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{{Nutshell| | {{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. | 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. | |||
}} | }} | ||
Revision as of 02:25, 11 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
Throw
Special Moves
- 100 Shiki: Oniyaki (
+
) -
- R.E.D. Kick (
+
) -
- 212 Shiki: Kototsuki You (
+
) -
- 75 Shiki: Kai (
+
) -
- 104 Shiki: Aragami (
+
) -
- 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