Kyo Kusanagi(KOFXI): Unterschied zwischen den Versionen

K
(3 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 14: Zeile 14:
:He has good juggle combo synergy and is particularly good as a shift combo starter.
: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.
: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.
:He is best played in point position, as he requires no meter to be effective other than shift stock. He can occasionally be seen as a Leader, since his command grab LDM makes his offense much more scary.


'''Neutral'''<br>
'''Neutral'''<br>
Zeile 190: Zeile 190:
| 236236P(charge) || ?|| ?|| KD|| KD|| 32/38* || 40/47* || 0 || 0 || 0 || 0 ||Once released, behaves like regular 236236P after the one "hold" frame that is forced. Unblockable on max charge. *=lvl2/3 charge.
| 236236P(charge) || ?|| ?|| KD|| KD|| 32/38* || 40/47* || 0 || 0 || 0 || 0 ||Once released, behaves like regular 236236P after the one "hold" frame that is forced. Unblockable on max charge. *=lvl2/3 charge.
|-
|-
| 6321463214E || 1 || 2 || KD || / ||Command throw. F1-3 invul. Super Hits on F28, during freeze.
| 6321463214E || 1 || 2 || KD || / || 54 || 54 || 0 || 0 || 0 || 0 ||Command throw. F1-3 invul. Super Hits on F28, during freeze.
|-
|-
| 6321463214E(DC) || 1 || 1 || KD || / ||Bigger hitbox than regular version. Super Hits on F28, during freeze.
| 6321463214E(DC) || 1 || 1 || KD || / || 35 || 35 || 0 || 0 || 0 || 0 ||Bigger hitbox than regular version. Super Hits on F28, during freeze.
|-
|-
|}
|}
Zeile 357: Zeile 357:


== Special Attributes & Bugs ==
== Special Attributes & Bugs ==
*With Kyo, throwing an opponent into the corner will turn them around, allowing jump crossups.
*Kyo's throw turns the opponent around, allowing jump crossups when throwing the opponent into the corner.
*Kyo's 2B can be used to punish rolls. He is the only character where this is the case, for other characters, 2B simply whiffs and another attack has to be used.
*Kyo's 2B can be used to punish rolls. He is the only character in the game that can do this, for everyone else, 2B simply misses.


== Combos ==
== Combos ==
19.073

Bearbeitungen