This Kyo should still be able to combo off of his f+B command move if canceled into. Just like Kusanagi, right? Is it possible to combo into Orochi Nagi (like standing C, f+B, qcb hcf + P)? If so, I say that this Kyo is still a good contender for the higher rankings on the tier list.
I’m most likely going to put Kyo on my main team at first until I get a chance to experiment with everyone else. I just wish Iori at least kept his non-flame moves (Rekkas, Scum Gale) from his previous self but I’m not going to waste energy complaining when I can spend it learning his new gimmicks.
Personally I feel like if you’re trying to play any SNK character like a shoto you’re doing it wrong. You can’t zone in KoF like you can in SF. Sure zoning exists but its much more complicated, fireball traps work differently. Its just silly to bitch about lack of the wicked chew. I mean what would you really do with it thats so different? Its not like XII Kyo doesn’t have combo potential. Its just different.
Zoning in KOF games isn’t that detached from SF zoning, and WC’s really helped with Kyo’s zoning/combo game…especially his lockdown and preasure potential.
I agree with this. Seriously Kyo is amazing at putting people into corners. Then you can hyper hop into j.B>c.A>c.B>108-Shiki: Yami Barai, rinse repeat or mix it up to keep pressure. You can use his j.D to poke people back as well as his s.C or c.C to stuff jump in’s.
It really isn’t that, Rekka’s added a lot into his range and poking game thusly there exclusion limits him in this respect. It would be similar to removing a haduken from ryu, sure he could rely on his normals but his range game would be greatly compromised.
I completely disagree. This situation can’t really be compare to removing Ryu’s hadouken unless we were to say that he gained something else. Because what you are saying is taking Ryu and turning him into Sean (SF3:3s). This is much closer to Alpha series M. Bison losing the Psycho Crusher and gaining the Psycho Shot.
With the Yami Barai you can bait someone into a roll and then punish them. Losing the Wicked Chew just means playing alot more cerebrally to me. I can’t aimlessly bumrush someone. I have to actually be more methodical.
I see your point there, I loved the wicked chew after seeing Kyo players pressure with it, but it’s true that the move itself isn’t exactly making anything better except for the Kyo player. Kyo’s not exactly vulnerable during the move and it recovers relatively safely. I will miss Wicked Chew regardless though, thought it would have been great to see HD flames flashing from Kyo’s arm as he tummy rubs people.
except how does wiked chew have more range than a freaken fireball. I love Rekka Kyo as that was my first kof char ever to play, but thats just retarded comment. plus wicked chew though it has more range, can still be punished unless u abuse autoguard which his later incarnations didn’t have. I dunno that comment just struck me as strange overall.
I think it’s just different the way a fireball and the wicked chew worked. Wicked chew would move you closer so you can continue pressure whereas doing a fireball up close is more dangerous. Fireball wins on range, but the utility is different. I’m not too sure what the purpose of the fireball ever was other than to look cool or chip though.
Well say you hyper hop in on someone, if they block it goes j.C> cl.C > Yami Barai i.e. fireball to push them away; if you hit j.C> cl.C > Hop kicks> Orochinagi (if you have meter) Oni Yaki i.e. Dragon Punch if you don’t. On wakeup you can throw a slow meaty Yami Barai and continue to press your advantage. When you are at distance, you can throw a fast one followed by a slow one to chip then bait a roll/hop and punish with s.C, Oni Yaki, or Koto Tsuki Y? (if you’re feeling froggy). People talk about Krauser and how badass his zone game is and thats true but his start ups on fireballs are slow enough that you can psychic punish people for trying to blitzball you. The Yami Barai is useful, its not a hadouken and thats part of what makes it great.
A projectile can follow under 2 definitions, a needless novelty to gradually deplete the opponent’s health(Ryu 3s) or a incredibly powerful ranged attack that dominates space(CE Guile).In this case, Kyo’s projectile follows under the first definitation rendering it useless for serious competition. Although IMO, I hink projectile zoning is very linear in terms of strategic appitude anyway…especially In a game like KOF which is very offensivly confrontational and quick. Projectiles are not really needed for a character to be good in KOF and in a lot of ways I think it’s a lot better like that.
In KOF, I always appreciated how zoning was on the basis of poking and resourcfulness of attacks as opposed to simplistic full screen nonsense. It’s like comparing a match between Ryu and Sim as opposed to a match between Fei long and Blanka…the latter is incredibly dynamic and exciting while the other is rather bland and predicatable. For this reason, old school Kyo was the shit’s…he had so many offensive measures and combo potential that it always made for a exciting and fun experience. Comparing this to his new incarnation which is heavily "shoto"in both form and composure just seems like diving light years back in time…is there any real good reason for a demotion of a character who has progressed so much.
Projectiles really suck in xii since u can just “parry” them. That being said, kyo’s fireball is the only safe special move he has on block. I think rdp B is safe also but it needs to be blocked standing for it to be safe.
Couple of things to clear up.
rdp B -> dp A (only A version hits) Also, rdp B will miss if opponent is crouching.
qcf D (the 2nd hit is automatic) will only combo into dp A/C. Everything else will miss UNLESS u can hit the opponent high enough before the qcf D hits. For example, corner combo: s.C, qcf D, rdp B, dp A. (DM will still miss).
I think this kyo is much better than the 98 EX kyo. Sure he has lost his ability to juggle DMs off the qcf D. But in its place, u can just combo the DM off C -> CD. His dp has lots of priority and the C version always knocks down no matter how matter hits. His normals are also really fast and have good range but that’s for another day.
Has anyone else noticed that Kyo’s qcb+D stops working? This is on the PS3 version. I was just doing to time trials for Kyo and it just wouldn’t come out, B version is fine though. D works again if I use B, at least for a while. Would be kinda bad if special don’t come out in versus, but its the only one I’ve found.
hcb+b/d is freaking ridiculous in this game. it dashes through fireballs, catches opponents out of short hops and eats low attacks. aesthetically it was my favorite move since 98, but what the hell, isnt that a little too much lol?