Kyo (XII)
- Kain
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Ok. It's just simply wrong to have '95 Kyo with 2k3 clothes. Seeing that the game is still quite incomplete, there's a possibility of Kyo getting back his fire fists. Right? right?! Or maybe he's just being the jerk we all love: Hey, Iori, look who can still throw fireb... er, yami barais.
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- Higashi Hurricane
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Re: Kyo (XII)
Yes, its wrong. SNK should dressing Kyo with his KOF 99 costume. That's his best costume ever.Kain wrote:Ok. It's just simply wrong to have '95 Kyo with 2k3 clothes. Seeing that the game is still quite incomplete, there's a possibility of Kyo getting back his fire fists. Right? right?! Or maybe he's just being the jerk we all love: Hey, Iori, look who can still throw fireb... er, yami barais.
95 Kyo??? Thanks God. Finally the REAL Kyo Kusanagi is back. I love his 95 moveset. That's why I will play him again in XII.
I dont care he will geting his Aragami/Dokugami again or not. I dont care about that. His 95 moveset is the best.
- SonicTempest
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Re: Kyo (XII)
Complete movelist from Arcadia:
http://cyberfanatix.com/img/news/kofxii/arcadia/16.JPG" onclick="window.open(this.href);return false;
It's basically his KOF'95 movelist, really...but here it is anyway.
Command moves:
f+B
df+D
Special moves:
dp+P
QCF+P
QCF+K (no more followup input, just like KOFMI)
rdp+K
HCB+K
DMs:
QCB,HCF+P
Combos:
cB (x3), stand B, df+D
cB (x3), stand B, dp+P
jC, stand C, CD, rdp+K
jC, stand C, CD, QCF+K, rdp+B, dp+A (corner only)
jC, stand C, CD, DM
http://cyberfanatix.com/img/news/kofxii/arcadia/16.JPG" onclick="window.open(this.href);return false;
It's basically his KOF'95 movelist, really...but here it is anyway.
Command moves:
f+B
df+D
Special moves:
dp+P
QCF+P
QCF+K (no more followup input, just like KOFMI)
rdp+K
HCB+K
DMs:
QCB,HCF+P
Combos:
cB (x3), stand B, df+D
cB (x3), stand B, dp+P
jC, stand C, CD, rdp+K
jC, stand C, CD, QCF+K, rdp+B, dp+A (corner only)
jC, stand C, CD, DM
- PenPen
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Re: Kyo (XII)
Here's what I have with Kyo. I played him a lot, but I didn't get to do his C->CD fun stuff until after I fool around with his CDs a bit. So, most of the impressions are actually from me playing without knowing about C->CD.
qcf+P fierball is kinda small. Since the XII jump arcs are higher, I don't really see much use for this move, for the time being. It seems like every time I pull out this move, the opponent jumps in and hits Kyo.
qcf+K is his double kick, note that even though it juggles it doesn't even juggle very high (think 2k1 version but worse). The only special move I can connect off a qcf+K is his dp+P (prefer dp+C). You can't even connect into rdp+K, hcb+K, or Orochinagi. B version looks kinda funny since it has him doing the kicks on the spot instead of moving forward, and can link from weak attacks.
dp+P seems to be pretty good as anti-air. C version brings opponent into the air regardless of range.
hcb+K is...sneaky. Sneaky good. It surprised my real life opponent for a few times.
rdp+K is what it is. I don't know whether the D version has any invincibilities.
Orochinagi is a very, very good DM. Kyo has a pretty huge invincibility when he throws the flames off, so far the only thing that interrupted his Orochinagi is Andy's hcf+K, I think. But it lacks range.
qcf+P fierball is kinda small. Since the XII jump arcs are higher, I don't really see much use for this move, for the time being. It seems like every time I pull out this move, the opponent jumps in and hits Kyo.
qcf+K is his double kick, note that even though it juggles it doesn't even juggle very high (think 2k1 version but worse). The only special move I can connect off a qcf+K is his dp+P (prefer dp+C). You can't even connect into rdp+K, hcb+K, or Orochinagi. B version looks kinda funny since it has him doing the kicks on the spot instead of moving forward, and can link from weak attacks.
dp+P seems to be pretty good as anti-air. C version brings opponent into the air regardless of range.
hcb+K is...sneaky. Sneaky good. It surprised my real life opponent for a few times.
rdp+K is what it is. I don't know whether the D version has any invincibilities.
