Dream Cancel Forum
King of Fighters XIII => Character Discussion => Ex Kyo => Topic started by: nilcam on December 06, 2011, 05:27:15 AM
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Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Throws
Issetsu Seoi Nage - ;bk / ;fd + ;c/ ;d
Command Normals
Geshiki: Goufu You - ;fd + ;b
88 Shiki - ;df + ;d
Geshiki Naraku Otoshi - ;dn + ;c in air
Special Moves
100 Shiki Oniyaki - ;fd ;dn ;df + ;a / ;c *
R.E.D Kick - ;bk ;dn ;db + ;b / ;d *
212 Shiki: Kototsuki You - ;hcb + ;b / ;d *
75 Shiki: Kai - ;qcf + ;b, ;b / ;d, ;d *
104 Shiki: Aragami - ;qcf + ;a
∟ 128 Shiki: Ku Kizu - ;qcf + ;a / ;c
∟127 Shiki: Ya Sabi - ;a / ;c
∟125 Shiki: Nana Se - ;b or ;d
∟127 Shiki: Ya Sabi - ;hcb + ;a / ;c
∟ Geshiki: Migiri Ugachi - ;fd + ;a / ;c
∟ 127 Shiki: Nana Se - ;b or ;d
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
Desperation Moves
Reversed 108 Shiki: Orochinagi - ;qcb ;hcf + ;a / ;c *
Saishuu Kessen Ougi "Mu Shiki" - ;qcf ;qcf + ;a / ;c
Neomax
Saishuu Kessen Hi-ougi "Totsuka" - ;qcf ;qcf + ;b ;d
EX Kyo's wiki entry (http://dreamcancel.com/wiki/index.php?title=NESTS_Kyo_(XIII)).
EX Kyo vs Kyo Comparison
『ネスツ京』『ノーマル京』比較 (http://www.youtube.com/watch?v=5xToP_jFE5U#ws)
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Juicy Bits - KOF13 Character Basics: EX Kyo (http://www.youtube.com/watch?v=HaHCfOuovNY#ws)
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Reserved
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His '115 Shiki: Dokugami' has guard point. Get hype.
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His '115 Shiki: Dokugami' has guard point. Get hype.
Pretty sure Aragami has it too from what I saw.
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And his oniyaki
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if you look on atlus site for kof 13 they listed what i'm guessing means kyo is available on 12-20-11
http://www.atlus.com/kofxiii/ (http://www.atlus.com/kofxiii/) go under online -> downloadable content -> characters.
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And his oniyaki
This is true i was about to post it bu milesw beat me to it, doh.
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Here's the moveset by SNKPLAYMORE and A trial Mode by someone
ネスツ京技紹介 (http://www.youtube.com/watch?v=o-HZLoZVb8c#ws)
KOF XIII - DLC EX Kyo Mission Trials (http://www.youtube.com/watch?v=FnLb9s9jRnM#ws)
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im buying a 20 eu psn card tomorrow, i hope rising star delivers this time and i can buy kyo f this friday, the already fucked up ex iori for me.
also can anybody confirm if psn eu updates thursdays, fridays or saturdays?
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From SNK:
Some differences between the two Kyos:
『ネスツ京』『ノーマル京』比較 (http://www.youtube.com/watch?v=5xToP_jFE5U#ws)
Some matches which show him off a bit more:
『ネスツ京』対戦動画 (http://www.youtube.com/watch?v=EEeya1ZAutE#ws)
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For a beginner do you think this Kyo would be better then OG Kyo?
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For a beginner do you think this Kyo would be better then OG Kyo?
since we don't have the character yet it's hard to say. Also it really depends on what you're used to, but i'm thinking 13 kyo would be a better pick since the fire ball bait jump dp is a common playstyle in fighting games that is easy to adapt to.
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For a beginner do you think this Kyo would be better then OG Kyo?
since we don't have the character yet it's hard to say. Also it really depends on what you're used to, but i'm thinking 13 kyo would be a better pick since the fire ball bait jump dp is a common playstyle in fighting games that is easy to adapt to.
yes and not... ok don't forget about the qcf rekkas, for a beginner maybe is possible to mess with input and pull out mu shiki xD but other that nothing are very hard to handle. he is very user friendly too imho! the f.B comboable is very easy to confirm if connect and it open to the first veeeeery easy hyper drive combo ([qcf.C,qcf.A]x4 into DM or qcf.K orochinagi) to play with. some tools are the same (c.B, s.B combo into specials) so it's very up to you.
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For a beginner do you think this Kyo would be better then OG Kyo?
If he's like previous Kyo's, then you'd rather stick with XIII Kyo, he's probably the easiest Kyo in the series by far.
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Damn his EX R.E.D. Kick is HELLA NICE
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Bad news for PS3 owners, EX Kyo release delayed to 1/10 for PSN. XBL release still the same. However EX Kyo will be discounted on release for the PSN.
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i guess that's not too bad i'll be able to save that extra money at least.
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what about eu release? also eu should get a discount for ior since they fucked us over with that one here in the EU (eu got fucked with iori, us with kyo, seems jpn or asian version would have been best). these lucky 360 fuckers.
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what about eu release? also eu should get a discount for ior since they fucked us over with that one here in the EU (eu got fucked with iori, us with kyo, seems jpn or asian version would have been best). these lucky 360 fuckers.
Uh, they just mention North America, so I guess EU's in the clear. We'll find out in the next 24 hours I guess.
And who knows, they might give you one, though it's only 2 dollars.
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My Minor contributions after playing NESTS Kyo:
Very Easy HD Bypass: ;c, f+;b Kotosuki You (hcb+K) with B+D. Great way to start those flashy rekka chains, or just get in for the (EX)DM -> Neomax for 700+Damage.
After a blowback hit of a counter hit CD, Kotosuki You B version with do the elbow, but the grab will miss.
Kotosuki D Version will generally hit both.
By the way, his neomax travels full screen. It's not extremly fast, and you can jump over it from that distance if you see it coming, but it's not extremly slow either. You could probably punish a few C Dragonpunches with it pretty easily, though it's no Mai or Vice Neomax.
You can land a Naked Neomak off his ;d 75 Shiki: Kai. You even have enough time to naked activate HD mode and then do the Neomax. Works best is you activate the NM when they're almost level with your head / shoulders, otherwise, you'll move UNDER them.
EX Dokugami chain is pretty nice. Because of all it's hits, it seems to be a better combo ender at times, than his DMs. Something to keep in mind.
Be can chain crouch ;b, stand ;a, stand ;b, crouch ;a together, before doing a Aragami punch / Mu Shiki.
Mu Shiki is pretty lenient. As long as they're not flying backwards, if they get hit by the column, they pretty much bet punched. I juggled the opponent with 75 Shiki Kai in the corner, started Mu Shiki as they were at the height of the juggle, and still got the flame hit + all punches.
His EX DP will throw people OUT of the corner, if you with them with it while they're juggled too high. If you want to use it to finish a juggle, wait till they're closer to you, so it traps them, and nets you more hits/damage.
His B side theme is Goodbye Esake: NEOGEO version. So no Tears :(
Just a few tips from a Non-Kyo Player ;) Hope you can find some of it useful!
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how late does eu store update, im gonna buy a 20 eu psn card but no conten as i just looked.
Edit: Completely unnecessary. -nilcam
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No Tears?! SNKP!!!!!!!!!!!!! YOUR LIVES ARE FORFEIT!!!!!!
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i know nil, i know. just got pissed of waking up happily so i can buy ex kyo and these fuckers did it again. last time i buy anything rsg related or snkp related thats for the eu.
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Here in my country there are Asian Versions of the game problem is? They only sell US PSN Cards!!! So much for EX Kyo.
