Capcom vs SNK 2/Kyosuke: Difference between revisions

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= The Basics =
= The Basics =


== Pokes ==
'''Pokes'''
 
In order from best to worst.
In order from best to worst.
*c.mk (most priority; super cancellable)
*c.mk (most priority; super cancellable)
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*c.hk (his longest range normal, but one of his slowest; thus, it can't punish things well
*c.hk (his longest range normal, but one of his slowest; thus, it can't punish things well


== Anti-Airs ==
''' Anti-Airs '''
 
Best to worst.
Best to worst.
*s.mk (fast; good vertical range)
*s.mk (fast; good vertical range)
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*qcf + K (NEVER USE THIS, unless it's RCed. I don't think it can hit air-blockers though)
*qcf + K (NEVER USE THIS, unless it's RCed. I don't think it can hit air-blockers though)


== Cross-up ==
''' Cross-up '''
 
*j.mk (lol. You have my respects if you concistently land this one.)
*j.mk (lol. You have my respects if you concistently land this one.)



Revision as of 22:18, 16 January 2007

Introduction

Moves List

Normal Moves

Special Moves

Super Moves

The Basics

Pokes

In order from best to worst.

  • c.mk (most priority; super cancellable)
  • s.hk
  • s.hp (special/super cancellable)
  • c.hk (his longest range normal, but one of his slowest; thus, it can't punish things well

Anti-Airs

Best to worst.

  • s.mk (fast; good vertical range)
  • c.hp (won't catch opponents that jump to high; special/super cancellable; I tend to follow this with a lp cross cutter)
  • dp + P (it will either trade or get beaten; the hp version rises about a character-length away from Kyosuke, so you can catch far away arial opponents)
  • qcf + K (NEVER USE THIS, unless it's RCed. I don't think it can hit air-blockers though)

Cross-up

  • j.mk (lol. You have my respects if you concistently land this one.)

Advanced Strategy

Match-ups