Kyo (XI)

Strats, combos, technical discussion.

Kyo (XI)

Postby Photon » Mon Jun 13, 2005 03:47

The staple character; I hope they tweaked the crappy stuff of '03 (the combo->wtfnoREDkick).
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Postby PaGaN 3l3m3nts » Tue Jun 14, 2005 10:21

I hope his hcb + B is back to being as combo-friendly as it was in 2000 - 2002. Hmm... I wonder how they're going to nerf Kyo to make up for giving him his Aragami/Dokugami chains AND his projectile?
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Postby 7d3j » Tue Jun 14, 2005 11:57

His LDM's a grapple... a GRAPPLE.

Nerfed enough yet? :D
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Postby PenPen » Tue Jun 14, 2005 15:38

Actually grabs are good since it adds a new dimension to his gameplay and makes the enemy second-guess what you're doing next.
Mu Shiki is really good in 2k3 but with the new Kamukura I think it'll become more balanced anyway.

Besides not using Kyo as leader = 2k3 Kyo with fireball. So that's a plus.
And weaker LDM does not necessarily equal weaker character.
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Postby PaGaN 3l3m3nts » Wed Jun 15, 2005 07:11

Really, a bad LDM is of little consequence... All it does is make certain that you won't be using that character for your leader, and then it doesn't matter. :grin: But, like the penguin said, I actually like that move quite a bit... I actually think letting Kyo have projectiles AND his grapple is even worse. :o
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Postby 7d3j » Wed Jun 15, 2005 13:39

Just think how powerful Kyo's LDM in 2k3 is... wincing? :D

A grapple makes the LDM harder to hit, so in a way, it IS nerfing him slightly, right? It cannot be abused as lightly. Then he gets a projectile... Hmm...

But true, Kyo's grapple LDM looks like something to combo into...
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Postby ~!T.T!~ » Wed Jun 15, 2005 15:38

well, being a grapple the main thing now is that you can't chip the opponent's life an insane amount anymore.........and i guess its comboability is nerfed as well......



but i really hope his projectile has faster recovery than when he had it almost a decade ago...
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Postby kyo_andy » Sun Jun 19, 2005 04:20

~!T.T!~ wrote:and i guess its comboability is nerfed as well......
they need to make his hcb+b more comboality, and i hope kamukura deals more damage than in 2k1-2k2, besides that they are giving him projectiles, the insane damage of dokugami, df+ D cancelable, and let's hope for some one or two new stuff from the guy
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Postby Anti-K' » Sun Jun 19, 2005 06:43

Kyo needs his 212 Shiki: Kototsuki You combo finisher. I loved using that combo. Does he have it again in this game?
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Postby kyo_andy » Mon Jun 20, 2005 04:28

Anti-K' wrote:Kyo needs his 212 Shiki: Kototsuki You combo finisher. I loved using that combo. Does he have it again in this game?
on a fanboy note kyo needs his mushiki both s-dm versions
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Postby Empyrian » Mon Jun 20, 2005 05:54

Can a grapple LDM be better than Mushiki?

Yes.

Is it comboable? Is it a delayed or instant grab? What is its range?

Imagine a down b, down a, Df D, LDM.
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Postby kyo_andy » Mon Jun 20, 2005 17:40

Empyrian wrote:Can a grapple LDM be better than Mushiki?

Yes.

Is it comboable? Is it a delayed or instant grab? What is its range?

Imagine a down b, down a, Df D, LDM.

yes, but combo dB,dA,mushiki is simplier than doing the hcb motion imo
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Postby Cascade » Thu Jun 23, 2005 07:38

I like 2003 Kyo. And I was waiting to see him get both the punch chains and the fireball. It'll be interesting to see how he plays. But I hope he isn't cheesy this time. Although it seems like SNK doesn't like to make Kyo abusively strong, it's still possible.
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Postby Xenogias » Thu Jun 23, 2005 13:54

Im confused about what Photon said in his first post.

If you mean a (what used to be simple) combo like df+ sk, sk (Double Front kicks) into light R.E.D Kick, its still possible in 03, however the timing has to be immediate for any combo you try to follow up with Kyo's double front kicks. Its actually harder than the previous KOF Games. But that double front kick into RED Kick is still possible.

EDIT: Just to make something clear... RED kick IS the reverse dp+k move right? I forgot the name of some of Kyo's moves (I hate that my friend has my 03 :\ haven't played KOF in a while except, I should probably play 00/01 to check).
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Postby kyo_andy » Sat Jun 25, 2005 23:11

Xenogias wrote:Im confused about what Photon said in his first post.

If you mean a (what used to be simple) combo like df+ sk, sk (Double Front kicks) into light R.E.D Kick, its still possible in 03, however the timing has to be immediate for any combo you try to follow up with Kyo's double front kicks. Its actually harder than the previous KOF Games. But that double front kick into RED Kick is still possible.

EDIT: Just to make something clear... RED kick IS the reverse dp+k move right? I forgot the name of some of Kyo's moves (I hate that my friend has my 03 :\ haven't played KOF in a while except, I should probably play 00/01 to check).

you need to delay the first kick of his df+k,k so you can combo the red kick, and yes the red kick is rdp+k
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