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i know nil, i know. just got pissed of waking up happily so i can buy ex kyo and these fuckers did it again. last time i buy anything rsg related or snkp related thats for the eu.
Get rid of the game to make a statement then.
EDIT: I thought my eyes were playing tricks on me in those match videos of EX Kyo...but I guess they weren't. His DP does have it's Autoguard back...nice.
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[0 Drive, 0 Meter] (DMG, STUN)
cr.B cr.B st.B xx QCF+A xx QCF+A xx K (200, 26)
(jump attack) cl.C f.B xx QCF+C xx HCB+P xx F+P xx DP+P (257, 26)
(jump attack) cl.C xx QCF+D.D RDP+B (184, 25)
(jump attack) cl.C xx QCF+D.D HCB+K (262, 15)
(corner) (jump attack) cl.C xx QCF xx QCF+D.D, QCF+A, QCF+A xx HCB+P xx P (288, 35)
[0 Drive, 1 Meter]
cr.B cr.B st.B xx QCFx2+P (272, 15)
cr.B cr.B st.B xx HCB+BD (254, 15)
cr.B cr.B st.B xx QCF+BD RDP+B (203, 25)
(jump attack) cl.C f.B xx QCFx2+P (301, 11)
(jump attack) cl.C f.B xx QCF+BD (1 hit) RDP+K (198, 21)
(jump attack) cl.C f.B xx QCF+BD (1 hit) HCB+K (276, 11)
(jump attack) cl.C f.B xx QCF+AC xx QCF+A xx QCF+A xx K (279, 11)
(jump attack) cl.C f.B xx QCF+AC xx HCB+P xx F+P xx DP+P (306, 11)
(corner) cr.B cr.B st.B xx QCF+BD, QCF+A, QCF+A xx HCB+P xx P (293, 35)
(corner) (jump attack) cl.C xx QCF+D.D DP+AC (300, 15)
(corner) (jump attack) cl.C xx QCF+D.D QCBHCF+P (303, 15)
(corner) (jump attack) cl.C f.B xx QCF+AC xx QCF+A xx HCB+P xx P (253, 15)
[0 Drive, 2 Meter]
cr.B cr.B st.B xx QCF+BD RDP+BD (241, 15)
(jump attack) cl.C f.B xx QCBHCF+AC (427, 11)
(jump attack) cl.C xx QCF+D.D QCBHCF+AC (431, 15)
(corner) cr.B cr.B st.B xx QCF+BD, QCF+A, HCB+BD (319, 18)
[0 Drive, 3 Meter]
cr.B cr.B st.B xx QCF+BD, QCBHCF+AC (421, 15)
[1 Drive, 0 Meter]
cr.B cr.B st.B xx QCF+A [DC] QCF+C xx HCB+P xx F+P xx DP+P (255, 31)
cr.B cr.B st.B xx QCF+A [DC] QCF+D.D, RDP+B (214, 36)
cr.B cr.B st.B xx QCF+A [DC] QCF+D.D, HCB+K (276, 26)
(jump attack) cl.C f+B xx QCF+C [DC] QCF+D.D, RDP+B (249, 33)
(corner) cr.B cr.B st.B xx QCF+A [DC] QCF+D.D, QCF+A, QCF+A xx HCB+P xx P (296, 46)
(corner) (jump attack) cl.C f.B xx QCF+C [DC] QCF+D.D, QCF+A, QCF+A xx HCB+P xx P (339, 43)
[1 Drive, 1 Meter]
cr.B cr.B st.B xx QCF+BD, HCB+K [DC] DP+C (251, 25)
cr.B cr.B st.B xx QCF+BD, HCB+K [DC] RDP+B (222, 25)
cr.B cr.B st.B xx QCF+A xx QCF+A [SC] QCFx2+P (320, 22)
cr.B cr.B st.B xx QCF+A [DC] QCF+AC xx QCF+A xx QCF+A xx K (273, 18)
cr.B cr.B st.B xx QCF+A [DC] QCF+AC xx HCB+P xx F+P xx P (295, 18)
cr.B cr.B st.B xx QCF+A [DC] QCF+D.D, QCBHCF+P (312, 26)
(jump attack) cl.C f.B xx QCF+C xx HCB+P [SC] QCFx2+P (353, 18)
(jump attack) cl.C f.B xx QCF+C xx HCB+P [DC] QCF+AC xx QCF+A xx QCF+A xx K (331, 18)
(jump attack) cl.C f.B xx QCF+C xx HCB+P [DC] QCF+AC xx HCB+P xx F+P xx DP+P (353, 18)
(corner) cr.B cr.B st.B xx QCF+A [DC] QCF+D.D, QCF+A, DP+AC/HCB+BD (320, 16)
(corner) cr.B cr.B st.B xx QCF+A [DC] QCF+D.D QCBHCF+P (312, 16)
(corner) (jump attack) cl.C f.B xx QCF+AC xx QCF+A xx HCB+P xx P [DC] QCF+D.D, QCF+A, QCF+A xx HCB+P xx P (402, 39)
I'll finish them in a later post.
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here after 30min of trainig:
http://youtu.be/sFUvZSme7H0 (http://youtu.be/sFUvZSme7H0)
i gotta admit this: he s awesome but... outside the training i cant play him lol
dunno if it s new or not but you can bypass the bc activation doing: qcfBCD (you can see it in the video) (like for clark (hcb BCD))
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Does he have a ex version of his Mu Shiki?
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Does he have a ex version of his Mu Shiki?
No sir, he does not.
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He's definitely very solid and seems to be an amalgam of the different versions of Kyo. I'm still a bit disappointed he didn't turn out like EX Iori which pretty much has everything anyone liked from Iori. Otherwise we finally got the real Kyo back and can do rekka bypass combos again!
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Well, I think he benefits from the XIII system a lot better than EX Iori. EX Iori...it's pretty much the same Iori we've been playing for how long now? Basically over a decade? He has a couple new wrinkles...but it's still the same damn dude, still solid as hell, but yeah.
EX Kyo, his damage in the corner goes hard for cheap in the corner thanks to the XIII system. It also makes his Rekkas even more deadly. I just feel he gains a lot more for this system.
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It seems like RED Kick does less damage than before. I recommend checking out EX RED Kick as it actually has Kyo fly towards wherever the opponent is located. However, all 3 versions are NOT overheads (I knew the normal versions wouldn't be but the EX being overhead would be so much fun).
I KNEW IT!
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ATM XIII Kyo is top tier(according to top players) if you guys claim that EX Kyo is stronger SNK playmore just created the new Arcade K'. Anyways I prefer playing XIII Kyo though his rdp+K move is too BOSS but EX Kyo is also a choice for team B.
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Got some time to play EX Kyo last night. Really enjoying the trial combo HD loop of starter -> BC -> cl.C, f+B, qcf+C, [qcf+A, qcf+C, hcb+C] x 3, Mu Shiki / qcf.D+D, Orochinagi. ALL THOSE REKKAS. I don't know if that's the optimal HD loop, but I'll gladly take ~560-620 for a 1 meter HD combo until people find better damage. Looking forward to see what develops in the coming weeks.
And wow, just saw some of the videos. EX R.E.D. Kick is faaaaaaast.
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Downloaded him and put him on one of my teams immediately last night. first thing I did was hit Trials, I usually pile through level 1-5 on any of my characters in 10 minutes or so, I ended up skpping 3 last night cuz I was too drunk to execute it w/o coming up with a ;fd ;dn ;df ;c by accident x_x
QUESTION; anybody tried seeing if his ;df ;d is cancelable? good combo opportunities for regular Kyo, I couldn't seem to cancel it w/ him tho.
