KOF XIII: EX Kyo
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Did some minor testing and QCF+A seems like maybe -3 frames on block? Should be pretty safe if you space it correctly, unless your opponent is Kyo and is great at reversal EX Orochinagis.
Also the combo videos show that you can DC the OTG finisher of the EX Dokugami -> Aragami chain into QCF+D,D. Big damage!
Also the combo videos show that you can DC the OTG finisher of the EX Dokugami -> Aragami chain into QCF+D,D. Big damage!
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Re: KOF XIII General Discussion/Rant Thread
Naraku Otoshi *5
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Re: KOF XIII General Discussion/Rant Thread
Good god, the 182 Shiki is so fast you recover in time to do ANOTHER air d + C? Geez.a11111357 wrote:Naraku Otoshi *5
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Re: KOF XIII: EX Kyo
I wonder if the hitboxes on his air moves are different than normal Kyo, for some reason I find myself getting stuffed a lot more often when I'm going air to ground with Nests Kyo than Kyo. Maybe it's just lag, anyone have experience?
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Re: KOF XIII: EX Kyo
Prof pointed this out to me just yesterday - yes the hitboxes are different.
Added Breakdown by Sparkster to first post
Added Breakdown by Sparkster to first post
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Re: KOF XIII: EX Kyo
Hit boxes def feel different. I can link cB, sC better with him the normal kyo and his jdown+C seems easier too.
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Re: KOF XIII: EX Kyo
For EX the link is almost at a chain speed, you're probably just used to Kyo.Dark_Chaotix wrote:Hit boxes def feel different. I can link cB, sC better with him the normal kyo and his jdown+C seems easier too.
My problem is I'm still pressing buttons like it's KOF anything other than XIII.
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Re: KOF XIII: EX Kyo
I think the easier link has less to do with hitboxes and more to do with the fact that his close C is faster.
His air d + C has fewer active frames than normal Kyo's. If you watched the KCE Crazy Encyclopedia vid, I believe Dune was advising to hit with the air d + C as late as possible for the crossup because the move has fewer active hitbox frames than normal Kyo's d+ C. Less derpy. If you've played 02 Kyo, you're used to this because it was gimped like that in 2k2 too.
A few nuances to add:
* If your std C, df + D is blocked, the second hit of the df + D WILL MISS. This will leave you high and dry to get hit by a retaliatory attack.
* EX Kyo's std A HITS MID. If you've played Balrog in Super SF4, you'll know why this is huge. I know Sparkster sort of mentioned this in his breakdown, but I don't think he said it hits mid. This allows EX Kyo to walk forward and basically advance with the std A as sort of a frametrap to keep your opponent honest. It doesn't have crazy range but it adds to EX Kyo's repertoire of good neutral moves. While normal Kyo plays a really crazy combo fishing game to make you get hit by his Mexican juggles, EX Kyo is all about poking you and making you lower your guard by hitting you with nicely spaced Aragamis, RED kicks, frametraps, etc. Basically, he more or less plays like his 98/2k2 counterpart but with way better tools. His std A slowly lets you advance and push the opponent into the corner because you can use that to frametrap/link into his other stuff.
What makes std A better to use is that it doesn't have that stupid "overlap" with his overhead. KOF 13's dumb buffering system makes my f + B come out even after I let go of the stick/pad and put it into neutral and hit B - I have to wait a couple frames later for the buffer to "wear off" so that I can use B to advance. Not so with EX Kyo's std A.
His air d + C has fewer active frames than normal Kyo's. If you watched the KCE Crazy Encyclopedia vid, I believe Dune was advising to hit with the air d + C as late as possible for the crossup because the move has fewer active hitbox frames than normal Kyo's d+ C. Less derpy. If you've played 02 Kyo, you're used to this because it was gimped like that in 2k2 too.
A few nuances to add:
* If your std C, df + D is blocked, the second hit of the df + D WILL MISS. This will leave you high and dry to get hit by a retaliatory attack.
