Introduction
Kyo with his style from KOF '95.
In a nutshell
Essentially is style of Kyo is a mesh between Iori's zoning ability and Kyo's moveset. Kyo makes his best use of pressuring from far and mid-far screen using fireballs in a similar manner Iori does to zone and then controls approaches with hop Jumping D and Jumping B. 95-Era Kyo has a similar close game compared to default Kyo but lacks 114 Shiki: Aragami (default Kyo's + A) to control the ground and hop space effectively for pressure. 95-Era Kyo has 108 Shiki: Yami Barai (qcf + P) in lieu of 114 Shiki: Aragami and is very similar to Iori's fireball; but in application within the close range, it works like Iori's fireball in the sense it's a secondary and is susceptible to escapes via hops and jumps.
Overall, this is a weaker version of Kyo that excels in a more defensive neutral game than default Kyo but lacks the damage-output default Kyo is capable of from a low-hitting hitconfirm combo as well as the great rushdown that makes default Kyo one of the best characters in the game. Not only does 95-Era Kyo lack the damage-output from attacks in comparison but lacks the ability to get as much damage from a jump-in attack on an opponent from mid-screen. The amount of pluses that 95-Era Kyo have is incomparable to default Kyo, but nonetheless as a character, 95-Era Kyo is still a decent character and is still viable. It's just that Iori has a similar fireball game that 95-Era Kyo has but has better damage output and overall zoning combined with better mid-screen and corner pressure, options, and damage.
Colors
Movelist
Combos
- cl.C / cr.C
- DM qcb hcf + C
- rdp + D
- qcf + D > D, [junggler] (Very close)
- hcb + D
- df + D
- cr.B, cr.A / cl.A / cl.B / st.A >
- rdp + D (??)
- df + D
- dp + A (Close)
- ... qcf + D > D,
- SDM qcb hcf + P (Corner. Miss one hit. Timming required),
- dp + C (Timming required.)
- (S)DM qcb hcf + P
- rdp + B, dp + C (Corner. Timming required)
- rdp + D
- hcf + D (Timming required)
- j.CD
- air d + C
- j.C (Reset)
- SDM qcb hcf + P (Corner. Miss one hit. Timming required),
- cl.C > f + B (2 hits) >
- DM qcb hcf + C
- rdp + D
- hcb + D
The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work un some specific thin characters. Will work on Shermie.
- st. C >
- DM qcb hcf + C
- rdp + D (??)
- hcb + B (if not too far)
- Point blank: cr.C / cl.C / cr.A / cl.B > SDM qcb hcf + P
Holp P to burn opponent while charging (otherwise it will not combo), then release to hit launched opponent in the air with the second part. Out of the corner the charging will do only one hit, and you need to release the charge immediately after hit, on the corner the charge can do 2-3 hits and you have to wait a few frames to release to get the full 3 hits of the second part. Does a lot of damage, specially in the corner.
Note that you can link close C from cr.B. It is a 1-frame link, but more if you perform the cr.B meaty.
Strategy Corner
- MAX: cl.C > + D
deals ??? than
- cl.C > + C
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.