I'm sooo in there w/ this Kyo though. I'm a sucker for characters that take up new designs to advance the story and I thought Kyo comin back all godlike in '99 was sick.
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DP DC into Orochinagi input: ;fd ;df ;dn ;db ;bk ;fd+ ;a/ ;c (DP), ;bk ;db ;dn ;df ;fd+ ;a/ ;c (Orochinagi)
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No, unlike XIII Kyo, his df.D is not cancelable on any hits. Pretty much just there to have an easy hitconfirm into HD.
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Well, I think he benefits from the XIII system a lot better than EX Iori. EX Iori...it's pretty much the same Iori we've been playing for how long now? Basically over a decade? He has a couple new wrinkles...but it's still the same damn dude, still solid as hell, but yeah.
EX Kyo, his damage in the corner goes hard for cheap in the corner thanks to the XIII system. It also makes his Rekkas even more deadly. I just feel he gains a lot more for this system.
I'd be inclined to agree with you, but we'll see how he shapes up to be. My only bother is that he doesn't retain his 2k2 hcb+k moves. Other than, he's the Kyo I've known and loved and everyone else should too. I don't want new players to new players to come in without know the Kyo that has been a staple for over a decade.
I'm definitely digging the EX resets right now.
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DP DC into Orochinagi input: ;fd ;df ;dn ;db ;bk ;fd+ ;a/ ;c (DP), ;bk ;db ;dn ;df ;fd+ ;a/ ;c (Orochinagi)
I quite like this, I've been using ;fd ;df ;dn ;db ;bk ;db ;dn ;df ;a/ ;c (DP) ;fd ;a/ ;c (Orochinagi) myself
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DP DC into Orochinagi input: ;fd ;df ;dn ;db ;bk ;fd+ ;a/ ;c (DP), ;bk ;db ;dn ;df ;fd+ ;a/ ;c (Orochinagi)
I quite like this, I've been using ;fd ;df ;dn ;db ;bk ;db ;dn ;df ;a/ ;c (DP) ;fd ;a/ ;c (Orochinagi) myself
also: ;fd ;db ;fd ;a/ ;c (dp) ;bk ;db ;dn ;df ;fd ;a/ ;c (orochinagi) works well :) i did the mission 10 with that shortcut hinted in K' thread (the one for dp, of course).
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I've been reading through Saitsuofleaves' post and just have a couple things to add that aren't currently there:
[0 Drive, 0 Meter]
(corner) cr.B cr.B st.B xx QCF+B.B RDP+B (207, 33)
[0 Drive, 1 Meter]
cr.B cr.B st.B xx QCF+BD HCB+K (270, 15) Just 2 less damage than cr.B cr.B st.B xx QCFx2+P, but a lot harder to mess up.
(corner) cr.B cr.B st.B xx QCF+B.B QCBHCF+P (312, 23) Orochinagi needs to be done the very moment you land. And apparently you have to charge it for a split second too, timing is more strict than I thought, no wonder I thought it didn't work before O.o
[0 Drive, 2 Meter]
(corner) cr.B cr.B st.B xx QCF+B.B QCBHCF+AC (335, 23) Orochinagi needs to be done the very moment you land. As far as I can tell you can only land 2 of the 3 hits which is why the damage isn't that much better than 1 meter.
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Yeah, I figured I was forgetting something, but after going through 40 or so combos...things slip your mind. Hopefully someone can wean down my post and pick out the most viable BnB's we can and should use.
Also, I was gonna continue with more combos past that...but honestly, from what I can tell, EX Kyo's Damage increases very little past the 1 Drive, 1 Meter mark which means at that point, if you got the Drive, just go for HD combos if you want the damage.
Also, hopefully someone else can find the optimal HD loops, I'm terrible at finding those. Right now I'm just doing his Trial Variation of QCF+C [HDC] {QCF+A [HD] QCF+C xx HCB+P}x3 into whatever I feel I have meter for. I top out at like...700 for 3 meters...which isn't that great.
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I found quite a nice loop with ;fd ;dn ;df ;fd ;c ;c (DP/Rekka) repeatedly, but I have yet to incorporate it into a proper combo so I don't know how viable it is. Of course with that many cancels you're going to burn your drive out pretty quickly though.
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I'm really bad with those Drive Cancels though.
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I didn't see this one posted but one of the main combos I've been using is:
1 Drive 1 Stock
cl.C xx f.B xx QCF+AC > QCF+A > HCB+A > P [DC] QCF+D, QCF+A, QCF+A > HCB+A > P
402 damage
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I did post that, as that's his main BnB in the corner for punish. Hell, it's one of his trials.
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For a stupid but blissfully simple punish combo into NeoMAX, you can bypass Mu Shiki to do stuff like:
close C, f+B xx qcf,qcf+B+C xx NeoMAX
close C, df+D (2 hits) xx qcf,qcf+B+C xx NeoMAX
Guaranteed 700 damage minimum for full Drive, 3 bars, 4 inputs and almost no conscious thought (beyond something appropriate to the situation, like "whiff whiff big whiff PUNISH"). Very worthwhile for choke artists like me IMO, who need stuff that's impossible to fuck up in the clutch.
Is there any trick to the (qcf+C, hcb+C, qcf+A) HD loop besides "do it fast"? I have about a 50% failure rate on getting the 2nd qcf+A rekka instead of a fresh qcf+C, so right now I just do the old retarded 2k2 loop of [qcf+C, qcf+A] into whatever. Doesn't seem too bad; I can get up to 783 for 3 bars now under ideal circumstances.
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hmm... so we've got instant HD going there? another mechanic I hadn't thought of... I'll definitely give those 2 NEOMAX brainless combos next time I get into training, which is hopefully tonight if I'm not to tired after work.
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For a stupid but blissfully simple punish combo into NeoMAX, you can bypass Mu Shiki to do stuff like:
close C, f+B xx qcf,qcf+B+C xx NeoMAX
close C, df+D (2 hits) xx qcf,qcf+B+C xx NeoMAX
Guaranteed 700 damage minimum for full Drive, 3 bars, 4 inputs and almost no conscious thought (beyond something appropriate to the situation, like "whiff whiff big whiff PUNISH"). Very worthwhile for choke artists like me IMO, who need stuff that's impossible to fuck up in the clutch.
Is there any trick to the (qcf+C, hcb+C, qcf+A) HD loop besides "do it fast"? I have about a 50% failure rate on getting the 2nd qcf+A rekka instead of a fresh qcf+C, so right now I just do the old retarded 2k2 loop of [qcf+C, qcf+A] into whatever. Doesn't seem too bad; I can get up to 783 for 3 bars now under ideal circumstances.
Ooh, great find. I love having a combo that I can just do for the guaranteed damage and final KO, so that's really great.
Seems like there's a lot of potential behind using HD bypass in various special move combo starters AND supers. I did something like that with Leona - wonder what some of my other characters can get from this.
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KOF XIII NESTS style京 サンプルコンボvol.2 (http://www.youtube.com/watch?v=fOhc5VIihaE#)
I'm surprised that he doesn't have alot of Subcribers but this guy is the shit when it comes to combos
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Can anyone make a transcript for that combo?
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Can anyone make a transcript for that combo?
jd.C, jd.C, cl.C, df.D(2 hits), HD, cl.C, df.D(2 hits), qcf+C > hcb+A/C [HDC] qcf+A [HDC] qcf+AC > qcf+A > hcb+A/C > A/C [HDC] qcf+D > D, qcf+A, qcf+A, dp.C(1 hit) [HDC] qcbhcf+AC [MC] qcfqcf+BD
j2.C, j2.C, cl.C, 3.D(2 hits), HD, cl.C, 3.D(2 hits), 236+C > 63214+A/C [HDC] 236+A [HDC] 236+AC > 236+A > 63214+A/C >A/C [HDC] 236+D > D, 236+A, 236+A, 623+C(1 hit) [HDC] 2141236+AC [MC] 236236+BD
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Hmm...that's a neat combo...but spending 5 meters, with an unbelievably annoying hit confirm, and it STILL didn't get 100%? Idk if I feel that.
