So...why the heck isn't Kyo having a thread? Iie I expect you to contribute your uncanny knowledge of him NAO. >:O
= Command Moves =
: Ge Shiki: Goufu You
- Overhead when not cancelled into, loses overhead if cancelled into
- Animation changes when cancelled into
- If done by cancelling, can cancel into special moves/DM
Air : Ge Shiki Naraku Otoshi
- Overhead attack
- Forced knockdown if hits airborne opponents
: 88 Shiki
- Hits low on both hits
- Not cancellable (you're not using Kusanagi or playing XI/XIII!)
= Special Moves =
: 100 Shiki: Oniyaki
- A version hits once, C version hits twice, flies higher
- Has some invincibility, but no autoguard
- Super cancellable (1st hit on C version)
: R.E.D. Kick
- B version has a smaller arc, D version goes almost 3/4ths of a fullscreen
: 75 Shiki Kai
- Second hit launches opponent for free hit
- Second hit is delayable
- B version throws opponent into the air higher, but juggle point is also higher
: 412 Shiki: Hikigane (weak)
- Lower body invincibility, goes through ground fireballs
- Launches opponent for free hit
- Super cancellable
: 412 Shiki: Hikigane (strong)
- Some upper body invincibility
- Stuns opponent for half second on ground (ala 2k)
- Super cancellable
- Aragami Chain -
: 114 Shiki: Aragami
- Aragami chain starter
- Has autoguard
- Followups: 128 Shiki: Konokizu and 127 Shiki: Yanosabi
after 114 Shiki: Aragami: 128 Shiki: Konokizu
- Knocks opponent into the air
after 114 Shiki: Aragami: 127 Shiki: Yanosabi
- Overhead
- Force knockdown
after 128 Shiki: Konokizu: 127 Shiki: Yanosabi
- Overhead
- Force knockdown
after 128 Shiki: Konokizu or 127 Shiki: Yanosabi: 125 Shiki: Nanase
- Kicks away opponent
- May miss shorter crouching characters
after 127 Shiki: Yanosabi: Geshiki: Migiri Ugachi
- Hits low
- OTG
after 127 Shiki: Yanosabi: 212 Shiki: Kototsuki You
- Blockable grab move
- OTG
- Dokugami Chain -
: 115 Shiki: Dokugami
- Dokugami chain starter
- Autoguard mid-move
after 115 Shiki: Dokugami: 401 Shiki: Tsumi Yomi
- No special properties
after 401 Shiki: Tsumi Yomi: 402 Shiki: Batsu Yomi
- After this, you can do a to help delay the afterwards, which will help knock the opponent higher into the air. Thread here for reference.
after 402 Shiki: Batsu Yomi: 100 Shiki: Oniyaki
- No special properties
= Desperation Moves =
(chargeable): Ura 108 Shiki: Orochinagi
- A version has lower body invincibility, C version has upper body invincibility
- Hold a bit longer to have the move come out faster (eg. close -> -> )
(chargeable) : 182 Shiki
- A version links from weak attacks, comes out much faster
- C version comes out slower, but has full invincibility
- Unblockable when fully charged
= Super Desperation Moves =
(chargeable): Ura 108 Shiki: Orochinagi
- Charging negates projectiles
- While charging, if Kyo touches the opponent, it juggles (up to 3 hits)
= HSDM =
524 Shiki: Kamukura
- Instant grab move
- If opponent doesn't recovery roll afterwards, can do -> -> for additional damage
= Misc notes =
- Far is fast, and can avoid low attacks while it's out
- throw will have opponent wake up facing the other way for a split second
- Low can link into close
- Close hits low
= Starter combos =
-> - this sets you up nicely because Kyo thrives on knocked down opponents for more fun
(corner) -> -> -> ->
-> ->
(enter Max mode first) -> (x N) -> (qcf -> whatever) or super cancel into
-> -> chain
= Advanced combos =
Crossover jump -> standing -> (1 hit) -> -> -> (1 hit)-> -> -> -> -> -> (whatever)
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= Vids Section =
http://www.youtube.com/watch?v=aV03711OQGM#t=1m40s - SNKP's Kyo combos
Kyo combo:
l33t Kyo combo:
How Kyo should be played (basically):
2k2 UM - Kyo Kusanagi
- PenPen
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- Dark_Chaotix
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Re: 2k2 UM - Kyo Kusanagi
Ill do a kyo vid next I think.
- Dark_Chaotix
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Re: 2k2 UM - Kyo Kusanagi
*Note - This is a trial run at visual hand notations. It was hard to sync them both. Feedback would be appreciated if it could make things better in the future.*
Vs combos for Kyo Kusanagi ranging from BnB to damaging Maxmode combos. Transcript below
1 - cB, cB, cB, sB (standard poke string)
2 - jDown+C, sC, +DD, +B (anywhere combo)
3 - jDown+C, cB, sC, +C, +C, f+C, +C (standard link combo for kyo, can be done anywhere)
4 - jDown+C, sC, +DD, +BB, +C
5 - jDown+C, sC, +DD, +B, +A, +A, A (knockdown so they cant tech roll)
6 - jDown+C, sC, +DD, +B, +BB, +C (slight variation to combo 4, for more added damage)
7 - jDown+C, sC, +DD, +A DM (Decent damage from a 1 stock combo)
8 - cB, sC, +C (Showcasing that you can combo into this DM via sB, sC link. The trick is to do the shortcut which is cB, +C, +C and when you do the +C hold it for a bit to get the DM to come out quicker)
9 - cB, sC, qcfx2 +C (same as the above but with his other DM. Shortcut is cB, ~b+C, +C)
10 - jDown+C, sC, +DD, +B SC +A DM (Similar to combo 7, just with the added +B SC for added damage)
11 - jDown+C, sC, +DD, +B SC +AC SDM (Same as above just with SDM)
12 - jDown+C cB, cA, +D (1hit) +BC, +A, +C, +A, +C, +A DM (Combo with BC bypass. Its so good with kyo and easy to do. Just do the delay to link the DM at the end)
13 - jDown+C cB, cA, +D (1hit) +BC, +A, +C, +A, +C, qcfx2 +C DM (Same as above just with his other DM)
14 - cB, cA, +D (1hit) +BC, +A, +C, +A, +C, +DD, BC, +C (1hit) +B, +A, +A DM (Corner combo. You have to do a delay with the second D in the +DD to hit them higher and with that allows you to doa stand alone BC activation. This is what I do since it can work on anyone)
15 - jDown+C, sC, +D (1hit), BC, sC, +D (1hit), +C, +A +C, +A, +C, +C, f+C +C (BC combo without DM finish)
16 - sC, +D (1hit) BC, sC, +D (1hit) +C, +C DM (A BC combo that can be done anywhere)
17 - sC, +D (1hit) BC, sC, +D (1hit) +C, +A, +C, +DD, +A, +AC SDM (If you are leading the opponent into corner, good damage BC combo with SDM. Just have to hold the SDM so you get more hits)
18 - cB, cA, +D (2hits), BC, jDown+C, sC, +C, +D, +C, +A, +C, +DD, BC, +C, +B, [qcf+A, +C, +B] x2 , +A, +A DM (Only reason why I added this combo is if someone wants to get flashy. It only works on mid / large characters. It easiest on Yamizaki since he has a large hitbox but to do this combo on other characters you have to be more precise. You have to delay the second D in +DD, the +C and +A all have to timed quite close to the floor.)
19 - cB, sC, hcbx2 +AC HSDM (Can link HSDM from a low attack)
20 - jDown+C, sB, sA, hcbx2 AC HSDM (Link HSDM from a crossup and easy to do)
Any question, let me know.