it from normals, but it's very hard(Very hard, I'll say again). The flame can negate projectiles too. On the KoF 2002, you could confirm it with the max mode, but here, you can't do BC cancels, so... Well, if you hold the button, you'll get more damage too. While you charge, Kyo can be lower body invincible(A version), or even upper body invincible(C version, can be useful to anti-air). | |||
}} | |||
}} | |||
===Exceed=== | ===Exceed=== | ||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|236}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Saishuu Kessen Ougi "Mushiki" | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=54+(5x13) | |||
|Counter Dmg=64, 5 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=6+1 | |||
|Active=94 | |||
|Recovery=45 | |||
|Total=146 | |||
|Hit Adv=SKD | |||
|Block Adv=-33 | |||
|Invulnerability=1F-7F (Full startup), 8F-16F (First several active frames) | |||
|description=* Detailed active frame count: 4+1+1+1+3, (14), 14, (7), [2, (3),]x2, 2, (2), 2, (7), [2, (2),]x3, 2, (6), 6 | |||
* The flame column at the start of this Exceed can negate projectiles. | |||
* It does average damage compared to other Exceeds, but it can be useful as a cheap finisher, too, via its good chip damage. The Exceed can still be front step punished, but it takes getting used to and is a little risky past the initial hit. | |||
* A strong Exceed held back by its limited hit confirmability and limited combos. Fortunately, you can combo it from any cancelable normal. | |||
* Kyo can combo into it with his lights and cl.C most reliably, and in max mode, he can cancel DP into Exceed. But the problem with his DP is that he cannot max cancel anything into it, either... | |||
* Kyo being invulnerable for 16 frames also makes it a strong reversal or a front step punish against multi-hit attacks, or other similar scenarios. | |||
}} | |||
}} | |||
== | ==Strategy== | ||
===Basic Strategy=== | |||
'''''Kyo's gameplan''''' | '''''Kyo's gameplan''''' | ||
Kyo is a typical rushdown character with nice strings, and great mixups to use in a match. The main thing you'll need to know to play him is, without doubt, the strings. The most important moves on Kyo's arsenal. You'll need to know when and how to use each one. For the Aragami strings, try to finish with the kick(In case you used the first string), but you can use the punch if on the corner. The second string is mainly for crouching state abusers(Most of them are chargers), and you camn even do an OTG after it. For the Dokugami string, you can use it for comboing(It's the best one for that). Your main anti-airs are the DP+P, and the QCB, HCF+ | Kyo is a typical rushdown character with nice strings, and great mixups to use in a match. The main thing you'll need to know to play him is, without doubt, the strings. The most important moves on Kyo's arsenal. You'll need to know when and how to use each one. For the Aragami strings, try to finish with the kick(In case you used the first string), but you can use the punch if on the corner. The second string is mainly for crouching state abusers(Most of them are chargers), and you camn even do an OTG after it. For the Dokugami string, you can use it for comboing(It's the best one for that). Your main anti-airs are the DP+P, and the QCB, HCF+C, which can easily defeat jumping normals. If you need to confirm your supers, do a QCF+D, D before it, it can help you. For your Exceed, it won't be that hard too(Just see below). Good Luck on your future matches. | ||
===Advanced Strategy=== | |||
==Advanced Strategy== | |||
'''''Resets''''' | '''''Resets''''' | ||
This is on nearly every section, but... Resets are important, and why this wouldn't be important for Kyo? His Shiki Kai, which has juggle properties, is very used on combos, because you can confirm nearly everything after the | This is on nearly every section, but... Resets are important, and why this wouldn't be important for Kyo? His Shiki Kai, which has juggle properties, is very used on combos, because you can confirm nearly everything after the D version. But when we do a normal move after it(Or after any move with juggle properties), the opponent will land on the ground, but he/she won't get a knockdown, and that's the purpose of a reset, make the opponent fall, but standing, and then make him/her eat a High/Low mixup. Try this: | ||
(Corner only) Any combo ending with QCF+ | (Corner only) Any combo ending with QCF+D, D, a normal(I can recommend f./cl.A, or cl.C), and while the opponent is on the reset animation, you can do... | ||
