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SeenConnroy (talk | contribs) (→Special Moves: Added note about her LDP unblockable.) |
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== Move List == | == Move List == | ||
=== Normals === | === Standing Normals === | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_stLP.jpg | |image=AVG2_Kyoko_stLP.jpg | ||
|hitbox=AVG2_Kyoko_stLPhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|LP}} | |name={{Icon-Capcom|LP}} | ||
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|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=2 | ||
|recovery= | |recovery=6 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A short elbow jab, the speed and recovery on this bad boy is insane, it has no chains but due to how fast it is it can link into every other standing or crouching normal she has. The range is also much better than what it looks like, albeit still a short jab. Special cancelable. | |description= A short elbow jab, the speed and recovery on this bad boy is insane, it has no chains but due to how fast it is it can link into every other standing or crouching normal she has. The range is also much better than what it looks like, albeit still a short jab. Special cancelable. | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_stLK.jpg | |image=AVG2_Kyoko_stLK.jpg | ||
|hitbox=AVG2_Kyoko_stLKhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|LK}} | |name={{Icon-Capcom|LK}} | ||
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|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=13 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A long front kick, one of Kyoko's best space control tools as she link | |description= A long front kick, one of Kyoko's best space control and harassment tools as it has quick startup, good range (for a light), and she can link into itself or special cancel it (although linking multiple times will put you out of range for an Ominaeshi). | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_stHP.jpg | |image=AVG2_Kyoko_stHP.jpg | ||
|hitbox=AVG2_Kyoko_stHPhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|HP}} | |name={{Icon-Capcom|HP}} | ||
Line 43: | Line 46: | ||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=13 | ||
|frameAdv=- | |frameAdv=- | ||
|description= An upward palm strike, awful horizontal range means this is primarily used in juggle combos. Special | |description= An upward palm strike, awful horizontal range means this is primarily used in juggle combos with the very occasional anti-air use. Special cancellable. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|HK}} / {{Motion|2}}{{Icon-Capcom|HK}} | {{Icon-Capcom|HK}} / {{Motion|2}}{{Icon-Capcom|HK}} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_stHK.jpg | |image=AVG2_Kyoko_stHK.jpg | ||
|hitbox=AVG2_Kyoko_stHKhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|HK}} | |name={{Icon-Capcom|HK}} | ||
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|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=9 | ||
|active= | |active=2 | ||
|recovery= | |recovery=16 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A reverse kick, kinda useless as it actually has less range than stLK and has so much pushback that special | |description= A reverse kick, kinda useless as it actually has less range than stLK and has so much pushback that special cancelling it into Ominaeshi will whiff anywhere but point blank. This will move Kyoko forward a little bit after recovering. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
=== Crouching Normals === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_crLP.jpg | |image=AVG2_Kyoko_crLP.jpg | ||
|hitbox=AVG2_Kyoko_crLPhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Motion|2}}{{Icon-Capcom|LP}} | |name={{Motion|2}}{{Icon-Capcom|LP}} | ||
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|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=2 | ||
|recovery= | |recovery=4 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A quick punch, much like its standing version it too can link into every other standing or crouching normal and is special | |description= A quick punch, much like its standing version it too can link into every other standing or crouching normal and is special cancellable. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_crLK.jpg | |image=AVG2_Kyoko_crLK.jpg | ||
