Kyo (XI)
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- Derrace
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actually, I find his fireball quite useful, especially when his C and his A are stronger now...and the fact u can switch btw C and fireball if the oponent blocks ur foward B /df D.vtu22_2 wrote:Does anyone find Kyo's fireball a bit useless? I rarely use it since it comes out farily slow. I do admit that it does give him a combination with his gameplay, but it's also a bit disappointing that it doesn't do much damage.
If you ask me, they should've made his fireball like Kyo-1 where it's an OTG!
His fireball game cannot pressure well compared to his + punch game. Best thing is to use the fireball randomly at a distance to snuff ground attacks, rather than in combos.
What does everyone else think? Maybe there's some really damaging combos with his fireball??
I like the fact that u can do a fireball after a empty E / Down C/D. Hopping back down A, and then fireball is pretty good as well... just little extra bits that he can do....
I totally agree with AcidicEnema that the fireball gives a critical difference in some match ups...kasumi as mentioned.. tizoc, momoko, etc... if used properly and sparingly, u can actually force the opponent to change their gameplay.. like having to jump more often or pre-empt when u are going to do a fireball...
Think of this situation.. u are low on hp and up against maxima.. timing ur fireballs would be a lot less risky then trying to lend a flying C/D.....or trying to beat his OTG C with ur pokes...
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- Scruffy
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not true, if u delay it too much, it would hit and cause the opponent to bounce up anormally high (and the juggling property would become weird like what happens after a Qcf B, B... i.e u can only get a 1 hit C/ Jump Down A, right at the top of the bounce.)Scruffy wrote:Geese wrote: (Corner)jump B, stand C, D,D, A,(wait)qcf A,hcb B, Dp C, (sc) x2 A, (dc) Hcb x2 E.
even though this combo works, what I meant to say was that
its easier and more effective when challenging to omit the b
The longer one delays the +B, the easier it is for the Dp C to hit.
- Scruffy
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Ahh, maybe I wasn't too clear on that one.Derrick wrote:not true, if u delay it too much, it would hit and cause the opponent to bounce up anormally high (and the juggling property would become weird like what happens after a Qcf B, B... i.e u can only get a 1 hit C/ Jump Down A, right at the top of the bounce.)Scruffy wrote: (Corner)jump B, stand C, D,D, A,(wait)qcf A,hcb B, Dp C, (sc) x2 A, (dc) Hcb x2 E.
The longer one delays the +B, the easier it is for the Dp C to hit.
When Kyo performs his D.D, it's important to take note that the 2nd hit should NOT be delayed. That way, after a -> a -> (delayed) b, the 1 hit that comes out from the Dp C will connect with 182, you can only delay b for so long, and unless a cute chick in a low cut dress walks past, the combo will connect 100% of the time.
My guess is that you've been delaying the 2nd hit of D.D. If so, then yes, even the 1st aragami you do might miss(don't ask me why). I should've posted this, but I guess it slipped my mind.
Also, Kyo can also do (in corner) Down B, stand C, D.D -> [insert combo]
- christensenray
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I always delay the second hit of my D, D so I can get maximum height. It's hard to say how much of a delay for the D, D or how slow or fast u must do each Qcf A / Hcb B. It's all about timing it such that it would hit the opponent at the "correct" height.. as for this height, you would have to learn from experience... Just think of Kyo's Infinite in Kof97. Sorry if I am of not much help here, been playing since '95... it's more of a "feeling" than timing for me now....Scruffy wrote:Ahh, maybe I wasn't too clear on that one.Derrick wrote:not true, if u delay it too much, it would hit and cause the opponent to bounce up anormally high (and the juggling property would become weird like what happens after a Qcf B, B... i.e u can only get a 1 hit C/ Jump Down A, right at the top of the bounce.)Scruffy wrote: (Corner)jump B, stand C, D,D, A,(wait)qcf A,hcb B, Dp C, (sc) x2 A, (dc) Hcb x2 E.
The longer one delays the +B, the easier it is for the Dp C to hit.
When Kyo performs his D.D, it's important to take note that the 2nd hit should NOT be delayed. That way, after a -> a -> (delayed) b, the 1 hit that comes out from the Dp C will connect with 182, you can only delay b for so long, and unless a cute chick in a low cut dress walks past, the combo will connect 100% of the time.
My guess is that you've been delaying the 2nd hit of D.D. If so, then yes, even the 1st aragami you do might miss(don't ask me why). I should've posted this, but I guess it slipped my mind.
Also, Kyo can also do (in corner) Down B, stand C, D.D -> [insert combo]
yes, u can leave it out. but u need to time ur C so that it should get 2 hits if u didnt Supercancel into Qcf X 2 P DM.christensenray wrote:Hey Derrick, can the DM still dc to the LDM if you leave out the qcfA, hcbK from the string? Coz my main string is: jB, sC, qcfD,D, qcfA (wait), dpC (hits twice), qcfx2A (hold while opponent drops, release at head hight). But when I try to dc to the LDM, nothing happens…?
What I am actually interested in knowing is if it's possible to DC from the C into LDM instead of doing the Qcf x2 P DM.... it's more worth the damage for 1 skill stock + 2 power stock. than to have that extra DM that would indirectly cost you 1 more skill and power stock.
Will try that other later and let you guys know... Ray, u better be there later....
- christensenray
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Just wondering, if you're trying to do a clutch combo (i.e. you saw an opening but you can't figure out what to do), can you just run at the guy, std C, D version 75 Shiki Kai (QCF + D, D) -> 182 Shiki (QCF x 2 + P) -> Kamikura (LDM)?
I mean if you NEED to kill off your opponent, but you're not too sure about your timing, but you just need that extra bit of damage, I'd figure following the KISS (keep it simple, stupid) rule would be enough...
I mean if you NEED to kill off your opponent, but you're not too sure about your timing, but you just need that extra bit of damage, I'd figure following the KISS (keep it simple, stupid) rule would be enough...
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That works, don't ask how often i do itIie-Kyo wrote:Just wondering, if you're trying to do a clutch combo (i.e. you saw an opening but you can't figure out what to do), can you just run at the guy, std C, D version 75 Shiki Kai (QCF + D, D) -> 182 Shiki (QCF x 2 + P) -> Kamikura (LDM)?
I mean if you NEED to kill off your opponent, but you're not too sure about your timing, but you just need that extra bit of damage, I'd figure following the KISS (keep it simple, stupid) rule would be enough...
My 'clutch combo' tho is prolly the same one i've been using since...uh...lessee...SvC prolly. Land a close A or close crouch A, then +C, SC off first hit into Shinken. In XI, just add Kamikura and stir.
Instant coffee.
Another clutch combo I occasionally do is cB cA +D (1hit) +A -> SC 2x+A -> Kamikura. It IS possible to SC using the A button, but with how insane the timing is is why i hardly do it. Easiest cheap bastard way out for me is close A, +C, SC Shinken, DC Kamikura.
I don't know how the hell they worked the dreamcancels but i think that dreamcancelling in general is extremely 'canned'. It feels to me a lot like 'if <whatever hits> do DC and it will hit'. This is probably the first time i've ever seen a system that will ground an opponent for you out of the air, just to let you grab em...
Not that i'm complaining mind you, this ver of Kyo is arguably the most powerful ever, i say arguably only coz the NGBC ver is WTFIH8U with that damn air RED kick...