No edit summary |
|||
Line 258: | Line 258: | ||
|- | |- | ||
! qcf+[[image:snka.gif]] | ! qcf+[[image:snka.gif]] | ||
|align="center"| | |align="center"| 10/36 | ||
|align="center"| | |align="center"| | ||
| | | | ||
Line 266: | Line 266: | ||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 11/36 | ||
|align="center"| | |align="center"| | ||
| | | | ||
Line 273: | Line 273: | ||
|- | |- | ||
! dp+[[image:snka.gif]] | ! dp+[[image:snka.gif]] | ||
|align="center"| | |align="center"| 5/4+13/27 | ||
|align="center"| | |align="center"| | ||
| | | | ||
Line 282: | Line 282: | ||
|- | |- | ||
! dp+[[image:snkc.gif]] | ! dp+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 5/4+22/27 | ||
|align="center"| | |align="center"| | ||
| | | | ||
Line 290: | Line 290: | ||
|- | |- | ||
! rdp+[[image:snkb.gif]] | ! rdp+[[image:snkb.gif]] | ||
|align="center"| | |align="center"| 9/7/30 | ||
|align="center"| | |align="center"| | ||
| | | | ||
Line 298: | Line 298: | ||
|- | |- | ||
! rdp+[[image:snkd.gif]] | ! rdp+[[image:snkd.gif]] | ||
|align="center"| | |align="center"| 11/42/33 | ||
|align="center"| | |align="center"| | ||
| | | |
Revision as of 22:36, 2 October 2016
EX Kyo Kusanagi
Kyo with his style from KOF '95.
In a nutshell
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.
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |