(→Throw) |
|||
Line 121: | Line 121: | ||
====Special Moves==== | ====Special Moves==== | ||
*'''100 Shiki: Oniyaki ([[File:dp.gif]] + [[File:punch.gif]])''' - | *'''100 Shiki: Oniyaki ([[File:dp.gif]] + [[File:punch.gif]])''' - Kyo's DP. Primarily used for anti-airing or as a reversal though it fits in combos. Contains upper body guard points. | ||
**'''[[File:ex.png]] 100 Shiki: Oniyaki ([[File:dp.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - | **[[File:snka.gif]] version comes out faster but lacks any lower body invuln so it's more prone to trading or being beaten against grounded attacks, but if it comes out before the opponent's jump-in can hit then it'll win. Launches the opponent on hit, and only hits once. | ||
*'''R.E.D. Kick ([[File:rdp.gif]] + [[File:kick.gif]])''' - | **[[File:snkc.gif]] version starts up slower but Kyo has startup invuln which makes it much less likely to be beaten. More consistent as an reversal or anti-air, though the slower startup means it requires faster reactions to use. The first hit keeps the opponent grounded. | ||
**'''[[File:ex.png]] R.E.D. Kick ([[File:rdp.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | **'''[[File:ex.png]] 100 Shiki: Oniyaki ([[File:dp.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - About as fast as the [[File:snka.gif]] version but fully invuln. Kyo hovers slightly off the ground and spins around. This anti-airs more consistently than the [[File:snkc.gif]] version even, and the move hits behind Kyo so it can blow up cross up attempts cleanly. | ||
*'''212 Shiki: Kototsuki You ([[File:hcb.gif]] + [[File:kick.gif]])''' - | *'''R.E.D. Kick ([[File:rdp.gif]] + [[File:kick.gif]])''' - An arcing flying kick that causes a hard knockdown on hit. The [[File:snkb.gif]] version connects after 75 Shiki: Kai ([[File:qcf.gif]] + [[File:kick.gif]]) or off of [[File:f.gif]] + [[File:snkb.gif]] and unlike in older games it cannot be crouched under so it's difficult to anti-air. Unlike in older games, it's more negative on block. It's now punishable if blocked standing, so it's definitely not something to be throwing out wildly. The [[File:snkd.gif]] version doesn't connect off of much and the higher arc increases his vulnerability to anti-airs so it's not very useful. | ||
**'''[[File:ex.png]] 212 Shiki: Kototsuki You ([[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | **'''[[File:ex.png]] R.E.D. Kick ([[File:rdp.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Kyo tracks on the opponent's location and quickly flies forward. Pretty good tool for punishing projectiles even from fullscreen. Still unsafe on block. | ||
*'''75 Shiki: Kai ([[File:qcf.gif]] + [[File:kick.gif]])''' - | *'''212 Shiki: Kototsuki You ([[File:hcb.gif]] + [[File:kick.gif]])''' - EX Kyo's running grab is pretty much like Fireball Kyo's, only it's even less safe on block since he'll do the followup animation and the startup is slower so it doesn't connect off of light attacks. Easily combos from 75 Shiki: Kai ([[File:qcf.gif]] + [[File:snkd.gif]]) and [[File:f.gif]] + [[File:snkb.gif]] for a hard knockdown with easy safejump setup afterward. Only use it in combos and you're golden. | ||
