Kyo Kusanagi(KOFXI): Unterschied zwischen den Versionen

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|crouch_tier = C
|crouch_tier = C
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== 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.
'''Neutral'''<br>
: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'''<br>
: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.
: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.
:Kyo's 5B(c) hits low & chains into 3D(1), which can be hit-confirmed into 236D-D.
: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-63214B, link 623C > Quick Shift.
'''Defense'''<br>
:Kyo's 623A/C can be used against jump ins and on wakeup, but the timing is strict and particularly on ground hits, 623C tends to not hit fully, 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 ==
== Colors ==
Zeile 187: Zeile 208:


== Combos ==
== Combos ==
*5C(c)>236D-D
*5C(c)>3B>236C...
*5B(c)>3D(1)>236D-D or 236C...
*Corner Combo in 236D-D,236A, link 236A>delay 214B, then:
*Corner Combo in 236D-D,236A, link 236A>delay 214B, then:
**5C(c), reset
**5C(c), reset