Is that a wise decision or should I exchange one of them with someone. The Groove I mainly use is N, but I’m thinking of going back to C-Groove 'cause I’m used to air guard. Can Kyo and Iori be used effectively with C-Groove?
Are there any other duos/trios of characters that shouldn’t be put on same team?
I understand that, but I was just thinking that because they’re similiar in a few ways, my team doesn’t have much variety. That variety isn’t necessary to have a good team?
Iori and Zangief would have a lot of variety, but is variety that good? I find playing with N-Groove Zangief kind of difficult. I prefer C with him.
use whoever you want but certain characters perform better in certain grooves. I think kyo performs best in K groove. He’s a counter hit machine, with small jump his mixups are great. Use small jumps to mix up low high, if they block high for your small jump then go ahead with the bnb. As for Iori he’s best in N. Run and roll are valuable for him.
Iori can be a beast in C. short short short, lvl 2, fierce uppercut. Easy to perform, does lvl 3 damage, and leaves you with over one stored lvl. He loses run, but still has roll for them RC rekkas.
I wouldn’t use Kyo in C, but I don’t even use Kyo at all.
Kyo in C groove doesn’t appeal very much in my eyes for some reason. He has some nice lvl 2 cancels however he doesn’t do to much other wise. Kyo isn’t to great at footsies however he does have semi good RC’s namely his HP rekka. All in all I don’t see anything that Kyo offers in C groove. Just his Lvl. 2 cancels. However that’s going to be hard to get off because of his limited mixup.
'Kay, so I’ll keep noth Kyo and Iori on my team. I’m thinking of adding Yamazaki. Would N-Groove Kyo, Iori and Yamazaki work or should I change the Groove?
Kyo, at least around here with players like Oliver and Jamaal, is really good at footsies. I’ve played with and against C-Kyo a lot. He’s not hella fun or anything, but he has the potential for hella damage and abuse of the meter. I’ll agree with your rankings for the grooves, as they are right on. But, I will disagree with C-Kyo sucking it hard.
Eh, Kyo can still do j.fierce close s.rh xx qcf rh.kk xx rh dp+k in C. in the corner he can do lvl 2 mu shiki xx rh launcher kicks xx dp+fierce. What kyo gives up in c groove is his run, rushdown opportunities and his mixups with his low jump, you can be at a distance and use c.mk as a far poke or even bait but that too seems risky. The thing is when you play as Kyo in P or K (his best grooves without a doubt, K P A N C S) one parry leads to a mu shiki or in K you’ll be rushed down to a point where you will eat a mu shiki on a spoon. Kyo’s roll sucks, i think the only roll as bad or worse as his is probably cammy’s, but that’s what you get when you trade offense for defense. CAP grooves are more or less defensive to me, SNK grooves are to build offense and rushdown.
thats a pretty slick team because pretty much any order would be good. all are decent anchors/batteries however chosing who u want in the middle may be a little tough. iori’s super doesnt do very much dmg and yama’s supers are harder to land so i guess kyo would be your man. i dont know alot about n-kyo but i think hes supposed to have soome neat pop tricks and he has some easy combos to super.
iori is a WAYYY better battery than user. he does not need the meter at all. Maiden masher does 6 grand or something while kyo macks hotties with his combos doing at least 7-8k. Iori’s rekkas rawk the hizzouse.