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== Special Moves == | == Special Moves == | ||
'''Aragami''' | === <span class="invisible-header">Aragami</span> === | ||
'''Kyo's Rekka series can be intimidating at first, but the tree is fairly simple! Here is a quick rundown.'''</br> | |||
'''Aragami > Konokizu > Nanase/Yanosabi'''</br> | |||
'''Aragami > Yanosabi > Nanase/Migiri Ugachi'''</br> | |||
'''There are different reasons to use either of these two trees and the two possible enders for each, but memorizing the order is simple.'''</br> | |||
{{MoveData | |||
| name = 114 Shiki: Aragami | |||
| input = 236LP/MP | |||
| subtitle = Rekka Starter | |||
| image = CVS2_Kyo_236LMP.PNG | |||
| caption = Bodega!! | |||
| linkname = 236LMP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 2 | |||
| cancel = Into Rekka Followups | |||
| guard = Mid | |||
| parry = High | |||
| startup = 15 | |||
| active = 3 | |||
| recovery = 11 (cancel), 29 (raw) | |||
| total = 47 | |||
| advHit = -5 | |||
| advBlock = -5 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 2 | |||
| cancel = Into Rekka Followups | |||
| guard = Mid | |||
| parry = High | |||
| startup = 18 | |||
| active = 4 | |||
| recovery = 14 (cancel), 34 (raw) | |||
| total = 56 | |||
| advHit = -10 | |||
| advBlock = -10 | |||
| invul = None | |||
| description = The first hit of Kyo's rekka series. Important tools for combos and pressure, but not as good for neutral as they are in the classic KOF games. They are notably unsafe, especially the MP version, and while pushback usually makes you fairly safe from punishment you still can't threaten much after an empty Aragami. The real strength lies in making your opponent scared of what you do after. The followups make for potent frametraps, one of which being an overhead as well, meaning opponents will often standblock. This is when you can catch them with surprise lows, which Kyo has plenty of. Mix up your options after this move to keep your opponent on their toes and score knockdowns. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Konokizu</span> === | |||
{{MoveData | |||
| name = 128 Shiki: Konokizu | |||
| input = After Aragami, 236P | |||
| subtitle = Rekka Bridge | |||
| image = CVS2_Kyo_236P_Followup.PNG | |||
| caption = Combo Tool and Risky Frametrap | |||
| linkname = 236P Followup | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Aragami, {{Motion|236}}+{{Icon-Capcom|P}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 2 | |||
| cancel = Into {{Icon-Capcom|P}}/{{Icon-Capcom|K}} Finishers | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 3 | |||
| recovery = 10 (cancel), 26 (raw) | |||
| total = 37 | |||
| advHit = -2 | |||
| advBlock = -11 | |||
| invul = None | |||
| description = The combo bridge off of Aragami. Mostly you'll use this to finish combos from Aragami hitting, as the other bridge does not combo. It can also be used as a risky frametrap, and a tool to catch people jumping over Aragami. Very unsafe and not much pushback, so if this is blocked you will get punished. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Yanosabi</span> === | |||
{{MoveData | |||
| name = 127 Shiki: Yanosabi | |||
| input = After Aragami, 63214P/After Konokizu, P | |||
| subtitle = Rekka Overhead/Overhead Finisher | |||
| image = CVS2_Kyo_63214P_Followup.PNG | |||
| caption = Surprise Overhead | |||
| linkname = 63214P Followup | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Aragami, {{Motion|63214}}+{{Icon-Capcom|P}}/After Konokizu, {{Icon-Capcom|P}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 4 | |||
| cancel = Into {{Icon-Capcom|P}}/{{Icon-Capcom|K}} Finishers | |||
| guard = High | |||
| parry = High | |||
| startup = 16 | |||
| active = 4 | |||
| recovery = 2 (cancel), 22 (raw) | |||
| total = 42 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = None | |||
| description = Overhead followup to Aragami. Only barely reactable, but predictable if used too much. A smart opponent will standblock Aragami always and react to whether or not you did the overhead, rather than react to you doing the overhead itself. You should still represent this tool against opponents crouchblocking, as it does give a decent knockdown on hit and is a part of why blocking Aragami is scary. As a finisher, this is used in a few juggles to knockdown, but is rare. Moreso it's used as another surprise overhead at the end of an Aragami bridge. | |||
