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|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
|- | |||
! <br>qcb,hcf+[[image:punch.gif]]<br><br> | |||
|align="center"| 2+0~90+17/36/16 | |||
|align="center"| KD/-15 | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="2"| [[image:Kyo98_qcbhcfP SDM1.png|center]] | |||
|colspan="2"| [[image:Kyo98_qcbhcfP SDM2.png|center]] | |||
| | |||
|- | |- | ||
! <br>qcf,qcf+[[image:snka.gif]]<br><br> | ! <br>qcf,qcf+[[image:snka.gif]]<br><br> | ||
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|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan=" | |rowspan="3" colspan="4" | [[image:Kyo98_qcfqcfP.png|center]] | ||
|rowspan=" | |rowspan="3"| ''' - qcf,qcf+P''' | ||
*28 frames of blockstun. | *28 frames of blockstun. | ||
*Can combo off a heavy attack if charged slightly. | *Can combo off a heavy attack if charged slightly. | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |||
! <br>qcf,qcf+[[image:punch.gif]]<br><br> | |||
|align="center"| 9/15+16+31/48 | |||
|align="center"| KD/-19 | |||
|align="center"| | |||
|align="center"| HL | |||
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Revision as of 02:50, 20 November 2016
Kyo Kusanagi
Kyo is a cool guy. He is a professional male model, and his sexy looks and money get him all the popular chicks. This makes him a top tier player. But like P. Diddy say, mo money mo problems!
In a nutshell
Kyo is an extremely strong top-tier character, focusing around mid/close range poking and rushdown. He does not have a command throw, but his mixups are very good thanks to high priority on his air (j.B, j.d+C) and ground moves (close C, crouching B, qcf+A). His meterless combos do a lot of damage and dizzy quickly, and can do around 50% easily with meter. He requires a medium level of execution; mostly dealing with hit-checking into qcf,qcf+A consistently, and being very familiar with doing short/hyper hops in execution and recognizing the appropriate range and situations to use them in.
Colors
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Movelist
Throws
- b or f + C - Breakable, forward knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable.
D throw preferable unless you have them in the corner for better wakeups.
Special Moves
Counter/Uppercut Thing (qcb+P) - Not really used for the uppercut, but can catch moves if they connect right after it starts up. This is actually not a bad move, and you'll find a ton of setups for it if you experiment. Here's one I already mentioned: qcf+C (blocked), qcb+A.
Desperation Moves
Orochinagi (qcb,hcf+P) - A version is slower and has lower-body invincibility, C version is faster and has upper-body invincibility. C version can combo from Kyo's hard attacks or a chained f+B. It can connect after qcf+D~D for max damage. Can be charged. The MAX version surrounds him in flame, and has a reduced hitbox size (you're probably going to run into flames before you hit him).
Final Showdown (qcf,qcf+P) - C version has a tiny bit more invincibility. Creates a huge hitbox in front of his feet spanning about 1.5 character spaces. Comboable off lights (which means comboable off a low cr.B,cr.A, etc.), and is Kyo's scariest source of damage, as it does quite a chunk more than the average DM. Since it's so fast, it serves as a punisher for many laggy moves, like Iori's 1/3 or 2/3 rekka's, or Iori's sweep. Can be used as an anti-air as well. MAX version does more damage.
Combos
Here are some important combos with Kyo. I tried to list the most important combos at the top.
- cl.C xx qcf+C~hcb+C~f+C
- cr.B,cr.A/cl.A/cl.B xx qcf,qcf+P (PRACTICE this and get as consistent as you can with it to play an effective Kyo)
- cr.B,cr.A/cl.A,d/f+D
- cl.C xx qcf+D~D (note: only works from very close or from a crossup, or in the corner), rdp+B (for stun)/qcb,hcf+P (for damage)/qcf+A~hcb+A~A (for max corner damage)
- cr.B,crA/cl.A/cl.B xx dp+A
- cl.C,f+B (2 hits) xx qcb,hcf+C (good against back turned, big characters, or when the opponent is dizzied)
Anytime you land D Hopkicks (qcf+D~D), you have a few options. The most common/useful are:
- B RED Kick (rdp+B) for tons of stun damage + un-rollable wakeups.
- Orochinagi (qcb,hcf+P) for the best damage.
- Bald Eagle~overhead~OTG hit (qcf+A~hcb+A~A) in the corner only for the maximum meterless damage.
Note that you can link close C from cr.B. It is a 1-frame link, but more if you perform the cr.B meaty.
The cr.B to qcf,qcf+P combo can be done as cr.B, qcf+A/B, qcf+A. This is because cr.B isn't cancelable, but is naturally chainable into standing A or B, so you can buffer without holding any buttons to keep qcf+A from coming out.