Kyo Kusanagi(KOFXI): Unterschied zwischen den Versionen

 
(7 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 128: Zeile 128:
| j.2C|| 8 || 5 ||/|| /|| 8 || 10 || 10 || 12 || 14 || 14 ||Same for small- & normal jump.
| j.2C|| 8 || 5 ||/|| /|| 8 || 10 || 10 || 12 || 14 || 14 ||Same for small- & normal jump.
|-
|-
| 236A || 14 || 5 || <span style="color: red;">-5</span> || <span style="color: red;">-6</span> ||F6-9 Guard Point. F14-15 negates Projectiles.
| 236A || 14 || 5 || <span style="color: red;">-5</span> || <span style="color: red;">-6</span> || 8 || 10 || 4 || 5 || 5 || 6/8 ||F6-9 Guard Point. F14-15 negates Projectiles.
|-
|-
| 236A>236P || 7 || 8 || KD || <span style="color: red;">-14</span> ||Launches.
| 236A>236P || 7 || 8 || KD || <span style="color: red;">-14</span> || 6 || 7 || 4 || 5 || 5 || 4/4 ||Launches.
|-
|-
| 236A>236P>P|| 12 || 3 || KD || <span style="color: red;">-12</span>||Overhead. Hard Knockdown.
| 236A>236P>P|| 12 || 3 || KD || <span style="color: red;">-12</span>|| 4 || 5 || 2 || 4 || 5 || 4/4 ||Overhead. Hard Knockdown.
|-
|-
| 236A>236P>63214K|| 33 || 3 || KD || <span style="color: red;">-10</span> ||F1-32 invul. Airborne F8-18.
| 236A>236P>63214K|| 33 || 3 || KD || <span style="color: red;">-10</span> || 14 || 17 || 14 || 16 || 10 || 4/6 ||F1-32 invul. Airborne F8-18.
|-
|-
| 236A>236P>K|| 14 || 2 || KD ||<span style="color: red;">-3</span> ||Blowback.
| 236A>236P>K|| 14 || 2 || KD ||<span style="color: red;">-3</span> || 9 || 11 || 4 || 6 || 8 || 4/4 ||Blowback.
|-
|-
| 236A>63214P|| 22 || 4 || KD || <span style="color: red;">-18</span> ||Overhead. Hard Knockdown.
| 236A>63214P|| 22 || 4 || KD || <span style="color: red;">-18</span> || 4 || 5 || 2 || 4 || 5 || 4/4 ||Overhead. Hard Knockdown.
|-
|-
| 236A>63214P>P|| 20 || 14 || KD || <span style="color: red;">-15</span> ||Low Hit. Hits OTG. No hurtbox on legs.
| 236A>63214P>P|| 20 || 14 || KD || <span style="color: red;">-15</span> || 8 || 10 || 4 || 5 || 8 || 4/4 ||Low Hit. Hits OTG. No hurtbox on legs.
|-
|-
| 236A>63214P>B|| 24 || 3 || KD || <span style="color: red;">-5</span> ||Overhead. Hard Knockdown.
| 236A>63214P>B|| 24 || 3 || KD || <span style="color: red;">-5</span> || 14 || 17 || 14 || 16 || 10 || 4/6 ||Overhead. Hard Knockdown.
|-
|-
| 236A>63214P>D|| 12/24* || 6+4 || <span style="color: red;">-9</span>/<span style="color: red;">-21</span>² || <span style="color: red;">-10</span>/<span style="color: red;">-22</span>²||Low Hit. *=if first hit whiffs. ²=if second hit whiffs.
| 236A>63214P>D|| 12/24* || 6+4 || <span style="color: red;">-9</span>/<span style="color: red;">-21</span>² || <span style="color: red;">-10</span>/<span style="color: red;">-22</span>²|| 19 || 20 || 12 || 13 || 12 || 4/8 ||Low Hit. *=if first hit whiffs. ²=if second hit whiffs.
|-
|-
| 236A>63214K|| 11 || 2+3 || KD || <span style="color: red;">-9</span>||F1-10 upper feet invul. Launches. Hard Knockdown. Used for corner juggles.
| 236A>63214K|| 11 || 2+3 || KD || <span style="color: red;">-9</span>|| 8 || 10 || 10 || 12 || 10 || 4/6 ||F1-10 upper feet invul. Launches. Hard Knockdown. Used for corner juggles.
|-
|-
| 236C || 17 || 6 || <span style="color: red;">-5</span> || <span style="color: red;">-6</span>||Negates projectiles during active frames.