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Does anyone have comments/suggestions regarding pressure/mixup with EX kyo as opposed to normal kyo?
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well now we know not to RED kick up close versus characters with command grabs.
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Got some relatively easy 3/4 bar HD combos off the overhead for 829/908 damage respectively.
;fd ;b HD ;d ;dn ;df ;fd ;c ;fd ;dn ;df ;fd ;c ;c ;fd ;dn ;df ;fd ;c ;c (add ;fd ;dn ;df ;fd ;c ;dn ;df ;fd ;c for Mu Shiki)
(;fd ;dn ;df ;fd ;c ;c is a command to get DP + HD cancel into Rekka)
Cancel the end into either EX Orochinagi or Mu-Shiki, followed by Neomax
You get more damage if you skip the first ;dn ;df ;fd ;c and go straight into the DP, but it's a lot safer to close any potential gap first, especially if you hit the overhead at max range.
The most damage I've got with variants of these while still starting with the overhead is 840/924, both of which start and finish with DPs before the supers, but I feel that doing it this way is the safest while still doing a legitimate amount of damage. Feel free to experiment.
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snip
Umm I think you linked the wrong video.
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KOF XIII Nests Style Kyo Combo (http://www.youtube.com/watch?v=mn2B4kQaNHs#ws)
Wow...never even checked if I linked the right one...
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Wow that combo at 1:38 is really tough.
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Man, I'm really enjoying him ATM!!! That EX Ky0, is really good, more than I supposed... lol :p
How to do consistently, his HCB+K DC into Rekka??
I try it, in all ways, but that makes HCB+K DC Orochinagi all times!! :/
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I guess try to make sure you don't do a HCF on the way back for rekka. Return the stick to neutral, then do rekkas.
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also tried! doesnt work! have no idea, how to do that shit!
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For those of you who missed my stream last night, I demonstrated a new bug/technology that I found a few days ago.
Pretty much if you max Cancel to his NeoMax he gets special any where juggle properties on his Neo Max so it will connect in any situation.
The easiest way to test this is activate Hyper Drive Mode, jump and hit your opponent with CD (No Counter hit needed) then before they hit the ground do Orochinagi and right away Max Cancel it into Neo Max, the Neo Max will connect all the time.
P.S. Kula can also do this but that's for her thread.
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You had a stream last night? Damn, must have forgot.
And Ky0, why do you even want to do HCB+K into Rekkas anyway?
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I guess try to make sure you don't do a HCF on the way back for rekka. Return the stick to neutral, then do rekkas.
You forget that KOF doesn't need diagonals to register a special input.
The best way to do it is to wait, because it takes time for him to go into the second hit of his HCB+K anyway. If you do it too quickly it will count as an ON.
But I understand where he's coming from, I do a BC bypass with EX Kyo doing that.
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Alright, fair enough.
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Can anyone test a combo not at home for a while how much damage does ;fd ;b xx HD mode activate ;st ;c ;fd ;b then repeatedly HD cancel ;c version of rekka into ;c version of his dp repeatedly then finish it off with Mushiki into max cancel DM.
Edit: use ;fd ;c as a shortcut after each DP for the rekka to come out.
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Can anyone test a combo not at home for a while how much damage does ;fd ;b xx HD mode activate ;st ;c ;fd ;b then repeatedly HD cancel ;c version of rekka into ;c version of his dp repeatedly then finish it off with Mushiki into max cancel DM.
Edit: use ;fd ;c as a shortcut after each DP for the rekka to come out.
Don't know exactly, but I put an almost identical combo on the last page using ;d instead of ;c, ;fd ;b. Most I got when starting with the Rekka was 829. Starting with the DP was 840.
http://dreamcancel.com/forum/index.php?topic=1657.msg41036#msg41036 (http://dreamcancel.com/forum/index.php?topic=1657.msg41036#msg41036)
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And Ky0, why do you even want to do HCB+K into Rekkas anyway?
lol
yeah, @Proto Cloud, bypass is very useful :)
btw, last time when i tried that EXOrochinagi into MaxCancel, only that does more than 820 dmg!... lol
I think he takes in general, more damage than EXIori...
Edit: Ok, answering my self... (http://img411.imageshack.us/img411/1507/kingk.gif)
To do HCB+K DC into Rekka u must time a little bit before doing the Rekka and carefully to do just ;dn ;df+P (not ;dn ;df ;fd+P) and it works fine!
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I'm also really enjoying NESTS Kyo. Much more so than I was expecting. Some of his normals seem better than vanilla Kyo's, but that might be my imagination. Anyone else think so?
Right now, I'm running him first, and that's been working well for me. He builds meter really quickly, and I hardly ever use it with him.
Of course, that's also my main problem with him. I really don't know what to do with my meter. The only one meter / 50% drive combo that seems worth it is the EX rekkas (DC) qcf+D,D -> rekka corner juggle.
Typically, I don't like to use HD combos with my first character, as I want my later characters to have a headstart in that regard.
Anyone have any advice on some damaging 1~3 meter non-HD combos?
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Man EX Kyo hits really hard and his combos are great. How does anyone feel about putting him as your last character on any team?
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If you're going to put EX Kyo on as anchor you'll most likely be blowing all of your meter during HD combos. His EXDM-> NeoMax is absurdly high damage for no work at all. d/f+D (2 hits to confirm), qcb,hcf+ABC (HD bypass EXDM), NeoMax is around 900 damage... I'll be able to tell you the exact number once he's released later today and I have time to mess around with him in training mode. Mostly he seems like a strong first and a decent second... and if you want him on 3rd you're basically putting all of your eggs in the HD Combo basket. That's a fine thing to do, but just saying... he doesn't get a whole lot of new tools from meter aside from high damage HD combos and a sweet gap closer with EX RED Kick. One nice thing about having him as anchor is that he can build meter well, so if you have to go through two of your opponent's characters he won't run out of steam like many other anchors.
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Messed around with this character a little bit. Great damage potential. I would agree with the sentiment of putting him first. Typically, it seems more important to preserve stock as opposed to Drive, and Drive generally doesn't grant extra options, just more damage. As such, when building your team, it is better to put characters who don't make use of a lot of stock in front while putting characters who gain options or new combo pathways with stock in the rear. EX Kyo really only uses stock to increase his damage, while he makes great use of Drive cancels to extend combos and build extra stock (another good reason to put characters who utilize Drive cancels well in front, they build way more meter). His no stock combos deal very respectable damage, especially once Drive comes into play.
His HD combos with stock do murderous damage, but I don't like anchors who are overly reliant on HD as their selling point. It just feels like you are limiting yourself because you will be hunting for the HD starter, which may make you more predictable.
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Messed around with this character a little bit. Great damage potential. I would agree with the sentiment of putting him first. Typically, it seems more important to preserve stock as opposed to Drive, and Drive generally doesn't grant extra options, just more damage. As such, when building your team, it is better to put characters who don't make use of a lot of stock in front while putting characters who gain options or new combo pathways with stock in the rear. EX Kyo really only uses stock to increase his damage, while he makes great use of Drive cancels to extend combos and build extra stock (another good reason to put characters who utilize Drive cancels well in front, they build way more meter). His no stock combos deal very respectable damage, especially once Drive comes into play.
His HD combos with stock do murderous damage, but I don't like anchors who are overly reliant on HD as their selling point. It just feels like you are limiting yourself because you will be hunting for the HD starter, which may make you more predictable.