**'''[[File:ex.png]] 75 Shiki: Kai ([[File:qcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | **'''[[File:ex.png]] 212 Shiki: Kototsuki You ([[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Kyo's invulnerable on startup as he runs forward and his upper body has guard points. EX 212 Shiki: Kototsuki You has a short range, but it can anti-air and power through projectiles and blockstrings for a hard knockdown that even his EX DP doesn't give. Once the startup invuln wears out, Kyo can be hit by lows, but it can easily go through meaty cr.Bs, just not so much sweeps. Unsafe on block, especially if blocked deep where the opponent can get a Close Heavy attack to combo though if spaced further out Kyo's only likely to be hit by a far normal or a light attack. | ||
*'''104 Shiki: Aragami ([[File:qcf.gif]] + [[File:snka.gif]])''' - | *'''75 Shiki: Kai ([[File:qcf.gif]] + [[File:kick.gif]]~[[File:kick.gif]])''' - EX Kyo's upkicks aren't as juggle or combo-friendly as Fireball Kyo's, but when he lands a hit he can do a lot of cool combos and setups to make it count. | ||
**'''128 Shiki: Ku Kizu (Aragami, then [[File:qcf.gif]] + [[File:punch.gif]])''' - | **[[File:qcf.gif]] + [[File:snkb.gif]] can combo from a series of two light attacks. The opponent is launched into a time-limited juggle state, meaning that the player has to act fast to get a followup to combo. Kyo can land [[File:rdp.gif]] + [[File:snkb.gif]] (hard knockdown) and [[File:qcb.gif]][[File:downleft.gif]][[File:qcf.gif]] + [[File:punch.gif]] (damage) from his light upkicks, something that the other Kyo can't quite capitalize on as hard. | ||
***'''127 Shiki: Ya Sabi (Ku Kizu, then [[File:qcf.gif]] + [[File:punch.gif]])''' - | **[[File:qcf.gif]] + [[File:snkd.gif]] only combos off a direct Heavy Normal or from a Drive Cancel against a grounded opponent. Causes a free juggle state and leaves Kyo with enough time to activate HD mode raw and combo before the opponent lands. | ||
***'''125 Shiki: Nana Se (Ku Kizu, then [[File:kick.gif]])''' - | **EX Kyo has to manually input the second upkick by pressing [[File:kick.gif]] a second time. Unlike in older iterations, Kyo can no longer delay the timing up his upkicks to make them safe on block. Both versions are punishable on block, especially in the corner. Midscreen, the pushback makes Kyo a little safer against retaliation. | ||
**'''127 Shiki: Ya Sabi (Aragami, then [[File:hcb.gif]] + [[File:punch.gif]])''' - | **'''[[File:ex.png]] 75 Shiki: Kai ([[File:qcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Starts up fast and has extra horizontal range. Combos from f+B and series of three light attacks and launches the opponent high into the air. Doing ''cr.B cr.B cr.A xx qcf+BD, hcb+K'' does about the same amount of damage as comboing into Final Showdown and gives a hard knockdown, so this is a neat move to use off lights. | ||
***'''Geshiki: Migiri Ugachi (Ya Sabi, then [[File:punch.gif]])''' - | ***Slightly better on block, though in the corner Kyo can be punished by instant command grabs. | ||
***'''127 Shiki: Nana Se (Ya Sabi, then [[File:kick.gif]])''' - | ***Deals notably more guard damage. | ||
*'''104 Shiki: Aragami ([[File:qcf.gif]] + [[File:snka.gif]])''' - "Bald Eagle, Amazing!" Kyo's main rekka for pressuring. Now combos from light attacks for easy knockdown combos. This first hit is pretty much safe on block against anything but certain EX DMs or Guard Rolls when in the corner. The hitbox nullifies projectiles and Kyo's upper body gains guard points during the move. Combined with the speed, recovery, spacing on block, and big mid-level hitbox, this poke can be nightmarishly good against hops and counterpokes. | |||
