KOF XII - Kyo Kusanagi thread

The first combo does 403 damage
I find its always best to end it with hcb.C/D as it tags a hefty 100 damage usually… if you replace the oniyaki with hcb.C/D you get 434 damage
If you super after the second CD you get 441 damage

Replace the Oniyaki with another oboro(B) for 475 damage
Edit: dont think it works on short people though :frowning:

Still works in my opinion dont need flash all the time and if you are fighting chin it may be recommended so its a thought you know.

Been practicing with Kyo earlier today. Checking out some CC like the follow:

CC, RDP+D, RDP+B, Orochinagi
Does like 423 or so damge for 6 hits.

and

CC, st.C, C+D, RDP+B, Orochinagi, RDP+B, HCB+D
Does about 468 for 8 hits if I remember correctly (I’ll have to do it again).

Say guys, know any CC that involve Kyo’s projectile during a CC? I’ve been trying to check it out, but not success yet.

I’m utterly convinced Kyo is S-Tier now. Freaking amazing combos that continue even after CC wears off…

Enjoy.

Other stuff I noticed that’s too good about Kyo (sorry if this posted already):

(ch)D, 421D.

D goes over lows, and the 421D slams the opponent down. They can’t tech recover. This leads into to little mind games like hyper short hop D>combo of choice, or just empty hop into 2B, 2B, 5B, 3D.

If you get (ch)D, 421D in the corner, you can do a charged CD for additional mind games on wake up.

And then you have stuff like:

(corner)short hop D, 5C, 236D, C> (fully charged) CD>combo of choice.

C hits them out of the air for a guard break move when they land.

OG Kyo which is EX Kyo in 98 and Kusanagi in 2002/03 always had that. In fact in 98 at the right distance 412B can avoid high projectiles like Robert’s. Seriously. You guys are discovering things that Kyo has been able to do for years. The only difference is that XII Kyo has the XII counter hit system now.

And geez if you think that’s “TOO GOOD” about Kyo you must not know about pre-XII Iori.

Um… everyone in XII has juggles like that in the corner. Andy, Terry, Athena, Iori for instance. It’s not only Kyo who can do juggles after a CC in the corner.

Look here at 2:47: [media=youtube]ccH9WBZY3X0[/media]
You can see Terry doing his juggles after a CC in the corner.

I know Kyo is good, I just wondered what was so great that made him S-Tier in XII, for the same reason why Iori is S-Tier too. Exploring through gameplay vids and researching through the Internet makes finding out why fun.

As for those Kyo combos in that video, if you watched the video none of them were performed in the corner, they were all from midscreen. And yeah, I already knew Terry had stuff like that for a while…please don’t judge me from my join in date :frowning:

I think what separates Kyo from most of the cast right now is his ease of pulling off air resets that sets up a CD guard break on wake up or worse. Not to mention these pretty meaty combos that are relatively easy to pull off.

I don’t do the “LOL 09er” crap. Never was for that so don’t worry about it from me.

Check this vid for some corner juggles.
[media=youtube]hP3e0-lemqw[/media]

Awesome, plus 100 cool points to you sir :rofl:

Kinda Kyo related but if u go to the sound options, you can find a hidden Music Track for Kyo’s Esaka that was used in one of the trailers. [media=youtube]1-HV96FprKY&feature=channel[/media]

Strong Kyo CC

I haven’t seen this written I believe and it works Midcreen and Corner.

CC-rdp+D, Orochinagi, rdp+B, walk a lil forward CD~qcf+D, hcb B or D

Does 621 A nice find I did today :smiley:

i think this is optimal midscreen/corner CC

CC, rdp+D, dm, rdp+B, [CD xx qcf+D]x2, rdp+B, dp+C = 685 dmg (thx lordbbh for confirming theory)

I didn’t see it mentioned, but midscreen you can do s.C, CD, rdp+B, rdp+B, dp+A (or reset with s.A or s.C). Resetting with s.A will put you in range for a guard crush CD while s.C will do more damage. Don’t try and do this off a jumpin unless it was a crossup 'cause you gotta be really close to get it to connect.

You do this off a jump if in the corner

A jump how? Can you be more specific?

If you’re in the corner you should use qcf+D instead. This is just for midscreen since qcf+D won’t connect.

Yeah I noticed that, pretty cool. too bad you can’t get it as a stage music

Kyo seems to have some tricky timing involved in canceling his C+D -> whatever, so I’m wondering if there are some punishes out there I don’t know about. Here’s what I know of:

C+D canceled early -> rdp D
C+D canceled early -> rdp B x 2 -> dp A
C+D canceled middle -> hcb D

I know C+D canceled late -> qcf D juggles when set up by a CC, but are there applications for it outside of that and the corner?

lol @ the discussion about kyo’s rekkas. just spam 2B :stuck_out_tongue:

also fireballs do not “suck” in this game, it’s just that there are better fireballs than kyo’s.

Yeah, it’s not great for zoning people out, but it’s more than fine for creating a setup to lure the opponent into bigger damage later on. And with the rest of Kyo the way he is in XII, that’s as good of a fireball as he needs. For whenever I can get more netplay in, I’ve been meaning to mix up his BnBs a little by capping off the cr. B x 2 -> s. B with a s. A -> qcf A reset to maintain pressure instead of the dp A. Sacrifices some damage obviously, but I’m thinking since doing the dp A would cost Kyo some time coming down and give the other guy a chance to quick recover, it sort of resets the pressure game to neutral whereas the reset could make it easier to stay on top of them and set up bigger damage anyway

edit: huh, just did some messing around in training mode… Apparently Kyo can cancel out of his 6B overhead, but only when it’s canceled into? So just doing 6B -> something won’t come out with anything, but if you do, say, cr. B x 2 -> s. B -> 6B you can cancel that into any of his specials, including his most damaging (qcf K -> dp C ; hcb D), and it’ll combo whether the overhead was a counter hit or not.