|hitbox=AVG2_Kyoko_crLKhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Motion|2}}{{Icon-Capcom|LK}} | |name={{Motion|2}}{{Icon-Capcom|LK}} | ||
Line 93: | Line 101: | ||
|damage= | |damage= | ||
|guard= Low | |guard= Low | ||
|startup= | |startup=3 | ||
|active= | |active=2 | ||
|recovery= | |recovery=11 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A quick low kick with good range and good recovery, can link into itself and 2LP but does not offer enough hitstun for anything else. Is special | |description= A quick low kick with good range and good recovery, can link into itself and 2LP but does not offer enough hitstun for anything else. Is special cancellable. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_crHP.jpg | |image=AVG2_Kyoko_crHP.jpg | ||
|hitbox=AVG2_Kyoko_crHPhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Motion|2}}{{Icon-Capcom|HP}} | |name={{Motion|2}}{{Icon-Capcom|HP}} | ||
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|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=6 | ||
|active= | |active={{Tooltip | text=2| hovertext= 1 hit. 1, 1}} | ||
|recovery= | |recovery=14 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A rising palm strike from crouching position, Kyoko's launcher. The goal is to link into this because this is what starts her damage and thusly starts her gameplan. | |description= A rising palm strike from crouching position, Kyoko's launcher. The goal is to link into this because this is what starts her damage and thusly starts her gameplan. | ||
'''Chains to:''' | |||
{{Motion|2}}{{Icon-Capcom|HK}} | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_crHK.jpg | |image=AVG2_Kyoko_crHK.jpg | ||
|hitbox=AVG2_Kyoko_crHKhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Motion|2}}{{Icon-Capcom|HK}} | |name={{Motion|2}}{{Icon-Capcom|HK}} | ||
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|damage= | |damage= | ||
|guard= Low | |guard= Low | ||
|startup= | |startup=8 | ||
|active= | |active=2 | ||
|recovery= | |recovery=14 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A good sweep, acceptable range, special | |description= A good sweep, acceptable range, special cancellable, and is her OTG pickup. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
=== Jumping Normals === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_jLP.jpg | |image=AVG2_Kyoko_jLP.jpg | ||
|hitbox=AVG2_Kyoko_jLPhitbox.jpg | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|LP}} | |name=j.{{Icon-Capcom|LP}} | ||
Line 141: | Line 156: | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=4 | ||
|active= | |active=14 | ||
|recovery= | |recovery=4 | ||
|frameAdv=- | |frameAdv=- | ||
|description= Kyoko adds a little spice to her palm strike by using her sandal as a weapon. A very fast air normal with | |description= Kyoko adds a little spice to her palm strike by using her sandal as a weapon. A very fast air normal with an ok hitbox and great active length that's best used to lock down the opponent in the air than as an air to air. | ||
'''Chains to:''' | '''Chains to:''' | ||
j.{{Icon-Capcom|LK}} > j.{{Icon-Capcom|HP}} > j.{{Icon-Capcom|HK}}<br> | j.{{Icon-Capcom|LK}} > j.{{Icon-Capcom|HP}} > j.{{Icon-Capcom|HK}}<br> | ||
''Any button may be omitted, HP/HK may be swapped'' | ''Any button may be omitted, HP/HK may be swapped'' | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_jLK.jpg | |image=AVG2_Kyoko_jLK.jpg | ||
|hitbox=AVG2_Kyoko_jLKhitbox.jpg | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|LK}} | |name=j.{{Icon-Capcom|LK}} | ||
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|damage= | |damage= | ||
|guard= High | |guard= High | ||
|startup= | |startup=6 | ||
|active= | |active=14 | ||
|recovery= | |recovery=4 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A downward angled kick, better range than j.LP and chains into all other air normals. | |description= A downward angled kick, better range than j.LP and still chains into all other air normals. | ||
'''Chains to:''' | '''Chains to:''' | ||
j.{{Icon-Capcom|LP}} > j.{{Icon-Capcom|HP}} > j.{{Icon-Capcom|HK}}<br> | j.{{Icon-Capcom|LP}} > j.{{Icon-Capcom|HP}} > j.{{Icon-Capcom|HK}}<br> | ||
''Any button may be omitted, HP/HK may be swapped'' | ''Any button may be omitted, HP/HK may be swapped'' | ||
Line 173: | Line 189: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_njLK.jpg | |image=AVG2_Kyoko_njLK.jpg | ||
|hitbox=AVG2_Kyoko_njLKhitbox.jpg | |||
|caption= | |caption= | ||
