Advanced V.G. 2/Kyoko: Difference between revisions

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[[File:avg2_kyoko.jpg|right|"hahahahaha. this sucks, man."]]
{{AVG2 Character Intro|char=kyoko|short=kyo|content=
 
= Introduction =


== Introduction ==
''Kyoko doesn't even want to be here.''
''Kyoko doesn't even want to be here.''


At a glance, you might think that Kyoko is a grappler character. However, while she does sport a command grab and a unique anti-air grab special, Kyoko is, surprisingly, far more well-suited to a close-range pressure game backed up by some dirty setplay. Sporting strong combos, one of the few four-hit aerial chains in the game, and powerful okizeme with EX Sazanka, Kyoko excels at overwhelming the opponent and not giving them a chance to breathe. However, this strength comes at the cost of a somewhat linear neutral game -- with her aerial normals being her primary way to start offense, she suffers against characters with good space control options. She also very heavily relies on meter to get going, so properly managing your resources is paramount to making Kyoko work.
With her command grab, anti-air throw and suite of catch counters, you'd be forgiven for thinking that Kyoko is best played as a grappler. But despite what her kit might tell you, Kyoko is a character who relies much more on her powerful striking attacks to set up looping 50/50 setplay. With one of the game's few four-hit aerial chains, high damage combos and consistent access to hard knockdowns with EX {{Tooltip|text=Sazanka|hovertext=623K}}, Kyoko is more than capable of overwhelming the opponent with her offense and not giving them a chance to breathe. Unfortunately, this powerful offense comes at the expense of not just meter, which she requires a decent amount of to keep up her offense, a linear neutral game -- with her air normals being her primary means of establishing space control and approaching, she can suffer against patient opponents who are willing and able to control her movement.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro =  
| intro = [[File:avg2 kyoko mini.png|20px]] '''Kyoko''' is an aggressive setplay character who uses her dominant aerial options to score knockdowns that set up ambiguous left/right okizeme.
| pros =
| pros =
* Great combo damage
* '''Powerful Aerial Presence:''' Kyoko has fantastic aerial normals, and her ability to chain all four of them together gives her exceptional space control options in the air.
* Fantastic air normals and a four-hit air chain help bolster her aerial presence
* '''High Combo Damage:''' Kyoko's combos consistently lead to very high damage, especially when she's willing to spend meter.
* Absolutely terrifying okizeme
* '''Oppressive Setplay Mixups:''' Kyoko's easy access to hard knockdowns in her combos allows her to set up dangerous looping okizeme, making it very possible for her to win the entire round off one touch.
| cons =
| cons =
* Weak long-distance options force her to take to the skies, leaving her open to anti-airs
* '''Weak Ground Game:''' Kyoko is not particularly well-equipped to play at further distances on the ground, which often forces her into the skies, leaving her open to anti-airs or aerial intercepts by smart opponents.
* Lack of ground chains makes it difficult for her to confirm combos
* '''Limited Combo Routes:''' While Kyoko's combo damage is quite high, her grounded chain options are highly limited, giving her little in the way of actually confirming the combos she wants to land.
* High dependence on meter forces her to be very mindful of her resources
* '''Meter Hungry:''' With EX Sazanka being such an important tool in Kyoko's combos both for damage and okizeme, she is often forced to make tough meter management decisions, which can either disrupt her ability to maintain momentum, or her options for getting aggressive opponents off her.
}}
}}