* | |||
}} | |||
}} | |||
Konokizu - | === <span class="invisible-header">Nanase</span> === | ||
{{MoveData | |||
| name = 127 Shiki: Nanase | |||
| input = After Konokizu/Yanosabi, K | |||
| subtitle = Kick Ender | |||
| image = CVS2_Kyo_KEnder.PNG | |||
| caption = | |||
| linkname = K Ender | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Konokizu/Yanosabi {{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 2 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 8 | |||
| recovery = 27 | |||
| total = 47 | |||
| advHit = -DWN | |||
| advBlock = -20 | |||
| invul = None | |||
| description = The kick ender for the Aragami chain. Combos from the 236P followup and gives a good knockdown with lots of corner carry. This is your preferred ender after long hitconfirms, as it's easy to combo into. Make sure that it hits however, as if this is blocked you're left open for your opponents favorite combo. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Migiri Ugachi</span> === | |||
{{MoveData | |||
| name = Ge Shiki Migiri Ugachi: 127 Shiki Yano Sabi | |||
| input = After Yanosabi Bridge, P | |||
| subtitle = OTG Ender | |||
| image = CVS2_Kyo_PEnder.PNG | |||
| caption = | |||
| linkname = P Ender | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Yanosabi Bridge {{Icon-Capcom|P}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 5 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 15 | |||
| active = 4 | |||
| recovery = 36 | |||
| total = 55 | |||
| advHit = -DWN | |||
| advBlock = -21 | |||
| invul = None | |||
| description = Ender specifically for the Overhead bridge. Hits OTG (Off The Ground) so it can be used after the overhead bridge knockdown to add more damage. After some corner combos, you can whiff the first parts of the rekka (236P > 63214P > P) and this will hit for extra damage. Even more unsafe than the Kick ender, so watch for this being blocked. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Dokugami</span> === | |||
{{MoveData | |||
| name = 115 Shiki: Dokugami | |||
| input = 236HP | |||
| subtitle = Heavy Rekka Starter | |||
| image = CVS2_Kyo_236HP.PNG | |||
| caption = | |||
| linkname = 236HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 3 | |||
| cancel = Into Followup | |||
| guard = Mid | |||
| parry = High | |||
| startup = 20 | |||
| active = 3 | |||
| recovery = 5 (cancel), 32 (raw) | |||
| total = 55 | |||
| advHit = -11 | |||
| advBlock = -11 | |||
| invul = 4 (autoguard) | |||
| description = A heavier version of Kyo's Aragami rekka. Unlike Aragami, this only has one tree to follow through. Dokugami is mostly useful for combos, as while it does have a few autoguard frames they're minor, and you're left unsafe on hit and block. The followups can whiff if this is done from farther out. While this would be a useful combo tool, it only combos from heavies, and Kyo has better options from heavies. Dokugami sees very little use because where it does work, Kyo has a better option. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Tsumiyomi</span> === | |||
{{MoveData | |||
| name = 401 Shiki: Tsumiyomi | |||
| input = After Dokugami, 63214P | |||
| subtitle = Heavy Rekka Bridge | |||
| image = CVS2_Kyo_63214_Heavy_Bridge.PNG | |||
| caption = | |||
| linkname = 63214P Heavy Bridge | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Dokugami {{Motion|63214}}+{{Icon-Capcom|P}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 2 | |||
| cancel = Into Finisher | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 3 | |||
| recovery = 4 (cancel), 20 (raw) | |||
| total = 29 | |||
| advHit = +1 | |||
| advBlock = -8 | |||
| invul = None | |||
| description = Bridge after Dokugami. Basically only used for combos, as it leaves you unsafe on block. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Batsuyomi</span> === | |||
{{MoveData | |||
| name = 401 Shiki: Batsuyomi | |||
| input = After Tsumiyomi, 6P | |||
| subtitle = Heavy Rekka Ender | |||
| image = CVS2_Kyo_6P_Ender_First.PNG | |||
| caption = First Hitbox | |||
| image2 = CVS2_Kyo_6P_Ender_Second.PNG | |||
| caption2 = Last Hitbox | |||
| linkname = 6P Ender | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Tsumiyomi {{Motion|f}}+{{Icon-Capcom|P}} | |||
| subtitle = | |||