| 236C || 17 || 6 || <span style="color: red;">-5</span> || <span style="color: red;">-6</span>|| 7 || 8 || 5 || 6 || 6 || 6/8 ||Negates projectiles during active frames.
|-
|-
| 236C>63214C || 12 || 3 || <span style="color: red;">-15</span> || <span style="color: red;">-16</span> ||Invul on Feet during active time.
| 236C>63214C || 12 || 3 || <span style="color: red;">-15</span> || <span style="color: red;">-16</span> || 5 || 6 || 4 || 6 || 5 || 2/4 ||Invul on Feet during active time.
|-
|-
| 236C>63214C>6C || 15 || 4 || KD || <span style="color: red;">-27</span> ||Launches.
| 236C>63214C>6C || 15 || 4 || KD || <span style="color: red;">-27</span> || 5 || 6 || 4 || 6 || 5 || 2/4 ||Launches.
|-
|-
| 236C>63214C>6C>623C || 3 || 14 || KD || <span style="color: red;">-14</span>* ||Rekka ender. *=only connects on standing guard.
| 236C>63214C>6C>623C || 3 || 14 || KD || <span style="color: red;">-14</span>* || 8 || 10 || 5 || 6 || 5 || 2/4 ||Rekka ender. *=only connects on standing guard.
|-
|-
| 623A|| 7/10* || 3+14 || KD || <span style="color: red;">-21</span> ||Legs invul F1-9. Airborne F10-39. 12F landing recovery. *=if first hit whiffs.
| 623A|| 7/10* || 3+14 || KD || <span style="color: red;">-21</span> || 14 || 17 || 4 || 6 || 28 || 12/6 ||Legs invul F1-9. Airborne F10-39. 12F landing recovery. *=if first hit whiffs.
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|-
| 623C|| 7/10* || 3+17 || KD || <span style="color: red;">-32</span> ||Upper body invul F1-9. Airborne F10-48.  14F landing recovery. *if first hit whiffs.
| 623C|| 7/10* || 3+17 || KD || <span style="color: red;">-32</span> || 20 || 22 || 4 || 5 || 16 || 12/6 ||Upper body invul F1-9. Airborne F10-48.  14F landing recovery. *if first hit whiffs.
|-
|-
| 236B|| 8 || 6 || <span style="color: red;">-9</span> || <span style="color: red;">-10</span> ||Feet invul F1-7. Airborne F8-30. 11F landing recovery.
| 236B|| 8 || 6 || <span style="color: red;">-9</span> || <span style="color: red;">-10</span> || 18 || 20 || 12 || 13 || 12 || 4/8 ||Feet invul F1-7. Airborne F8-30. 11F landing recovery. Dmg data = 2 hits.
|-
|-
| 236B-B|| 8 || 9 || KD || <span style="color: red;">-6</span>/<span style="color: red;">-1</span>*||Does not allow juggles. *=no delay / max delay. 12F landing recovery.
| 236B-B|| 8 || 9 || KD || <span style="color: red;">-6</span>/<span style="color: red;">-1</span>*|| 18 || 20 || 12 || 13 || 12 || 4/8 ||Does not allow juggles. *=no delay / max delay. 12F landing recovery. Dmg data = 2 hits.
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| 236D|| 17 || 6 || KD || <span style="color: red;">-10</span> ||Feet invul F13-16. Airborne F17-39. 11F landing recovery.
| 236D|| 17 || 6 || KD || <span style="color: red;">-10</span> || 16 || 18 || 12 || 13 || 12 || 4/8 ||Feet invul F13-16. Airborne F17-39. 11F landing recovery. Dmg data = 2 hits.
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|-
| 236D-D|| 8 || 9 || KD || <span style="color: red;">-6</span>/<span style="color: blue;">+3</span>*||Allows juggles. *=no delay / max delay. 12F landing recovery.
| 236D-D|| 8 || 9 || KD || <span style="color: red;">-6</span>/<span style="color: blue;">+3</span>*|| 16 || 18 || 12 || 13 || 12 || 4/8 ||Allows juggles. *=no delay / max delay. 12F landing recovery. Dmg data = 2 hits.
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| 214A|| 11 || ? || -13* || <span style="color: red;">-22</span>* ||*=Point Blank.
| 214A|| 11 || ? || -13* || <span style="color: red;">-22</span>* || 12 || 15 || 10 || 12 || 12 || 0/12 ||*=Point Blank.
