KOF XII - Kyo Kusanagi thread

this isn’t a bad post, but “demoted”? isn’t Kyo kinda, like…really good in XII?

It’s easy to compare Kyo’s role in the roster of a game like XII to someone like Ryu… being the main character and thus the most likely pick for newcomers, they gave him a sampling of a lot of the tools that a lot of other characters have. I think they made Kyo in that respect better than they made, say, SF4 Ryu, though. SF4 Ryu is just downright good with every tool he has. Kyo meanwhile has a few options that might not be as good as something similar in another character (like his fireball), but that’s fine because he has so much to work with. and like I said, he’s still really damn good, and has enough uses for his less stellar moves to keep them from getting dusty.

Anyway, someone was saying his fireball is his only safe special? what about qcf B? I’ve seen it in a lot of block strings

i think qcf+B is safe on block, i always use it as a frame trap and then hit them with a dp+C.

is rdp+b safe?

This is why I have to play XII. That sounds way too nasty.

I’ve tried using hcb+K to go through fireballs, didn’t work. Do I have to time it right as the FB is about to hit?

HCB+K is safe if you use it from a near the max distance of the move. Depending on how close its done is relative to how much time there is to punish it. This applies to rush supers as well.

As for the part about going through fireballs, I think this might only work against power wave and Kyo’s fireball. The reason being that the move has lower invincibility. It will go through down b’s and down d’s.

Now I’m not sure about some of the others here…but flame punches were never a safe and dynamic poke. I found its use only in combos. Yea, it made the combos themselves interesting but as a tool on its own I found it to be more trouble than it was worth. Kyo’s normals more than did the job.

As far as a “demotion” I wouldn’t go as far as that. There are two “general” versions of Kyo and this is the one we get. He works differently but is still very effective and personally I would much rather have this Kyo considering the playstyle of XII. He doesn’t need to be “fixed” or “updated” and, considering this version of Kyo was around first, is the actual “old-school” Kyo. His gameplay is still based on the pokes and strings, you just don’t get as many flashy combos. He is still a far cry from a typical shoto.

I will lament one loss for Kyo: The hammerfist and by extension, backdash hammerfists.

I still hold down C when I short hop

CC Como for Kyo with meter

CC, CD~Orochinagi, Oboro (B) x2, Shiki Kai (D), Oniyaki (D). This is the mid screen one in the corner I do believe you can connect CD before Shiki Kai not totally sure.

You do not need to be in the corner for CD Shiki Kai but if you do CD Shiki Kai command grab afterwards HCB+K if mid screen D corner either C or D if you choose two I just do Oniyaki … however you may be able to connect Oboro (D) …(someone Play test this)

Did any of you think that wicked cew made him unbalanced with the new system? I don’t know if it would have but its a good chance of that. I can only think of two other similar moves that are still in the game.

Any think Kyo needs a nerf?
His priorities after most of his moves are insane… He can always jab you out afterwards/ c.lk.

Like his 3 kick whatever move. You can’t even throw him after he lands. You really have to Lp/lk him out. You can throw him but the timing has to be right…

why would you throw thats an easy punish right there especially if you have meter.

The point is… You can’t. Because of his priorities. Believe me, I tried. :wonder: (I’ll double check…)(But by experience, I don’t recall anything good after he does that 3 kicks of doom)

And about the meter thing is a situational thing. I’d rather use my meter on a combo, than risking him be able to block it. Because some super has startup time…

thats why you combo it in. …then again I dont know your character if he whiffed it I would just CD charge into super

Funny thing is that you make it sound so easy. Even though his 3 kicks makes him fly like… full screen. Of course you have to run to him sometimes. But chances are, he can jab and do shiznit stuff already.

Compare it to Kyo’s hcb B/D. Look at the damn delay once he lands…
Better yet, his C DP…

i dont know why but i cant do hcb b/d to save my life, makes me feel retarded

Sounds the same thing as someone who has trouble punishing K’ dp+C. Just get used to reacting and running up. I hope you aren’t playing online. If you are, just disregard all that. In fact, online, just disregard the whole game lol.

I was playing around with your combo and modified it for more damage:

CC, b.CD(guardattack)xxorochinagi, oborox2(B), CDxxShiki Kai(D), hcb.C or D
Does 602 damage, corner or mid
Its getting closer to terry damage

Inserting guard attack in CC combos, may have potential… damage may outweigh its lack of speed… we’ll see

Edit: Here is a combo I got with no super corner or middle:
CC, Oboro(D), Oboro(B), Oniyaki(A), CDxxShiki kai(D)m hcb C or D
Does 468 damage, not too shabby

Hmm … well for the bottom one I did play around same with a my friend WingedRegent on youtube.
CC-CD,Shiki Kai (D), Oboro (A) x2, walk forward CD Shiki Kai (D), Oniyaki

thats a good one with no meter. if you have meter you can do Orochinagi after Oboro or if you are in the corner after the second cd

why doesnt the hcb combo after 2 firebals? i shoot a slow one, than a fast one, then run after it with the hcb, but it just doesnt hit/lift them? only 2 hits instead of 3.