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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 25: | Line 33: | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | 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. | |||
* Great | * '''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. | ||
* Mixups for days | * '''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. | ||
* Delayable supers | * '''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. | ||
* Exceed does | * '''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. | ||
* | * '''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. | ||
* | * '''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. | ||
| cons= | | cons= | ||
* No projectile | * '''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... | * '''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 | * '''...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. | ||
* Not many midscreen options for combos | * '''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. | ||
* | * '''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. | ||
* '''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. | |||
* '''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> | <center>{{FrameDataKey-SVC}}</center> | ||
== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
====Close Normals==== | ====Close Normals==== | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=7 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Elbow attack. Can chain into any Light Normal, including itself. | |description=* Elbow attack. Can chain into any Light Normal, including itself. | ||
Line 79: | Line 92: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Guard= | |Counter Dmg=7 | ||
|Guard=Low | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=8 | ||
|Total= | |Total=19 | ||
|Hit Adv= | |Hit Adv=+0 | ||
|Block Adv= | |Block Adv=-2 | ||
|Invulnerability= | |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. | |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. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=22 | ||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=3 | ||
|Active= | |Active=2, 8 | ||
|Recovery= | |Recovery=9 | ||
|Total= | |Total=22 | ||
|Hit Adv= | |Hit Adv=+1 | ||
|Block Adv= | |Block Adv=-1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* For comboing | |description=* For comboing. Cancel it into something, and you'll be fine. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=22 | ||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=22 | ||
|Total= | |Total=30 | ||
|Hit Adv= | |Hit Adv=-5 | ||
|Block Adv= | |Block Adv=-7 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Has the same properties as the cl.C, but just use the C, it has better startup(Which is better for combos) | |description=* Has the same properties as the cl.C, but just use the C, it has better startup(Which is better for combos) | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=6 | ||
|Counter Dmg=8 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Punch that whiffs on small crouching characters, but can be normal canceled. Nothing very special on it. | |description=* Punch that whiffs on small crouching characters, but can be normal canceled. Nothing very special on it. | ||
Line 172: | Line 201: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=7 | ||
|Counter Dmg=9 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=8 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=14 | ||
|Total= | |Total=25 | ||
|Hit Adv= | |Hit Adv=-5 | ||
|Block Adv= | |Block Adv=-7 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Kick with good reach, but can't be normal canceled. Use it as a poke, mainly. | |description=* Kick with good reach, but can't be normal canceled. Use it as a poke, mainly. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=22 | ||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=13 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=17 | ||
|Total= | |Total=32 | ||
|Hit Adv= | |Hit Adv=+1 | ||
|Block Adv= | |Block Adv=-1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Nothing special. Can whiff on some crouching characters, and can't be normal canceled. | |description=* Nothing special. Can whiff on some crouching characters, and can't be normal canceled. | ||
Line 218: | Line 255: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=22 | ||
|Counter Dmg=30 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=13 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery=17 | ||
|Total= | |Total=35 | ||
|Hit Adv= | |Hit Adv=-2 | ||
|Block Adv= | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A fast kick with decent horizontal reach. Kyo will move forward during the move. This normal can't be normal canceled. | |description=* A fast kick with decent horizontal reach. Kyo will move forward during the move. This normal can't be normal canceled. | ||
Line 242: | Line 283: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Counter Dmg=7 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |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. | |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. | ||
Line 265: | Line 310: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=5 | ||
|Guard= | |Counter Dmg=7 | ||
