Advanced V.G. 2/Kyoko/Combos: Difference between revisions

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{{AVG2 Character Subnav|char=kyoko|short=kyo|sub=1}}
{{AVG2 Character Subnav|char=kyoko|short=kyo|sub=1}}
== Combos ==
== Combos ==
Kyoko's primary goal with her combos is to land Ominaeshi, as that allows her to super cancel into EX Sazanka to score good damage and a hard knockdown to run her okizeme. Her max damage routes will involve juggles into this ender, but going into Ominaeshi from a poke works just fine if you have no other options.
Kyoko's primary goal with her combos is to juggle into HK or EX Sazanka, as that sets up her dangerous left-right 50/50 okizeme. For the most part, she'll do this by finding confirms into 2HP or Ominaeshi depending on screen position. From here, she'll either end with 623HK, or cash out extra damage by cancelling 236P~P into 623623K. All of this sets up Kyoko's okizeme, allowing her to loop the situation.


=== Basic Combos ===
=== Basic Combos ===
{|class="wikitable
|-
|2LP 2LP 2HP sj.LK>j.HK>j.HP 623HK
|}
Staple combo from a 2HP launch. Can also start the combo from 2LK, but the 2LK 2LP link can be somewhat tight, and the 2HP after only tends to work midscreen or vs crouching opponents.
{|class="wikitable
{|class="wikitable
|-
|-
|5LP 2HP sj.HK>j.HP 5HP>5HK xx 236P~P
|2LK 2LP 2HK xx 236HP~P xx 623623K
|}
Low confirm that works at all screen positions. Useful if you're not close enough to land 2HP.
 
=== Corner Combos ===
 
{|class="wikitable"
|-
|2LK 2LP 2HP(3) 66HP xx 623HK
|-
|2LK 2LP 2HP(3) 66HP>5HK xx 236HP~P xx 623623K
|}
|}
Staple combo from a 2HP launch.
Corner confirms into your bread and butter juggle route. Works on everyone crouching, as well as standing Chiho, Tamao, Saki and Reimi.


{|class="wikitable"
{|class="wikitable"
|-
|-
|5LP 2HP(3) 5HP > 5HK xx 236P
|2LK 2LP 2HK xx 236LP 2HP 66HP xx 623HK
|-
|2LK 2LP 2HK xx 236LP 2HP 66HP>5HK xx 236HP~P xx 623623K
|}
|}
Corner juggle.
For use on standing Yuka, Satomi, Jun and Kaori.


{|class="wikitable"
{|class="wikitable"
|-
|-
|236PP xx 623623K
|2LK 2LP 2HK xx 236LP 2HP 2HP xx 623HK
|-
|2LK 2LP 2HK xx 236LP 2HP 5HK xx 236HP~P xx 623623K
|}
|}
Two bar combo into EX Sazanka when you land EX Ominaeshi.
For use on standing Manami.


{|class="wikitable"
{|class="wikitable"
|-
|-
|5LP(1-2) sj.LK>j.HK>j.HP 236LP~P<br>
|2LK 2LP 2HK xx 236HP 5LP 2HP xx 623HK
|-
|2LK 2LP 2HK xx 236HP 5LP 2HP 5HK xx 236HP~P xx 623623K
|}
|}
Conversion from anti-air jab. Not a super common situation, but worth knowing.
For use on standing Elirin.


{|class="wikitable"
{|class="wikitable"
|-
|-
|41236HK 2HK xx 236LP 2HP 236HP~P
|41236HK walk 2HK xx 236LP 2HP 66HP xx 623K
|-
|41236HK walk 2HK xx 236LP 2HP 66HP>5HK xx 236HP~P xx 623623K
|}
|}
Corner combo after command grab.  
Corner combo after command grab.  
{|class="wikitable"
|-
|sj.LK>j.HK>j.HP 623HK
|-
|sj.LK>j.HK>j.HP 66HP xx 236HP~P xx 623623K
|}
Conversions from air to air, as well as occasional grounded anti-airs such as 5LP and 2HP.


==== Shakunage Combos ====
==== Shakunage Combos ====
{|class="wikitable"
{|class="wikitable"
|-
|-
|421LP sj.LK>j.HK 5HP>5HK xx 236HP~P
|421LP sj.LK>j.HK 623HK
|-
|-
|421HP 236HP~P
|421HP 236HP~P
|-
|-
|421PP 2HK xx 236HP~P
|421PP 2HK xx 236HP~P xx 623623HK
|}
|}
Combos after all three versions of Shakunage.
Combos after all three versions of Shakunage.

Latest revision as of 12:11, 10 February 2024

Combos

Kyoko's primary goal with her combos is to juggle into HK or EX Sazanka, as that sets up her dangerous left-right 50/50 okizeme. For the most part, she'll do this by finding confirms into 2HP or Ominaeshi depending on screen position. From here, she'll either end with 623HK, or cash out extra damage by cancelling 236P~P into 623623K. All of this sets up Kyoko's okizeme, allowing her to loop the situation.

Basic Combos

2LP 2LP 2HP sj.LK>j.HK>j.HP 623HK

Staple combo from a 2HP launch. Can also start the combo from 2LK, but the 2LK 2LP link can be somewhat tight, and the 2HP after only tends to work midscreen or vs crouching opponents.

2LK 2LP 2HK xx 236HP~P xx 623623K

Low confirm that works at all screen positions. Useful if you're not close enough to land 2HP.

Corner Combos

2LK 2LP 2HP(3) 66HP xx 623HK
2LK 2LP 2HP(3) 66HP>5HK xx 236HP~P xx 623623K

Corner confirms into your bread and butter juggle route. Works on everyone crouching, as well as standing Chiho, Tamao, Saki and Reimi.

2LK 2LP 2HK xx 236LP 2HP 66HP xx 623HK
2LK 2LP 2HK xx 236LP 2HP 66HP>5HK xx 236HP~P xx 623623K

For use on standing Yuka, Satomi, Jun and Kaori.

2LK 2LP 2HK xx 236LP 2HP 2HP xx 623HK
2LK 2LP 2HK xx 236LP 2HP 5HK xx 236HP~P xx 623623K

For use on standing Manami.

2LK 2LP 2HK xx 236HP 5LP 2HP xx 623HK
2LK 2LP 2HK xx 236HP 5LP 2HP 5HK xx 236HP~P xx 623623K

For use on standing Elirin.

41236HK walk 2HK xx 236LP 2HP 66HP xx 623K
41236HK walk 2HK xx 236LP 2HP 66HP>5HK xx 236HP~P xx 623623K

Corner combo after command grab.

sj.LK>j.HK>j.HP 623HK
sj.LK>j.HK>j.HP 66HP xx 236HP~P xx 623623K

Conversions from air to air, as well as occasional grounded anti-airs such as 5LP and 2HP.

Shakunage Combos

421LP sj.LK>j.HK 623HK
421HP 236HP~P
421PP 2HK xx 236HP~P xx 623623HK

Combos after all three versions of Shakunage.

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