| damage = 500+300 | |||
| stun = 2+1 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 14 | |||
| recovery = 41 | |||
| total = 61 | |||
| advHit = -DWN | |||
| advBlock = -36 | |||
| invul = None | |||
| description = Heavy rekka ender. Only to be used as a combo ender after heavy rekkas, as it has no purpose in Kyo's gameplan otherwise. Just like his other rekka enders, if this gets blocked, be prepared to see yourself in a combo video later. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Oniyaki</span> === | |||
{{MoveData | |||
| name = 100 Shiki: Oniyaki | |||
| input = 623P | |||
| subtitle = DP | |||
| image = CVS2_Kyo_623P_First.PNG | |||
| caption = Startup Invuln | |||
| image2 = CVS2_Kyo_623P_Second.PNG | |||
| caption2 = First Active Frames | |||
| image3 = CVS2_Kyo_623P_Third.PNG | |||
| caption3 = Anti-Air Hitbox | |||
| linkname = Oniyaki | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|623}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1000, 800 | |||
| stun = 10, 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 8 | |||
| recovery = 38 | |||
| total = 50 | |||
| advHit = -DWN | |||
| advBlock = -31 | |||
| invul = 4 (Full), 4 (Lower) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1700, 800 | |||
| stun = 17, 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 8 | |||
| recovery = 49 | |||
| total = 61 | |||
| advHit = -DWN | |||
| advBlock = -42 | |||
| invul = 4 (Full), 4 (Lower) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1100+800 | |||
| stun = 11+8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 9 | |||
| recovery = 60 | |||
| total = 73 | |||
| advHit = -DWN | |||
| advBlock = -50 | |||
| invul = 8 (Full), 5 (Lower) | |||
| description = Kyo's powerful Oniyaki DP series. Very high damage reversal and anti-air specials, but majorly risky. The HP version in particular is an occasional combo ender and reversal tool, while the LP version is best for anti-air/footsies. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">RED Kicks</span> === | |||
{{MoveData | |||
| name = R.E.D. Kick | |||
| input = 421K | |||
| subtitle = Overhead Kicks | |||
| image = CVS2_Kyo_421K_First.PNG | |||
| caption = Rising Hitbox | |||
| image2 = CVS2_Kyo_421K_Second.PNG | |||
| caption2 = Falling Hitbox | |||
| linkname = 421K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|421}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1300, 1100 | |||
| stun = 13, 11 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 24 | |||
| active = 14 | |||
| recovery = 15 | |||
| total = 53 | |||
| advHit = -DWN | |||
| advBlock = -3 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|421}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1400, 1100 | |||
| stun = 14, 11 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 31 | |||
| active = 12 | |||
| recovery = 14 | |||
| total = 57 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|421}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1500, 1200 | |||
| stun = 15, 12 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 38 | |||
| active = 10 | |||
| recovery = 13 | |||
| total = 61 | |||
| advHit = -DWN | |||
| advBlock = -1 | |||
| invul = None | |||
| description = Overhead hitting flip kicks. While these are more than reactable as an overhead mixup, your opponent still doesn't wanna block these, as Kyo is safe and can still run offense. Instead, opponents have to anti-air this like a jump. This can catch opponents who are waiting to block moves like Aragami by surprise, and even if they do react to block, your turn isn't necessarily over. These are still risky however, as you are wide open for high damage anti-airs. Can be used as a neutral "skip" but this carries more risk than a surprise overhead cancel as the opponent will be watching to anti-air you. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Kai</span> === | |||
{{MoveData | |||
| name = 75 Shiki: Kai | |||
| input = 236K | |||
| subtitle = Upkicks, Launcher | |||
| image = CVS2_Kyo_236K_First.PNG | |||
| caption = | |||
| linkname = 236K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = Followup | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 11 | |||
| recovery = 5 (cancel), 32 (raw) | |||
| total = 55 | |||
| advHit = -DWN | |||
| advBlock = -17 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = Followup | |||