Yeah, I strongly agree with all of your points, and right now I'm really torn. I really love having Andy on point, but I'm also really loving EX Kyo. I feel like both of them are a little bit put to waste on 2nd or 3rd since their major selling points are high meterless damage and a great ability to control the momentum of the match without using any drive or meter to corner people or get knockdowns.
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Just keep EX Kyo second. His options open up a bit more than Andy when presented with Meter. Or just take EX Kyo completely out of the team because if only one can be on your team and it has to be point, Andy's just better through and through.
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Yeah I agree there, and I'm still experimenting with EX Kyo, trying to find some more suitable combos for a 2nd character. For example, the best damage I've been able to find so far for a reasonable cost is 444+hard knockdown for 1 stock and 1 drive anywhere between mid-stage and the corner. j.D, c.C, f+B, qcf+AC, qcf+A, hcb+A, A [DC] qcf+D,D, qcf+A (1 hit), qcf+A, hcb+A, A. Gives you really good advantage with the hard knockdown.
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Yeah, that's punish of choice. If you're further than that out, you can replace the last part after the EX Rekkas into [DC] HCB+K which makes it 409. You lose the hard knockdown, but most likely, they're in the corner.
And if nothing else, think of him like this. Instead of trying to find good damage and stuff to justify him being used second, think of it like...his combos can get really finicky with no bar. St.C, f.B becomes useless as a string without meter outside into a basic HCB+K. Doing his C Rekka string is finicky unless you're really close (and it's only for 7 more damage) and nothing else connects without meter. He's pretty much living off of lights until he gets meter or Drive and once he does, his punishes or frame traps into st.C become a lot more dangerous.
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Also being very self-sufficient helps him as a second character. He's not a meter hog, so my anchor will have lots to work with, most likely. He builds meter as fast as he burns it.
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And lastly, if he's sitting on Full Drive and 3-4 Bars...now any freaking low he does can lead straight into upwards of 650+ Damage.
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I finally acquired NESTS Kyo, and I'm REALLY feeling him over Normal Kyo.
Normal Kyo, I kinda felt a little uncomfortable with using offensively, while I feel NESTS Kyo has more options, especially with his rekkas and his now normal chain-able st.B. I feel right at home using him (like if I'm playing 98 or 02) and I can't wait to see how I do with him against some humans. Honestly, I would feel more comfortable with Normal Kyo if he had his cheap f+B like he had in 02/UM, and maybe even his qcb+P counter move.
So far, NESTS Kyo is legit.
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Yeah, that's punish of choice. If you're further than that out, you can replace the last part after the EX Rekkas into [DC] HCB+K which makes it 409. You lose the hard knockdown, but most likely, they're in the corner.
I don't remember the damage but if memory serves me correctly, outside of the corner you want to use the other EX Rekkas:
;dn ;df ;fd ;a ;c xx ;fd ;df ;dn ;db ;bk ;c xx ;fd ;c (1 hit) DC ;dn ;df ;fd ;d . ;d, ;fd ;df ;dn ;db ;bk ;d
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Pretty sure you can't DC off of the f.C in the Rekkas because you'll already be airborne, but I'm not at home right now so I can't test it to be sure.
If that much is the case, then idk if that would do more damage than the other punish. It does have to beat 409. (from st.C, f.B starter).
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Pretty sure you can't DC off of the f.C in the Rekkas because you'll already be airborne
You can do it with the EX version because it's 2 hits and only the 2nd hit is airborne. I'm about to make my way home so I'll update on the damage in a bit.
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j.C/D, c.C, f+B, qcf+AC, hcb+A, f+A, dp+A deals 357 and can be tech rolled.
j.C/D, c.C, f+B, qcf+AC, qcf+A, hcb+A, A deals 308 and grants hard knockdown.
j.C/D, c.C, f+B, qcf+AC, qcf+A, hcb+A, A, [DC] hcb+BD deals 435 and grants hard knockdown.
Is that the comparison you were looking for?
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j.C/D, c.C, f+B, qcf+AC, hcb+A, f+A, dp+A deals 357
j.C/D, c.C, f+B, qcf+AC, qcf+A, hcb+A, A deals 308 and grants hard knockdown.
Is that the comparison you were looking for?
No. I know in the end, the first Rekka chain you listed has more damage, but we're talking about where, in the first one you'd DC into QCF+D.D after f+A then juggle with HCB+K. Second chain, you just DC straight into HCB+K midscreen after that entire chain.
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Ok, well j.C, c.C, f+B, qcf+AC, hcb+A, f+A (1 hit), DC qcf+D,D, hcb+D midscreen is 421 vs the other string being 409
Damn I'm really liking that as a midscreen B&B. 1 stock and 1 drive for 421+untechable+ the fact that it corners the enemy every single time is pretty solid.
EDIT: Also in the corner j.C, c.C, f+B, qcf+AC, hcb+A, f+A, DC qcf+D,D, qcf+A, wait, qcf+A, hcb+A, A is 437 damage, just 7 less than the j.C, c.C, f+B, qcf+AC, qcf+A, hcb+A, A, DC qcf+D,D, qcf+A, wait, qcf+A, hcb+A, A chain which deals 444.
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Yeah, pretty damn solid, though again, gotta have your wits about you. You do not have a lot of time to DC that f.A. If you're slip, well it's a bit of a waste. If you can get it down, it seems to be pretty damn beneficial with the extra damage and the carry.
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Doesn't seem like tight timing to me. The qcf+AC, qcf+A, hcb+A, A DC to qcf+D,D gives you way less time. There's actually a huge amount of cancellable time between the first and second hit of the f+A during EX Rekkas. I'm using that as my main B&B unless something better comes along.
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You guys may already know this, but I didn't notice it in any of the combos so I thought I would point it out.
In the corner combos that have qcf+D, D, qcf+A, wait, qcf+A, hcb+A, A in them at the end, you can add on a little more damage by doing qcf+D, D, qcf+A, qcf+A, wait, qcf+A, hcb+A, A. Timing is kind of a pain for not much extra damage though, but hey, extra damage is extra damage.
You can also do qcf+C then wait for the first hit which adds a little damage too, less than qcf+A, qcf+A, wait, though
Edit: For example, adding the extra qcf+A into that combo that does 444 increases it to 457. Using qcf+C instead of qcf+A increases it to 449.
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EXKyo currently being played either 2nd or anchor. I think hes really solid taking a little more work than XIII Kyo but good nonetheless. His cr.b - st.b chain is really good addition for him. Idk if they fixed the bug from the 360 version dealing with the R.E.D Kick during command grabs. Also his EX-Oniyaki (DP) is really good because it hits on both sides so you can nullify crossups along with it throwing the opponent on the opposite side sometimes when they try to jump to you.
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I haven't actually seen anyone mention what exactly the RED Kick bug is. I've seen it mentioned before, but how do you cause it? I would like to test it on the ps3 version.
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You grab EX Kyo on the same frame he leaves the ground with the RED Kick.
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So after playing EX Kyo a fair bit, I've been noticing that his HCB+BD is far stronger than I originally thought. It's 200 damage, hard knockdown, full autoguard and... impossible to punish if done correctly. Basically if you use it at the maximum range it's a completely safe reversal. It beats basically any hyperhops and destroys pokes and any form of footsies... basically it shuts down mid range offense completely.
He's probably the strongest battery in the game, or very close to it, but if you put him on second with some meter he not only has insane offensive ability, but his defense is insane as well.
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Yeah, that EX Elbow Rush is damn good. Makes matchups like Kula a lot easier (you wanna Lay Spin? Screw you).
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I'm finding it absurdly useful against Mr. Karate and the other kyokugen characters with close range fireballs for controlling space. If you see Karate winding up for a fireball, you can just give him the EX elbow and teach him not to zone you with invisible fireballs.
