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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. | 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+A 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. | |||
=Move List= | =Move List= |
Revision as of 17:55, 26 December 2007
Introduction
Kyo is a cool guy. His sexy looks get him all the popular chicks, making him a top tier character.
But like P. Diddy say, mo money mo problems!
Gameplay Overview
Kyo is an extremely strong 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.
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./cl.A/cl.B xx qcf,qcf+A (PRACTICE this and get as consistent as you can with it to play an effective Kyo)
cr.B,cr./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+A (for damage)/qcf+A~hcb+A~A (for max corner damage)
cr.B,cr/cl.A/cl.B xx dp+A
cl.C,f+B (2 hits) xx qcb,hcf+A (good against backturned, big characters, or when the opponent is dizzied)
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+A 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.
Move List
Special Moves
Hachi Tetsu 4 / 6 + C (close) Issetsu Seoi Nage 4 / 6 + D (close) Air Drop 2 + A (in air) Double Overhead Kick 6 + B Double Foot Sweep 3 + D 100 Shiki Oniyaki 623 + A / C R.E.D Kick 421 + B / D 212 Shiki Kotoyuki 63214 + B / D 75 Shiki 236 + B , B / D , D 114 Shiki Ara Gami 236 + A 128 Shiki Ku Kizu 236 + A / C (after Ara Gami) 127 Shiki Yasabi 63214 + A / C (after Ara Gami) Migiri Ugashi A / C (after Ku Kizu or Ya Sabi) 125 Shiki Nana Se B / D (after Ku Kizu or Ya Sabi) 115 Shiki Doku Gami 236 + C 401 Shiki Tsumi Yomi 63214 + A / C (after Doku Gami) 402 Shiki Batsu Yomi 6 + A / C (after Tsumi Yomi) 910 Shiki Nue Tumi 214 + A / C
Desperation Moves
108 Shiki Orochi Nagi 214 , 41236 + A / C (hold) Taunt C (after 108 Shiki Orochi Nagi) Saishuu Kessen Ougi 236 , 236 + A / C