* EX Kyo's std A HITS MID. If you've played Balrog in Super SF4, you'll know why this is huge. I know Sparkster sort of mentioned this in his breakdown, but I don't think he said it hits mid. This allows EX Kyo to walk forward and basically advance with the std A as sort of a frametrap to keep your opponent honest. It doesn't have crazy range but it adds to EX Kyo's repertoire of good neutral moves. While normal Kyo plays a really crazy combo fishing game to make you get hit by his Mexican juggles, EX Kyo is all about poking you and making you lower your guard by hitting you with nicely spaced Aragamis, RED kicks, frametraps, etc. Basically, he more or less plays like his 98/2k2 counterpart but with way better tools. His std A slowly lets you advance and push the opponent into the corner because you can use that to frametrap/link into his other stuff.
What makes std A better to use is that it doesn't have that stupid "overlap" with his overhead. KOF 13's dumb buffering system makes my f + B come out even after I let go of the stick/pad and put it into neutral and hit B - I have to wait a couple frames later for the buffer to "wear off" so that I can use B to advance. Not so with EX Kyo's std A.
Last edited by Iie-Kyo on Sat Jan 14, 2012 06:13, edited 1 time in total.
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Re: KOF XIII: EX Kyo
I said that because it feels slightly bigger and can be done at slightly further too. Faster may also be apart of it too.
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Re: KOF XIII: EX Kyo
Good to know, I was missing Kyo's old stand B, not that it was godly before but at least it was a decent tool. So stand A it is.Iie-Kyo wrote:I think the easier link has less to do with hitboxes and more to do with the fact that his close C is faster.
His air d + C has fewer active frames than normal Kyo's. If you watched the KCE Crazy Encyclopedia vid, I believe Dune was advising to hit with the air d + C as late as possible for the crossup because the move has fewer active hitbox frames than normal Kyo's d+ C. Less derpy. If you've played 02 Kyo, you're used to this because it was gimped like that in 2k2 too.
A few nuances to add:
* If your std C, + D is blocked, the second hit of the + D WILL MISS. This will leave you high and dry to get hit by a retaliatory attack.
* EX Kyo's std A HITS MID. If you've played Balrog in Super SF4, you'll know why this is huge. I know Sparkster sort of mentioned this in his breakdown, but I don't think he said it hits mid. This allows EX Kyo to walk forward and basically advance with the std A as sort of a frametrap to keep your opponent honest. It doesn't have crazy range but it adds to EX Kyo's repertoire of good neutral moves. While normal Kyo plays a really crazy combo fishing game to make you get hit by his Mexican juggles, EX Kyo is all about poking you and making you lower your guard by hitting you with nicely spaced Aragamis, RED kicks, frametraps, etc. Basically, he more or less plays like his 98/2k2 counterpart but with way better tools. His std A slowly lets you advance and push the opponent into the corner because you can use that to frametrap/link into his other stuff.
What makes std A better to use is that it doesn't have that stupid "overlap" with his overhead. KOF 13's dumb buffering system makes my f + A come out even after I let go of the stick/pad and put it into neutral and hit B - I have to wait a couple frames later for the buffer to "wear off" so that I can use B to advance. Not so with EX Kyo's std A.
Also, I apologize for making you type all that out. When I say hitboxes I also am thinking active frames/priority as well. I'm just not really used to typing out fighting game lexicon.
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Re: KOF XIII: EX Kyo
LOL, WTF is a Mexican juggle?Iie-Kyo wrote:While normal Kyo plays a really crazy combo fishing game to make you get hit by his Mexican juggles
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Re: KOF XIII: EX Kyo
Someone please write blockstrings EX Kyo
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Re: KOF XIII: EX Kyo
Sorry for the double post.
I've noticed that EX Kyo's DM doesn't guard crush like in every other single instalment.
Does this make him more vulnerable, or something?
I've noticed that EX Kyo's DM doesn't guard crush like in every other single instalment.
Does this make him more vulnerable, or something?