No edit summary |
mNo edit summary |
||
Line 15: | Line 15: | ||
* '''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, giving her little in the way of actually confirming the combos she wants to land. | * '''Limited Combo Routes:''' While Kyoko's combo damage is quite high, her grounded chain options are highly limited, giving her little in the way of actually confirming the combos she wants to land. | ||
* '''Meter Hungry:''' With EX Sazanka being such an important tool in Kyoko's combos both for damage and okizeme, she is often forced to make tough meter management decisions, which can either disrupt her ability to maintain momentum, or her options for getting aggressive opponents off her. | * '''Meter Hungry:''' With EX Sazanka being such an important tool in Kyoko's combos both for damage and okizeme, she is often forced to make tough meter management decisions, which can either disrupt her ability to maintain momentum, or hamstring her options for getting aggressive opponents off her. | ||
}} | }} | ||
Revision as of 00:26, 17 March 2023
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 EX 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 not just meter, which she requires a decent amount of to keep up her offense, but also 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 |