Dream Cancel Forum

News:

New to the forums? Introduce yourself HERE!

Kyo Kusanagi

Started by solidshark, December 13, 2015, 03:50:05 PM

Previous topic - Next topic

solidshark



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Hatsugane - ;bk / ;fd + ;c

Issetsu Seoi Nage - ;bk / ;fd + ;d

Command Normals
Ge-shiki * Goufu You - ;fd + ;b

88 Shiki - ;df + ;d

Geshiki Naraku Otoshi - ;dn + ;c in air

Special Moves
100 Shiki Oniyaki - ;dp + ;a / ;c (*)

R.E.D Kick - ;bk ;dn ;db + ;b / ;d (*)

75 Shiki: Kai - ;qcf + ;b / ;d
∟Additional command - ;b / ;d

114 Shiki * Aragami - ;qcf + ;a
  ∟ 128 Shiki * Konokizu - ;qcf + ;a / ;c
    ∟127 Shiki * Yanosabi - ;a / ;c
    ∟125 Shiki * Nanase - ;b / ;d

  ∟127 Shiki * Yanosabi - ;hcb + ;a / ;c
    ∟Geshiki * Migari Ugachi - ;a / ;c

  ∟124 Shiki * Munotsuchi - ;hcb + ;b / ;d
    ∟427 Shiki * Hikigane - ;b / ;d
    ∟Ge-shiki * Tsuriganeotoshi - ;a / ;c

115 Shiki: Dokugami - ;qcf + ;c (*)
  ∟ 401 Shiki * Tsumiyomi - ;hcb + ;a / ;c
    ∟ 402 Shiki * Batsuyomi - ;fd + ;a / ;c
       ∟ 100 Shiki * Oniyaki - ;fd ;dn ;df + ;a / ;c

212 Shiki * Kototsuki Yo - ;hcb + ;b / ;d (*)

Desperation Moves
Ura 108 Shiki * Orochinagi - ;qcb ;hcf + ;a / ;c (!)

182 Shiki - ;qcf ;qcf + ;a / ;c (!)

Climax Desperation Move
Ura 1127 Shiki * Yaegaki - ;qcb ;qcb + ;a ;c
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

Amedø310

#1
Edit: I made a list normals of that will come on other normals that are quick maxed. Distance is included.

Tip of Far A, quick max:



  • Close C -  Normal can whiff if this is done immediately after the tip of Far A hits the opponent. Close C will connect if timed correctly during the quick max run.
  • Far D - Normal can come out if it is done immediately after quick maxing the tip of a confirmed Far A.
  • Quick Max Bypass qcf+BCD


Far A, quick max:
This Far is not the tip but Kyo's hand is not visually touching the opponent.



  • Close C -  Normal can whiff if this is done immediately after the tip of Far A hits the opponent. Close C will connect if timed correct during run.
  • Close D
  • Quick Max Bypass qcf+BCD

Far A, quick max:
From

to



  • Close C
  • Crouch C
  • Close D
  • Quick Max Bypass qcf+BCD

Crouch A, quick max:
From

to


  • Crouch C
  • Close C
  • Close D
  • Quick Max Bypass qcf+BCD

Tip of Far B, quick max:



  • Far D
  • Quick Max Bypass qcf+BCD

Far B, quick max:
From

to


  • Close C -  Normal can whiff if this is done immediately after the above Far B hits the opponent. Close C will connect if timed correctly during the quick max run.
  • Far D
  • Quick Max Bypass qcf+BCD

Far B, quick max:


  • Close C
  • Crouch C - Normal can whiff if this is done immediately after the above Far B hits the opponent. Close C will connect if timed correctly during the quick max run.
  • Far D
  • Quick Max Bypass qcf+BCD

Far B, quick max:
From

to


  • Close C
  • Crouch C
  • Close D
  • Quick Max Bypass qcf+BCD

Crouch B, quick max:
From

to


  • Crouch C
  • Close C
  • Close D
  • Quick Max Bypass qcf+BCD

Amedø310

Frame trap with just normals:
cr. B, cl. C -  This is also a link.

Frame traps into command normals:
cl. A, f+B
cr. A, f+B
cl. B, f+B

The next section will consist of block strings that work as frame trap when distance is involved. For example, the Nakoruru block string, cr. A to cr. C, is not a real frame trap but is quite useful for going to qcf+A/ safe knife slide or punishing any jump-in. It is most likely that no other character has this type of the block string that gives the same result, but they can lead to damage with the help of quick max or going into super.

Iori's cr. A to Far D is a good example of a block string with a wide gap. Far D, quickmax, cl. C works at most distances between Iori and his opponent and cl. D can cancel into SDM without extra requirements. I came up with the list using 1-guard Jump against various of block strings. Iori's cr. A to Far D serves as the baseline for this type of strings.



Nakoruru's cr. A to cr. C in comparison:



Or Kyo's cr. B to Far D:


For warning, this type of strings will not last long and are to be used sparingly.

Wide Gap Block String or Wide Gap Frame Trap:
cr. B, Far C
cr. B, Far D


desmond_kof

"Do not place so much importance on winning. The fight itself has value."


desmond_kof

"Do not place so much importance on winning. The fight itself has value."



EXWildWolf

So I noticed His Cr.A is -2 now which sucks, because that was one of his main pressure tools. His frametraps from Cr.B however are still really solid, even with a 2 frame gap between the Cl.C link. His stagger pressure doesn't lead to much either, so run pressure is pretty solid with him.

Sent from my LG-H901 using Tapatalk


KrsJin

Ignorant question but what's the proper input to get rekka cancel into qcb, hcf+A/C ? Referring to the corner combos that user this.

Micky Kusanagi

It's a matter of timing: you must do the two qcf+A fast and then delay the Orochinagi input slightly, otherwise you'll cancel the second qcf+A into Yanosabi. It's tricky, I'm not consistent at it right now.
Ore no...kachi da!!

KrsJin

Ah! Appreciate it, I'll have to try that out then. So used to almost everything being fastest input for cancels.

Amedø310

Kyo Frame data 2.00 Change:
•cr. B - Start up: 5
•air d+C - Start up: 12
•rdp+BD (ex)- Start up: 20, Block Adv.: -2 on standing, +1 on crouching

Reiki.Kito