|name=nj.{{Icon-Capcom|LK}} | |name=nj.{{Icon-Capcom|LK}} | ||
Line 179: | Line 196: | ||
|damage= | |damage= | ||
|guard= High | |guard= High | ||
|startup= | |startup=3 | ||
|active= | |active=12 | ||
|recovery= | |recovery=6 | ||
|frameAdv=- | |frameAdv=- | ||
|description= An upward angled kick, shorter range than the diagonal version but is her only air normal made for catching someone your height or higher. | |description= An upward angled kick, shorter range than the diagonal version but is her only air normal made for catching someone your height or higher. | ||
'''Chains to:''' | '''Chains to:''' | ||
j.{{Icon-Capcom|LP}} > j.{{Icon-Capcom|HP}} > j.{{Icon-Capcom|HK}}<br> | j.{{Icon-Capcom|LP}} > j.{{Icon-Capcom|HP}} > j.{{Icon-Capcom|HK}}<br> | ||
''Any button may be omitted, HP/HK may be swapped'' | ''Any button may be omitted, HP/HK may be swapped'' | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_jHP.jpg | |image=AVG2_Kyoko_jHP.jpg | ||
|hitbox=AVG2_Kyoko_jHPhitbox.jpg | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|HP}} | |name=j.{{Icon-Capcom|HP}} | ||
Line 198: | Line 216: | ||
|damage= | |damage= | ||
|guard= High | |guard= High | ||
|startup= | |startup=12 | ||
|active= | |active=2 | ||
|recovery= | |recovery=14 | ||
|frameAdv=- | |frameAdv=- | ||
|description= The sandal is back! The range is a little too shallow to use as a jump in | |description= The sandal is back! The range is a little too shallow and not very active to use as a jump in reliably, even if she shift her hurtbox upwards, so it's best used for meter building and air juggles. | ||
'''Chains to:''' | '''Chains to:''' | ||
j.{{Icon-Capcom|HK}} | j.{{Icon-Capcom|HK}} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_jHK.jpg | |image=AVG2_Kyoko_jHK.jpg | ||
|hitbox=AVG2_Kyoko_jHKhitbox.jpg | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|HK}} | |name=j.{{Icon-Capcom|HK}} | ||
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|damage= | |damage= | ||
|guard= High | |guard= High | ||
|startup= | |startup=8 | ||
|active= | |active={{Tooltip | text=6| hovertext= 1 hit. 4, 2}} | ||
|recovery= | |recovery=9 | ||
|frameAdv=- | |frameAdv=- | ||
|description= Now THAT'S a jump-in! Kyoko puts her ankles into it as this move will hit anything below her | |description= Now THAT'S a jump-in! Kyoko puts her ankles into it as this move will hit anything below her, to the point where it can instant overhead a crouching opponent. Best saved last in your air chain unless you need the height of jHP. | ||
'''Chains to:''' | '''Chains to:''' | ||
j.{{Icon-Capcom|HP}} | j.{{Icon-Capcom|HP}} | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
=== Command Normals === | === Command Normals === | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_4HP.jpg | |image=AVG2_Kyoko_4HP.jpg | ||
|hitbox=AVG2_Kyoko_4HPhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Motion|4}}{{Icon-Capcom|HP}} | |name={{Motion|4}}{{Icon-Capcom|HP}} | ||
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|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup=6 | |||
|active=4 | |||
|recovery=22 | |||
|frameAdv=- | |||
|description= A short-range hook slap, slightly less range than stLP (partially due to the back input). Special cancels, but doesn't really do a whole lot for you compared to any other button that hits at the same range. | |||
}} | |||
}} | |||
---- | |||
=== Throws === | |||
{{MoveData | |||
|image=AVG2_Kyoko_PThrow.jpg | |||
|caption=cl. {{Motion|4}}/{{Motion|6}} + {{Icon-Capcom|P}} | |||
|name=Kotegaeshi | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= Kyoko throws wrist lock then throws the opponent away from her, does not allow OTG extensions and the recovers slower than most. Useful as a defensive option if you don't want to risk EX Ominaeshi being baited or taking time to input Jinchouge. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
== | === Guard Cancels === | ||
{{MoveData | |||
|image=AVG2_Kyoko_stHP.jpg | |||
|hitbox=AVG2_Kyoko_stHPhitbox.jpg | |||
|caption= | |||
|name={{Icon-Capcom|LP}} Guard Cancel | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description=Uses Kyoko's {{Icon-Capcom|HP}}. A very good guard cancel option to use against airborne opponents, since its high angle will catch them and launch for a juggle. | |||
}} | |||
}} | |||
---- | |||
{{MoveData | |||
|image=AVG2_Kyoko_stHK.jpg | |||
|hitbox=AVG2_Kyoko_stHKhitbox.jpg | |||
|caption= | |||
