Kyo (XI)
- -4n'Dant3-
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- christensenray
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- Geese
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Gemini its just timing....
i do d, d , b, a, a, C sc into x2 a -> LDM
cos this way I can judge how high the opponent is in the air when im juggling him and remove one of the a if necessary but still hit most of the combo
i do d, d , b, a, a, C sc into x2 a -> LDM
cos this way I can judge how high the opponent is in the air when im juggling him and remove one of the a if necessary but still hit most of the combo
Last edited by Geese on Mon Jan 09, 2006 13:47, edited 1 time in total.
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Geese wrote:Gemini its just timing.... the b needs to hit high, so that the opponent will juggle high but I do the combo differently
i do d, d , b, a, a, C sc into x2 a -> LDM
cos this way I can judge how high the opponent is in the air when im juggling him and remove one of the a if necessary but still hit most of the combo
I seemed to have the feeling that u mean
D, D, A(no hit),hcb B, a,qcf a,dp C (sc) x2 a->Ldm?
is that wat u are getting at?coz theres no more B anymore..I think I know where u r getting at.. hmm.. thx a million!!
Im not sure if this in practical can be done but i did miss A coz i did it too fast before..
- Derrace
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dude, i saw you try to execute it the other day.. after the D, D, you need to run forward before doing C as he isn't in the corner. u need to run close enough so that his C could actually get 2 hits.. then super cancel on the first hit. In doing so, the C would actually hit him when he's very very low, allowing you to DC into LDM.. very nasty when this can be done when opponent isn't in the corner.christensenray wrote:of course! however i wasnt doing the full combo, just C, qcfD,D qcfx2P, LDM, so maybe the opponent was too high in the air for it to connect? I thought this shortcut might be easier and more reliable, but i guess not.
as for the B? WTH???? going to try if you can actually B after D, D.. very unlikely.....is it a typo??
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- Geese
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- Perfect Stranger
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Few things that no one's mentioned:
a auto guard got pumped up *a lot*. The auto guard frames come out pretty early in the execution of the move, and I think it auto guards all the way through from there. Spaced properly, it's a fantastic poke, since it's still very safe on block (not so safe if the opponent predicts you using it and rolls, but eh, so are a lot of things)
It's really very easy to cross over with Kyo this year. If your first jump b is blocked, do a hop b and you should cross your opponent up. That's it.
Dwn B, stand C timing seems to be a lot more forgiving this year, though since you can now do b a d dokugami, I suppose this has limited applications.
The range at which Kyo does a close C, as opposed to a far C, seems to have been increased this year, i.e. close C comes out from further away.
RED kick seems to have improved a bit in terms of priority.
Fireball's recovery is pretty long, it seems best to be used after a blocked jump C, stand C, b, to push the opponent away if you need to.
Since 2k3's stupid damage scaling system has been replaced with something more like Guilty Gear, Kyo's supers are usable again... the standard c, d,d, orochinagi combo still does good damage, although I think you might have to hold the button for a while before releasing it.
Overall Kyo this year seems *really* good. If your opponent doesn't have a good anti air, between his easy 2nd hop b cross over and his b a d Dokugami, a good Kyo can be a nightmare to face. He's basically got so many possible ways he can land that Dokugami chain on you now, and while the damage got cut back a bit from 2k3, it still hurts plenty, and it's pretty easy for the Kyo player to tag out after the 2nd hit of the Dokugami chain for even more hurt.
a auto guard got pumped up *a lot*. The auto guard frames come out pretty early in the execution of the move, and I think it auto guards all the way through from there. Spaced properly, it's a fantastic poke, since it's still very safe on block (not so safe if the opponent predicts you using it and rolls, but eh, so are a lot of things)
It's really very easy to cross over with Kyo this year. If your first jump b is blocked, do a hop b and you should cross your opponent up. That's it.
Dwn B, stand C timing seems to be a lot more forgiving this year, though since you can now do b a d dokugami, I suppose this has limited applications.
The range at which Kyo does a close C, as opposed to a far C, seems to have been increased this year, i.e. close C comes out from further away.
RED kick seems to have improved a bit in terms of priority.
Fireball's recovery is pretty long, it seems best to be used after a blocked jump C, stand C, b, to push the opponent away if you need to.
Since 2k3's stupid damage scaling system has been replaced with something more like Guilty Gear, Kyo's supers are usable again... the standard c, d,d, orochinagi combo still does good damage, although I think you might have to hold the button for a while before releasing it.
Overall Kyo this year seems *really* good. If your opponent doesn't have a good anti air, between his easy 2nd hop b cross over and his b a d Dokugami, a good Kyo can be a nightmare to face. He's basically got so many possible ways he can land that Dokugami chain on you now, and while the damage got cut back a bit from 2k3, it still hurts plenty, and it's pretty easy for the Kyo player to tag out after the 2nd hit of the Dokugami chain for even more hurt.
- Scruffy
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There is no need to hold onto the punch button before releasing the Orochinagi - just delay the 2nd kick of the juggle.Perfect Stranger wrote:Few things that no one's mentioned:
Since 2k3's stupid damage scaling system has been replaced with something more like Guilty Gear, Kyo's supers are usable again... the standard c, d,d, orochinagi combo still does good damage, although I think you might have to hold the button for a while before releasing it.
- christensenray
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This is SO true. I pulled an aragami just as my opponent using Shen did his qcfx2P super. My aragami autoguarded the entire thing!! LMAOPerfect Stranger wrote:
a auto guard got pumped up *a lot*. The auto guard frames come out pretty early in the execution of the move, and I think it auto guards all the way through from there. Spaced properly, it's a fantastic poke, since it's still very safe on block (not so safe if the opponent predicts you using it and rolls, but eh, so are a lot of things)
Very satisfying.
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- christensenray
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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??
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??