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|-
| 214C|| 13 || ? || -14* || <span style="color: red;">-23</span>* ||*=Point Blank.
| 214C|| 13 || ? || -14* || <span style="color: red;">-23</span>* || 12 || 15 || 10 || 12 || 12 || 0/12 || *=Point Blank.
|-
|-
| 421B|| 20 || 2+2+1 || KD || <span style="color: red;">-2</span>/<span style="color: red;">-1</span>*||Airborne F7-29. 16F landing recovery. *=vs standing/crouching Kyo.
| 421B|| 20 || 2+2+1 || KD || <span style="color: red;">-2</span>/<span style="color: red;">-1</span>*|| 15 || 18 || 12 || 14 || 14 || 10/6 ||Airborne F7-29. 16F landing recovery. *=vs standing/crouching Kyo.
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| 421D || 31 || 2+2+2 || KD || <span style="color: red;">-2</span>/<span style="color: red;">-1</span>*||Airborne F9-39. 17F landing recovery. *=vs standing/crouching Kyo.
| 421D || 31 || 2+2+2 || KD || <span style="color: red;">-2</span>/<span style="color: red;">-1</span>*|| 18 || 22 || 12 || 14 || 14 || 10/6 ||Airborne F9-39. 17F landing recovery. *=vs standing/crouching Kyo.
|-
|-
| 2141236A || 26 || 17 || KD || <span style="color: red;">-14</span> ||F1-3 invul. F4-17 legs invul. Charge up extends leg invul & adds 2F full invul once Kyo moves forward.
| 2141236A || 26 || 17 || KD || <span style="color: red;">-14</span> || 32 || 40 || 0 || 0 || 0 || 0 ||F1-3 invul. F4-17 legs invul. Charge up extends leg invul & adds 2F full invul once Kyo moves forward.
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| 2141236A(min) || 17 || 17 || KD || <span style="color: red;">-14</span>||F1-3 invul. F4-10 legs invul. F11+12 full invul (from charge). 1F-timing to get 17F startup.
| 2141236A(min) || 17 || 17 || KD || <span style="color: red;">-14</span>|| 32 || 40 || 0 || 0 || 0 || 0 ||F1-3 invul. F4-10 legs invul. F11+12 full invul (from charge). 1F-timing to get 17F startup.
|-  
|-  
| 2141236C || 26 ||  17 || KD || <span style="color: red;">-14</span>||F1-3 invul. F4-17 upper feet invul (from the button hold).
| 2141236C || 26 ||  17 || KD || <span style="color: red;">-14</span>|| 32 || 40 || 0 || 0 || 0 || 0 ||F1-3 invul. F4-17 upper feet invul (from the button hold).
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| 2141236C(min) || 17 || 17 || KD || <span style="color: red;">-14</span>||F1-3 invul. F4-10 legs invul. F11+12 full invul. 1F-timing to get 17F startup.
| 2141236C(min) || 17 || 17 || KD || <span style="color: red;">-14</span>|| 32 || 40 || 0 || 0 || 0 || 0 ||F1-3 invul. F4-10 legs invul. F11+12 full invul. 1F-timing to get 17F startup.
|-
|-
| 236236A || 16 || 1+1+2 || KD || <span style="color: red;">-10</span> ||Freeze on F7. F1-7 invul. F9-11 invul.
| 236236A || 16 || 1+1+2 || KD || <span style="color: red;">-10</span> || 30 || 37 || 0 || 0 || 0 || 0 ||Freeze on F7. F1-7 invul. F9-11 invul. Can be charged for more damage.
|-
|-
| 236236C || 25 || 1+3 || KD || <span style="color: red;">-13</span>||Freeze on F16. F1-16 invul. F18-24 invul.
| 236236C || 25 || 1+3 || KD || <span style="color: red;">-13</span>|| 30 || 37 || 0 || 0 || 0 || 0 ||Freeze on F16. F1-16 invul. F18-24 invul. Can be charged for more damage.
|-
|-
| 236236P(charge) || || || KD|| KD||Once released, behaves like regular 236236P after the one "hold" frame that is forced. Unblockable on max 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.
|-
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|}
|}
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.
*If Kyo combos into his LDM and the opponent attempts to perform a Saving Shift at the moment the LDM activates, the Skill Gauge will empty but the Saving Shift will not activate. Ash has the same bug with his LDM, an example for Kyo can be seen [https://twitter.com/1COhJDL51q61191/status/1784247599433994436 here].


== Combos ==
== Combos ==
19.072

Bearbeitungen