= Movelist =
== Stats ==
{{MoveData
{{AVG2 Character Data
|image=AVG2_Kyoko_stLP.jpg
| atk = C
|caption=
| def = A
|name=st.{{Icon-Capcom|LP}}
| djump = Yes
|data=
| dbrake = Yes
{{AttackData-AVG2
| bd = 21F (Throw Invul)
|damage=
| wkup = 24F
|guard= Mid
|startup=  
|active=-
|recovery=-
|frameAdv=-
|description= A short elbow jab, the speed and recovery on this bad boy is insane, it has no chains but due to how fast it is it can link into every other standing or crouching normal she has. The range is also much better than what it looks like, albeit still a short jab. Special cancelable.
}}
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_stLK.jpg
|caption=
|name=st.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A long front kick, one of Kyoko's best space control tools as she link it into itself and special cancel it (although linking multiple times will put you out of range for an Ominaeshi)
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_stHP.jpg
|caption=
|name=st.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= An upward palm strike, awful horizontal range means this is primarily used in juggle combos. Special cancelable.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_stHK.jpg
|caption=
|name=st.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A reverse kick, kinda useless as it actually has less range than stLK and has so much pushback that special canceling it into Ominaeshi will whiff anywhere but point blank. This will move Kyoko forward a little bit after recovering.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_crLP.jpg
|caption=
|name=cr.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A quick punch, much like it's standing version it too can link into every other standing or crouching normal and is special cancelable.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_crLK.jpg
|caption=
|name=cr.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=
|guard= Low
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A quick low kick with good range and good recovery, can link into itself and crLP but does not offer enough hitstun for anything else. Is special cancelable.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_crHP.jpg
|caption=
|name=cr.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A rising palm strike from crouching position, Kyoko's launcher. The goal is to link into this because this is what starts her damage and thusly starts her gameplan.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_crHK.jpg
|caption=
|name=cr.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=
|guard= Low
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A good sweep, acceptable range, special cancelable, and is her OTG pickup.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_jLP.jpg
|caption=
|name=j.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=
|guard=High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= Kyoko adds a little spice to her palm strike by using her sandal as a weapon. A very fast air normal with a good hitbox and active length, chains into all other air normals.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_jLK.jpg
|caption=
|name=j.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A downward angled kick, better range than jLP and chains into all other air normals.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_njLK.jpg
|caption=
|name=nj.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= a upward angled kikc, shorter range than the diagonal version but is her only air normal made for catching someone your height or higher.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_jHP.jpg
|caption=
|name=j.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= The sandal is back! The range is a little too shallow to use as a jump in but otherwise a good enough button for air control. Chains into jHK.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_jHK.jpg
|caption=
|name=j.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= Now THATS a jump in! Kyoko puts her ankles into it as this move will hit anything below her. This can instant overhead a crouching opponent and chains into jHP.
}}
}}
----
'''Command Moves'''<br>
{{MoveData
|image=AVG2_Kyoko_4HP.jpg
|caption=
|name={{Motion|4}}{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A short-range hook slap. Special cancels, but doesn't really do a whole lot for you. Kinda slow and short and overall just dumpy.
}}
}}
----
'''Target Combos'''<br>
st.HP > st.HK/cr.HK
(j.LP > j.LK) or (j.LK > j.LP) > (j.HP > j.HK) or (j.HK > j.HP)<br>
(j.HP > j.HK) or (j.HK > j.HP)
'''Guard Cancels'''<br>
LP: st.HP<br>
LK: st.HK<br>
HP: LP Ominaeshi (qcf+LP)<br>
HK: LK Sazanka (dp+K)
Kyoko will usually get the most mileage out of her LP and LK guard cancels. LP works best for airborne opponents, LK is best for grounded opponents due to its horizontal range. In either case, your goal is to convert into Ominaeshi to score a combo.
== Special Moves ==
{{MoveData
|image=AVG2_Kyoko_Ominaeshi.jpg
|caption= {{Motion|236}} + {{Icon-Capcom|P}} ~ {{Icon-Capcom|P}}
|name=Ominaeshi
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LP}}
|damage=
|guard= Mid
|startup= 8
|active=
|recovery=-
|frameAdv=-
|description= A short-range lackadaisical uppercut attack. Has an advancing elbow follow-up called '''Otokoeshi''', performed by pressing P again. The strength of Otokoeshi is determined by the version of Ominaeshi used. The LP version stays in place.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
|damage=
|guard= Mid
|startup= 9
|active=-
|recovery=-
|frameAdv=-
|description= the HP version moves forward slightly. You want to use HP Ominaeshi in combos. Near and at max range, Otokoeshi will not connect on the ground.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=EX version has both hits come out automatically, deals strong damage and has some defensive utility due to it being an instant super at close range, so it's worth keeping a bar stocked for this if you need it.
}}
{{AttackData-AVG2
|header=no
|version={{Motion|41236}} + {{Icon-Capcom|HP}}{{Icon-Capcom|HK}}
