Lichmassacre (talk | contribs) m (→Combos) |
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:Basic light confirm combo, though unnecessary if you can link into cl.C consistently. | :Basic light confirm combo, though unnecessary if you can link into cl.C consistently. | ||
* '''(j.X), cr.B x1-2, (link) cl.C/cr.C, qcf D > D, qcf B > qcf D, ([microwalk qcf B > qcf D] x1-2), rdp D''' | * '''(j.X), cr.B x1-2, (link) cl.C/cr.C, qcf D > D, qcf B > qcf D, ([microwalk qcf B > qcf D] x1-2), rdp D / hcb K''' | ||
: | :''Keep in mind the infinite does NOT work in KOF95 Special if you play that version instead.'' | ||
: | :The infamous Kyo infinite in KOF95. This is the variant you do when midscreen. Since the pushback on Kyo's upkicks pushes the opponent too far back, he must microwalk after the second rep of upkicks. Whether starting the combo as a jump-in or not, Kyo can link cr.B into cl.C naturally without any ABC cancels, but is not necessary if starting with a jump-in. Of course, you may ABC cancel to make the combo even more consistent and connect cl.C/cr.C much faster, but the option to link it naturally is there if you're bad with ABC cancels, unlike other characters. Almost always only 3 reps is necessary since the opponent will likely be dead by that point. Optionally, Kyo can also morph rdp D to do a cl.X reset, but this is also not necessary. Kyo can end the combo with hcb K if you want something flashier. | ||
* '''(Corner) (j.X), cr.B x1-2, (link) cl.C/cr.C, qcf D > D, [qcf B > qcf D] xN, rdp D''' | :If you're struggling to do the microwalk, after the second rep, perform the qcf motion for the special attack, continue holding forward, wait a little bit to give Kyo the room to microwalk forwards, and then press B to perform upkicks, followed by qcf D to extend the infinite. It should look something like [https://www.youtube.com/watch?v=JZR6pGT2iNc this example.] | ||
* '''(Corner) (j.X), cr.B x1-2, (link) cl.C/cr.C, qcf D > D, [qcf B > qcf D] xN, rdp D / hcb K''' | |||
:Infinite combo, only this time Kyo does not need to micro walk since both players are in the corner. Only difficult if you're not used to the stiffer controls of older fighting games. Keep in mind that it is possible to do the infinite too fast in which case Kyo can accidentally push the opponent too high up and whiff qcf D, but all you need to do is wait a smidge between each rep. If on Ryo's stage, this combo is even better since the stage starts out with both corners readily available as the platform rises to the top, which also resets at the start of every round. | :Infinite combo, only this time Kyo does not need to micro walk since both players are in the corner. Only difficult if you're not used to the stiffer controls of older fighting games. Keep in mind that it is possible to do the infinite too fast in which case Kyo can accidentally push the opponent too high up and whiff qcf D, but all you need to do is wait a smidge between each rep. If on Ryo's stage, this combo is even better since the stage starts out with both corners readily available as the platform rises to the top, which also resets at the start of every round. | ||
Revision as of 12:38, 17 August 2022
Introduction
Strengths | Weaknesses |
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Movelist
Normals
Close Range Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | Sp | 3 | 3 | - | - | +3 | +2 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Low | 0 | - | Sp | 5 | 4 | - | - | +0 | -1 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | Sp (1st) | 1 | 2, 8 | - | - | 1st= +3 ; 2nd= +4 | 1st= +1 ; 2nd= +2 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | Sp | 4 | 2 | - | - | +3 | +1 | - |
Far Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | Ch, Sp | 3 | 3 | - | - | +3 | +2 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | X | 5 | 3 | - | - | +2 | +1 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | Sp | 7 | 8 | - | - | +5 | +3 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | X | 7 | 5 | - | - | +1 | -1 | - |
Crouching Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | Ch, Sp | 4 | 2 | - | - | +3 | +2 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Low | - | - | Ch, Sp | 4 | 3 | - | - | +4 | +3 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | None | 2 | 2, 2 | - | - | 1st= -3 ; 2nd= -1 | 2nd= -5 ; 2nd= -3 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Low | 0 | - | - | 9 | 3 | - | - | KD | +0 | - |