* cl. | * cl.C into anything, or even another QCF+D, D - ''Damaging reset into reset; easiest to block'' | ||
* (Optional empty jump) cr. | * (Optional empty jump) cr.B, cr.A into something(Exceed, maybe) - ''Damaging low starter combo'' | ||
* Jump-in attack, any combo - ''Overhead into combo'' | * Jump-in attack, any combo - ''Overhead into combo'' | ||
* f+ | * f+B into any special move that can be max canceled into, see the combos below for more details - ''Overhead into special move; or even reset into reset'' | ||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
[https://www.youtube.com/watch?v=5n3_6ktZQYA&ab_channel=DasaFG Combo video of Kyo by Dasa FG can be found here.] | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cr.B, cr.A, df.D || TBA || TBA || TBA || TBA || A very basic link for you. It begins with a low, and it finishes with a low. Very good to use as a blockstring to safely push your opponent. If you want to use a string with only low attacks, you can do: cl.B, cr.B, df+D. Will get 4 hits, and will give only lows for you. | |||
|- | |||
|cl.B, f.B || TBA || TBA || TBA || TBA || A low into an "overhead"(It loses the properties). Begins with a low, and ends with a cancelable move(It's cancelable on the second hit). Wanna see the best way to combo using this one? Just continue, and you'll see. | |||
|- | |||
|(j.X - crossup preferred,) cl./cr.C, qcf A > qcf P > K || TBA || TBA || TBA || TBA || Pretty basic, and you can use it everywhere(Don't do a Jump Attack if you want to use this combo on the corner). You won't have problems using it, but the Dokugami combos can do more damage than this one(But those combos are harder than this one). | |||
|- | |||
|(Corner only) cl./cr.C, qcf A > qcf P > P || TBA || TBA || TBA || TBA || Another simple combo that will give a knockdown for you. Sadly, it's corner only(I think you can land it against [[Earthquake (SvC)|EQ]] on midscreen). | |||
|- | |||
|(j.X,) cl./cr.C, qcf C > hcb P > f.P > dp P || TBA || TBA || TBA || TBA || Maybe the best thing you can do on midscreen if you don't have meter/Max Mode. Probably his most damaging combo on normal mode without using meter. It's very easy to land it, but it can be hard to perform it(The Dokugami's inputs are strange if you're not used to them). | |||
|- | |||
|(j.X,) cl.B, f.B, qcf C > hcb P > f.P > dp P || TBA || TBA || TBA || TBA || A version with more hits, and starting with a low. Sadly, it can be hard to combo a Jump Attack into a cl.B, due to the startup of the normal. | |||
|- | |||
|(j.X,) cl.C, qcf D > K, rdp B || TBA || TBA || TBA || TBA || Simple to do. Probably the most basic combo using the Shiki Kai. You can use it everywhere too. | |||
|- | |||
|(Corner only) (j.X,) cl.C, qcf B > K, dp P || TBA || TBA || TBA || TBA || Another simple combo. The DP+P is the only move that can be used as a followup the B version too. | |||
|- | |||
|(Corner only) (j.X,) cl.C, qcf D > K, (delay) qcf B > K, dp C || TBA || TBA || TBA || TBA || A great, but a little hard combo. The timing for each attack needs to be perfect to make it work. This is probably the most damaging combo(Using the Shiki Kai) without meter. | |||
|- | |||
|(j.X,) cl.C, qcf D > K, hcb K || TBA || TBA || TBA || TBA || The most used combo without meter on midscreen. It's cool to see it, but the timing is hard to get. | |||
|- | |||
|(Corner) (j.X,) cl.C, qcf D > K, qcf C > hcb P > f.P > dp P || TBA || TBA || TBA || TBA || Dunno if works, but if it works, you can add your thoughts here. | |||
|- | |||
|(j.X,) cl.C, hcb K || TBA || TBA || TBA || TBA || Simple combo, and it's like most of the other ones. The damage isn't that bad too. | |||
|- | |||
|(j.X,) cl.C, dp P || TBA || TBA || TBA || TBA || Not a bad combo(It's like the HCB+K combo above). The A version is better for this combo(Why? Use the C version and see why). Never use the C version after a normal(Not outside of Max Mode), it can be dangerous for you. | |||
|- | |||
|(j.X,) cr.B, cr.A, dp A || TBA || TBA || TBA || TBA || Combo starting with a low. It can be useful when you need(Can be useful on Max Mode combos too). | |||
|- | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cl.C, qcf D > K, qcb~hcf P || TBA || TBA || TBA || TBA || Damaging, easy to land, and you'll confirm a Super on it. If you need damage, you can use this one(In case you want to save your Exceed for a while). | |||