|damage=1
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= SECRET: Essentially HP Ominaeshi, but with a notable difference to Otokoeshi: in exchange for a smaller hitbox and incredibly reduced damage (only dealing 1pt), it builds significantly more meter than other versions of the move -- a quarter of a bar on whiff, and half a bar on hit! Unlike most other secret moves, this is extremely useful for Kyoko, since meter is so important to the rest of her gameplan. However, bear in mind that when in range, Jinchouge will take priority over this move. Also unlike a lot of other secret moves, this does not overlap with an EX or Super, meaning you can continue to use it after you build 1 bar.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_Shakunage.jpg
|caption= {{Motion|421}} + {{Icon-Capcom|P}}
|name=Shakunage
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LP}}
|damage=
|guard= N/A
|startup= 4
|active=-
|recovery=-
|frameAdv=-
|description= A series of three catch counters. LP version catches jumping normals and overheads. All versions launch for a juggle follow-up, good way to catch people out for being too predictable with their buttons in neutral.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
|damage=
|guard= N/A
|startup= 4
|active=-
|recovery=-
|frameAdv=-
|description=  HP version catches grounded mids/highs.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=
|guard= N/A
|startup= 4
|active=-
|recovery=-
|frameAdv=-
|description=LP+HP version also catches grounded mids/highs. Shakunage cannot catch lows or projectiles, but the LP+HP version side swaps.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_Sazanka.jpg
|caption= {{Motion|623}} + {{Icon-Capcom|K}}
|name=Sazanka
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LK}}
|damage=
|guard= N/A
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= Leaping anti-air grab. Even though it's unblockable, the lack of invincibility makes this move difficult to use as an anti-air. Its use in combos is higly valuable, though, since it provides a hard knockdown, setting up Kyoko's incredibly scary okizeme.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HK}}
|damage=
|guard= N/A
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= the HP version leaps higher.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LK}} + {{Icon-Capcom|HK}}
|damage=
|guard= M/A
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=The EX version is particularly useful since it deals more damage and is easily confirmable as a super cancel from Ominaeshi.
}}
{{AttackData-AVG2
|header=no
|version={{Motion|6}}{{Motion|41236}} + {{Icon-Capcom|HP}}{{Icon-Capcom|HK}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= SECRET: Effectively the same as HK Sazanka, except it travels the same height as the EX version. Jinchouge will take priority at close range (Housenka if you have 2 or more meters), while EX Sazanka will take priority if you have at least one meter.
}}
}}
----
{{MoveData
|image=AVG2_Kyoko_Jinchouge.jpg
|caption= cl.{{Motion|41236}} + {{Icon-Capcom|HK}}
|name=Jinchouge
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|HK}}
|damage=
|guard= N/A
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= Kyoko's command grab. A nice option to have against people who are turtling up too much against your offense. In the corner, this can net you a combo with an OTG pickup, so it becomes doubly useful there. Bear in mind, though, that you need to be careful when executing this move from a dash -- if you have no meter you'll often get Sazanka, and if you have two bars you might accidentally let Hosenka rip. Best to try and tick into it.
}}
}}
----
== Super Moves ==
{{MoveData
|image=AVG2_Kyoko_Housenka.jpg
|caption= cl.{{Motion|6}}{{Motion|41236}} + {{Icon-Capcom|K}}
|name=Housenka
|data=
{{AttackData-AVG2
|damage=
|guard= N/A
|startup= 1
|active=-
|recovery=-
|frameAdv=-
|description= 1F command grab super that's unjumpable after the flash. Because of the way the final group of hits work, the best damage will often come from landing this in the center of the screen (not the center of the stage). However, you can combo after this in the corner by following up with Ominaeshi (it will whiff, but Otokoeshi will hit), which you can then extend with a super cancel if you feel like dumping meter.
}}
}}
----
= Strategy =
Because Kyoko lacks good long-range options for neutral, your best bet is to try and build meter by whiffing your air chains if your opponent decides to back off. If you can successfully goad them into coming to you, you can intercept their approach by jumping toward them with your fantastic aerial buttons and try to establish offense. If you find yourself on the defensive, you have some solid guard cancel options and EX Ominaeshi, so don't forget to use those if you need some breathing room. Remember that Kyoko is very highly dependent on meter to really make the best of her tools, so make sure you stay on top of your resource management.
Kyoko's okizeme starts with landing EX Sazanka. From here, you want to dash jump into j.HK. This effectively sets up an ambiguous left-right mixup, with the side you end up on depending on the timing of your button press. Since the resulting combo you land from this generates a fair amount of meter, you can loop this okizeme setup for a pretty decent amount of time, cashing out a ton of damage in the process.
== Combos ==
''For all combos ending with Ominaeshi, Otokoeshi is assumed unless you're super cancelling. If you are, you can cash out some meter by cancelling Ominaeshi into EX Sazanka, or cancelling Otokoeshi into EX Ominaeshi xx EX Sazanka.''
'''Basic Combos'''<br>
5LP, 2HP, sj.HK > j.HP, 5HP > 5HK xx 236P<br>
(corner) 5LP, 2HP(3), 5HP > 5HK xx 236P<br>
'''Anti-Air Combos'''<br>
236PP xx 623623K<br>
5LP(1-2), sj.LK > j.HK > j.HP, 236LP<br>
'''Throw Combos'''<br>
41236HK, 2HK<br>
(corner) 41236HK, walk 2HK xx 236LP, 2HP(2) xx 623LK<br>
(corner) 41236HK, walk 2HK xx 236LP, 2HP, 236HP > Ender<br>
'''Counter Combo'''<br>
421LP, sj.LK > j.HK, 5HP > 5HK xx 236P<br>
421HP, 236HP<br>
421PP, 2HK xx 236HP<br>