|name={{Icon-Capcom|LK}} Guard Cancel | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description=Uses Kyoko's {{Icon-Capcom|HK}}. More reliable against grounded opponents than LP guard cancel due to its horizontal range. Cancel into Ominaeshi for a combo afterwards. | |||
}} | |||
}} | |||
---- | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_Ominaeshi.jpg | |image=AVG2_Kyoko_Ominaeshi.jpg | ||
|hitbox=AVG2_Kyoko_Ominaeshihitbox.jpg | |||
|caption= | |||
|name={{Icon-Capcom|HP}} Guard Cancel | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description=Uses Kyoko's {{Icon-Capcom|LP}} Ominaeshi. | |||
}} | |||
}} | |||
---- | |||
{{MoveData | |||
|image=AVG2_Kyoko_Sazanka.jpg | |||
|hitbox=AVG2_Kyoko_Sazankahitbox.jpg | |||
|caption= | |||
|name={{Icon-Capcom|HK}} Guard Cancel | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description=Uses Kyoko's {{Icon-Capcom|LK}} Sazanka. | |||
}} | |||
}} | |||
---- | |||
=== Special Moves === | |||
{{MoveData | |||
|image=AVG2_Kyoko_Ominaeshi.jpg | |||
|hitbox=AVG2_Kyoko_Ominaeshihitbox.jpg | |||
|caption= {{Motion|236}}{{Icon-Capcom|P}} ~ {{Icon-Capcom|P}} | |caption= {{Motion|236}}{{Icon-Capcom|P}} ~ {{Icon-Capcom|P}} | ||
|name=Ominaeshi | |name=Ominaeshi | ||
Line 254: | Line 363: | ||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= 8 | |startup=8 | ||
|active= | |active=4 | ||
|recovery= | |recovery=14 | ||
|frameAdv= | |frameAdv= | ||
|description= A short-range lackadaisical uppercut attack. Has an advancing elbow follow-up called '''Otokoeshi''', performed by pressing P again. The strength of Otokoeshi is determined by the version of Ominaeshi used. The LP version stays in place. Can also be performed with '''SP1''', but the follow up still requires pressing P. | |description= A short-range lackadaisical uppercut attack. Has an advancing elbow follow-up called '''Otokoeshi''', performed by pressing P again. The strength of Otokoeshi is determined by the version of Ominaeshi used. The LP version stays in place. Can also be performed with '''SP1''', but the follow up still requires pressing P. | ||
Otokoeshi is 7f start 4 act 34 rec 38 rec | |||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 265: | Line 376: | ||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= 9 | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery=16 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= The HP version moves forward slightly. You want to use HP Ominaeshi in combos. Near and at max range, Otokoeshi will not connect on the ground. | ||
Otokoeshi is 7f start 4 act 34 rec 38 rec | |||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
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|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=1 + 6 | ||
|active= | |active=4, (6), 4 | ||
|recovery= | |recovery= 40 | ||
|frameAdv=- | |frameAdv=- | ||
|description=EX version has both hits come out automatically, deals strong damage and | |description=EX version has both hits come out automatically, deals strong damage and is your [[Advanced_V.G._2/Advanced_Mechanics#Sprite_Layering_Order_and_LDP_Unblockables|LDP unblockable]], so it's worth keeping a bar stocked for this if you need it. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|header=no | |header=no | ||
|version={{Motion|41236}} + {{Icon-Capcom| | |version={{Motion|41236}} + {{Icon-Capcom|P}}+{{Icon-Capcom|HK}} | ||
|damage=1 | |damage= X, 1 | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=8 | ||
|active= | |active=8 | ||
|recovery= | |recovery=7 | ||
|frameAdv=- | |frameAdv=- | ||
|description= SECRET (No Flash): Essentially HP Ominaeshi, but with a notable difference to Otokoeshi: in exchange for | |description= SECRET (No Flash): Essentially HP Ominaeshi, but with a notable difference to Otokoeshi: in exchange for incredibly reduced damage (only dealing 1pt!), it builds significantly more meter than other versions of the move -- a quarter of a bar on whiff, and half a bar on hit! Unlike most other secret moves, this is extremely useful for Kyoko, since meter is so important to the rest of her gameplan. It will also play a special sound effect to signify you did the secret version, besides the absurd amount of meter built. | ||
However, bear in mind that, Jinchouge will take priority over this move when in range. Also unlike a lot of other secret moves, this does not overlap with an EX or Super, meaning you can continue to use it after you build 1 bar. | |||