**'''128 Shiki: Ku Kizu (Aragami, then [[File:qcf.gif]] + [[File:punch.gif]])''' - "Rooster's Egg!" Launching elbow attack. Heavily unsafe on block, so hitconfirm into this move or at least chain into 127 Shiki: Ya Sabi to be a little safer on block. Great anti-air should the opponent jump over Aragami, and if this hits it can be followed into a rekka ender or a hit reset. | |||
***'''127 Shiki: Ya Sabi (Ku Kizu, then [[File:qcf.gif]] + [[File:punch.gif]])''' - Downward overhead elbow smash that cause a hard knockdown. Combos in the corner, as otherwise 125 Shiki: Nana Se is the better ender for BnBs. Surprisingly annoying to punish on block, though it can still be blown up by certain punishes so Aragami is still the safest bet every time. | |||
***'''125 Shiki: Nana Se (Ku Kizu, then [[File:kick.gif]])''' - Flying kick rekka ender. Ends a combo and sends the opponent flying toward the corner. Main BnB finisher, but easily punishable on block. | |||
**'''127 Shiki: Ya Sabi (Aragami, then [[File:hcb.gif]] + [[File:punch.gif]])''' - Kyo can skip into his downward elbow after doing Aragami. This chain only combos in corner juggles, though and it's crap on block. | |||
***'''Geshiki: Migiri Ugachi (Ya Sabi, then [[File:punch.gif]])''' - A brutal OTG followup to 127 Shiki: Ya Sabi. Drive Cancelable, but nothing will connect unless comboed into from Kyo's EX rekka. Causes a hard knockdown, and ends corner combos nicely. | |||
***'''127 Shiki: Nana Se (Ya Sabi, then [[File:kick.gif]])''' - Whiffs if comboed into from 127 Shiki: Ya Sabi. Seemingly useless. | |||
*'''115 Shiki: Dokugami ([[File:qcf.gif]] + [[File:snkc.gif]])''' - | *'''115 Shiki: Dokugami ([[File:qcf.gif]] + [[File:snkc.gif]])''' - | ||
**'''401 Shiki: Tsumiyomi (Dokugami, then [[File:hcb.gif]] + [[File:punch.gif]])''' - | **'''401 Shiki: Tsumiyomi (Dokugami, then [[File:hcb.gif]] + [[File:punch.gif]])''' - |
Revision as of 02:49, 12 January 2012


NESTS Style Kyo
In a nutshell
Likewise with Iori, those who prefer Kyo's Rekka moveset from '96 onward will have much to look forward to with this character. Despite the name, this version of Kyo has hardly any moves from the NESTS arc. Rather, EX Kyo is more akin to his KOF '98 self, with some 2000-2002 thrown in for good measure. While he lacks the simplicity of regular Kyo, EX Kyo can perform long, damaging combos with his Rekkas, along with utilizing devastating mixups.
To select EX Kyo, highlight Kyo and hit Back/Select after downloading him.
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 70
Unique Attacks
Canceled into: 60
Canceled into: specialcancel
Against airborne opponents: hardknockdown
Throw
Special Moves
kof.sp : 70+45
ex : 211 (6 hits)
kof.sk : 80
ex : 120
ex : 30+180
kof.sk : 30+30
ex : 40+40
ex : qcf + kof.lp + kof.sp , then qcf + kof.lp
ex : 40
ex : Alters properties of follow-ups
- 128 Shiki: Konokizu
ex : 35
- 127 Shiki: Yanosabi
ex : 40
- 125 Shiki: Nanase
ex : 80
- 127 Shiki: Yanosabi
ex : 40
- Geshiki: Migiri Ugachi
ex : 40
- 125 Shiki: Nanase
ex : 80
ex : qcf + kof.lp + kof.sp
ex : 60
ex : Alters properties of follow-ups
- 401 Shiki: Tsumiyomi
ex : 50
- 402 Shiki: Batsuyomi
ex : 40, 30
- 100 Shiki: Oniyaki
ex : ???
Desperation Moves
ex : 120, 120, 120
Strategy
Move Analysis
Normal Moves
- Standing Light Punch (
) -
- Standing Light Kick (
) -
- Standing Heavy Punch (
) -
- Close Heavy Punch (Close
) -
- Standing Heavy Kick (
) -
- Crouching Light Punch (
+
) -
- Crouching Light Kick (
+
) -
- Crouching Heavy Punch (
+
) -
- Crouching Heavy Kick (
+
) -
- Blowback Attack (
+
) -
- Jumping Light Punch (Air
) -
- Jumping Light Kick (Air
) -
- Jumping Heavy Punch (Air
) -
- Jumping Heavy Kick (Air
) -
- Jumping Blowback Attack (Air
+
) -
Unique Attacks
- Geshiki: Goufu You (
+
) - EX Kyo's
+
starts up fast enough to combo from Close/Crouching Heavy Punch and so it fills the role as his primary combo extender since it's easy to hitconfirm off this move. The recovery is nicely neutral when uncanceled, such as when expecting the opponent to Guard Cancel Roll in the corner. Since the move doesn't combo from light attacks, the player can cancel light attacks into this attack to create an intentional gap to frametrap the opponent. A really neat tool for Kyo's offense.