|Guard=Low | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |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). | |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). | ||
Line 288: | Line 337: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=17 | ||
|Counter Dmg=18 | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=2, 4 | ||
|Recovery= | |Recovery=21 | ||
|Total= | |Total=33 | ||
|Hit Adv= | |Hit Adv='''1st= -7''' | ||
|Block Adv= | |Block Adv='''1st= -9''' | ||
|Invulnerability= | |Invulnerability= | ||
|description=* An anti-air attack that can be normal canceled. You can use it on your combos too. | |description=* An anti-air attack that can be normal canceled. You can use it on your combos too. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=22 | ||
|Guard= | |Counter Dmg=30 | ||
|Guard=Low | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=12 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=19 | ||
|Total= | |Total=35 | ||
|Hit Adv= | |Hit Adv=SKD | ||
|Block Adv= | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Another cancelable sweep. Cancel it into something if you need meter(Or even to pressure your opponent in case it gets blocked). | |description=* Another cancelable sweep. Cancel it into something if you need meter(Or even to pressure your opponent in case it gets blocked). | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=6 | ||
|Counter Dmg=8 | |||
|Guard=Overhead | |Guard=Overhead | ||
|Cancel= | |G. Crush=6 | ||
|Startup= | |Stun=6 | ||
|Active= | |Meter= | ||
|Cancel=X | |||
|Startup=5 | |||
|Active='''nj= 7''' ; '''dj= 6''' | |||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=7 | ||
|Counter Dmg=9 | |||
|Guard=Overhead | |Guard=Overhead | ||
|Cancel= | |G. Crush=7 | ||
|Startup= | |Stun=7 | ||
|Active= | |Meter= | ||
|Cancel=X | |||
|Startup=5 | |||
|Active=11 | |||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=7 | ||
|Counter Dmg=9 | |||
|Guard=Overhead | |Guard=Overhead | ||
|Cancel= | |G. Crush=7 | ||
|Startup= | |Stun=7 | ||
|Active= | |Meter= | ||
|Cancel=X | |||
|Startup=5 | |||
|Active=5 | |||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=22 | ||
|Counter Dmg=30 | |||
|Guard=Overhead | |Guard=Overhead | ||
|Cancel= | |G. Crush=16 | ||
|Startup= | |Stun=21 | ||
|Active= | |Meter= | ||
|Cancel=X | |||
|Startup=6 | |||
|Active=4 | |||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 431: | Line 504: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=22 | ||
|Counter Dmg=30 | |||
|Guard=Overhead | |Guard=Overhead | ||
|Cancel= | |G. Crush=16 | ||
|Startup= | |Stun=21 | ||
|Active= | |Meter= | ||
|Cancel=X | |||
|Startup=11 | |||
|Active=11 | |||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 455: | Line 532: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=22 | ||
|Counter Dmg=30 | |||
|Guard=Overhead | |Guard=Overhead | ||
|Cancel= | |G. Crush=16 | ||
|Startup= | |Stun=21 | ||
|Active= | |Meter= | ||
|Cancel=X | |||
|Startup=9 | |||
|Active=5 | |||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 470: | Line 551: | ||
}} | }} | ||
===Command | ===Command Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
Line 480: | Line 561: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=21 | ||
|Counter Dmg= | |Counter Dmg=30 | ||
|Guard= | |Guard=Overhead | ||
|G. Crush= | |G. Crush=20 | ||
|Stun= | |Stun=21 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv=HKD (air) | ||
|Block Adv= | |Block Adv=Varies | ||
|Invulnerability= | |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. | |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. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |version=Raw | ||
|Counter Dmg= | |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= | |G. Crush=7x2 | ||
|Stun= | |Stun=10x2 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=10 | ||
|Active= | |Active=5, (2,) 7 | ||
|Recovery= | |Recovery=18 | ||
|Total= | |Total=42 | ||
|Hit Adv= | |Hit Adv='''2nd= -5''' | ||
|Block Adv= | |Block Adv='''2nd= -7''' | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=13(10)x2 | ||
|Counter Dmg= | |Counter Dmg=18(14) | ||
|Guard= | |Guard=Low | ||
|G. Crush= | |G. Crush=11(7)x2 | ||
|Stun= | |Stun=13(10)x2 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=3 | ||
|Active= | |Active=3, (12), 4 | ||
|Recovery= | |Recovery=24 | ||
|Total= | |Total=46 | ||
|Hit Adv= | |Hit Adv='''2nd= -8''' | ||
|Block Adv= | |Block Adv='''2nd= -10''' | ||
|Invulnerability= | |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. | |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. | ||
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|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=11x2 | ||
|Counter Dmg= | |Counter Dmg=11 | ||
|Guard=Throw | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |G. Crush=0 | ||
|Stun=0 | |Stun=0 | ||
Line 620: | Line 747: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=qcf B > K | |version=qcf B > K | ||
|Damage= | |Damage=11x2 | ||
|Counter Dmg= | |Counter Dmg=13 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=7x2 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 638: | Line 765: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=qcf D > K | |version=qcf D > K | ||
|Damage= | |Damage=11x2 | ||
