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|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= A downward angled kick, better range than | |description= A downward angled kick, better range than j.LP and chains into all other air normals.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
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> | ||
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|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= Now | |description= Now THAT'S a jump-in! Kyoko puts her ankles into it as this move will hit anything below her. This can instant overhead a crouching opponent.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
j.{{Icon-Capcom|HP}} | j.{{Icon-Capcom|HP}} | ||
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{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|header=no | |header=no | ||
|version={{Icon-Capcom|LP}} | |version={{Icon-Capcom|LP}}{{Icon-Capcom|HP}} | ||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
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{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|header=no | |header=no | ||
|version={{Icon-Capcom|LP}} | |version={{Icon-Capcom|LP}}{{Icon-Capcom|HP}} | ||
|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
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{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|header=no | |header=no | ||
|version={{Icon-Capcom|LK}} | |version={{Icon-Capcom|LK}}{{Icon-Capcom|HK}} | ||
|damage= | |damage= | ||
|guard= M/A | |guard= M/A |
Revision as of 00:15, 19 March 2023
Move List
Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
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 | - | - | - | ||
A long front kick, one of Kyoko's best space control tools as she link it into itself and special cancel it (although linking multiple times will put you out of range for an Ominaeshi) |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
A reverse kick, kinda useless as it actually has less range than stLK and has so much pushback that special canceling it into Ominaeshi will whiff anywhere but point blank. This will move Kyoko forward a little bit after recovering. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
A quick punch, much like its standing version it too can link into every other standing or crouching normal and is special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | - | - | - | ||
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 cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | - | - | - | ||
A good sweep, acceptable range, special cancelable, and is her OTG pickup. |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
A short-range hook slap. Special cancels, but doesn't really do a whole lot for you. Kinda slow and short and overall just dumpy. |
Special Moves
Guard Cancels
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | 1 | - | - | - | |
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. |