- Hits overhead when done raw, though the overhead kick can only be canceled into HD mode.
- 88 Shiki (
+
) - EX Kyo's double sweep doesn't cancel and it doesn't cause a knockdown, so it's fairly useless compared to Fireball Kyo's 88 Shiki. It's still good for activating HD mode, but otherwise use
+
for combos and blockstrings.
- Geshiki: Naraku Otoshi (Air
+
) - This move lost much of the air-to-air priority it has had in previous games. When it does hit air-to-air, it causes a hard knockdown. Its main use now, is its fantastic crossup potential. Kyo can hop or hyperhop over standing opponents with this move. A (hyper)hop crossup Air
+
is quite difficult to see and block on reaction, and leaves you with massive frame advantage to combo into Close Heavy Punch or Crouching Light Kick on hit. Although it is very easy to his a crossup with this move, the spacing has to be extremely specific to hit it on a crouching opponent, making it a bit more attractive to use j.B for crossup purposes.
- Kyo's left vulnerable to tripguard punishes if this move whiffs on a crouching opponent, especially if timed really early so that it'd just barely hit a standing opponent which would beat out most standing anti-air attempts, but lose against crouchers. As such, this is not a move to throw out wildly.
Throw
- Issetsu Seoi Nage (
or
+
or
[while close]) - Forces a hard knockdown which lets Kyo go for a cross up by running forward and jumping, or a safejump or meaty low or most any setup, really. A great throw.
Special Moves
- 100 Shiki: Oniyaki (
+
) - Kyo's DP. Primarily used for anti-airing or as a reversal though it fits in combos. Contains upper body guard points.
version comes out faster but lacks any lower body invuln so it's more prone to trading or being beaten against grounded attacks, but if it comes out before the opponent's jump-in can hit then it'll win. Launches the opponent on hit, and only hits once.
version starts up slower but Kyo has startup invuln which makes it much less likely to be beaten. More consistent as an reversal or anti-air, though the slower startup means it requires faster reactions to use. The first hit keeps the opponent grounded.
100 Shiki: Oniyaki (
+
+
) - About as fast as the
version but fully invuln. Kyo hovers slightly off the ground and spins around. This anti-airs more consistently than the
version even, and the move hits behind Kyo so it can blow up cross up attempts cleanly.
- R.E.D. Kick (
+
) - An arcing flying kick that causes a hard knockdown on hit. The
version connects after 75 Shiki: Kai (
+
) or off of
+
and unlike in older games it cannot be crouched under so it's difficult to anti-air. Unlike in older games, it's more negative on block. It's now punishable if blocked standing, so it's definitely not something to be throwing out wildly. The
version doesn't connect off of much and the higher arc increases his vulnerability to anti-airs so it's not very useful.
- 212 Shiki: Kototsuki You (
+
) - EX Kyo's running grab is pretty much like Fireball Kyo's, only it's even less safe on block since he'll do the followup animation and the startup is slower so it doesn't connect off of light attacks. Easily combos from 75 Shiki: Kai (
+
) and
+
for a hard knockdown with easy safejump setup afterward. Only use it in combos and you're golden.
212 Shiki: Kototsuki You (
+
+
) - Kyo's invulnerable on startup as he runs forward and his upper body has guard points. EX 212 Shiki: Kototsuki You has a short range, but it can anti-air and power through projectiles and blockstrings for a hard knockdown that even his EX DP doesn't give. Once the startup invuln wears out, Kyo can be hit by lows, but it can easily go through meaty cr.Bs, just not so much sweeps. Unsafe on block, especially if blocked deep where the opponent can get a Close Heavy attack to combo though if spaced further out Kyo's only likely to be hit by a far normal or a light attack.
