Introduction
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.
Pros | Cons |
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Movelist
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
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) |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
An upward palm strike, awful horizontal range means this is primarily used in juggle combos. Special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
A quick punch, much like it's standing version it too can link into every other standing or crouching normal and is special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | - | - | - | ||
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | - | - | - | ||
A good sweep, acceptable range, special cancelable, and is her OTG pickup. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | - | - | - | ||
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | - | - | - | ||
A downward angled kick, better range than jLP and chains into all other air normals. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | - | - | - | ||
a upward angled kikc, shorter range than the diagonal version but is her only air normal made for catching someone your height or higher. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | - | - | - | ||
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | - | - | - | ||
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
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
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
st.HP > st.HK/cr.HK
(j.LP > j.LK) or (j.LK > j.LP) > (j.HP > j.HK) or (j.HK > j.HP)
(j.HP > j.HK) or (j.HK > j.HP)
Guard Cancels
LP: st.HP
LK: st.HK
HP: LP Ominaeshi (qcf+LP)
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
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | 1 | - | - | - | |
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
5LP, 2HP, sj.HK > j.HP, 5HP > 5HK xx 236P
(corner) 5LP, 2HP(3), 5HP > 5HK xx 236P
Anti-Air Combos
236PP xx 623623K
5LP(1-2), sj.LK > j.HK > j.HP, 236LP
Throw Combos
41236HK, 2HK
(corner) 41236HK, walk 2HK xx 236LP, 2HP(2) xx 623LK
(corner) 41236HK, walk 2HK xx 236LP, 2HP, 236HP > Ender
Counter Combo
421LP, sj.LK > j.HK, 5HP > 5HK xx 236P
421HP, 236HP
421PP, 2HK xx 236HP