Page 2 of 2
Re: Kyo (XII)
Posted: Mon Apr 27, 2009 15:33
by PenPen
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.
Re: Kyo (XII)
Posted: Mon May 25, 2009 10:39
by AshCrimson
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
Re: Kyo (XII)
Posted: Sat Jun 27, 2009 14:43
by AshCrimson
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
Re: Kyo (XII)
Posted: Mon Jul 20, 2009 13:45
by PenPen
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"
Re: Kyo (XII)
Posted: Fri Jul 31, 2009 18:38
by ArkiveZero
PenPen 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"
+K is so beast in this game
Re: Kyo (XII)
Posted: Sat Aug 01, 2009 07:18
by PenPen
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).
Re: Kyo (XII)
Posted: Mon Aug 03, 2009 01:08
by ArkiveZero
is s.C, CD,
+D kyo's best midscreen combo without using meter? (it does 247 dmg)
Re: Kyo (XII)
Posted: Mon Aug 24, 2009 18:39
by Gunsmith
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...
Re: Kyo (XII)
Posted: Mon Aug 24, 2009 18:40
by SonicTempest
Delay HCB+D after C->CD a bit.
Re: Kyo (XII)
Posted: Wed Aug 26, 2009 13:02
by Gunsmith
Aha! Thanks, that works!
All these new timings are a joy and a pain at the same time...
Re: Kyo (XII)
Posted: Thu Aug 27, 2009 03:56
by L1r
Gunsmith wrote:
C--> CD -->
B won't connect for me...
You have to delay the
B just a little bit for it to connect
C > CD >
B >
+C midscreen = 230 dmg
C > CD >
B still beats it though, 247 dmg midscreen
Cheers.
Re: Kyo (XII)
Posted: Thu Aug 27, 2009 14:17
by Gunsmith
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