

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 QCF + 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??



Geese wrote:(Corner)jump B, stand C, qcf D,D, qcf A,(wait)qcf A,hcb B, Dp C, (sc) qcf 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 hcb b

Scruffy wrote:Geese wrote:(Corner)jump B, stand C, qcf D,D, qcf A,(wait)qcf A,hcb B, Dp C, (sc) qcf 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 hcb b
The longer one delays the HCB+B, the easier it is for the Dp C to hit.

Derrick wrote:Scruffy wrote:(Corner)jump B, stand C, qcf D,D, qcf A,(wait)qcf A,hcb B, Dp C, (sc) qcf x2 A, (dc) Hcb x2 E.
The longer one delays the HCB+B, the easier it is for the Dp C to hit.
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 DP C/ Jump Down A, right at the top of the bounce.)


Scruffy wrote:Derrick wrote:Scruffy wrote:(Corner)jump B, stand C, qcf D,D, qcf A,(wait)qcf A,hcb B, Dp C, (sc) qcf x2 A, (dc) Hcb x2 E.
The longer one delays the HCB+B, the easier it is for the Dp C to hit.
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 DP C/ Jump Down A, right at the top of the bounce.)
Ahh, maybe I wasn't too clear on that one.
When Kyo performs his QCF D.D, it's important to take note that the 2nd hit should NOT be delayed. That way, after qcf a -> qcf a -> (delayed) hcb b, the 1 hit that comes out from the Dp C will connect with 182, you can only delay hcb 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 QCF 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, qcf D.D -> [insert combo]
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…?




Iie-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...

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