[MI2]Classic Kyo
- SonicTempest
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The Kyo clone who never changes, but whom everyone wants anyway.
Discuss.
Discuss.
Last edited by SonicTempest on Thu Apr 27, 2006 14:38, edited 1 time in total.
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ReA Kyo Classic has been changed and nerfed in some ways.
* Fireball has slightly better recovery.
* Any stylish art chains resulting in his f + B now is a copy of Kyo-1's f + B, an overhead with an elbow. This is also MUCH slower than Kyo's f + B, but the variation was probably necessary to make Kyo-C "feel" different.
* Kyo-C's jump D has been modified to be 2D Kyo's jump D. This is bad for Kyo-C because his jump D loses a lot of air to ground priority... Kyo's jump D is 2D Kyo's vertical Jump D, which made it REALLY good.
* His Stylish Art chain: B, C, C, D now results him in doing an elbow check, somewhat similar to regular Kyo's Dokugami chain. This makes it MUCH slower, it does not combo off the first hit properly.
* His '94-style dodge NOW HAS A '94-STYLE DODGE ATTACK. Hit C to execute it. It's an exact copy of his EXTRA mode dodge attack. This is great for playing mindgames with your opponent. Be careful though, the dodge attack does not have a lot of stun, so be prepared to use it with his B version + B, B.
Gameplay synopsis:
The game designers had a field day with ReA Kyo-C. He's a loose mix between 2002 Kusanagi, 99 Kyo-1, and Ura KoF 98 Kyo. He has his classic Mu Shiki, and yes, it DOES combo off his d B, d A stylish art (albeit it requires fast execution), and he still plays that basic zoning game like he did in the previous KoFs. Zoning ability with his fireball, mindfuck options with his EX dodge, and good close counter options with his special attacks. He is still weaker than his regular counterpart, but I actually find this version of Kyo far more comfortable to use than normal Kyo.
Moves:
+ P - Yami Barai - Standard fireball. Two different voice samples depending on which button you use.
+ P - Oniyaki - Trademark uppercut. C version has autoguard and WILl stuff anything in its face. A version is faster and has less recovery. Use as you would in 2D KoF.
+ K - Kototsuki - D version travels farther but has longer startup and less comboability. Stick to B version unless you have a reason to use the D.
+ K, K - 75 Shiki Kai - D version travels farther but has more recovery time. Your only followups after a connected + K, K is his Twilight Wheel (RDP + K) or a quick normal attack (barring a wall bounce of course).
+ P - Nue Tsumi - A version is somewhat of an anti-air sorta poke move. C version has lag, but reverses just like it does in KoF.
+ K - Oboro Guruma - Just like in 2D KoF, B version does one hit, D version does 3. Never finish a combo with the D version in the corner, the wallbounce limit will prevent the last hit from comboing and you'll eat a phat combo.
ABC - Kyo does his 98 Extra Mode meter charge - gains meter for free. Use after something that knocks the opponent back - also use if your opponent is playing keepaway and you want to bait them to come towards you. You cannot hold the charge - he'll do it for half a second and finish it, so if you want to do it multiple times you will have to spam ABC.
, + A - Standard Orochinagi. Does not combo off the 75 Shiki Kai like in 2D KoF. Can be feinted out of by pressing C.
, + C - MAX Orochinagi. Requires 2 stocks. Has invincibility and is INSTANT upon startup. Travels farther so works better in combos. Use as a wake up. Can be feinted out of by pressing A.
x 2 + P - Mu Shiki. Requires 3 stocks. Does about 50% damage, has wakeup invincibility, high priority, also has a "juggle anywhere" tendency, ala KoF 2k3 Mu Shiki. Use and ABUSE.
* Fireball has slightly better recovery.
* Any stylish art chains resulting in his f + B now is a copy of Kyo-1's f + B, an overhead with an elbow. This is also MUCH slower than Kyo's f + B, but the variation was probably necessary to make Kyo-C "feel" different.
