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''Kyoko doesn't even want to be here.'' | ''Kyoko doesn't even want to be here.'' | ||
With her command grab, anti-air throw and suite of catch counters, you'd be forgiven for thinking that Kyoko is best played as a grappler. But despite what her kit might tell you, Kyoko is a character who relies much more on her powerful striking attacks to set up looping 50/50 setplay. With one of the game's few four-hit aerial chains, high damage combos and consistent access to hard knockdowns with | With her command grab, anti-air throw and suite of catch counters, you'd be forgiven for thinking that Kyoko is best played as a grappler. But despite what her kit might tell you, Kyoko is a character who relies much more on her powerful striking attacks to set up looping 50/50 setplay. With one of the game's few four-hit aerial chains, high damage combos and consistent access to hard knockdowns with {{Tooltip|text=Sazanka|hovertext=623K}}, Kyoko is more than capable of overwhelming the opponent with her offense and not giving them a chance to breathe. Unfortunately, this powerful offense comes at the expense of a linear neutral game -- with her air normals being her primary means of establishing space control and approaching, she can suffer against patient opponents who are willing and able to control her movement. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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| cons = | | cons = | ||
* '''Weak Ground Game:''' Kyoko is not particularly well-equipped to play at further distances on the ground, which often forces her into the skies, leaving her open to anti-airs or aerial intercepts by smart opponents. | * '''Weak Ground Game:''' Kyoko is not particularly well-equipped to play at further distances on the ground, which often forces her into the skies, leaving her open to anti-airs or aerial intercepts by smart opponents. | ||
* '''Limited Combo Routes:''' While Kyoko's combo damage is quite high, her grounded chain options are highly limited, | * '''Limited Combo Routes:''' While Kyoko's combo damage is quite high, her grounded chain options are highly limited, making her options for confirming combos a little more specific than she would often like. | ||
}} | }} | ||
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| bd = 21F (Throw Invul) | | bd = 21F (Throw Invul) | ||
| wkup = 24F | | wkup = 24F | ||
}} | |||
== Color Options == | |||
{{ColorGallery | filePrefix=AVG2_Kyoko_Color_| imageWidths=187| colors= | |||
{{ColorGallery/Color|Circle| text=Circle (Default) }} | |||
{{ColorGallery/Color|Triangle| text=Triangle }} | |||
{{ColorGallery/Color|Square| text=Square }} | |||
{{ColorGallery/Color|R1| text=R1 }} | |||
{{ColorGallery/Color|R2| text=R2 }} | |||
{{ColorGallery/Color|Start| text=Start (Hidden) }} | |||
}} | }} | ||
Latest revision as of 12:21, 10 February 2024
Introduction
Kyoko doesn't even want to be here.
With her command grab, anti-air throw and suite of catch counters, you'd be forgiven for thinking that Kyoko is best played as a grappler. But despite what her kit might tell you, Kyoko is a character who relies much more on her powerful striking attacks to set up looping 50/50 setplay. With one of the game's few four-hit aerial chains, high damage combos and consistent access to hard knockdowns with Sazanka, Kyoko is more than capable of overwhelming the opponent with her offense and not giving them a chance to breathe. Unfortunately, this powerful offense comes at the expense of a linear neutral game -- with her air normals being her primary means of establishing space control and approaching, she can suffer against patient opponents who are willing and able to control her movement.
Stats
Attack | Defense | Dash Jump | Dash Brake | Backdash | Wakeup Speed |
---|---|---|---|---|---|
C | A | Yes | Yes | 21F (Throw Invul) | 24F |
Color Options