Kyo (XII)
- PenPen
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Kyo's f+B works like it was in 99 with Shin Kyo, it doesn't connect off a standing C. It however can cancel into whatever special moves afterwards.
- AshCrimson
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Re: Kyo (XII)
Your best bets with Kyo are these BnB combos
dB x3, sB -> +P or +D
jump C -> sC -> CD -> super (anywhere on the screen, but sometimes misses if you are not dead close after a jump attack)
(corner) jump C -> sC -> CD -> +K or (qcf+D, +B, +P)
For CC combo, I think you can do something similar to ryo's. +A x3 -> +B -> CD -> +D -> +D -> +P
dB x3, sB -> +P or +D
jump C -> sC -> CD -> super (anywhere on the screen, but sometimes misses if you are not dead close after a jump attack)
(corner) jump C -> sC -> CD -> +K or (qcf+D, +B, +P)
For CC combo, I think you can do something similar to ryo's. +A x3 -> +B -> CD -> +D -> +D -> +P
- AshCrimson
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Re: Kyo (XII)
Oh yeah, haven't checked in for a while but some minor things I found.
d. B x3 -> s. B -> +B -> +A or (s. A -> charge CD for possible guard crush)
His s. A is actually quite good, on block d. B's I like to dash s. A a couple of times and mix it up with throw / s. C(pretty scary if you have CC meter and they think a throw is coming)
His +K has a lot of lower body invincibility =P and from max distance mostly non-punishable
As for his combo I posted C -> CD -> +K in the corner it works for sure, however outside the corner I can only get it to connect about 10-20% of the time, so I'm still trying to figure this out. C -> CD -> +P / +D still works though
d. B x3 -> s. B -> +B -> +A or (s. A -> charge CD for possible guard crush)
His s. A is actually quite good, on block d. B's I like to dash s. A a couple of times and mix it up with throw / s. C(pretty scary if you have CC meter and they think a throw is coming)
His +K has a lot of lower body invincibility =P and from max distance mostly non-punishable
As for his combo I posted C -> CD -> +K in the corner it works for sure, however outside the corner I can only get it to connect about 10-20% of the time, so I'm still trying to figure this out. C -> CD -> +P / +D still works though
- PenPen
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Re: Kyo (XII)
Kyo's hcb+K move doesn't just avoid low attacks, he can actually PASS THROUGH ground fierballs. I did that by accident today and the opponent Kyo's fierball totally passed through my Kyo, and I actually said "HOLY FACKING SHIT THIS IS AWSUM!!!111"
- ArkiveZero
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Re: Kyo (XII)
+K is so beast in this gamePenPen wrote:Kyo's +K move doesn't just avoid low attacks, he can actually PASS THROUGH ground fierballs. I did that by accident today and the opponent Kyo's fierball totally passed through my Kyo, and I actually said "HOLY FACKING SHIT THIS IS AWSUM!!!111"
- PenPen
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Re: Kyo (XII)
Thing is even if it's blocked, I think you're still around 45/55 in frame advantages with the opponent (a slight disadvantage), but doing a dp after this getting blocked seems to be a good arse-saving move afterwards (most people fall for it, but don't do it that frequently since they will get used to that tactic).
Same goes to his qcf+D where you seem to be at 50/50 with the opponent and can dp on block (but you are really on a disadvantage if the opponent reacts fast enough after the qcf+D).
Same goes to his qcf+D where you seem to be at 50/50 with the opponent and can dp on block (but you are really on a disadvantage if the opponent reacts fast enough after the qcf+D).
- ArkiveZero
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Re: Kyo (XII)
is s.C, CD, +D kyo's best midscreen combo without using meter? (it does 247 dmg)
- Gunsmith
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Re: Kyo (XII)
The advanced b&b combo:
c Bx2 --> B --> B ---> A = 181
c Bx2 --> c A --> D = 148
ON has a hit box FAR larger than it looks. I believe it has invincibility as a wake up or anti air at least from the waist I've used it like this twice.
just wipes out everything, probably best anti anything in the game so far.
Kyo's j B is ENDGAME.
As for C ---> CD--> D I can't get it to connect midscreen!
C --> CD ---> D = 199
C --> CD --> A = 181
C--> CD --> B won't connect for me...
c Bx2 --> B --> B ---> A = 181
c Bx2 --> c A --> D = 148
ON has a hit box FAR larger than it looks. I believe it has invincibility as a wake up or anti air at least from the waist I've used it like this twice.
just wipes out everything, probably best anti anything in the game so far.
Kyo's j B is ENDGAME.
As for C ---> CD--> D I can't get it to connect midscreen!
C --> CD ---> D = 199
C --> CD --> A = 181
C--> CD --> B won't connect for me...
- SonicTempest
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Re: Kyo (XII)
Delay HCB+D after C->CD a bit.
- Gunsmith
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Re: Kyo (XII)
Aha! Thanks, that works!
All these new timings are a joy and a pain at the same time...
All these new timings are a joy and a pain at the same time...
- L1r
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Re: Kyo (XII)
You have to delay the B just a little bit for it to connectGunsmith wrote:
C--> CD --> B won't connect for me...
C > CD > B > +C midscreen = 230 dmg
C > CD > B still beats it though, 247 dmg midscreen
Cheers.
- Gunsmith
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Re: Kyo (XII)
Looks like we have a winner then! 247 damage!
F*cking rhythm game training! ARGH
Mind you I remember when the last of Iori's p was difficult!
Practice practice practice
F*cking rhythm game training! ARGH
Mind you I remember when the last of Iori's p was difficult!
Practice practice practice