s.mk is good for that.
in lots of situations… it is by far his best anti-air when dp+HP won’t work, but when you know you will be crossed up and you don’t have time to jump back and fierce/strong them, i’d rather block then risk getting hit out of s.MK
thanks guys. i’ll try it out tomorrow…
i never knew there’s a difference between lp and mp rekkas…i always use mp rekkas no matter hit or blocked, so i should use lp instead for the 1st hit? what about 2nd and 3rd? like lp, hp, hk?
the first hit is the only one that matters. afaik.
i think the lp rekkas are more useful because if blocked they are only -5 and youre left realtively safe. mp rekkas are pretty unsafe even if they only block the first hit.
what about the damage? is lp rekka damage lower than mp? by how much?
yes lp is slightly lower, but not by much.
why use cr mk if cr hk is faster and more damage? i figure that cr mk does have the range, but too slow to punish certain moves, and not as high priority as the cr hk. but why is it good and lots of top players use it?
c.MK has more range than c.HK and far s.HK, and it is faster than c.HK, just not as safe up close
against some attacks like sakura s.HK, its great… overall its a good addition to his footsies
…maybe this is too generalized of a question, but I notice that a lot of Kyo’s moves act as overheads on crouching characters. Does anyone have a full list of those moves?
if u do a rekka combo and then after the 2nd hit stop, instead of doing the last hit just do a rdp plus lk its an auto cross up good info i found out today
Kyo’s Normals, JD’d
I like doing stuff like this for characters I mess with.
Its sort of a work in progress, so not finished yet, but the bold number on the far right is the “range” of “disadvantage” you get when this move is JD’d.
I haven’t done his jumping normals nor his command normals yet (if ever), but know at least that moves done during jump ins are safe if JD’d (so far as I know via testing and running by the numbers.) That means his d+HP is pretty safe. Of course I am gonna double check all of this but I’m pretty sure its about right.
Anyway, the numbers:
Close Standing:
[INDENT]LP: 400 +5/+5, o/o/o 2/6/6 *****-2
MP: 800 +0/+0, x/o/o 3/12/11 *******-7 to -9 **
HP: 1400 +1/+1, x/x/x 8/8/17 ******* -5 to -7**
LK: 500 +3/+3, x/o/o 4/4/11 *****-5
MK: 1000 +1/+1, x/o/o 4/5/16 ******* -5 to -7**
RH:1200 -1/-1, x/o/o 4/4/21 *****-5 to -7[/INDENT]
Far standing:
[INDENT]LP: 300 +5/+5, o/o/o 3/5/7*******-2**
MP: 900 -5/-5, x/o/o 4/6/22*******-12 to -14**
HP: 1400 +1/+1, x/x/x 8/8/17 *****-5 to -7
LK: 500 -1/-1, x/x/o 5/4/14 *****-8
MK: 900 -2/-2, x/x/x 8/5/19 *****-8 to -10
RH: 1300 -5/-5, x/x/o 7/7/24 *****-11 to -13[/INDENT]
Crouching:
[INDENT]LP: 300 +6/+6, o/o/o 3/4/7*******-1**
MP: 800 +6/+6, x/o/o 4/7/9 *****-2
HP: 1200,1100 -11/-11, x,x/o,x/o,o 5/6/29*******-15 to -17**
LK: 200 +6/+6, o/o/o 3/4/7*******-1**
MK: 900 -5/-5, x/x/o 7/9/16*******-9 to -11**
RH: 1300 down/-2, x/x/x 8/6/22*******-8 to -10 **[/INDENT]
Jumping:
LP: 600
4/22
MP: 900
4/10
HP: 1100
6/10
LK: 600
4/22
MK: 900
5/7
neutral RH: 1100
6/10
jumping horizontal RH: 1200
6/6
Throws:
HP: 1700, 52 pixels
3/1/13
RH: 1900, 52 pixels
5/1/13
Command Move(s):
f+HP: 1300 down/-3, x/o/o, block mid, parry high
14/10/20
df+RH: 400+800, +0/+0, x/x/x, 1st hit low 2nd mid, 1st hit parry low, 2nd hit parry either,
11/4/8/4/20
f+MK: 1000 -5/-5, x/x/x, overhead, parry high
32/3/22
(midair)d+HP: 1400, down/-, overhead, parry high
8/6
For Reference, here is an excerpt from Buk’s Strategy Guide posted on Gamefaqs
Frame Advantage/Disadvantage = JD stun - (active frames + recovery frames)
Let’s take Sagat’s low fierce as an example:
Sagat’s low fierce is 7/8/14 +2F. Plug the relevant numbers into the formula
and:
Frame Advantage/Disadvantage = 18~20F - (8F + 14F)
= 18~20F - 22F
= -4~-2F
Fierce/Roundhouse JDs: 18-20 frames guard stun
Strong/Forward JDs: 14-16 frames guard stun
Jab/Short JDs: 10 frames guard stun
Special Move JDs: 19-21 frames guard stun