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Weird Kyo Kusanagi Preprogrammed Combo

Posted: Mon May 18, 2009 16:24
by Iie-Kyo
Sup gais.

I was fucking around with Kyo in Practice mode, and I decided to mess with the automatic preprogrammed combo they have in there to get the timing of the d B, s C link he has. I fucked it up and noticed him doing a 75 Shiki Kai (qcf + K). This made me wtf, so I decided to check the command input they had for the preprogrammed combo.

This is the part that totally gets me off guard. One thing I noticed about his Dokugami preprogrammed combo is the part where Kyo finishes it with the Oniyaki. He does the Oniyaki EXTREMELY late. Later than is humanly possible to input the motion. Little did I know SNKP was pulling some weird tricks to make the Oniyaki hit late. It's fairly important IMO to allow the Oniyaki to hit late, or else Kyo doesn't recover as quickly as the opponent does (less time for you to set up your rushdown game after hitting with it).

Here's the funky ass input:

d B, std C, qcf + C, hcb + P, f + P, u, hcf + K, dp + p

Obviously the question is, WHAT THE FUCK IS THAT WEIRD ASS MOTION IN THE MIDDLE OF THE DOKUGAMI CHAIN? I thought it may have been a throwover from NGBC Kyo, since NGBC Kyo has this Dokugami chain:

qcf + C, qcf + C, qcf + A, qcf + K, hcb + C

But that doesn't make any sense since the precursor and followup to the qcf + K in the NGBC chain doesn't have anything in common with this "hidden" motion.

I can't properly execute this u, hcf + K motion, but I think that's the key to allowing Kyo to do the Oniyaki followup of the Dokugami chain late.

Try it out - see if you can manually match the timing of the preprogrammed Oniyaki chain. I know I've done everything to try to do the Oniyaki as humanly late as possible, but I'm at a fucking loss here. Just WHAT the fuck is that hidden motion there for?

Re: Weird Kyo Kusanagi Preprogrammed Combo

Posted: Tue May 19, 2009 02:34
by Toxic Avanger
Iie-Kyo wrote: One thing I noticed about his Dokugami preprogrammed combo is the part where Kyo finishes it with the Oniyaki. He does the Oniyaki EXTREMELY late. Later than is humanly possible to input the motion. Little did I know SNKP was pulling some weird tricks to make the Oniyaki hit late. It's fairly important IMO to allow the Oniyaki to hit late, or else Kyo doesn't recover as quickly as the opponent does (less time for you to set up your rushdown game after hitting with it).
Actually, I have seen, and I have performed by players that "hyper ultra late" oniyaki from the dokugami chain with the standard sequence several times (I always assumed that it was a pseudo just frame thing). Now, bugging the move with extra inputs seems plausible (limilar to those triple qcf + kick in '95).

Also, within the pre programed macros there are many that include several weird inputs that don't really belong to the combo (like, jumping admist a combo). I always assumed that this was an insurance to prevent you from abusing the macros and getting wrong things if you screwed up the timing (like, block -> macro or jumping attack -> macro).

Re: Weird Kyo Kusanagi Preprogrammed Combo

Posted: Tue Jun 09, 2009 04:25
by Iie-Kyo
I tested the preprogrammed combo.

You're right Toxic. If you want to "delay" the Oniyaki at the end, all you have to do is add qcf + K to the Dokugami chain. This is confirmed for both 2k2 and 2k2 UM.

What the fuck bar be que?

The full Dokugami chain is the following:

qcf + C, hcb + P, f + P, qcf + K (HAS to be qcf), dp + P.

After inputting the qcf + K it adds about 4-6 more frames of "delay" you have for the final Oniyaki hit.

Now to use this in competition!