Orochinagi is a very, very good DM. Kyo has a pretty huge invincibility when he throws the flames off, so far the only thing that interrupted his Orochinagi is Andy's hcf+K, I think. But it lacks range.
- Perfect Stranger
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Re: Kyo (XII)
I can't seem to do C-> CD -combos anymore?
K move now does 2 kicks even without the 2nd button press. Like Pen mentioned, I can only seem to connect into it, but C, D, C does a meaty chunk of damage.
b seems pretty safe on block. Not exactly like Red kick, but still servicable as a close the gap move.
K move now does 2 kicks even without the 2nd button press. Like Pen mentioned, I can only seem to connect into it, but C, D, C does a meaty chunk of damage.
b seems pretty safe on block. Not exactly like Red kick, but still servicable as a close the gap move.
- PenPen
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Re: Kyo (XII)
It works, tried it for a few times already. I think it's because standing C's cancel window is shorter than before. One fun thing to do is to do a standing C into CD on block, but charge CD attack into guard crush.Perfect Stranger wrote:I can't seem to do C-> CD -combos anymore?
Unfortunately I haven't played XII since then, I'll get to play more later this week.
- Perfect Stranger
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Re: Kyo (XII)
No I mean I can't cancel after the CD when I do C->CD. During the old beta test I could C->CD->RDP D.
- PenPen
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Re: Kyo (XII)
That's weird because I can do that regularly, it needs to be done really fast, just like normal CD cancelling timing in previous KOFs.
I tried to do C -> CD -> qcf+D in the corner and link to ON, but it didn't work, I think. qcf+D does connect off the CD however.
I tried to do C -> CD -> qcf+D in the corner and link to ON, but it didn't work, I think. qcf+D does connect off the CD however.
- SonicTempest
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Re: Kyo (XII)
Combo movie:
http://game.snkplaymore.co.jp/official/ ... yo_cm.html" onclick="window.open(this.href);return false;
Some interesting juggles in there.
http://game.snkplaymore.co.jp/official/ ... yo_cm.html" onclick="window.open(this.href);return false;
Some interesting juggles in there.
- Perfect Stranger
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Re: Kyo (XII)
Tried Kyo again, finally got a feel of the CD cancelling. The thing is, C->CD is *not* like old C -> B command move cancelling. CD moves, while they link, have a delay before they hit. Trying to do C->CD->RDP D without a slight pause after the CD is not going to work. The game doesn't buffer the inputs for you, I don't think.
With that in mind though, Kyo definitely seems a lot better now than he felt for me earlier. C->CD basically acts as a hit confirm chain, and unlike some other character Kyo has some very decent options depending on whether or not the opponent blocked. Fireball after it feels really safe, b is a good bet too if the opponent isn't crouching, and if you see the C hit, you can switch to d which will hit just about everywhere on the screen for some very good damage.
I wonder if Orochinagi will connect off C -> CD in the corner?
With that in mind though, Kyo definitely seems a lot better now than he felt for me earlier. C->CD basically acts as a hit confirm chain, and unlike some other character Kyo has some very decent options depending on whether or not the opponent blocked. Fireball after it feels really safe, b is a good bet too if the opponent isn't crouching, and if you see the C hit, you can switch to d which will hit just about everywhere on the screen for some very good damage.
I wonder if Orochinagi will connect off C -> CD in the corner?
- SonicTempest
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Re: Kyo (XII)
I've seen some match videos where he does this, so it should still be possible. It already works outside the corner after all...Perfect Stranger wrote:I wonder if Orochinagi will connect off C -> CD in the corner?
- Dark_Chaotix
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Re: Kyo (XII)
so no more +DD (cant delay the second kick?)
is +D a knockdown move or you can get something on it (a la NW / XI on first hit??)
is +D a knockdown move or you can get something on it (a la NW / XI on first hit??)
- PenPen
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Re: Kyo (XII)
Yeah, qcf+K has him execute both hits.
I don't think df+D is cancellable on the first hit.
I don't think df+D is cancellable on the first hit.