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
Console Changes
- (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.
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)
c , c. A, D
c , c , D (1hit) , , D
ADVANCED
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.
Stun Combo thx Tamayak
Easier Stun Combo by CSKOF
Dannyboy's Kyo Combo tutorial
Re: KOF XIII: Kyo
Posted: Tue Apr 06, 2010 07:10
by SonicTempest
Don't forget AIR OROCHINAGI lol.
First off here's his featured hyperdrive combo from the official site:
C, df+D (1hit) HD mode activate, run forward C, df+D (1hit) HCB+K, dp+C, QCF+D, rdp+B, HCB +K, dp+C, rdp+B, dp+C xx Orochinagi.
Also, he can apparently drive cancel his rdp+D into aerial Orochinagi. Not too surprising I guess.
Re: KOF XIII: Kyo
Posted: Tue Apr 06, 2010 13:59
by The Master
I'm guessing here.. but.. Oboro Guruma seems like it would be a good buffer into mid-air orochinagi. We'll see how it pans out.
Re: KOF XIII: Kyo
Posted: Fri May 14, 2010 20:34
by SonicTempest
Quick tidbits from today's blog entry:
- Naraku Otoshi lets you cross up (as one would expect)
- You can do mid-air ON immediately after Shiki Kai, but you need to be fast. Also you can followup afterwards with an Oniyaki.
- EX version of Kototsuki You is a command grab!
And yet another Hyperdrive combo (in HD this time):
Re: KOF XIII: Kyo
Posted: Fri Jul 16, 2010 17:05
by PenPen
Not surprisingly Kyo looks like his EX 98 version.
Far C is kara-cancellable! His df+D is also kara-cancellable on the first hit (wtf). Yay for fireball mind games.
A few XII things can apply here, except for his bullshit low B x N -> standing B -> whatever, which is doable but much harder.
One thing is that after moves like his rdp+K, qcf+K and hcb+K, they don't have a huge lag afterwards. Yes, it's punishable, but you can sorta do stuff on block after that to trade hits. It was like that in XII. So basically, on block after Kyo's close C->qcf+K, you can pretty much just do a dp+P afterwards. And people will eat it (if they don't plan to block further). Same goes for his hcb+K. It doesn't really have much lag in there - it's still dangerous but somehow you can throw a dp+P in there on block and the opponent will eat it (except when they decide to block some more, obviously). Partially it's due to Kyo's invincibility on his dp, which wasn't as ridiculous as XII's, but still a very good clutch move on many occasions (wake-up, blocked move, etc).
I've seen some guys connect his qcf+K into his rdp+D afterwards outside the corner, but for the life of me I can't connect it even though I thought I got the timing. Anyway, rdp+D into air Orochinagi is very cool, but even though I saw some vids where the Kyo followed up with *something*, I can't catch up to the opponent since Kyo flew himself too far away. I'll fool around more. Just to be safe, outside the corner after a qcf+K I'd just do hcb+K afterwards. Much safer with insured damage.
Fireball is still good for pressuring, but not the most vital part of his game. EX fireball travels very fast, but I guess you'd only do that if the other side decides to throw a fireball out, which is unlikely.
On EX moves I recommend his hcb+BD. People aren't expecting Kyo to have a grab, but he has one now, so you can be like a Clark and empty jump in into hcb+BD. And people will fall for that. Adds a really nice dimension to his hop pressure game (imagine doing jump B/jump d+C a few times and then an empty jump into hcb+BD...delicious!)
I have done a few crossup jump d+Cs in the beta but sadly this time around I can't jump for crossovers. I think it's partly the jump mechanic (where I can't seem to jump as high) and partly me still trying to adjust on the spacing for crossup. It IS there, and it works like the old jump d+Cs, with additional longer hitstun on ground opponents. I'd be playing around with this more.
Also had a few times where I intend to do his qcf+D but his df+D came out. It's probably just me being lazy in motions. I for the life of me never got to cancel his df+D properly (even in 2k2UM) so I'm not an expert on this at any sense. But it's a vital part of connecting more hits from his weak attack. Note that the second hit on df+D may whiff at times on block, if pushed farther away.
Neomax is awesome, if you didn't see that tougeki seiyuu video thingy, his Neomax's initial flame beats all sorts of projectiles and as long as it hits, the rest of the move will follow. I did it as an anti-air once too. So it definitely has its uses.
Re: KOF XIII: Kyo
Posted: Fri Jul 16, 2010 17:43
by SonicTempest
The thing about QCF+K is that while it might be relatively low lag on finish, you can interrupt it between the first and second kicks (see the K' technical reference video for an example of this). Probably just the D version though.
Re: KOF XIII: Kyo
Posted: Sat Jul 17, 2010 02:52
by Glimmerous.Fop
Some combos that I came up with:
(Jump / ), , (1-hit), , / / .
The is very dependent on Kyo's distance from the opponent. Sometimes it will miss if Kyo is too far. In that case, skip the and just go straight into .
Corner combos:
(Jump / ), , (1-hit), , , .
Again, you can skip the if Kyo's distance is too far.
Super Cancel combo:
(1 Drive Stock, 2 Super Bar)
(Jump / ), , (1-hit), , , (2-hit) , SC air .
Crouching combos: , . (1-hit), , / / .
It seems like Kyo's can no longer link from his or stand . I could be wrong about this though.. could someone confirm this?
You can link into fron . This is quite dependent on Kyo's distance: too far and the will miss.
Turns out Kyo can supercancel his rdp+B into air Orochinagi. So perhaps this would be a pretty good HD combo to use?
Close C -> qcf+D -> rdp+B -> (SC) qcb,hcf+P -> hcb+K once on ground
Not sure about the damage of this as opposed to rdp+D into air Orochinagi after qcf+D, but I think this does more, and is seemingly easier to connect.
Additionally I find qcf+B on block to be dangerous.
Re: KOF XIII: Kyo
Posted: Sun Jul 25, 2010 01:13
by Dark_Chaotix
Can you delay the second kick on +B/D or it an automatic double kick kick XII?
Re: KOF XIII: Kyo
Posted: Sun Jul 25, 2010 05:33
by PenPen
Dark_Chaotix wrote:Can you delay the second kick on qcf+B/D or it an automatic double kick kick XII?
Nah, it's automatic.
Re: KOF XIII: Kyo
Posted: Sun Aug 01, 2010 22:06
by SonicTempest
Kyo HD combo from Arcadia:
C, df+D (HD activate) dash C, dp+C (1hit) dc QCF+D, HCB+D (1hit) dc rdp+B, dp+A (1hit) dc rdp+B (whiffs), dp+A (1hit) dc rdp+B, dp+C (1hit) dc rdp+B, dp+A (1hit) dc QCF+D, midair QCF,HCB+P, land, QCF,HCB+AC
776 damage, 3 stocks.
Re: KOF XIII: Kyo
Posted: Mon Aug 02, 2010 11:52
by Perfect Stranger
Other combos from Arcadia: x1/2, stand , B/D or (1st hit), Drive Cancel , , EX or EX Orochinagi . If in corner, after can do to preserve stock.
Close , , or [ , EX or EX Orochinagi] or [ , Drive Cancel Air Orochinagi, (Corner only followup)].
Other notes from me:
EX has surprisingly long range, try it! Also has invulnerability on start up, so great move for reversing/countering wake up ground attacks.
, [ , (1st hit)] or stand , / is great,as Pen mentioned it's pretty lag free.
Close , , , Drive Cancel Air Orochinagi, does very good damage for a 1 stock, 1 drive cancel combo.
Crossing up with air much easier than in most other KOFs.