| guard = Mid | |||
| parry = High | |||
| startup = 18 | |||
| active = 12 | |||
| recovery = 5 (cancel), 35 (raw) | |||
| total = 65 | |||
| advHit = -DWN | |||
| advBlock = -20 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = Followup | |||
| guard = Mid | |||
| parry = High | |||
| startup = 22 | |||
| active = 13 | |||
| recovery = 5 (cancel), 38 (raw) | |||
| total = 73 | |||
| advHit = -DWN | |||
| advBlock = -23 | |||
| invul = None | |||
| description = The first hit of Kyo's two part launcher series. On it's own, very unsafe and easily punished. Always do the followup K move, as in combos its what gives him juggles and on block it can be safer. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Kai Followup</span> === | |||
{{MoveData | |||
| name = 75 Shiki: Kai Followup | |||
| input = 236KK | |||
| subtitle = | |||
| image = CVS2_Kyo_236K_Second.PNG | |||
| caption = | |||
| linkname = 236KK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 16 | |||
| total = 27 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 19 | |||
| total = 30 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 22 | |||
| total = 33 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Launcher followup to Kai. Followups can only be used with the version you started with (i.e. HK followup can only be used after 236HK). | |||
}} | |||
}} | |||
=== <span class="invisible-header">Oboroguruma</span> === | |||
{{MoveData | |||
| name = 101 Shiki: Oboro Guruma | |||
| input = 623K | |||
| subtitle = Spinning Kicks | |||
| image = CVS2_Kyo_623K_First.PNG | |||
| caption = First Kick | |||
| image2 = CVS2_Kyo_623K_Second.PNG | |||
| caption2 = Second Kick | |||
| image3 = CVS2_Kyo_623K_Third.PNG | |||
| caption3 = Final Kick | |||
| linkname = 623K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|623}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 8 | |||
| recovery = 31 | |||
| total = 47 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 500+1100 | |||
| stun = 5+11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 6(17)6 | |||
| recovery = 31 | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 300+500+1200 | |||
| stun = 3+5+12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 6(17)6(12)2 | |||
| recovery = 38 | |||
| total = 89 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Kyo rises up into the air and kicks once for LK, twice for MK, and three times for HK. Powerful tools for combos, as the LK and MK versions allow for some followups after. The HK version is a fearsome combo ender, as it gives ridiculous corner carry and a great untechable knockdown. Generally, you'll only use these during combos and only after 236KK. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Kototsuki You</span> === | |||
{{MoveData | |||
| name = 212 Shiki: Kototsuki You | |||
| input = 63214K | |||
| subtitle = Running Grab | |||
| image = CVS2_Kyo_63214K_First.PNG | |||
| caption = Elbow | |||
| image2 = CVS2_Kyo_63214K_Second.PNG | |||
| caption2 = Grab | |||
| linkname = 63214K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 200+1500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = -6 | |||
| startup = 5, 4 (hit) | |||
| active = 32 (run), 4 (hit) | |||
| recovery = 12 (run), 20 (hit) | |||
| total = 49 (run), 33 (hit) | |||
| advHit = -DWN | |||
Kyo | | advBlock = -6 | ||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 200+1600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5, 4 (hit) | |||
| active = 64 (run), 4 (hit) | |||
| recovery = 12 (run), 20 (hit) | |||
| total = 81 (run), 33 (hit) | |||
| advHit = -DWN | |||
| advBlock = -6 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 200+1700 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5, 4 (hit) | |||
| active = 48 (run), 4 (hit) | |||
| recovery = 12 (run), 20 (hit) | |||
| total = 65 (run), 33 (hit) | |||
| advHit = -DWN | |||
| advBlock = -6 | |||
| invul = None | |||
| description = Kyo runs forward and elbows the opponent. On hit, he grabs them and blows them up. The LK version will run forward shortly, while the MK and HK versions will run fullscreen. Outside of whiffing the LK version as a gimmicky approach, there is almost never a reason to use these. | |||
}} | |||
}} | |||
==Supers== | ==Supers== |
Revision as of 00:41, 29 May 2022
Introduction
This is Kyo. He IS stylin.