- 75 Shiki: Kai (
+
~
) - EX Kyo's upkicks aren't as juggle or combo-friendly as Fireball Kyo's, but when he lands a hit he can do a lot of cool combos and setups to make it count.
+
can combo from a series of two light attacks. The opponent is launched into a time-limited juggle state, meaning that the player has to act fast to get a followup to combo. Kyo can land
+
(hard knockdown) and
+
(damage) from his light upkicks, something that the other Kyo can't quite capitalize on as hard.
+
only combos off a direct Heavy Normal or from a Drive Cancel against a grounded opponent. Causes a free juggle state and leaves Kyo with enough time to activate HD mode raw and combo before the opponent lands.
- EX Kyo has to manually input the second upkick by pressing
a second time. Unlike in older iterations, Kyo can no longer delay the timing up his upkicks to make them safe on block. Both versions are punishable on block, especially in the corner. Midscreen, the pushback makes Kyo a little safer against retaliation.
75 Shiki: Kai (
+
+
) - Starts up fast and has extra horizontal range. Combos from f+B and series of three light attacks and launches the opponent high into the air. Doing cr.B cr.B cr.A xx qcf+BD, hcb+K does about the same amount of damage as comboing into Final Showdown and gives a hard knockdown, so this is a neat move to use off lights.
- Slightly better on block, though in the corner Kyo can be punished by instant command grabs.
- Deals notably more guard damage.
- 104 Shiki: Aragami (
+
) - "Bald Eagle, Amazing!" Kyo's main rekka for pressuring. Now combos from light attacks for easy knockdown combos. This first hit is pretty much safe on block against anything but certain EX DMs or Guard Rolls when in the corner. The hitbox nullifies projectiles and Kyo's upper body gains guard points during the move. Combined with the speed, recovery, spacing on block, and big mid-level hitbox, this poke can be nightmarishly good against hops and counterpokes.
- 128 Shiki: Ku Kizu (Aragami, then
+
) - "Rooster's Egg!" Launching elbow attack. Heavily unsafe on block, so hitconfirm into this move or at least chain into 127 Shiki: Ya Sabi to be a little safer on block. Great anti-air should the opponent jump over Aragami, and if this hits it can be followed into a rekka ender or a hit reset.
- 127 Shiki: Ya Sabi (Ku Kizu, then
+
) - Downward overhead elbow smash that cause a hard knockdown. Combos in the corner, as otherwise 125 Shiki: Nana Se is the better ender for BnBs. Surprisingly annoying to punish on block, though it can still be blown up by certain punishes so Aragami is still the safest bet every time.
- 125 Shiki: Nana Se (Ku Kizu, then
) - Flying kick rekka ender. Ends a combo and sends the opponent flying toward the corner. Main BnB finisher, but easily punishable on block.
- 127 Shiki: Ya Sabi (Ku Kizu, then
- 127 Shiki: Ya Sabi (Aragami, then
+
) - Kyo can skip into his downward elbow after doing Aragami. This chain only combos in corner juggles, though and it's crap on block.
- Geshiki: Migiri Ugachi (Ya Sabi, then
) - A brutal OTG followup to 127 Shiki: Ya Sabi. Drive Cancelable, but nothing will connect unless comboed into from Kyo's EX rekka. Causes a hard knockdown, and ends corner combos nicely.
- 127 Shiki: Nana Se (Ya Sabi, then
) - Whiffs if comboed into from 127 Shiki: Ya Sabi. Seemingly useless.
- Geshiki: Migiri Ugachi (Ya Sabi, then
- 128 Shiki: Ku Kizu (Aragami, then
- 115 Shiki: Dokugami (
+
) -
Desperation Moves
- Ura 108 Shiki: Orochinagi (
+
) -
- Saishuu Kessen Ougi "Mu Shiki" (
×2 +
) -
- Saishuu Kessen Hi-ougi "Totsuka" (
×2 +
+
) -
Tips and Tricks
- cr.B to cl.C and cl.A to cl.C are very useful frametraps for Kyo. cr.B in particular lets him get better damage off lows. Keep those in mind for starting combos or blockstrings.
- Most of Kyo's corner combos that start from his qcf+D, D juggle, although easier to execute with qcf+A, can be done much further from the corner than typically with the qcf+C juggle instead, due to the large amount of forward movement he gets. Its worth utilising, his damage goes up a lot more in the corner.
Combos
0% Drive
0 Bar
- (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A xx K - (200, 26) (omit a cr.B if neccessary)
Basic low combo. Will need to avoid a cr.B after non crossup jumpins or longer ranges. Can use the P ender on the rekka if in the corner for hard knockdown and same damage.
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P xx f+P xx dp+P - (257, 26) (omit f.B if neccessary)
Easy to hitconfirm basic heavy combo. Using a link starter or coming from a non crossup jump attack will probably mean you need to avoid the f.B, making the following combo more prefferable.
- (jump attack) (cr.B/cl.A) cl.C f.B xx hcb+K - (250, 11)
Decent hard knockdown, decent damage, easy to confirm, works at all ranges.
- (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, hcb+K - (262, 15)
Highest damage midscreen, good knockdown, should be confirmed properly though.
- (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, rdp+B - (184, 25)
- cl.C xx qcf+B, B, rdp+B - (207, 25)
- cr.B st.B xx qcf+B, B, rdp+B - (188, 28)
Best possible hard knockdown for mixups at the cost of damage.
- (corner)(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (296, 36)
Can replace initial qcf+C with qcf+A to make combo easier but lose about 10 damage
1 Bar
- (jump attack) cr.B cr.B st.B xx qcfqcf+P - (272, 15) (omit a cr.B if neccessary)
Basic low hitconfirm into Final Showdown.
- cr.B st.B xx qcf+B, B, qcbhcf+P - (300, 18)
Will do slightly better damage but requires close proximity. Could add an extra cr.B in the corner.
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx hcb+P xx f+P xx dp+P - (306, 11)
Basic heavy confirm.
- (cr.B/cl.A) cl.C xx qcf+B, B, qcbhcf+P - (326, 15)
Same as before, more damage, need close proximity.
- (cr.B/cl.A) cl.C xx qcf+D, D, dash, hcb+BD - (294, 15)
Less damage, hard knockdown midscreen.
- (corner)(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A xx qcf+P, dp+AC - (346, 22)
Max damage corner combo. Could do hcb+BD at the end instead for a hard knockdown, but like 5 less damage (reccomended). If you have a hard time with this combo, you can just do 2 qcf+A instead, this one only does like 5 more damage.
2 Bar
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcbhcf+AC - (427, 11)
- (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcbhcf+AC' - (431, 15)
- (jump attack) (cr.B/cl.A) cl.C xx qcf+B, B, qcbhcf+AC' - (454, 15) (delay the second B to get this to work. won't work in the corner properly)
- (jump attack) (cr.B/cl.A) cr.B st.B xx qcf+B, B, qcbhcf+AC' - (420, 18) (delay the second B to get this to work. won't work in the corner properly)
Unfortunately, linking the SDM after corner juggles ends up making some of the hits miss, resulting in bad damage. So theres not much else you can do. If you do the qcf+D combo in the corner then be careful to do the SDM low so you don't miss hits.
50% Drive
0 Bar
- (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A DC hcb+K - (274, 22) (omit a cr.B if neccessary)
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P DC hcb+K - (306, 18)
Basic drive combos.
- cr.B st.B xx dp+C DC qcf+D, D, hcb+K - (289, 24)
- (jump attack) (cr.B/cl.A) cl.C xx dp+C DC qcf+D, D, hcb+K - (317, 21)
Higher damage, harder to confirm.