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I hereby rename the EX Elbow the People's Elbow.
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Does any one has the full list of difference between those kyos??
..i meant about attacks the looks similar
E.G
thing the i know right now
1- st ;a has better hit box unlike the normal kyo it's also hit the opp in crouch)
2-st ;b has a better recovery (try to mash it rapidly and compare to the normal one)
3- EX Dp's has auto guard the normal one has inv
4- His st d has less reach than normal kyo
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df.D isn't cancellable at all for EX Kyo (other than HD Mode/Bypass).
f.B can combo off of st.C for EX Kyo unlike Normal.
EX Orochinagi is slower for EX Kyo
EX Kyo doesn't have an Aerial Orochinagi
EX Elbow Rush for EX Kyo is not a Command Grab, however it does 20 more damage, and has Guard Point during active frames.
That's it pretty much for moves they actually share somewhat.
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Well I finally got the DP+C [HDC] QCF+C loop down (at least on P1 side, having trouble on the P2 side) and yeah, it is much better.
Hell, just my former st.C, f.B [HD] st.C, f.B xx QCF+C [HD] QCF+A [HD] (QCF+C, HCB+P [HDC] QCF+A) x2 [HDC] QCF+C, HCB+P [HDC] QCFx2+P, did 528 damage.
Now just st.C, f.B [HD] st.C xx (DP+C [HDC] QCF+C) x4 [HDC] DP+C did 539 Damage.
Replace the last DP with Final Showdown and you get 589. Replace with NeoMax, 719.
So yeah, to my delight and dismay, there's honestly no reason to learn that rekka loop other than to give yourself headaches lol. Now to work on my damn P2 side execution.
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I generally just do c.C, d/f+D (2 hits), HD activate, c.C, d/f+D (2 hits), qcfx2+A, qcfx2+BD, it's 850-ish damage and even a monkey could get it 100% of the time.
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True, but if I don't have 3 meters, I'm gonna need the extra damage.
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Hey guys,
I've been messing around with EX Kyo and really like his playstyle!
I like that the cost for his execution is worthwhile when it comes to his many options.
At the moment I'm trying to see if one of these team combinations is efficient:
Point: Yuri
Middle: Ex Kyo
Anchor: Mai
or
Point: Mai
Middle: Ex Kyo
Anchor: Yuri
If you have any other suggestions, I'm all ears.
Thanks!
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Hey guys,
I've been messing around with EX Kyo and really like his playstyle!
I like that the cost for his execution is worthwhile when it comes to his many options.
At the moment I'm trying to see if one of these team combinations is efficient:
Point: Yuri
Middle: Ex Kyo
Anchor: Mai
or
Point: Mai
Middle: Ex Kyo
Anchor: Yuri
If you have any other suggestions, I'm all ears.
Thanks!
I would not put Yuri on point over EX Kyo. He barely gains anything from meter, whereas Yuri gains a ton of new rushdown and combo options with EX and Drive. Honestly I'm thinking EX Kyo is meant to be a battery. I usually spend my first round doing just meterless combos, and then if he wins the first round (and he usually does), I just do an HD combo in round 2 with all of that meter and drive that I've built up. Burn through 2 characters really quickly.
Mai is a solid first, I would have Yuri as 2nd or 3rd in all of those lineups, if you're really set on using EX Kyo second I would put Mai on before him.
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Hey Matt,
Thanks for replying to my post and leaving your feedback!
I do agree about Ex Kyo being played first.
He's a solid character and battery to get things started.
I decided to go with:
Ex Kyo/Mai/Yuri
I figure this way Mai has more options available, and Yuri will come in with meter for her HD, EX, and DMs.
Good thing health is universal in this game.lol
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EX Kyo's qcf+AC~qcf+A~qcf+P~B/D can wall bounce the opponent on counter hit but only if the B/D(Kick) connects first.
On another note i think i found a combo that best utilize one stock and Drive.
j.2C, j.2C, cl.C, qcf+D~D, qcf+C,(Delay), qcf+A~qcf+A~B/D,(DC), qcf+BD, qcf+C,(Delay), qcf+A~qcf+A~B/D
1Stock and 1Drive
The first juggle with qcf+A's rekka must be done slowly in order for the EX upkicks to hit twice. This combo does very close to half health damage, deals good amount of stun, and can be done midscreen. If you want more damage you can always use his 63214+BD or 214236+A/C after the EX upkicks. Let me know what you guys think.
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Nice midscreen combo will add that to my inventory :)
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EX Kyo's qcf+AC~qcf+A~qcf+P~B/D can wall bounce the opponent on counter hit but only if the B/D(Kick) connects first.
On another note i think i found a combo that best utilize one stock and Drive.
j.2C, j.2C, cl.C, qcf+D~D, qcf+C,(Delay), qcf+A~qcf+A~B/D,(DC), qcf+BD, qcf+C,(Delay), qcf+A~qcf+A~B/D
1Stock and 1Drive
The first juggle with qcf+A's rekka must be done slowly in order for the EX upkicks to hit twice. This combo does very close to half health damage, deals good amount of stun, and can be done midscreen. If you want more damage you can always use his 63214+BD or 214236+A/C after the EX upkicks. Let me know what you guys think.
That's an interesting combo, I never tried DCing the B/D rekka ender into qcf+BD. Nice find. I guess in the corner the theoretical better damage meterless ender be qcf+A, hcb+A, A? Or does that not work for some reason?
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That's an interesting combo, I never tried DCing the B/D rekka ender into qcf+BD. Nice find.
Yea me either until recently when I played someone online that tore me up using that exact combo but extending it longer by doing another qcf+BD after the last part of that combo Shinra shared. Those kicks fly the opponent up really high in the air too for you follow up rather easily...
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Actually for that combo you should end with qcf+A, qcb+A, P as it does more damage.
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Actually for that combo you should end with qcf+A, qcb+A, P as it does more damage.
Not to mention a hard knockdown too, thanks for the input.
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kof 13 ex kyo 807dmg combo (http://www.youtube.com/watch?v=ePBk_l4IMqo#ws)
After seeing the answer pull out that combo at UC12 ,I had to try it out, Its not that difficult too.
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j.2C, j.2C, cl.C, qcf+D~D, qcf+C,(Delay), qcf+A~qcf+A~B/D,(DC), qcf+BD, qcf+C,(Delay), qcf+A~qcf+A~B/D
how is this combo possible midscreen? I cant get the qcf+A to connect after qcf+C and it doesnt even look like its remotely close to connecting
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j.2C, j.2C, cl.C, qcf+D~D, qcf+C,(Delay), qcf+A~qcf+A~B/D,(DC), qcf+BD, qcf+C,(Delay), qcf+A~qcf+A~B/D
how is this combo possible midscreen? I cant get the qcf+A to connect after qcf+C and it doesnt even look like its remotely close to connecting
Yeah, I was also only able to do this in the corner.
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Can someone explain to me how his EX Rekka's work?
It seems to be a hybrid of both his rekkas, but I'm not too sure =/
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Simple, his EX Rekkas can be seen as this.
Either the first C Rekka then going into the A Rekka and its chains.
Just the full C Rekka Chain.
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I ran into a tough Robert today and he seemed to beat me at every turn when I used EXkyo. do you guys have any tips on how to deal with him because I can't seem to get in. He expects a R.E.D kick even if I use it out of the blue...
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If he expects it...stop using the RED Kick.
You just have to be careful with your pressure. Robert isn't the safest person around, and from what I can glean, I assume he's DPing you on reaction. Bait a DP, punish him mightily. Other than that, play patient.
