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*j.B/C/Ge Shiki: Naraku Otoshi (j.d+C), st.C xx 212 Shiki: Kototsuki You (hcb+K) *Main jump-in attack combo in mid-screen. | *j.B/C/Ge Shiki: Naraku Otoshi (j.d+C), st.C xx 212 Shiki: Kototsuki You (hcb+K) *Main jump-in attack combo in mid-screen. | ||
*j.B/C/Ge Shiki: Naraku Otoshi (j.d+C), st.C xx 75 Shiki Kai (qcf+D,D), 101 Shiki: Oboro Guruma (rdp+K)/Shiki: Kototsuki You (hcb+K)/cl.C *This could only be done in the corner unless the jump-in attack is omitted. 101 Shiki: Oboro Guruma D version only connects in the corner and B version would otherwise be used. It's easier to fully connect a 101 Shiki: Oboro Guruma in the corner with B version but otherwise easy to combo into D Version. In the corner, cl.C could hit-reset the opponent with the tip and Kyo could immediately follow up with a hop. This becomes a safe-jump set up that the opponent must immediately respond to as Kyo safely could either get a jump-in attack or empty hop into a low attack safely. | *j.B/C/Ge Shiki: Naraku Otoshi (j.d+C), st.C xx 75 Shiki Kai (qcf+D,D), 101 Shiki: Oboro Guruma (rdp+K)/Shiki: Kototsuki You (hcb+K)/cl.C/Ura 108 Shiki: Orochi Nagi (qcb,hcf+P) *This could only be done in the corner unless the jump-in attack is omitted. 101 Shiki: Oboro Guruma D version only connects in the corner and B version would otherwise be used. It's easier to fully connect a 101 Shiki: Oboro Guruma in the corner with B version but otherwise easy to combo into D Version. In the corner, cl.C could hit-reset the opponent with the tip and Kyo could immediately follow up with a hop. This becomes a safe-jump set up that the opponent must immediately respond to as Kyo safely could either get a jump-in attack or empty hop into a low attack safely. | ||
=In-depth Analysis= | =In-depth Analysis= |
Revision as of 06:04, 22 January 2011
Introduction
Kyo before he realized Iori could do the same things as him but better.
Gameplay Overview
Essentially is style of Kyo is a mesh between Iori's zoning ability and Kyo's moveset. Kyo makes his best use of pressuring from far and mid-far screen using fireballs in a similar manner Iori does to zone and then controls approaches with hop Jumping D and Jumping B. 95-Era Kyo has a similar close game compared to default Kyo but lacks 114 Shiki: Aragami (default Kyo's qcf+A) to control the ground and hop space effectively for pressure. 95-Era Kyo has 108 Shiki: Yami Barai (qcf+P) in lieu of 114 Shiki: Aragami and is very similar to Iori's fireball; but in application within the close range, it works like Iori's fireball in the sense it's a secondary sweep and is susceptible to escapes via hops and jumps.
Overall, this is a weaker version of Kyo that excels in a more defensive neutral game than default Kyo but lacks the damage-output default Kyo is capable of from a low-hitting hitconfirm combo as well as the great rushdown that makes default Kyo one of the best characters in the game. Not only does 95-Era Kyo lack the damage-output from low attacks in comparison but lacks the ability to get as much damage from a jump-in attack on an opponent from mid-screen. The amount of pluses that 95-Era Kyo have is incomparable to default Kyo, but nonetheless as a character, 95-Era Kyo is still a decent character and is still viable. It's just that Iori has a similar fireball game that 95-Era Kyo has but has better damage output and overall zoning combined with better mid-screen and corner pressure, options, and damage.
Combos
- j.B/C/Ge Shiki: Naraku Otoshi (j.d+C), st.C xx 212 Shiki: Kototsuki You (hcb+K) *Main jump-in attack combo in mid-screen.
- j.B/C/Ge Shiki: Naraku Otoshi (j.d+C), st.C xx 75 Shiki Kai (qcf+D,D), 101 Shiki: Oboro Guruma (rdp+K)/Shiki: Kototsuki You (hcb+K)/cl.C/Ura 108 Shiki: Orochi Nagi (qcb,hcf+P) *This could only be done in the corner unless the jump-in attack is omitted. 101 Shiki: Oboro Guruma D version only connects in the corner and B version would otherwise be used. It's easier to fully connect a 101 Shiki: Oboro Guruma in the corner with B version but otherwise easy to combo into D Version. In the corner, cl.C could hit-reset the opponent with the tip and Kyo could immediately follow up with a hop. This becomes a safe-jump set up that the opponent must immediately respond to as Kyo safely could either get a jump-in attack or empty hop into a low attack safely.
In-depth Analysis
Normal Throws
b or f+C -
b or f+D -