|Counter Dmg= | |Counter Dmg=13 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=7x2 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 666: | Line 793: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=hcb B | |version=hcb B | ||
|Damage= | |Damage=13+0+13 | ||
|Counter Dmg= | |Counter Dmg=13, 0, 13 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=0 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 684: | Line 811: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=hcb D | |version=hcb D | ||
|Damage= | |Damage=13+0+13 | ||
|Counter Dmg= | |Counter Dmg=13, 0, 13 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=0 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 712: | Line 839: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=dp A | |version=dp A | ||
|Damage= | |Damage=20 | ||
|Counter Dmg= | |Counter Dmg=20 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=11x2 | ||
|Stun= | |Stun=11x2 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 730: | Line 857: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=dp C | |version=dp C | ||
|Damage= | |Damage=19x2 | ||
|Counter Dmg= | |Counter Dmg=22 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=11x2 | ||
|Stun= | |Stun=11x2 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 758: | Line 885: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=rdp B | |version=rdp B | ||
|Damage= | |Damage=24 | ||
|Counter Dmg= | |Counter Dmg=28 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=22 | ||
|Stun= | |Stun=22 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 776: | Line 903: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=rdp D | |version=rdp D | ||
|Damage= | |Damage=26 | ||
|Counter Dmg= | |Counter Dmg=30 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=27 | ||
|Stun= | |Stun=27 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 798: | Line 925: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A | ||
|caption= | |caption= | ||
|name=114 Shiki: Aragami | |name=114 Shiki: Aragami | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=2 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 825: | Line 952: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > qcf P | ||
|caption= | |caption= | ||
|name=128 Shiki: Konokizu | |name=128 Shiki: Konokizu | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=2 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 852: | Line 979: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > qcf P > P | ||
|caption= | |caption= | ||
|name=127 Shiki: Yanosabi | |name=127 Shiki: Yanosabi | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |version=qcf A > qcf P > P | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard= | |Guard=Overhead | ||
|G. Crush= | |G. Crush=2 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 875: | Line 1,002: | ||
}} | }} | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |version=qcf A > hcb P | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard= | |Guard=Overhead | ||
|G. Crush= | |G. Crush=2 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 898: | Line 1,025: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > qcf P > K | ||
|caption= | |caption= | ||
|name=125 Shiki: Nanase | |name=125 Shiki: Nanase | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |version=qcf A > qcf P > K | ||
|Damage= | |Damage=12 | ||
|Counter Dmg= | |Counter Dmg=15 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=8 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 921: | Line 1,048: | ||
}} | }} | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |version=qcf A > hcb P > K | ||
|Damage= | |Damage=12 | ||
|Counter Dmg= | |Counter Dmg=15 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=8 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 944: | Line 1,071: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > hcb P > P | ||
|caption= | |caption= | ||
|name=Geshiki: Migiri Ugachi | |name=Geshiki: Migiri Ugachi | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=12 | ||
|Counter Dmg= | |Counter Dmg=15 | ||
|Guard= | |Guard=Low | ||
|G. Crush= | |G. Crush=2 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 971: | Line 1,098: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf A > hcb P > hcb K | ||
|caption= | |caption= | ||
|name=212 Shiki: Kototsuki You | |name=212 Shiki: Kototsuki You | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=13+0+13 | ||
|Counter Dmg= | |Counter Dmg=13, 0, 13 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=0 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 998: | Line 1,125: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf C | ||
|caption= | |caption= | ||
|name=115 Shiki: Dokugami | |name=115 Shiki: Dokugami | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=2 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 1,025: | Line 1,152: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf C > hcb P | ||
|caption= | |caption= | ||
|name=401 Shiki: Tsumi Yomi | |name=401 Shiki: Tsumi Yomi | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=2 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 1,052: | Line 1,179: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf C > hcb P > f.P | ||
|caption= | |caption= | ||
|name=402 Shiki: Batsu Yomi | |name=402 Shiki: Batsu Yomi | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=10 | ||