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He Rarely used his dp and everytime I got a hard knockdown I would stop and wait for one or something that was unsafe so I could get a hd combo in or simply just punish but no dice.
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If he's rarely using it, then rush him down relentlessly until he's forced to use it. Use safe jump setups so it doesn't matter if he uses it or not anyway.
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Any idea what EX Kyo is saying when he does his super and neomax?
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which super?
qcfx2+p
misete yaru kusanagi no kobushi wo
qcb,hcf+p
kurae yagare
neomax
ooooooooo....moero
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which super?
qcfx2+p
misete yaru kusanagi no kobushi yo
qcb,hcf+p
kurae
neomax
ooooooooo....moero
Thanks, I appreciate it.
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which super?
qcfx2+p
misete yaru kusanagi no kobushi yo
qcb,hcf+p
kurae
neomax
ooooooooo....moero
Thanks, I appreciate it.
Fixed something
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i have a pretty cool setup in the corner that works off of cr.B
if you do cr.B, cr.B, st.B, qcf+B~B
you can do st.C immediately, then go for a really nasty high/low mixup.
you can do a safe jump short hop up j.2C,
meaty j.2C
whiff j.2C into a low
the meaty and whiff j.2C is almost impossible to tell apart, gotta have really good blocks to follow the jump.
this setup will probably lose to throw mashers and 1f command grabs
let me know what you guys think of this.
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Useless because of throw option select.
It will guard your jump d.C every time and throw you as soon you attempt a low if it's not a meaty one.
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People hate XII so much, but at least SNK finally mapped throw to a button combination to prevent option selects and allow for whiff-punishable grab attempts. I really wish that they would have left that in XIII.
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XII was all about throw and counter hit mixup, thus they introduce it for gameplay purpose.
It's no longer needed in xiii.
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Frame data up:
http://dreamcancel.com/wiki/index.php?title=NESTS_Kyo_(XIII)#Move_Metadata (http://dreamcancel.com/wiki/index.php?title=NESTS_Kyo_(XIII)#Move_Metadata)
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Shiki's are safer than Aragamis? The hell?
Shikis are a lot safer than I thought they were.
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Yeah, but someone can roll or reversal between those kicks which makes them risky using them as blockstring finishers.
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Yeah, but someone can roll or reversal between those kicks which makes them risky using them as blockstring finishers.
Yeah, but Aragami at -7 looks less nice as one too. Gonna have to test to see what can actually punish it.
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Yeah, but someone can roll or reversal between those kicks which makes them risky using them as blockstring finishers.
Yeah, but Aragami at -7 looks less nice as one too. Gonna have to test to see what can actually punish it.
I don't think you would need to worry about Aragami since it as a shitload of pushback on block. Whatever move can punish it needs to have very fast startup and can travel a far distance to reach him in time while hes recovering. But testing what can punish it would be a good idea too, especially to prepare against those that may spam it since its safe.
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I'm gonna run down a list.
Normal Kyo- DP+A, DP+AC (both only if Aragami is done close), HCB+BD (have to be extremely close, or you could try to run up and do it, but it's not really a punish then), EX Orochinagi
EX Kyo- All DPs (bit more leeway than Normal Kyo, though DP+AC at max range only hits once), EX HCB+K, Final Showdown
Benimaru- DP+B, DP+BD (DP+B can do it from a good range), All Iageris (EX Iageri from almost max distance can do it), EX Raikouken (also almost max distance)
Daimon- HCB,F+AC (have to be decently close), All HCBHCB+P (range is less for the normal variants, EX version works from about intermediate to a bit long).
Terry- All Rising Tackles (have to be close, and A/C Rising Tackles only do one hit unless EXTREMELY close), st.B (I'm not joking...this is pretty much all he has, thankfully it can go into other moves).
Andy- All DP's from close/middle range, Neomax, cr.B (uh...yeah, need to be fairly close obviously).
Joe- All Bakuretsukens (Normal ones have to be close, EX from a fairly good distance works), Ranbu DM (from a fair distance as well), Neomax
Ryo- HCB+B (needs to be close so the initial strike lands), all DPs (need to be close)
Robert- EX DP (close), Neomax, cr.B
Takuma- A Ranbu from close...I'm serious...that's it.
Mr. Karate- All DPs (close, EX a bit more range), QCFQCF+K (close to intermediate), A/EX Ranbu (close), Neomax
Claw Iori- A/EX DP (close to intermediate), All Yaotomes (normal from close to intermediate, EX up to near max range), Neomax (close)
Flame Iori- C/EX DP (close), Yamisogi DM (up do the max range of the DM), EX Yaotome (near max range)
Mature- All Nocturnal Rites (close), st.B
Vice- EX Gorefest (farther than you'd think), EX Negative Gain (close to intermediate), st.B
Elisabeth- Grand Rafale (intermediate)...that's it
Duo Lon- EX Rekka (max range of rekka), f.AC (intermediate), EX Ranbu (intermediate)
Shen- ...yeah...pray you're in range for cr.B so you can HD...other than that...
Kim- B/EX Flash Kick (B is intermediate, EX can go up until the max range of the kick), EX Ranbu (near max range), Neomax (near max range), far D (actually from a good distance, pretty relevant for Kim).
Hwa- EX TNT Punch (close), All Dragon Dances (normal from close, EX from near max range), Drunk A Dragon Backbreaker (decently close)
Raiden- EX Head Crusher (decently close), All Super Raiden Drops (Normal is close, EX from intermediate)
Mai- EX Ryuenbu (intermediate), EX Flame Elbow DM (near max range), Neomax
King- EX Trap Shot (close), Neomax, st.B
Yuri- EX Ranbu (close), st.B (yeah, will rarely land unless hella close)
K'- A/EX Crow Bites (A is close, EX is intermediate)
Kula- All Crow Bites (A is close, C is intermediate, EX is near max range), EX Diamond Edge (intermediate), Neomax, st.B (long enough poke that goes into EX Lay Spin, thus relevant)
Maxima- EX Double Vapor Cannon (all ranges, thank god considering that's the only thing he has to punish)
Athena- A/EX Psycho Sword (around intermediate for both), EX Shining Crystal Bit (close), cr.C (again, good enough range to be relevant)
Kensou- B DP (close), cr.D
Chin- QCB+AC (far), EX Head Spin (close) (more people should probably test with Chin, I'm not the best judge of knowing what the hell to look for with him).
Ralf- A/EX Gatling Attack (far), All Vulcan Punches (close)
Clark- EX SAB (intermediate), All UAB (around intermediate for normal, a bit further for EX)
Leona- C/EX Moon Slasher (intermediate for C, far for EX)
Billy- uh...yeah, same problem as Shen, possibly even worse.
Ash- All Flash Kicks (intermediate), All Pluviose (around close to intermediate), Sans-Culotte (close)
Saiki- B/EX Flash Kick (close), Flash Kick DM (close)
Okay, I think that's everyone. Most of the people who I put normals for as punishes were pretty much because their punishes were pathetic and they needed something.
The take away from all of this is...fuck Beni.
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I tested Aragami block string finishers with
1.) d.bx2, st.b, qcf+A
and
2.) cl.C, f+B, qcf+A
With the second blockstring, a player with meter can just guard roll that f+B and punish appropriately.
Listed is every character with every move (normal, special and/or neomax) they can punish EX Kyo's Aragami (qcf+A) at the end of the blockstring. I chose the following blockstrings because they give EX Kyo the most space after the Aragami is blocked.
Normal Kyo:
1.) neomax, dp+AC, qcb~hcf+AC (?)