|- | |||
|(Corner only) (j.X,) cl.C, qcf D > K, qcf x2 P || TBA || TBA || TBA || TBA || Another simple one, and it's like the above, but to use on the corner. | |||
|- | |||
|(j.X,) cl./cr.C, qcf x2 A || TBA || TBA || TBA || TBA || A simple combo to use. The A version needs to be used on combos due to the startup(The C version won't connect on most combos). | |||
|- | |||
|(j.X,) cl.B, f.B, qcf x2 A || TBA || TBA || TBA || TBA || Just another combo with the second link. It does good damage. | |||
|- | |||
|cl.B/C, f.B, qcb~hcf P || TBA || TBA || TBA || TBA || This is a very hard combo, but it's still damaging. If you cancel the f.B into the super, it won't combo. It requires a specific timing in order for it to combo - in other words if you release super right away, it won't combo. You have to hold the button to delay it slightly as the opponent is knocked back from f.B. You also should use the C version over the A version, as this has to do with both the A and C versions having slightly different frame data properties that causes the combo to work this way. | |||
|- | |||
|(j.X,) cl.C, Exceed || TBA || TBA || TBA || TBA || The easiest confirm. It's not that hard to do it, and the damage is incredible. Learn it, you can need(It's important to know how to confirm the Exceed with your character). | |||
|- | |||
|(j.X - crossup preferred) cr.B, cr.A, Exceed || TBA || TBA || TBA || TBA || Confirm beginning with a low. The Exceed has great startup, which makes it good to combo after a normal. | |||
|- | |||
|(Corner only) cl.B, f.B, Exceed || TBA || TBA || TBA || TBA || Combo starting with a low, and it does more damage than the below(If you don't consider the [Jump Attack] on the first one). Don't use a Jump Attack on this one, because if you try it, the f+B won't combo on most characters. | |||
|- | |||
|} | |||
The most used Kyo loop. It does good damage, but it can be hard to perform if you don't have good reflexes. Practice this one, you can need. | ===Max Mode Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cl.C, qcf C, [(C)qcf A, (C)qcf C,]xN, follow-up (preferably qcf D > K) || TBA || TBA || TBA || TBA || Probably the most basic loop on Kyo's list. A bad part of it is that you don't have a finisher for it, depending of how many loops you landed(The followups for the Dokugami/Aragami can whiff too if you try to loop, and combo after it). | |||
|- | |||
This one is the best of the overhead combos. It's very effective on the corner, and mainly after a reset(Remember the reset combo above? You can do a reset into another reset if you use this one), but it's possible only on Max Mode, sadly. Kyo can | |(j.X,) cl.C, hcb K(1), [(C)qcf C > hcb P, (C)hcb K(1),]xN, qcf D > K, any follow-up || TBA || TBA || TBA || TBA || The most used Kyo loop. It does good damage, but it can be hard to perform if you don't have good reflexes. Practice this one, you can need. | ||
|- | |||
|f.B, (C)qcf D > K, followup || TBA || TBA || TBA || TBA || This one is the best of the overhead combos. It's very effective on the corner, and mainly after a reset(Remember the reset combo above? You can do a reset into another reset if you use this one), but it's possible only on Max Mode, sadly. Kyo can max cancel(And connect) nearly everything he has after his overhead, but I think you should stick with this one. | |||
|- | |||
|(j.X - crossup preferred,) cr.B, cr.A, dp C(1), (SC)Exceed || TBA || TBA || TBA || TBA || An easy confirm with a low starter. It's kind of an extension of a normal mode combo(cr.B, cr.A, Exceed), but using a Supercancel now. You should learn it for when you need damage. | |||
|- | |||
|} | |||
An easy confirm with a low starter. It's kind of an extension of a normal mode combo(cr. | |||
{{Navbox-SVC}} | {{Navbox-SVC}} | ||
[[Category:SvC Chaos]] | [[Category:SvC Chaos]] | ||
[[Category:Kyo Kusanagi]] | [[Category:Kyo Kusanagi]] |
Latest revision as of 23:30, 14 October 2024
草薙 京, Kusanagi Kyo | |
---|---|
Category | Normal |
Playstyle | Pure rushdown |
Difficulty | Average |
Max Mode Needed? | Yes, but easy to learn |
Tier Placement | Solid (B+) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
Kyo Kusanagi, the main character of the KOF series. His first appearance was in the first KOF game, KOF94. Here, he sports his classic school outfit, but with his post-'95 rekka movelist. He isn't a hard character to play, and should be pretty easy to play if you're already used to his 96-98 iteration.
Strengths | Weaknesses |
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|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Low | 5 | 5 | - | - | 7 | 4 | 8 | 19 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 20 | - | - | 3 | 2, 8 | 9 | 22 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 21 | - | - | 5 | 3 | 22 | 30 | -5 | -7 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 8 | Mid | 6 | 6 | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 9 | Mid | 7 | 7 | - | - | 8 | 3 | 14 | 25 | -5 | -7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 21 | - | - | 13 | 2 | 17 | 32 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 21 | - | - | 13 | 5 | 17 | 35 | -2 | -4 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Low | 5 | 5 | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 18 | Mid | 16 | 21 | - | - | 6 | 2, 4 | 21 | 33 | 1st= -7 | 1st= -9 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Low | 16 | 21 | - | - | 12 | 3 | 19 | 35 | SKD | -4 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 8 | Overhead | 6 | 6 | - | X | 5 | nj= 7 ; dj= 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 9 | Overhead | 7 | 7 | - | X | 5 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 9 | Overhead | 7 | 7 | - | X | 5 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Overhead | 16 | 21 | - | X | 6 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Overhead | 16 | 21 | - | X | 11 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Overhead | 16 | 21 | - | X | 9 | 5 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Overhead | 20 | 21 | - | - | 7 | 5 | - | - | HKD (air) | Varies | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raw | 16 | 21 | Overhead | 11 | 16 | - | - | 23 | 2 | 27 | 52 | -9 | -11 | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Canceled | 10x2 | 14 | Mid | 7x2 | 10x2 | - | - | 10 | 5, (2,) 7 | 18 | 42 | 2nd= -5 | 2nd= -7 | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13(10)x2 | 18(14) | Low | 11(7)x2 | 13(10)x2 | - | - | 3 | 3, (12), 4 | 24 | 46 | 2nd= -8 | 2nd= -10 | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11x2 | 11 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Kyo's special moves can be sort of confusing to learn with the rekkas having branching paths that cross with each other, but after a few matches you should have no issue remembering the gist of his rekka follow-ups.
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf B > K | 11x2 | 13 | Mid | 7x2 | 0 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D > K | 11x2 | 13 | Mid | 7x2 | 0 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcb B | 13+0+13 | 13, 0, 13 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb D | 13+0+13 | 13, 0, 13 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | 20 | 20 | Mid | 11x2 | 11x2 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | 19x2 | 22 | Mid | 11x2 | 11x2 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
rdp B | 24 | 28 | Mid | 22 | 22 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
rdp D | 26 | 30 | Mid | 27 | 27 | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 12 | Mid | 2 | 9 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 12 | Mid | 2 | 9 | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A > qcf P > P | 10 | 12 | Overhead | 2 | 9 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf A > hcb P | 10 | 12 | Overhead | 2 | 9 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A > qcf P > K | 12 | 15 | Mid | 8 | 9 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf A > hcb P > K | 12 | 15 | Mid | 8 | 9 | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 15 | Low | 2 | 9 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13+0+13 | 13, 0, 13 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 12 | Mid | 2 | 9 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 12 | Mid | 2 | 9 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 12 | Mid | 2 | 9 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 10 | Mid | 7 | 7 | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
56, 64, 72 | 64, 72, 80 | Mid | 16, 24, 32 | 0, 8, 16 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
68 | 75 | Mid | 16 | 0 | - | - | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
54+(5x13) | 64, 5 | Mid | 0 | 0 | 0 | X | 6+1 | 94 | 45 | 146 | SKD | -33 | 1F-7F (Full startup), 8F-16F (First several active frames) | |
|
Strategy
Basic Strategy
Kyo's gameplan
Kyo is a typical rushdown character with nice strings, and great mixups to use in a match. The main thing you'll need to know to play him is, without doubt, the strings. The most important moves on Kyo's arsenal. You'll need to know when and how to use each one. For the Aragami strings, try to finish with the kick(In case you used the first string), but you can use the punch if on the corner. The second string is mainly for crouching state abusers(Most of them are chargers), and you camn even do an OTG after it. For the Dokugami string, you can use it for comboing(It's the best one for that). Your main anti-airs are the DP+P, and the QCB, HCF+C, which can easily defeat jumping normals. If you need to confirm your supers, do a QCF+D, D before it, it can help you. For your Exceed, it won't be that hard too(Just see below). Good Luck on your future matches.