In-game, the poster boy of KOF is a rushdown/mix-up oriented character whose main strength lies in opening opponents up at close range with his array of overheads and low confirms, then continuing his assault with all the tools at his disposal - overheads, variable rekkas, safe low pokes, great jump-ins, an amazing kick throw, multiple hard knockdowns, a launcher, he's got it all. Backing this up are ways to fish for and confirm off of counter hits, and some of the game's highest combo damage, especially with meter. What he lacks in neutral (aside from his anti-airs), he makes up for in being an offense powerhouse.
Getting in is easier said than done though, especially vs the top tiers. He lacks a reliable way without meter (or the right groove) to beat some of the better neutral options in the game, such as Sagat's stand fierce, without taking a big risk. Make no mistake though, these risks are very much worth taking, as the sheer damage he's capable of with meter can make him scarier than any top tier when he gets in the opponent's head.
Groove Selection
Kyo can be run well with almost any groove, but shines mostly in K groove. While rolls do help him, JD and rage turn the already high damage Kyo into a punish machine, dishing out damage from almost any starter. Rage also makes his already scary oki mixup even scarier, as it only takes a few good hits for Kyo to win, and he can easily combo into level 3 Orochinagi in the corner for massive damage. N-Kyo is also quite powerful, as while he doesn't get the obviously powerful benefit of rage, consistent access to level 1 supers and a powerful damage buff with Max Mode make him scary. N-Kyo also gets access to rolls, which are a great defensive and neutral option for Kyo.
The other grooves are all varying in usefulness but generally are good. C-Kyo gets access to damaging and flashy level 2 combos and can more easily end combos in his autocombo super, alongside airblock and Alpha Counters that aid his defense. A-Kyo gets access to the powerful Custom Combo mechanic, and in classic Kyo style his CC is highly damaging and puts your opponent in the corner where you want them. P-Kyo is shockingly good, as his meterless punishes are devastating and his level 3 punishes even more so. One good parry from P-Kyo puts your opponent deep in the corner.
Despite his usefulness in other grooves, S-Kyo has very little going for him. Kyo has decent but underwhelming and combo-oriented supers, so having infinite level 1s means nothing to him. S-Kyo also has to actively give up space to build meter, which harms his heavily aggro gameplan.
Colors
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6HP
3HK
6MK
j2HP
Throws
4/6HP
4/6HK
Special Moves
Aragami
Kyo's Rekka series can be intimidating at first, but the tree is fairly simple! Here is a quick rundown.
Aragami > Konokizu > Nanase/Yanosabi
Aragami > Yanosabi > Nanase/Migiri Ugachi
There are different reasons to use either of these two trees and the two possible enders for each, but memorizing the order is simple.
Konokizu
Yanosabi
Nanase
Migiri Ugachi
Dokugami
Tsumiyomi
Batsuyomi
Oniyaki
RED Kicks
Kai
Kai Followup
Oboroguruma
Kototsuki You
Supers
An auto-combo super. Does 2800/4400/5800 damage and must be landed on a grounded opponent leaves Kyo open for punishment so not to be thrown out recklessly. 9/15/23 frames of invulnerability on startup.
