Wow…that did the trick. Thanks!
I found a very useful video for those who intend on using NEST Kyo. Be sure to watch this video carefully.
[media=youtube]mn2B4kQaNHs[/media]
Heads up, my fellow King of Fighters enthusiasts!
I just found a good article that elaborates on NEST Kyo’s as a character. There is even a comparison between the Regular Kyo and NEST Kyo!
Please read carefully and continue to have fun.
Damn this thread is empty! Regardless… Eventhubs… posted a tier list for KOF XIII - NEST/EX Kyo seems pretty high up, but I don’t really trust Eventhubs all that much and I believe it still might be too early for a tier list. Those who are curious enough to view this list, please do so.
Nest Kyo is a beast, IMO better than regular Kyo. That rekka is too good
(I’m SO thrilled with this game, it is not even funny!) Yeah man, no kidding! Nest Kyo has a lot of options as well and his Rekka series during HD mode become easier to use overtime if you can get a hit confirm. Although, I do think he is pretty high tier, I wouldn’t trust Eventhubs too much… I might try to create personal tier list of where the characters stand now… The damage of his Neo Max does not scale TOO badly even after Neo Max Cancel from either one of his specials. It’s best to do a decent HD combo and then immediately after triggering HD mode
On KOF XIII Climax, jump-in combos are also going to be slightly harder to do, but not enough to impede anyone else’s progress (accept maybe someone like Kula because she kinda relies on jump-ins for decent damage!). Be sure to take a look at the Regular and NEST Kyo comparison’s to learn some cool stuff.
Well, it depends how one plays, wouldn’t you think? I think both of them are good in their own way.
XIII Kyo = KUSANAGI
NESTS Kyo = 99-02 + XI Kyo.
Who told you that? That’s not true. Going from Arcade to Console, jump-ins became harder to do, not from console to climax.
So unless you were comparing Arcade XIII to Climax, that statement is wrong.
I misunderstood that. Nevermind.
I got a question. What are the chances NESTS Kyo can do if he is put as anchor?
NEST Kyo benefits from a lot of meter generated from the second character, but NEST Kyo generally does better as a battery character. There are much viable anchors such as Shen, Claw Iori, Ash, or even Leona. NESTS Kyo does not need 5 meters to get the job done. Kyo should either be a first character or a secondary character should he be a team. If you were to ever put NEST Kyo as an anchor you should have a good meter building as second character (or at least a character who can build meter fairly quickly and has good meter-less combos). Such characters include King, Yuri, Kula, Andy, Betty… things like those. NEST Kyo himself also builds meter quickly which is why is good starter character, along with auto guard in a few of his specials. It is best to watch out for zoners as well and use your EX move sparingly (use the EX R.E.D. Kick for psuedo-anti air or giving over some projectiles.) EX HCB x P is also a good reversal as well. If you intend to use Kyo as an anchor, be cautious of the match up and the amount of meter you save up. It is easy for someone like NEST Kyo to do around 740 dmg (like this: cl.C, df.D, (HD activation), cl.C, f.B, QCFxC, HCBxC, QCFxA, QCFxC, HCBxC, QCFxA, QCFxC > QCFx2 A, (Max Cancel) QCFx2 B/C = 740 OR cl.C, df.D, (HD activation), cl.C, f.B, HCBxD, EX Orochinagi > (Max Cancel) QCFx B/C = over 700 damage.
NEST Kyo would do well as an anchor depending on the match and the players circumstance, yet this is not a recommended position for him.
While i feel that EX Kyo is defenitly most effective as a point due to his below average damage, he is still a very well rounded character that can fill any slot if you have another char you would rather have first.
(And a more effective HD combo would be: st.C, df.D, B+C, st.D x qcf.C [HDC dp.C HDC qcf.C] x2, HDC dp.C HDC qcf.D~D, qcf.C, dp.C HDC qcf qcf.BD - 770 dmg 2 bars ^^)
Alright, that sounds true to me alright. Sorry I posted this really late, but thank you for all the advices. I’ll work my way around NESTS Kyo on those positions. Thanks guys!
Hey, guys! Check out this EX Kyo corner combo I just discovered*!
(j.d+C) cl.C, f+B xx qcf+AC > qcf+A > hcb+P > P DC qcf+D~D, qcf+C, qcf+A > hcb+P > P
Without j.d+C: 408 damage
With j.d+C: 429 damage
1 meter, 1 Drive, corner required.
*by ‘discovered’, I mean I found this combo by myself, but someone else has probably done it before me.
Yeah thats his 1 bar 1 drive BnB :). Midscreen DC into hcb.D instead of qcf.D~D
Several changes were made towards NESTS Kyo DC wiki article. The changes established dealt with his pros and his cons, the differences between the Regular Kyo and NESTS Kyo himself, some match ups were added, additional game play overview.
http://www.dreamcancel.com/wiki/index.php?title=NESTS_Kyo_(XIII)
… Actually, here. The differences between NESTS Kyo and the Regular Kyo -
I already edit this into the DC wiki, but please inform me if any changes need to be addressed.
- NESTS Kyo can combo into f.B from cl.C unlike the regular Kyo.
- NESTS Kyo has better hit confirms as his st.B hits low and can be chained into each other.
- The Regular Kyo Orochinagi DM is a lot better than NESTS Kyo, while the latter seems a bit on the slow side.
- NESTS Kyo’s overall corner pressure is better than the regular Kyo’s.
- NESTS Kyo lacks the ability to out zone his opponent, thus making his long range options limited compared to the regular Kyo’s.
- Their DP’s are different: NESTS Kyo’s DP+A is similar to the regular Kyo’s DP+A but their C versions are where the differences are. NESTS Kyo’s autoguard during the DP+C motion is far more blatant and hits twice. Regular Kyo’s DP+C hits three times. NESTS EX DP motion has him travel slightly into the air and remain stationary while performing the move until it is finished. Kyo’s EX DP just has him travel high into the air vertically.
- NESTS Kyo’s QCB+K requires him to “catch” the opponent and then cause an explosion, while the EX version works as another damaging reversal option. NEST Kyo will still go through the same animation sequence making the move unsafe. The Regular Kyo’s version of this move automatically works after the first successful hit and the animations stops with Kyo’s elbow in front of him. The EX version of the move works as a command throw (Between 1 to 4 frames).
- To finish Kyo’s upkicks (QCF+K), the player must input another kick notation to finish the move. The regular Kyo’s secondary kick from this move automatically comes out.
- NESTS Kyo can not cancel his down forward.D command move at all and is best used for HD combos