This version also has some oddities to it. Firstly, you can not cancel into it and must instead link into it, the best scenario for this is off of a jump in. Secondly, the Otokoeshi followup does not hit opponents in a juggle state and, even more oddly, will not grant *any* meter. Lastly, the Otokoeshi followup only has 1 frame of blockstun so... try to only use this version for combos or when the opponent is not in range to punish you. | |||
Otokoeshi is 7f startup, 4 active, 38 recovery, KD on hit and genuine death for you on block. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_Shakunage.jpg | |image=AVG2_Kyoko_Shakunage.jpg | ||
|hitbox=AVG2_Kyoko_Shakunagehitbox.jpg | |||
|caption= {{Motion|421}}{{Icon-Capcom|P}} | |caption= {{Motion|421}}{{Icon-Capcom|P}} | ||
|name=Shakunage | |name=Shakunage | ||
Line 304: | Line 425: | ||
|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
|startup= | |startup=3 | ||
|active= | |active=40 | ||
|recovery= | |recovery=10 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A series of three catch counters. LP version catches jumping normals and overheads. | |description= A series of three catch counters, no version can catch lows or projectiles. | ||
LP version catches jumping normals and overheads. This version will launch the opponent upwards for a juggle, a good way to catch people out for being too predictable with air buttons in neutral and as an occasional read against characters with grounded overheads (i.e Elirin and Satomi). | |||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
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|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
|startup= | |startup=3 | ||
|active= | |active=40 | ||
|recovery= | |recovery=10 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= HP version catches grounded mids. This version will launch the opponent in front of you for a juggle, same applications as the LP version, although the time to convert afterwards is limited. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
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|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
|startup= 4 | |startup=4 | ||
|active= | |active=20 | ||
|recovery= | |recovery=10 | ||
|frameAdv=- | |frameAdv=- | ||
|description=LP+HP version | |description= LP+HP version functions the same as the HP version but side swaps and does slightly less damage. This version is a frame slower to be active, is not as active as the LP/HP versions, and rather than launch them, they are knocked down to the ground. Best used when your back is in or near the corner so that you can OTG followup on no techs and punish the tech roll if they do. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_Sazanka.jpg | |image=AVG2_Kyoko_Sazanka.jpg | ||
|hitbox=AVG2_Kyoko_Sazankahitbox.jpg | |||
|caption= {{Motion|623}}{{Icon-Capcom|K}} | |caption= {{Motion|623}}{{Icon-Capcom|K}} | ||
|name=Sazanka | |name=Sazanka | ||
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|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
|startup= | |startup=10 | ||
|active= | |active=15 | ||
|recovery= | |recovery=43 | ||
|frameAdv=- | |frameAdv=- | ||
|description= Leaping anti-air grab. Even though it's unblockable, the lack of invincibility makes this move difficult to use as an anti-air. | |description= Leaping anti-air grab. Even though it's unblockable, the lack of useful invincibility and it's poor hitbox makes this move difficult to use as an anti-air. On the flipside, it's use in combos is highly valuable, since it provides a hard knockdown, setting up Kyoko's incredibly scary okizeme. Head invul on frames 2-7 and frames 52-62. Can also be performed with '''SP2'''. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
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|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
|startup= | |startup=13 | ||
|active= | |active=19 | ||
|recovery= | |recovery=49 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= The HP version leaps higher and does more damage, otherwise used the same as the L version. Head invul on frames 3-9 and frames 65-75. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
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|version={{Icon-Capcom|LK}}{{Icon-Capcom|HK}} | |version={{Icon-Capcom|LK}}{{Icon-Capcom|HK}} | ||
|damage= | |damage= | ||
|guard= | |guard= N/A | ||
|startup= | |startup=1 + 8 | ||
|active= | |active=24 | ||