Orochi Nagi - +
+
(hold for delay)
Kyo's main super. Kyo lights on fire and then throws out a giant fiery snake like arm that can hit juggled opponents. Can be landed off a standing roundhouse and can be landed off of a mk/hk Kai making it extremely versatile. Does 2500/3700/5700 damage.
Landing an Orochi Nagi off of a Kai will usually result in a bit of missed damage as not all hits will land. In regards to the timing, after landing the Kai, immediately buffer the super and execute it as soon as Kyo touches the ground. Hold the punch input until the opponent touches and then bounces off Kyo. Once Kyo's flaming body causes the juggle, immediately let go. The super does most damage when they fall onto the flames after they have extended.
The Basics
Bread and Butter Combos
Three most basic combos done on reaction:
-d.LK, d.MP xx qcf+LP, qcf+P, K The standard low hitting combo into beatdown punches.
-jump in HP, d.MP xx qcf+LP, qcf+P, K The standard combo off a jump in attack.
-low jump HK, dp+HP The standard combo off a low jump attack.
d.MP gives you frame advantage to link combo after:
-d.MP, d.MP xx qcf+LP, qcf+P, K
-d.MP, d.LK xx qcf+LK, LK, super
Opponent dizzy or otherwise open for big punishment:
-(j.HK), close s.HK xx qcf+MK, K, dp+HK (three hits) The last hit slams the opponent down to the ground and he isn't allowed to tech roll or slow getup. If you hit with a dp+HK juggle from midscreen, your opponent will be brought all the way to the corner.
-(j.HK), close s.HK xx qcf+MK, K, f+HP xx qcf+LP (whiff), hcb+P (whiff), P (otg) A fancier version of the above combo that does more stun damage. Vega can tech roll the last OTG hit of the combo though, so stick with the first combo where you juggle with dp+HK instead.
-(j.HK), close s.HK xx qcf+MK, K, dp+HP Sometimes the opponent gets dizzy before the last hit of the three hit dp+HK move. To maximize the damage you do to your opponent, when you're sure the opponent will get dizzy, juggle him with the 2 hit dp+HP move instead.
Off a parry:
(These aren't guaranteed when your opponent uses anti-parry tactics like buffering a slow DP into whatever parry bait move he stuck out, or mashing on a command grab or super grab after the parry, but that rarely happens.)
-parry, close s.HK xx qcf+MK, K, dp+HK The number one reason P-Kyo is so deadly. Off just one parry opening from anywhere on the screen, he can bring you into the corner with a dp+HK juggle.
-parry, d.MP xx qcf+LP, qcf+P, K Do this when you see that you're out of range of your close s.HK. Also consider using d.MP xx qcf+MK, K too though.
Off a JD:
d.MP is a four frame startup attack and cancels into the beatdown punches or launching kicks perfectly. A lot of times you get a free combo when you JD certain laggy attacks your opponent throws out (like a Blanka d.HP for example). A super fast attack like d.MP is the perfect move to take advantage of that window for a free combo.
-JD a laggy ground move, d.MP xx combo
Openings
Super Combos
Using Level 3s
c.LK,c.LK xx qcf,qcf+P
low jump HP/HK xx qcf,qcf+P
c.LK,c.LK,c.LK xx qcf+LK,K -> qcb,hcf+P, release (in corner: hold, release)
c.LK,c.MP xx qcf+MK,K -> dp+MK -> qcb,hcf+P, hold, release
j.HK,close s.HK xx qcf+MK,K -> dp+MK -> qcb,hcf+P, hold, release
far s.HK xx qcb,hcf+P, release
trade dp+MP -> qcb,hcf+P, release
- After combos which involve all of the level 3 cloud super connecting optional whiff qcf+LP,hcb+LP,P can be added on for extra damage (only last hit connects). This isn't hard, but requires practice. Make the first part of the super hit once (so do it deep, after dp+MK,K is easiest), then release the button right afterwards. The super should hit for 4 hits, immediately when you recover start inputting the qcf+LP and finish.
Using C-Groove
c.LK,c.LK xx qcf,qcf+MP xx qcb,hcf+P
c.LK,c.LK xx qcf,qcf+MP xx qcf+MK, K -> jump forward d+HP
(corner) c.LK,c.LK xx qcf,qcf+MP xx qcf+HK,K -> [finishers]
(corner) c.LK,c.LK,c.LK xx qcf+LK,K -> qcb,hcf+MP, release xx qcf+HK,K -> [finishers]
far s.HK xx qcb,hcf+MP, release xx qcf+HK,K -> [finishers]
j.HK,close s.HK xx qcf+HK,K -> qcf,qcf+MP (1hit) xx qcf+HK,K -> dp+HK (dizzy combo -- 66 stun)
trade dp+MP -> qcb,hcf+MP, release xx qcf+HK,K -> [finishers]
- [finishers]
dp+HK (easiest)
f+HP, qcf+LP,hcb+P,P (only last hit connects) -- if this is done near the corner, you can usually mess it up pretty bad, and still hit your opponent if he techrolls.
I wouldn't worry about landing level1s at the end of these combos, the stun helps out Kyo more.
Custom Combos
Combos into CC
close s.HK xx qcf+MK,K, dp+LP/dp+MK, CC, juggle with dp+MP, df+HK whiff
- start your post-CC juggle with dp+HP, df+HK whiff for a fullscreen CC
c.LK/c.MP xx qcf+LK,K, CC, juggle with dp+MP, df+HK whiff (corner)
RC qcf+MK,K, (dp+LP/dp+MK optional), CC, juggle with dp+MP, df+HK whiff
meaty c.MP/close s.MP, CC, c.LK, continue (easy)
meaty c.MP/close s.MP, CC, c.HP, continue (hard)
meaty c.MP/close s.MP, CC, dp+MP, df+HK, continue (harder)
c.HK, CC, juggle with dp+MP/dp+HP, df+HK whiff
CC setups (random activates)
blocked close s.HK, CC
blocked c.HK, CC
blocked meaty rdp+LK, CC
blocked meaty c.MK, CC
blocked 2nd hit of qcf+LK,K, CC
combo into qcf+MK,K, close s.HK xx rdp+LK (whiffs), CC
CC, RC rekka
CC, f+MK overhead, continue
hit with qcf+HP, hcb+P, wait, CC
the other obvious random activates, like empty jump, walk forward, etc
Customs
CC, (c.LK), close s.HK x 2, far s.HK, df+HK (1-hit), [far s.HK x 2,
df+HK (1-hit)] x N to corner, df+HK xx qcfx2+P
- you can also switch up to mashed c.LK, df+HK (2-hit) at the end,
but i find it smarter to keep it simple.
CC, [dp+MP, df+HK whiff]x8 (or to 8 hits), c.HP, c.HP, qcb,hcf+P
- this is your combo for many things, like anti-air CC, comboing after
all sorts of juggles, or traded dp+LP/MP
- start with dp+HP (1-hit), df+HK whiff if you need the range, like
after a traded dp
j.HK, close s.HK xx qcf+MK,K, dp+MK, CC, [dp+MP, df+HK whiff] x 2,
dp+MP, s.LK whiff, [j.LP x 4] x N until no meter, close s.HK/c.HP xx
qcf+HK,K, dp+HK (opponent dizzy), j.HK, close s.HK xx qcf+MK,K, dp+HK
- this should dizzy all characters 70 stun and lower if you land the
qcf+HK,K correctly, without a jumpin it should dizzy 60 stun chars
- the final hits after the dizzy won't do good damage because the CC
scaling will still be in effect, this is only useful for flash
- it's smarter to end this combo with a super, then try to land
another combo afterwards to get some real dizzy damage
Special Custom enders
- combo to 8 hits, juggle with hcb+HK, qcf+LP, hcb+P, P (all 3 hits),
continue with mashed ground custom into qcfx2+P super or qcf+MK,K,
dp+HK for dizzy
- combo to 8 hits, juggle with c.HP x 2 (think rolento super at the
end of CC), qcf+LP, hcb+P, P (first 2 whiff), continue with mashed
ground custom into qcfx2+P super or qcf+MK,K, dp+HK for dizzy
- the execution of the connected rekka chains is pretty hard in CC mode, with kara cancels and shit, sometimes you do one rekka, juggle with a jab, then do another jab when you try for the hcb+P, it's hard, i would stick to setting up whiffed chains if you're gonna really practice this
- ground custom, end with qcf+MK,K, dp+HK for dizzy
Advanced Strategy
Kyo has possibly the most useful kick throw in the entire game.