Advanced Strategy
Resets
This is on nearly every section, but... Resets are important, and why this wouldn't be important for Kyo? His Shiki Kai, which has juggle properties, is very used on combos, because you can confirm nearly everything after the D version. But when we do a normal move after it(Or after any move with juggle properties), the opponent will land on the ground, but he/she won't get a knockdown, and that's the purpose of a reset, make the opponent fall, but standing, and then make him/her eat a High/Low mixup. Try this:
(Corner only) Any combo ending with QCF+D, D, a normal(I can recommend f./cl.A, or cl.C), and while the opponent is on the reset animation, you can do...
- cl.C into anything, or even another QCF+D, D - Damaging reset into reset; easiest to block
- (Optional empty jump) cr.B, cr.A into something(Exceed, maybe) - Damaging low starter combo
- Jump-in attack, any combo - Overhead into combo
- f+B into any special move that can be max canceled into, see the combos below for more details - Overhead into special move; or even reset into reset
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Combo video of Kyo by Dasa FG can be found here.
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B, cr.A, df.D | TBA | TBA | TBA | TBA | A very basic link for you. It begins with a low, and it finishes with a low. Very good to use as a blockstring to safely push your opponent. If you want to use a string with only low attacks, you can do: cl.B, cr.B, df+D. Will get 4 hits, and will give only lows for you. |
cl.B, f.B | TBA | TBA | TBA | TBA | A low into an "overhead"(It loses the properties). Begins with a low, and ends with a cancelable move(It's cancelable on the second hit). Wanna see the best way to combo using this one? Just continue, and you'll see. |
(j.X - crossup preferred,) cl./cr.C, qcf A > qcf P > K | TBA | TBA | TBA | TBA | Pretty basic, and you can use it everywhere(Don't do a Jump Attack if you want to use this combo on the corner). You won't have problems using it, but the Dokugami combos can do more damage than this one(But those combos are harder than this one). |
(Corner only) cl./cr.C, qcf A > qcf P > P | TBA | TBA | TBA | TBA | Another simple combo that will give a knockdown for you. Sadly, it's corner only(I think you can land it against EQ on midscreen). |
(j.X,) cl./cr.C, qcf C > hcb P > f.P > dp P | TBA | TBA | TBA | TBA | Maybe the best thing you can do on midscreen if you don't have meter/Max Mode. Probably his most damaging combo on normal mode without using meter. It's very easy to land it, but it can be hard to perform it(The Dokugami's inputs are strange if you're not used to them). |
(j.X,) cl.B, f.B, qcf C > hcb P > f.P > dp P | TBA | TBA | TBA | TBA | A version with more hits, and starting with a low. Sadly, it can be hard to combo a Jump Attack into a cl.B, due to the startup of the normal. |
(j.X,) cl.C, qcf D > K, rdp B | TBA | TBA | TBA | TBA | Simple to do. Probably the most basic combo using the Shiki Kai. You can use it everywhere too. |
(Corner only) (j.X,) cl.C, qcf B > K, dp P | TBA | TBA | TBA | TBA | Another simple combo. The DP+P is the only move that can be used as a followup the B version too. |
(Corner only) (j.X,) cl.C, qcf D > K, (delay) qcf B > K, dp C | TBA | TBA | TBA | TBA | A great, but a little hard combo. The timing for each attack needs to be perfect to make it work. This is probably the most damaging combo(Using the Shiki Kai) without meter. |
(j.X,) cl.C, qcf D > K, hcb K | TBA | TBA | TBA | TBA | The most used combo without meter on midscreen. It's cool to see it, but the timing is hard to get. |
(Corner) (j.X,) cl.C, qcf D > K, qcf C > hcb P > f.P > dp P | TBA | TBA | TBA | TBA | Dunno if works, but if it works, you can add your thoughts here. |