|recovery= | |recovery=54 | ||
|frameAdv=- | |frameAdv=- | ||
|description=The EX version is particularly useful since it deals more damage and is easily confirmable as a super cancel from Ominaeshi. | |description=The EX version is particularly useful since it deals more damage and is easily confirmable as a super cancel from Ominaeshi. Head invul on frames 1-6 and frames 71-81. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
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|version={{Motion|6}}{{Motion|41236}}{{Icon-Capcom|HP}}{{Icon-Capcom|HK}} | |version={{Motion|6}}{{Motion|41236}}{{Icon-Capcom|HP}}{{Icon-Capcom|HK}} | ||
|damage= | |damage= | ||
|guard= | |guard= N/A | ||
|startup= | |startup=13 | ||
|active= | |active=19 | ||
|recovery= | |recovery=49 | ||
|frameAdv=- | |frameAdv=- | ||
|description= SECRET (no Flash): Effectively the same as HK Sazanka, except it travels the same height as the EX version. Jinchouge will take priority at close range (Housenka if you have 2 or more meters) | |description= SECRET (no Flash): Effectively the same as HK Sazanka, except it travels the same height as the EX version. Jinchouge will take priority at close range (Housenka if you have 2 or more meters). Head invul on frames 3-9 and frames 65-75. | ||
}} | }} | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
|startup= | |startup=1 | ||
|active= | |active=N/A | ||
|recovery= | |recovery=N/A | ||
|frameAdv=- | |frameAdv=- | ||
|description= Kyoko's command grab. A nice option to have against people who are turtling up too much against your offense. In the corner, this can net you a combo with an OTG pickup, so it becomes doubly useful there. Bear in mind, though, that you need to be careful when executing this move from a dash -- if you have no meter you'll often get Sazanka, and if you have two bars you might accidentally let Hosenka rip. Best to try and tick into it. | |description= Kyoko's command grab. A nice option to have against people who are turtling up too much against your offense. In the corner, this can net you a combo with an OTG pickup, so it becomes doubly useful there. Bear in mind, though, that you need to be careful when executing this move from a dash -- if you have no meter you'll often get Sazanka, and if you have two bars you might accidentally let Hosenka rip. Best to try and tick into it. | ||
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---- | ---- | ||
= | === Super Moves === | ||
== Super Moves == | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Kyoko_Housenka.jpg | |image=AVG2_Kyoko_Housenka.jpg | ||
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|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
|startup= 1 | |startup=1 | ||
|active= | |active=N/A | ||
|recovery= | |recovery=N/A | ||
|frameAdv=- | |frameAdv=- | ||
|description= 1F command grab super that's unjumpable after the flash. Because of the way the final group of hits work, the best damage will often come from landing this in the center of the screen (not the center of the stage). However, you can combo after this in the corner by following up with Ominaeshi (it will whiff, but Otokoeshi will hit), which you can then extend with a super cancel if you feel like dumping meter. Can also be performed with '''SP1'''+'''SP2'''. | |description= 1F command grab super that's unjumpable after the flash. Because of the way the final group of hits work, the best damage will often come from landing this in the center of the screen (not the center of the stage). However, you can combo after this in the corner by following up with Ominaeshi (it will whiff, but Otokoeshi will hit), which you can then extend with a super cancel if you feel like dumping meter. Can also be performed with '''SP1'''+'''SP2'''. |
Latest revision as of 17:13, 6 September 2024
Move List
Standing Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 4 | 2 | 6 | - | |
A short elbow jab, the speed and recovery on this bad boy is insane, it has no chains but due to how fast it is it can link into every other standing or crouching normal she has. The range is also much better than what it looks like, albeit still a short jab. Special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 5 | 2 | 13 | - | |
A long front kick, one of Kyoko's best space control and harassment tools as it has quick startup, good range (for a light), and she can link into itself or special cancel it (although linking multiple times will put you out of range for an Ominaeshi). |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 9 | 2 | 16 | - | |
