Shirakani: Your info sources either are smoking some good shit, or the PS2 porters themselves are smoking some good shit.
-Defuser- wrote:Nah,Due to the Damage scaling in XI and the physics ,There no need to nerf EX kyo,he is basically XI kyo without yamibarai but with new moves that do pitiful DMG,gurantee there will be no gold mode aura after his mushiki.But im interested how he is able to DC into his mushiki...
The damage scaling's gonna hurt NGBC Kyo, yes, but it's not like it doesn't count against XI Kyo anyway. I get a feeling his Mu Shiki will be an LDM and will be DCable off his Shinken. Moreover, if they want to be ghey about it (look at the Unholy Three), they'll give the Mu Shiki the juggle anywhere property, meaning if you manage to nail someone with the Shinken, the pillar of flame will hit them no matter what and they'll eat ALL the followup hits (similar to 2k3's Mu Shiki).
EDIT: Most likely he can't do 3 Dp+A either...
If damage scaling is gonna hurt NGBC Kyo, he should have this option. Certain characters can do certain special moves after the opponent is knocked up - NGBC Kyo should not be an exception.
EDIT 2:As for that godly high priority Air R.E.D Kick,hmmm he needs that if he wants to keep up high in the A ranks.
Air R.E.D. Kick is what will make or break NGBC Kyo in XI. If he can do it off hops,
it'd be messed up. He'll basically be able to control his landing speed at will with the air R.E.D. Kick, since it lands much faster a hop in B.
EDIT 3:But if SNKP are lazy so they didn't nerf...I can imagine the tag combo for XI Kyo and EX Kyo: J.D, C, F+B , Qcf C , Qcf C, Qcf A, Qcf K,
C,
D, Dp A x 3 quick Shift
C SC Qcf Qcf C. <= if there is a option to have unlimited skill stocks,throw a DC Kamikura = Godly tag 100% combo
.
+ C does not have the juggle anywhere property, I believe. But I imagine you can do some majorly messed up things if you can somehow take advantage of NGBC Kyo's max mode:
j B, s C, f + B
+ A,
+ C x n, switch in XI Kyo, j D, std C, f + B,
+ C,
+ C, switch in NGBC Kyo, j D, std C,
+ D, D,
+ B, Mu Shiki (provided the Mu Shiki gets the "juggle anywhere" property)
Oh man Think of the possibilties with this guy = Endless experiomental fun :LOL:
Three freakin Kyos in one KoF. Shades of KoF '99!
TT: That's one of the problems I've been having. The lower level players here like rolling like mad, even if it leads to them getting chiyowned. That being said, if I get them into the corner, after a std C,
+ A pressure string, they sometimes end up waking up and try to roll frantically out of any followups. Sometimes I see this, stop, and hit confirm two
As into the standard Dokugami chain, but sometimes they do it so randomly that I whiff random pressure strings cos of it. Advanced players also seem to be pretty smart against this, so I'm wondering what *are* his most viable corner pressure strings, or is it more or less mixing it up with his normals and occasionally tossing in a special for variety?