Kyo Kusanagi(KOFXI): Unterschied zwischen den Versionen
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== Combos == | == Combos == | ||
===236D-D Combos & Setups=== | |||
*5A/B>3D(1)>236D-D | |||
*5C(c)>236D-D | *5C(c)>236D-D | ||
* | *After any 236D-D- combo midscreen: | ||
**hyperhop j.D, land, superjump j.B/C for crossup | |||
**236236A | |||
*Corner Combo in 236D-D,236A, link 236A>delay 214B, then: | *Corner Combo in 236D-D,236A, link 236A>delay 214B, then: | ||
Zeile 223: | Zeile 226: | ||
**5A(c), reset (used on back turned hits to get corner crossup jump attacks after) | **5A(c), reset (used on back turned hits to get corner crossup jump attacks after) | ||
**623C > QS or Super Cancel | **623C > QS or Super Cancel | ||
===Other Combos=== | |||
*[2B>5B] or [5C] > 3D(1)>236C>63214C, then: | |||
**6C>623C | |||
**Quick Shift | |||
*5C>6B, then: | |||
**236263A | |||
**2141236P (min hold) | |||
**236C rekka series | |||
*Combo into 3D(1) > min hold 2141236P | |||
===LDM Setups=== | |||
*236236A Dream Cancel 63214,63214E | |||
*2B or 5B link 63214,63214E | |||
*Combo into 5C > 63214,63214E: LDM Setup. Difficult, best done by prebuffering the motion, eg. 63214C+D, 63214E | |||
==Matchups== | ==Matchups== |
Version vom 8. Juni 2020, 23:49 Uhr
Kyo Kusanagi 草薙 京 | |
Tiers & Ranking | |
Tier: | B+ to A |
Ratio Cost: | 4 Points |
Properties | |
Damage Modifier: | 1.0 |
Stun Modifier: | 1.0 |
Crouch height (Tier): | C |
Quick Guide
- Kyo is a good, well-rounded character with a versatile move set.
- He has good juggle combo synergy and is particularly good as a shift combo starter.
- His defense is generally OK to good, with his reverals having pronounced weaknesses.
- He is best played in point position, as he requires no meter to be effective other than shift stock, and because his supers are not great.
Neutral
- On range, either use projectiles or approach with j.D (which is not a great option, but Kyo does not have any great long-range air attacks).
- Once a little closer, j.B & j.C are excellent jump in attacks that can also both cross up.
Offense
- Once in close range, use a mix of 2B (massive frame advantage), walk up 6C (for either the 5C(c)>236D-D starter, or throw) or j.B & j.C.
- j.B in particular is very strong because of its speed, and when used from small jumps, as it can easily cross up crouching opponents.
- 5B(c) hits low & chains into 3D(1), which can be hit-confirmed into 236C (from further away) or 236D-D (only up close).
- After 236-D-D midscreen, reset your opponent with hyperhop j.D > land > rejump crossup / fake crossup j.C for a 50/50.
- Kyo is at his best in the corner. Try to go into 5C>236D-D combos to maximize his damage and shift synergy: 236D-D, link 236A, link 236A delay 63214B, link 623C > Quick Shift.
- Kyo's throw makes opponents wake up facing the other way. This can be used to cross them up in the corner with j.B and j.C and should be exploited as much as possible. To turn this into a 50/50, simply delay the attack and it will not crossup.
- Kyo's Rekkas have some limited applications for poking & attacking, particularly if the opponent does not have any stock to guard cancel roll through longer strings.
Defense
- Use 5A(f) to stop smalljump attempts - the attack only has 5F startup, which is very fast.
- Against more obvious jump ins, use 623C.
- Kyo's 623A/C can also be used as reversals, but 623C tends to not hit fully, frequently leading to a full punish for the opponent.
- 236236P can be used as a reversal, but is very slow.
- LDM works as a reversal, but is rarely worth the risk (2 stocks meter lost).
Colors
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Note: Thanks to Rock for the Hit/Guard Data!
Combos
236D-D Combos & Setups
- 5A/B>3D(1)>236D-D
- 5C(c)>236D-D
- After any 236D-D- combo midscreen:
- hyperhop j.D, land, superjump j.B/C for crossup
- 236236A
- Corner Combo in 236D-D,236A, link 236A>delay 214B, then:
- 5C(c), reset
- 5A(c), reset (used on back turned hits to get corner crossup jump attacks after)
- 623C > QS or Super Cancel
Other Combos
- [2B>5B] or [5C] > 3D(1)>236C>63214C, then:
- 6C>623C
- Quick Shift
- 5C>6B, then:
- 236263A
- 2141236P (min hold)
- 236C rekka series
- Combo into 3D(1) > min hold 2141236P
LDM Setups
- 236236A Dream Cancel 63214,63214E
- 2B or 5B link 63214,63214E
- Combo into 5C > 63214,63214E: LDM Setup. Difficult, best done by prebuffering the motion, eg. 63214C+D, 63214E
Matchups
Kula
Very bad matchup according to Kyuntakuya, about an 8:2. Kyo can't do anything against Ray Spin (214B/D).
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber