IT'S KYOOOOOOOOOOOO.
*Copy pasta '95 Kyo movelist here*
Command moves:
Goufu You: +
Naraku Otoshi: + in air
88 Shiki: +
Specials:
Yami Barai: +
Oniyaki: +
Kototsuki: +
Oboro Guruma: +
75 Shiki Kai: +. K (notice you only need to do hit kick once - the second hit is automatically executed no matter what)
DMs:
Orochinagi: , + (CAN BE DONE IN MIDAIR LOL)
NM:
x2
Goufu You: +
Naraku Otoshi: + in air
88 Shiki: +
Specials:
Yami Barai: +
Oniyaki: +
Kototsuki: +
Oboro Guruma: +
75 Shiki Kai: +. K (notice you only need to do hit kick once - the second hit is automatically executed no matter what)
DMs:
Orochinagi: , + (CAN BE DONE IN MIDAIR LOL)
NM:
x2
- (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, +D, +K now does the full four hits.
- Kototsuki You (HCB+K) has more lag on block
- (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.
Yamamoto: The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his .HK>fb+HK {df.D > +D}combo. Please try him out now that he has so many more attack options.
- Kototsuki You (HCB+K) has more lag on block
- (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.
Yamamoto: The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his .HK>fb+HK {df.D > +D}combo. Please try him out now that he has so many more attack options.
So now that Kyo suddenly fucking forgot how to do his Firepunch moves after almost 15 years, let's see how he plays. I haven't been looking at much gameplay footage of him, but from what I've seen he seems a little bit more pre-XII-fuckup-like, with his + D being comboable, 75 Shiki Kai floating the opponent higher, and the general fixing up of the overall core game system.
Anyway, it's time to GET HYPE!
Notes:
TBC: Kyo's Orochinagi becomes faster (and more comboable) if you hold down the P for a tiny bit longer.
GAMEPLAY
Kyo can be played as a shoto character, but is much more effective as a rushdown attacker. Because he's lacking his RED kick, Kyo can't back off and then pretend he's jumping in with it, so he has to wait and instead.
BASIC
Jump in with to crush anti airs (unless they are invincible) then when they are scared and start blocking, mix up with empty hop into crouching B combos and then when you think they are going to block this, use a hop/jump to hit them at the last second and then combo as you wish.
Simple combos: (air attack optional)
At this point you need to learn the distance required to attack with a crossup . A good set up is to throw, then run till you're about one character's width away then hop.
Anyway, it's time to GET HYPE!
Notes:
TBC: Kyo's Orochinagi becomes faster (and more comboable) if you hold down the P for a tiny bit longer.
GAMEPLAY
Kyo can be played as a shoto character, but is much more effective as a rushdown attacker. Because he's lacking his RED kick, Kyo can't back off and then pretend he's jumping in with it, so he has to wait and instead.
BASIC
Jump in with to crush anti airs (unless they are invincible) then when they are scared and start blocking, mix up with empty hop into crouching B combos and then when you think they are going to block this, use a hop/jump to hit them at the last second and then combo as you wish.
Simple combos: (air attack optional)
- c , c. A, D
c , c , D (1hit)
, , D
At this point you need to learn the distance required to attack with a crossup . A good set up is to throw, then run till you're about one character's width away then hop.