- (near corner) (jump attack) cr.B cr.B st.B xx qcf+A DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (303, 47) (omit a cr.B if neccessary)
- (near corner) (jump attack) cr.B st.B xx dp+C DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (319, 45) (omit a cr.B if neccessary)
- (near corner) (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (361, 47)
As before, could replace the juggled qcf+C with qcf+A to make it easier for less damage.
1 Bar
- (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A SC qcfqcf+P - (320, 22) (omit a cr.B if neccessary)
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P SC qcfqcf+P - (353, 18)
Basic supercancels
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx qcf+A xx hcb+P xx P DC hcb+K - (364, 11)
Massive corner carry + decent knockdown.
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C DC qcf+B, B, qcbhcf+P - (375, 23)
Easiest to confirm high damage midscreen combo.
- cr.B st.B xx dp+C DC qcf+B, B, qcbhcf+P - (348, 24)
- cl.C xx dp+C DC qcf+B, B, qcbhcf+P - (378, 31)
Harder to confirm, slightly higher damage.
- (near corner) (jump attack) cr.B cr.B st.B xx qcf+A DC qcf+D, D, qcf+A, qcf+A, hcb+BD - (336, 30)
- (near corner) (jump attack) cr.B st.B xx dp+C DC qcf+D, D, qcf+A, qcf+A, hcb+BD - (355, 30)
- (near corner) (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx qcf+A xx hcb+P xx P DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (408, 40)
- (corner) (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A xx qcf+P, dp+C DC qcf+BD, qcf+C, qcf+A xx hcb+P xx P - (416, 49)
Corner combos. The last one is pretty finnicky, have to hit as low as possible with the dp+C. Can use qcf+A linked twice instead of the qcf+A xx qcf+P if you find this easier for the cost of about 4 damage.
2 Bar
- (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A SC qcbhcf+AC - (425, 22) (omit a cr.B if neccessary)
- (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P SC qcbhcf+AC - (465, 18)
- cr.B st.B xx dp+C DC qcf+B, B, qcbhcf+AC - (461, 24)
- (jump attack) (cr.B/cl.A) cl.C xx dp+C DC qcf+B, B, qcbhcf+AC - (498, 31)
These don't work in the corner and there are funnily enough not any higher damage 2 bar 50% drive combos for the corner.
- (near corner) (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A, qcf+A, dp+C SC qcbhcf+AC - (495 27)
Will actually do LESS damage than the midscreen max damage combo but at least lets you do higher damage than the easier midscreen ones.
100% Drive
All HD combos could be started from cr.B cr.B st.B to hitconfirm from a low or f.B from an overhead.
2 Bar
- (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC dp+C]x3 HDC qcf+D, D, dp+C HDC qcfqcf+BD - (770, 15)
To loop this without a supercancel, use the shortcut in HD of dp+C, forward+C to get the dp+C to qcf+C. Then just repeat. There are some easier alternatives.
- (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x2 HDC qcf+C HDC qcf+D, D, qcf+A xx qcf+P, dp+C HDC qcfqcf+BD - (730, 15)
- Can do 2 linked qcf+A at the end for only 1 less damage if you find it easier than qcf+A xx qcf+P link.
- (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C xx hcb+P HDC qcf+A]x2 HDC qcf+C HDC qcf+D, D, qcf+C, dp+C HDC qcfqcf+BD - (731, 15)
- (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x2 HDC qcf+C HDC dp+C HDC qcf+D, D, dp+C HDC qcfqcf+BD - (735, 15)
Less annoying that the previous combo due to no supercancel overlaps.
- (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x4 xx hcb+P HDC qcfqcf+BD - (711, 15)
The easiest one, basically nothing complex required at all.
3 Bar
- (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC dp+C]x3 HDC qcfqcf+P HDC qcfqcf+BD - (815, 15)
- (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x2 HDC qcf+C HDC dp+C HDC qcfqcf+P HDC qcfqcf+BD - (780, 15)
Team Order
1st position
Pros
Cons
2nd position
Pros
Cons
3rd position
Pros
Cons