Whoa, Kyo's not being talked about. Must remedy it.
Is it just me or is Kyo now a hit confirm whore?
Stuff he can hit confirm off of:
-
A x 2,
+ D
-
B,
A,
+ D
- std C, f + B
- std C, 75 Shiki Kai
In the older KoFs, he had only option 2, which could not be comboed off of, and option 4, which potentially made him lose momentum if done outside the corner. He can now shutdown roll whores who try to roll past Kyo by simply tapping the A button a few times into his
+ D (1 hit) into his Dokugami chain. I've never had this option before. I often tried to throw opponents who tried to roll past me back into the corner, but there was a slight chance that they'd be able to get out.
Not only that, you can hit confirm the Shinken (since there's that omgwtf freeze after it hits) into the Kamikura, which makes it loleasy to make something that does pretty good damage this year into omgwtfow.
And, much like his rival Iori, he's now a clutch combo whore too, as Shirakani and I discussed in the previous pages.
-
B,
A,
+ D into either Shinken or A Aragami
- std C,
+ D into Yami Barai or A Aragami
- std C , 75 Shiki Kai (a hit confirm and a clutch combo in one, wtf; don't forget it launches so they can't Saving Shift out)
The first two do roughly the same amount of damage as Iori's damage-scaled-to-hell B&B, if that tells you anything.
Whoever was asking about doing his old classic B&B after the 75 Shiki Kai, there's I think two ways to do it. std C, do his 75 Shiki Kai, do the second hit extremely late and just do the Orochinagi or do it 2k1-2k3 style - 75 Shiki Kai, do the D whenever, then when you do the Orochinagi, hold the button and let go immediately after the screen turns black. Too bad you can't followup with anything though.
Oh yeah, and I see why his B Hikigane after the first two hits of the Aragami chain misses, the second hit of the chain doesn't pop the guy up high enough and the followup B Hikigane has omgwtf startup and lag, causing it to not juggle at all. Oh well.
Kyo's old throw the guy into the corner so they wake up the wrong way and crossup the shit out of them trick still works. See game41 vids with Kyo, Mary, Barnessar player for more details.
I'm still struggling with the game's omgwtf screen length though. Makes turtlers much more annoying to crush when you have to run 25% longer to get to them.
Anyway, I'm just wondering, what are your corner options this year with Kyo? We all know he's the crowning definition of the cornerfucking character, so I want some insight into how this is done, especially with the nature of the way Kyo is in XI.
So far this is what I do when I'm on the offensive:
- hop B then...
-> Wait, tick throw into corner crossover setup
-> Dwn B, wait, walk forward, tick throw into corner crossover setup.
-> std C, then do a VERY slow 75 Shiki Kai. If I see the opponent twitch after the second 75 Shiki Kai, do another std C agen into whatever
-> Empty jump, then low combo, Kamikura (if leader) or empty tick throw
-> Run at them after the hop B then Kamikura (very dangerous)
-> be like a noob frogger and hop in with B repeatedly
-> backstep hop back (bk,
) to a little less than a character's step away...
--> then do A version Shinken. If they roll, they eat Shinken, if they jump, I let the Shinken go early and run after them. If they keep blocking, I try to out-twitch the Shinken, since they're being pressured to evade it. If they manage to roll out, as soon as I see the roll I let the Shinken go so I recover just in time to stuff their punishment attempt. Sometimes I don't even hold the Shinken at this distance, since if you make them block the edge of the Shinken it's 100% safe.
--> harass with far Bs, mixup with low Ds into Yami Barai, or do Yami Barai by itself.
--> jump agen at them after the backstep hop to reset pressure game.
--> just wait since they're under pressure to get out of the corner. This tends to cause people to do stupid things like attempting to roll forward AT Kyo right into Kyo's fist.
--> B R.E.D. Kick to stop their attempt at jumping out of the corner
Anything else I'm missing? Additionally, does any of Kyo's Aragami chains have a move similar to his old Kototsuki followup that "follows" the enemy if they attempt to get smart and roll after the first hit of the Aragami?