A reverse kick, kinda useless as it actually has less range than stLK and has so much pushback that special cancelling it into Ominaeshi will whiff anywhere but point blank. This will move Kyoko forward a little bit after recovering. |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 4 | 2 | 4 | - | |
A quick punch, much like its standing version it too can link into every other standing or crouching normal and is special cancellable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | 3 | 2 | 11 | - | |
A quick low kick with good range and good recovery, can link into itself and 2LP but does not offer enough hitstun for anything else. Is special cancellable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | 8 | 2 | 14 | - | |
A good sweep, acceptable range, special cancellable, and is her OTG pickup. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | 4 | 14 | 4 | - | |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | 8 | 6 | 9 | - | |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 6 | 4 | 22 | - | |
A short-range hook slap, slightly less range than stLP (partially due to the back input). Special cancels, but doesn't really do a whole lot for you compared to any other button that hits at the same range. |
Throws
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Kyoko throws wrist lock then throws the opponent away from her, does not allow OTG extensions and the recovers slower than most. Useful as a defensive option if you don't want to risk EX Ominaeshi being baited or taking time to input Jinchouge. |
Guard Cancels
Special Moves
Version | Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|---|
![]() |
Mid | 8 | 4 | 14 | ||
A short-range lackadaisical uppercut attack. Has an advancing elbow follow-up called Otokoeshi, performed by pressing P again. The strength of Otokoeshi is determined by the version of Ominaeshi used. The LP version stays in place. Can also be performed with SP1, but the follow up still requires pressing P. Otokoeshi is 7f start 4 act 34 rec 38 rec | ||||||
![]() |
Mid | 9 | 5 | 16 | - | |
The HP version moves forward slightly. You want to use HP Ominaeshi in combos. Near and at max range, Otokoeshi will not connect on the ground. Otokoeshi is 7f start 4 act 34 rec 38 rec | ||||||
![]() ![]() |
Mid | 1 + 6 | 4, (6), 4 | 40 | - | |
EX version has both hits come out automatically, deals strong damage and is your LDP unblockable, so it's worth keeping a bar stocked for this if you need it. | ||||||
![]() ![]() ![]() |
X, 1 | Mid | 8 | 8 | 7 | - |
SECRET (No Flash): Essentially HP Ominaeshi, but with a notable difference to Otokoeshi: in exchange for incredibly reduced damage (only dealing 1pt!), it builds significantly more meter than other versions of the move -- a quarter of a bar on whiff, and half a bar on hit! Unlike most other secret moves, this is extremely useful for Kyoko, since meter is so important to the rest of her gameplan. It will also play a special sound effect to signify you did the secret version, besides the absurd amount of meter built. However, bear in mind that, Jinchouge will take priority over this move when in range. Also unlike a lot of other secret moves, this does not overlap with an EX or Super, meaning you can continue to use it after you build 1 bar. This version also has some oddities to it. Firstly, you can not cancel into it and must instead link into it, the best scenario for this is off of a jump in. Secondly, the Otokoeshi followup does not hit opponents in a juggle state and, even more oddly, will not grant *any* meter. Lastly, the Otokoeshi followup only has 1 frame of blockstun so... try to only use this version for combos or when the opponent is not in range to punish you. Otokoeshi is 7f startup, 4 active, 38 recovery, KD on hit and genuine death for you on block. |
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | 1 | N/A | N/A | - | |
1F command grab super that's unjumpable after the flash. Because of the way the final group of hits work, the best damage will often come from landing this in the center of the screen (not the center of the stage). However, you can combo after this in the corner by following up with Ominaeshi (it will whiff, but Otokoeshi will hit), which you can then extend with a super cancel if you feel like dumping meter. Can also be performed with SP1+SP2. |