|Counter Dmg= | |Counter Dmg=12 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=2 | ||
|Stun= | |Stun=9 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 1,079: | Line 1,206: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=qcf C > hcb P > f.P > dp P | ||
|caption= | |caption= | ||
|name=100 Shiki: Oniyaki | |name=100 Shiki: Oniyaki | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=8 | ||
|Counter Dmg= | |Counter Dmg=10 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=7 | ||
|Stun= | |Stun=7 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 1,112: | Line 1,239: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=56, 64, 72 | ||
|Counter Dmg= | |Counter Dmg=64, 72, 80 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=16, 24, 32 | ||
|Stun= | |Stun=0, 8, 16 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 1,126: | Line 1,253: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |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. Kyo has upper-body invincibility while you charge. | |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. | ||
}} | }} | ||
}} | }} | ||
Line 1,139: | Line 1,266: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=68 | ||
|Counter Dmg= | |Counter Dmg=75 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=16 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
Line 1,165: | Line 1,292: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=54+(5x13) | ||
|Counter Dmg= | |Counter Dmg=64, 5 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=0 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter=0 | ||
|Cancel= | |Cancel=X | ||
|Startup= | |Startup=6+1 | ||
|Active= | |Active=94 | ||
|Recovery= | |Recovery=45 | ||
|Total= | |Total=146 | ||
|Hit Adv= | |Hit Adv=SKD | ||
|Block Adv= | |Block Adv=-33 | ||
|Invulnerability= | |Invulnerability=1F-7F (Full startup), 8F-16F (First several active frames) | ||
|description=* | |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. | |||
}} | }} | ||
}} | }} | ||
Line 1,204: | Line 1,336: | ||
==Combos== | ==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=== | ===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). | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|cl. | |(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 | |(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 | |(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. | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|(j.X,) cl. | |(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. | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|(j.X,) cl.C, qcf D > K, | |(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 | |(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 | |(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, | |(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, | |(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). | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|(j.X,) | |(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 | |(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). | ||
| | |||
| | |||
| | |||
|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 | |(j.X,) cl.B, f.B, qcf x2 A || TBA || TBA || TBA || TBA || Just another combo with the second link. It does good damage. | ||
| | |||
| | |||
| | |||
|Just another combo with the second link. It does good damage. | |||
|- | |- | ||
|cl.B/C, f.B, qcb~hcf P | |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. | ||
| | |||
| | |||
| | |||
|This is a very hard combo, but it's still damaging. If you cancel the f | |||
|- | |- | ||
|(j.X,) cl.C, Exceed | |(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). | ||
| | |||
| | |||
| | |||
|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 | |(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. | ||
| | |||
| | |||
| | |||
|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 | |(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. | ||
| | |||
| | |||
| | |||
|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=== | ===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) | |(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). | ||
| | |||
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| | |||
|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 | |(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. | ||
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|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 | |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. | ||
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| | |||
| | |||
|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 | |(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. | ||
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|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. | |||
|- | |- | ||
|} | |} |
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 | |
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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 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
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 | - | - | - | - | - | - | - | - | - |
|
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 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
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. |