Kyo Kusanagi(KOFXI): Unterschied zwischen den Versionen
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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 |
Version vom 8. Juni 2020, 00:11 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.
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.
- 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
- 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
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
- 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:
- 5C(c), reset
- 5A(c), reset (used on back turned hits to get corner crossup jump attacks after)
- 623C > QS or Super Cancel
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