The opponent is left right next to you, is unable to tech roll or slow getup, and the 52 pixel range of Kyo's kick throw even lets him do it after the pushback from a d.LK.
Wake-Up Pressure/Knockdown Mixups
Kyo has some of the nastiest mix-up in the game. The whole point of Kyo is correct meter management coupled with use of low shorts to get your opponent afraid of getting super'd or CC'd. You use his mix-up strategies to make your opponent defensive and afraid so that you can throw them when necessary or confuse them, opening up situations where you can combo into Serpent Wave or Final Showdown.
Tools Kyo has for mix-ups:
LP Aragami (safe on block, not jd)
Low short or wait and then low short (link to c.mp and then cancel to Aragami/Kai)
Counterhit c.mp
Whiff to Throw or just Walk-up throw
Counterhit s.rh to super (difficult)
Meaty S.Strong xx LP Aragami
LP Aragami => Yasabi (overhead that is unsafe on block and can be slightly delayed for confusion)
Low jump to low shorts (50/50 mix-up)
Low jump crossup shorts (hop over the grounded opponent and work in shorts)
D+FP command normal mix-up (Small Jump D+FP, Whiffed SJ D+FP to throw, Crossup SJ D+FP *tall characters only*)
Jump into corner to avoid DP (situational and only on cornered opponents)
Wakeup Super
Against players with a nasty DP such as Ken, Sagat or Iori, it's important to not start out reckless. You should try to recognize if your opponent is prone to throw out wake-up dp's. Free jump-ins combined with waiting/blocking should be used when necessary to bait out whiffed dp's that open up huge punishment combos (c.lk x 2, c.mp xx aragami, etc.). Once your opponent is afraid to wake-up dp, begin to throw out more low shorts and to fish for counterhits with c.mp. Do not be afraid to walk up and kick throw, tick throw, or whiff to kick throw.
Matchups
vs. Blanka
Make it one of your goals to get in and land a kick throw. Once you do, you put your self in a highly advantageous mixup situation. Remember that since Blanka is a charge character, it becomes extremely confusing for him on how to keep his charge if you play tricky and keep switching sides with him. After the kick throw...
-low jump forward, crossup j.LK
This is safe against RC electricity, and you actually have frame advantage when you land.
From there...
-wait, kick throw again
-wait, d.LK combo to counter Blanka trying to throw you
Although it's not necessary in this instance, you can take a complete guess and try to dp+HP after the crossup low jump LK also
After the kick throw...
-low jump forward, land, kick throw again This grabs Blanka right out of his wakeup RC electricity startup.
-low jump foward, land, meaty d.MP, d.MP xx combo
The d.MP hit perfectly meaty when you do it like this.
Whenever Blanka sticks out a d.HP, you can sweep his limb from far away if he whiffed. You can even try to do far s.HK xx super if you like.
Kyo far s.HK is a guaranteed counter to Blanka's d.MK.
One of Kyo's most often used moves is his df+HK. Blanka knows this and will be jumping up and down with his vertical j.HK to counter you. Use your Kyo dp+HP to take him out of the air whenever you're in range.
The counter to Blanka trying to do super jump MK to cross you up is to use your Kyo close s.MK anti-air.
Random Tricks/Notes
Discussion
http://www.shoryuken.com/forums/forumdisplay.php?f=51