* Kyo-C's jump D has been modified to be 2D Kyo's jump D. This is bad for Kyo-C because his jump D loses a lot of air to ground priority... Kyo's jump D is 2D Kyo's vertical Jump D, which made it REALLY good.
* His Stylish Art chain: B, C, C, D now results him in doing an elbow check, somewhat similar to regular Kyo's Dokugami chain. This makes it MUCH slower, it does not combo off the first hit properly.
* His '94-style dodge NOW HAS A '94-STYLE DODGE ATTACK. Hit C to execute it. It's an exact copy of his EXTRA mode dodge attack. This is great for playing mindgames with your opponent. Be careful though, the dodge attack does not have a lot of stun, so be prepared to use it with his B version + B, B.
Gameplay synopsis:
The game designers had a field day with ReA Kyo-C. He's a loose mix between 2002 Kusanagi, 99 Kyo-1, and Ura KoF 98 Kyo. He has his classic Mu Shiki, and yes, it DOES combo off his d B, d A stylish art (albeit it requires fast execution), and he still plays that basic zoning game like he did in the previous KoFs. Zoning ability with his fireball, mindfuck options with his EX dodge, and good close counter options with his special attacks. He is still weaker than his regular counterpart, but I actually find this version of Kyo far more comfortable to use than normal Kyo.
Moves:
+ P - Yami Barai - Standard fireball. Two different voice samples depending on which button you use.
+ P - Oniyaki - Trademark uppercut. C version has autoguard and WILl stuff anything in its face. A version is faster and has less recovery. Use as you would in 2D KoF.
+ K - Kototsuki - D version travels farther but has longer startup and less comboability. Stick to B version unless you have a reason to use the D.
+ K, K - 75 Shiki Kai - D version travels farther but has more recovery time. Your only followups after a connected + K, K is his Twilight Wheel (RDP + K) or a quick normal attack (barring a wall bounce of course).
+ P - Nue Tsumi - A version is somewhat of an anti-air sorta poke move. C version has lag, but reverses just like it does in KoF.
+ K - Oboro Guruma - Just like in 2D KoF, B version does one hit, D version does 3. Never finish a combo with the D version in the corner, the wallbounce limit will prevent the last hit from comboing and you'll eat a phat combo.
ABC - Kyo does his 98 Extra Mode meter charge - gains meter for free. Use after something that knocks the opponent back - also use if your opponent is playing keepaway and you want to bait them to come towards you. You cannot hold the charge - he'll do it for half a second and finish it, so if you want to do it multiple times you will have to spam ABC.
, + A - Standard Orochinagi. Does not combo off the 75 Shiki Kai like in 2D KoF. Can be feinted out of by pressing C.
, + C - MAX Orochinagi. Requires 2 stocks. Has invincibility and is INSTANT upon startup. Travels farther so works better in combos. Use as a wake up. Can be feinted out of by pressing A.
x 2 + P - Mu Shiki. Requires 3 stocks. Does about 50% damage, has wakeup invincibility, high priority, also has a "juggle anywhere" tendency, ala KoF 2k3 Mu Shiki. Use and ABUSE.
Last edited by Iie-Kyo on Tue Sep 11, 2007 04:23, edited 1 time in total.
- SonicTempest
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I don't know how you could thing he lost his manual meter charge, it's still in the game. A+B+C.
Here is a combo vid I made of Kyo Classic. Though I don't really play him that much: http://stage6.divx.com/user/syxx573/vid ... ombo-video
I mean he's good, but the damage comes easier with regular Kyo. Also some of his strings have the same concept but just don't work as well. He does have a fireball though
Here is a combo vid I made of Kyo Classic. Though I don't really play him that much: http://stage6.divx.com/user/syxx573/vid ... ombo-video
I mean he's good, but the damage comes easier with regular Kyo. Also some of his strings have the same concept but just don't work as well. He does have a fireball though