{{Navbox-AVG2}}
{{Navbox-AVG2}}
[[Category:Advanced V.G. 2]]
[[Category:Advanced V.G. 2]]

Revision as of 06:13, 16 October 2022

{{AVG2 Character Intro|char=kyoko|short=kyo|content=

Introduction

Kyoko doesn't even want to be here.

With her command grab, anti-air throw and suite of catch counters, you'd be forgiven for thinking that Kyoko is best played as a grappler. But despite what her kit might tell you, Kyoko is a character who relies much more on her powerful striking attacks to set up looping 50/50 setplay. With one of the game's few four-hit aerial chains, high damage combos and consistent access to hard knockdowns with EX Sazanka, Kyoko is more than capable of overwhelming the opponent with her offense and not giving them a chance to breathe. Unfortunately, this powerful offense comes at the expense of not just meter, which she requires a decent amount of to keep up her offense, a linear neutral game -- with her air normals being her primary means of establishing space control and approaching, she can suffer against patient opponents who are willing and able to control her movement.

Avg2 kyoko mini.png Kyoko is an aggressive setplay character who uses her dominant aerial options to score knockdowns that set up ambiguous left/right okizeme.
Pros Cons
  • Powerful Aerial Presence: Kyoko has fantastic aerial normals, and her ability to chain all four of them together gives her exceptional space control options in the air.
  • High Combo Damage: Kyoko's combos consistently lead to very high damage, especially when she's willing to spend meter.
  • Oppressive Setplay Mixups: Kyoko's easy access to hard knockdowns in her combos allows her to set up dangerous looping okizeme, making it very possible for her to win the entire round off one touch.
  • Weak Ground Game: Kyoko is not particularly well-equipped to play at further distances on the ground, which often forces her into the skies, leaving her open to anti-airs or aerial intercepts by smart opponents.
  • Limited Combo Routes: While Kyoko's combo damage is quite high, her grounded chain options are highly limited, giving her little in the way of actually confirming the combos she wants to land.
  • Meter Hungry: With EX Sazanka being such an important tool in Kyoko's combos both for damage and okizeme, she is often forced to make tough meter management decisions, which can either disrupt her ability to maintain momentum, or her options for getting aggressive opponents off her.



Stats

Attack Defense Dash Jump Dash Brake Backdash Wakeup Speed
C A Yes Yes 21F (Throw Invul) 24F

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