(j.X,) cl.C, hcb K | TBA | TBA | TBA | TBA | Simple combo, and it's like most of the other ones. The damage isn't that bad too. |
(j.X,) cl.C, dp P | TBA | TBA | TBA | TBA | Not a bad combo(It's like the HCB+K combo above). The A version is better for this combo(Why? Use the C version and see why). Never use the C version after a normal(Not outside of Max Mode), it can be dangerous for you. |
(j.X,) cr.B, cr.A, dp A | TBA | TBA | TBA | TBA | Combo starting with a low. It can be useful when you need(Can be useful on Max Mode combos too). |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, qcf D > K, qcb~hcf P | TBA | TBA | TBA | TBA | Damaging, easy to land, and you'll confirm a Super on it. If you need damage, you can use this one(In case you want to save your Exceed for a while). |
(Corner only) (j.X,) cl.C, qcf D > K, qcf x2 P | TBA | TBA | TBA | TBA | Another simple one, and it's like the above, but to use on the corner. |
(j.X,) cl./cr.C, qcf x2 A | TBA | TBA | TBA | TBA | A simple combo to use. The A version needs to be used on combos due to the startup(The C version won't connect on most combos). |
(j.X,) cl.B, f.B, qcf x2 A | TBA | TBA | TBA | TBA | Just another combo with the second link. It does good damage. |
cl.B/C, f.B, qcb~hcf P | TBA | TBA | TBA | TBA | This is a very hard combo, but it's still damaging. If you cancel the f.B into the super, it won't combo. It requires a specific timing in order for it to combo - in other words if you release super right away, it won't combo. You have to hold the button to delay it slightly as the opponent is knocked back from f.B. You also should use the C version over the A version, as this has to do with both the A and C versions having slightly different frame data properties that causes the combo to work this way. |
(j.X,) cl.C, Exceed | TBA | TBA | TBA | TBA | The easiest confirm. It's not that hard to do it, and the damage is incredible. Learn it, you can need(It's important to know how to confirm the Exceed with your character). |
(j.X - crossup preferred) cr.B, cr.A, Exceed | TBA | TBA | TBA | TBA | Confirm beginning with a low. The Exceed has great startup, which makes it good to combo after a normal. |
(Corner only) cl.B, f.B, Exceed | TBA | TBA | TBA | TBA | Combo starting with a low, and it does more damage than the below(If you don't consider the [Jump Attack] on the first one). Don't use a Jump Attack on this one, because if you try it, the f+B won't combo on most characters. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, qcf C, [(C)qcf A, (C)qcf C,]xN, follow-up (preferably qcf D > K) | TBA | TBA | TBA | TBA | Probably the most basic loop on Kyo's list. A bad part of it is that you don't have a finisher for it, depending of how many loops you landed(The followups for the Dokugami/Aragami can whiff too if you try to loop, and combo after it). |
(j.X,) cl.C, hcb K(1), [(C)qcf C > hcb P, (C)hcb K(1),]xN, qcf D > K, any follow-up | TBA | TBA | TBA | TBA | The most used Kyo loop. It does good damage, but it can be hard to perform if you don't have good reflexes. Practice this one, you can need. |
f.B, (C)qcf D > K, followup | TBA | TBA | TBA | TBA | This one is the best of the overhead combos. It's very effective on the corner, and mainly after a reset(Remember the reset combo above? You can do a reset into another reset if you use this one), but it's possible only on Max Mode, sadly. Kyo can max cancel(And connect) nearly everything he has after his overhead, but I think you should stick with this one. |
(j.X - crossup preferred,) cr.B, cr.A, dp C(1), (SC)Exceed | TBA | TBA | TBA | TBA | An easy confirm with a low starter. It's kind of an extension of a normal mode combo(cr.B, cr.A, Exceed), but using a Supercancel now. You should learn it for when you need damage. |