Neutral Jumping Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | 3 | 16 | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | 3 | 16 | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | 3 | 8 | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | 3 | 8 | - | - | - | - | - |
Diagonal Jump Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | 3 | 16 | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | 3 | 18 | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | 3 | 8 | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 0 | - | - | 5 | 8 | - | - | - | - | - |
Throws
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | - | - | - | - | - | - |
Blowback/Guard Attacks
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | 9 | 2 | - | - | KD | -8 | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | 7 | 9 | - | - | KD | - | - |
Version | Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Dodge | - | Mid | 0 | - | - | - | - | - | - | - | - | - |
Version | Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
Counterattack | - | Mid | 0 | - | - | - | - | - | - | - | - | - |
Command Normals
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 0 | - | - | - | - | - | - | - | - | - |
Special Moves
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 0 | - | - | - | - | - | - | - | - | - |
Super Moves
Damage | Guard | Guard Damage | Stun | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 0 | - | - | - | - | - | - | - | - | 1F~15F (Upper Body), 1F~43F (Throw Invul) |
Combos
- (j.X), cl.C/cl.D, qcf P
- Simple stun combo that takes off a massive chunk of health.
- cr.B x1-2, cl.B, qcf P / dp A / dp C~dp A
- Basic light confirm combo, though unnecessary if you can link into cl.C consistently.
- (j.X), cr.B x1-2, (link) cl.C/cr.C, qcf D > D, qcf B > qcf D, ([microwalk qcf B > qcf D] x1-2), rdp D / hcb K
- Keep in mind the infinite does NOT work in KOF95 Special if you play that version instead.
- The infamous Kyo infinite in KOF95. This is the variant you do when midscreen. Since the pushback on Kyo's upkicks pushes the opponent too far back, he must microwalk after the second rep of upkicks. Whether starting the combo as a jump-in or not, Kyo can link cr.B into cl.C naturally without any ABC cancels, but is not necessary if starting with a jump-in. Of course, you may ABC cancel to make the combo even more consistent and connect cl.C/cr.C much faster, but the option to link it naturally is there if you're bad with ABC cancels, unlike other characters. Almost always only 3 reps is necessary since the opponent will likely be dead by that point. Optionally, Kyo can also morph rdp D to do a cl.X reset, but this is also not necessary. Kyo can end the combo with hcb K if you want something flashier.
- If you're struggling to do the microwalk, after the second rep, perform the qcf motion for the special attack, continue holding forward, wait a little bit to give Kyo the room to microwalk forwards, and then press B to perform upkicks, followed by qcf D to extend the infinite. It should look something like this example.
- (Corner) (j.X), cr.B x1-2, (link) cl.C/cr.C, qcf D > D, [qcf B > qcf D] xN, rdp D / hcb K
- Infinite combo, only this time Kyo does not need to micro walk since both players are in the corner. Only difficult if you're not used to the stiffer controls of older fighting games. Keep in mind that it is possible to do the infinite too fast in which case Kyo can accidentally push the opponent too high up and whiff qcf D, but all you need to do is wait a smidge between each rep. If on Ryo's stage, this combo is even better since the stage starts out with both corners readily available as the platform rises to the top, which also resets at the start of every round.
- cr.B x1-3, qcf B > qcf D, [infinite combo]
- Alternatively easy way to confirm into an easy juggle or infinite combo with one extra cr.B and no cl.C link.
- AB Dodge > Dodge Attack, qcf D > D, [infinite combo]
- As if Kyo wasn't deadly enough, he can confirm into his infinite off of a dodge attack, though you'll need to be very fast in order to cancel the dodge attack. Be careful Kyo doesn't move past the opponent or else the controls will reverse sides as well.