Kyo (XII)

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Re: Kyo (XII)

Post by PenPen » Mon Apr 27, 2009 15:33

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.

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Re: Kyo (XII)

Post by AshCrimson » Mon May 25, 2009 10:39

Your best bets with Kyo are these BnB combos

dB x3, sB -> dp+P or df+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 -> hcb+K or (qcf+D, rdp+B, dp+P)

For CC combo, I think you can do something similar to ryo's. dp+A x3 -> rdp+B -> CD -> qcf+D -> qcf+D -> dp+P

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Re: Kyo (XII)

Post by AshCrimson » Sat Jun 27, 2009 14:43

Oh yeah, haven't checked in for a while but some minor things I found.

d. B x3 -> s. B -> rdp+B -> dp+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 hcb+K has a lot of lower body invincibility =P and from max distance mostly non-punishable

As for his combo I posted C -> CD -> hcb+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 -> dp+P / rdp+D still works though

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Re: Kyo (XII)

Post by PenPen » Mon Jul 20, 2009 13:45

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"

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Re: Kyo (XII)

Post by ArkiveZero » Fri Jul 31, 2009 18:38

PenPen wrote: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"
hcb+K is so beast in this game lol

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Re: Kyo (XII)

Post by PenPen » Sat Aug 01, 2009 07:18

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).

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Re: Kyo (XII)

Post by ArkiveZero » Mon Aug 03, 2009 01:08

is s.C, CD, hcb+D kyo's best midscreen combo without using meter? (it does 247 dmg)

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Re: Kyo (XII)

Post by Gunsmith » Mon Aug 24, 2009 18:39

The advanced b&b combo:

c Bx2 --> B --> rdp B ---> dp A = 181
c Bx2 --> c A --> df 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 up- I've used it like this twice.

dp just wipes out everything, probably best anti anything in the game so far.

Kyo's j B is ENDGAME.

As for C ---> CD--> hcb D I can't get it to connect midscreen!

C --> CD ---> rdp D = 199

C --> CD --> dp A = 181

C--> CD --> rdp B won't connect for me...

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Re: Kyo (XII)

Post by SonicTempest » Mon Aug 24, 2009 18:40

Delay HCB+D after C->CD a bit.

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Re: Kyo (XII)

Post by Gunsmith » Wed Aug 26, 2009 13:02

Aha! Thanks, that works!

All these new timings are a joy and a pain at the same time...

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Re: Kyo (XII)

Post by L1r » Thu Aug 27, 2009 03:56

Gunsmith wrote:
C--> CD --> rdp B won't connect for me...
You have to delay the rdp B just a little bit for it to connect

C > CD > rdp B > dp+C midscreen = 230 dmg

C > CD > hcb B still beats it though, 247 dmg midscreen

Cheers.

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Re: Kyo (XII)

Post by Gunsmith » Thu Aug 27, 2009 14:17

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 qcb p was difficult!

Practice practice practice :cuss:

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