2.) GCR the F.B
Benimaru:
1.) st.B, qcf+D, dp+B, qcfx2+AC, qcf+BD
2.) -
Goro:
1.) st.B xx hcb~f+AC, st.B xx hcb+B xx f+A
2.) -
Terry:
1.) st.B xx HD, d~u+AC
2.) -
Andy:
1.) neomax
2.) neomax
Joe:
1.) qcf~hcb+P, neomax
2.) neomax
Billy:
1.) cr.A, qcb+AC
2.) -
Ash:
1.) d~u+BD
2.) -
Saiki:
1.) qcfx2+K, cr.D
2.) -
Ryo:
1.) qcb+B
2.) -
Robert:
1.) neomax
2.) neomax (close to the corner)
Takuma:
1.) -
2.) -
Mr. Karate:
1.) qcfx2+D (?), neomax
2.) neomax
Ex Iori:
1.) qcf~hcb+AC, cr.D
2.) qcf~hcb+AC
Claw Iori:
1.) cr.D, qcf~hcb+AC, runup hcf+P, or hcf+AC
2.) -
Mature:
1.) qcfx2+P, qcfx2+AC
2.) -
Vice:
1.) -
2.) - (could try dp+AC but you may get anti aired
Elisabeth:
1.) qcf~hcb+P
2.) -
Dou Lon:
1.) qcf+AC, qcb~hcf+AC
2.) -
Shen Woo:
1.) st.B
2.) -
Kim:
1.) d~u+B, st.B, d~u+BD, neomax
2.) -
Hwa Jai:
1.) qcfx2+BD, st.D
2.) -
Raiden:
1.) far D
2.) -
Mai:
1.) st.B, qcb+AC, neomax, qcb~hcf+BD
2.) neomax, qcb~hcf+BD
King:
1.) neomax
2.) neomax
Yuri:
1.) -
2.) -
K':
1.) -
2.) -
Kula:
1.) dp+AC, st.B, qcfx2+AC, neomax
2.) neomax
Maxima:
1.) qcfx2+AC
2.) qcfx2+AC
Athena:
1.) dp+A
2.) -
Kensou:
1.) cr.D
2.) -
Chin:
1.) qcb+AC
2.) -
Ralf:
1.) cr.D, b~f+A, b~f+AC
2.) -
Leona:
1.) d~u+AC
2.) -
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Felt wrong to make an entire thread on this so I'll just put it here
Kensou, one of the better players we have here in my home city just put out a guide to , you guessed it, Nest Kyo.
http://skygrindah.blogspot.com/2012/05/kensou-guide-to-nests-kyo.html?spref=fb (http://skygrindah.blogspot.com/2012/05/kensou-guide-to-nests-kyo.html?spref=fb)
He's not finished with it yet and I haven't had the time to read it all the way myself but I hope it gives everyone a helping hand.
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Yo someone please put that on the front page!
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In that guide, he has j.2C crossup listed as being not as useful as XIII Kyo's, I don't understand why this is. What's changed about it? They both have setups for crossup using it. I'm not arguing the point, I just don't see the explaination in that guide.
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In that guide, he has j.2C crossup listed as being not as useful as XIII Kyo's, I don't understand why this is. What's changed about it? They both have setups for crossup using it. I'm not arguing the point, I just don't see the explaination in that guide.
They actually shrunk the hit box of J.2C for EX Kyo. Making it a little harder to hit people with.
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In that guide, he has j.2C crossup listed as being not as useful as XIII Kyo's, I don't understand why this is. What's changed about it? They both have setups for crossup using it. I'm not arguing the point, I just don't see the explaination in that guide.
Huh? Pretty sure I heard on streams multiple times that EX Kyo's is basically like arcade Kyo's, so it has a bigger chance of crossing up.
From tournaments, and from getting smacked regularly myself with it, I can say with confidence that this move is an abusable POS and there is nothing nerfed about it.
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Just started running EX Kyo on point, man is he amazing. I didn't realize aragami wasn't safe on block, since running him I have NEVER been punished for it (I usually do cr. b, cr. b, st. b, aragami). I gotta let everyone in my scene know how to do it, and also start using more st. C, f+b, aragami.
Also I notice the person who did the testing has two strings that start with cr.b and st. C, does anyone know if it changes the punishability (probably not a real word) whether or not you start with a jump in (j. 2C or j. C)? I use a lot of hop 2C pressure which leads into either of these chains.
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If you're talking about aragami(1) punishability, how far away you are after it gets blocked will often be a factor - farther the better.
d.B, st.C is a great link when close and timing isn't too difficult. Opens up all of the good combos that would start from strong off of a low.
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d.B, st.C is a great link when close and timing isn't too difficult. Opens up all of the good combos that would start from strong off of a low.
so is d.B, st. C, aragami(1) safer than cr.b, cr.b, st.b, aragami(1) and/or st. C, f+b, aragami(1)? Also is d.b, st. C, f+b, aragami(1) possible? I've never thought to try that.
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Bilingual (French and English) Tutorial for Ex kyo by Frionel, I didn't thought it may interest earlier, but meh, who knows?
http://fr.twitch.tv/frionel26/b/319959726 (http://fr.twitch.tv/frionel26/b/319959726)
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really fucking impressive... seriously i think it's better than japan master class series. frionel rules.
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Frionel always does it like a bauss - always great detail.
Most people don't understand the purpose of the Master Class vids.
Those are not tutorials, they are experiments for entertainment purposes.
Premise: The guy in those vids deliberately seeks no contact with the characters until he is covering one of them based on popularity voting (hence the xls sheet) and he begins by exploring their moves for the first time while passing opinion on them and then proceeds to see how quickly he can finish all the trials for that character.
He did the same for 2k2um back in the day.
One thing I will say is that those execution skills are sick.
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ah, i see... you have right i didn't know totally :\ thx.
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how can i test the j.d+c hit box between the oirgnal and the nest kyo
i mean is there a setup that can be done after hard knock down moves( C or D hrow or hcb+K) the normal kyo can do while the nest cannot ..??
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Hey everyone!
NEST Kyo just happens to be one of my main characters on point. At this point, NEST Kyo is very good on point, but also does well as a battery as well. A few months ago, I created a board on SRK to elaborate more on his game play a little. Feel free to use this as a reference, provide additional information, or to address game play match ups.
Source: http://shoryuken.com/forum/index.php?threads/nests-kyo-tier-placement-and-practical-game-play-tactics.152688/ (http://shoryuken.com/forum/index.php?threads/nests-kyo-tier-placement-and-practical-game-play-tactics.152688/)
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Guys I am having trouble in executing the c dp into qcf c HD combo. Previously I was doing the qcf c, qcf a, qcf c hcb a, qcf a etc; I can execute this easily but he's my point character and I need the damage.
Any tips?
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Guys I am having trouble in executing the c dp into qcf c HD combo. Previously I was doing the qcf c, qcf a, qcf c hcb a, qcf a etc; I can execute this easily but he's my point character and I need the damage.
Any tips?
Don't you just tap P again? So in HD it's: (dp C, P) xn. I'll test it later.
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yeah you just tap P (C) but still I get a DP for the second cancel.
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There is a shortcut for it (like everything else in this game hehe)
Do f,n,d,df,F+C~C and youll get dp into rekka ^^
Here is a nice HD aswell, not too hard and good damage/works fullscreen
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
EDIT: wow i need to update this page more often hehe. You have to go all the way to forward when you do the dp, and then hold F to get the rekka IIRC
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Thanks Bopper I'll try it out and get back to you. I was doing the same thing but I didnt get the F+C; what I did was f, d,qcf c~c
EDIT: I tried it and still I have the same problem. When I cancel the second DP into rekka, the rekka doesn't come out he just DP's. The first cancel (DP into rekka) goes smoothly. Maybe I can record it and post it tomorrow and see if someone could help.
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Hold in the second C input. You'll thank me later.
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THANKS SAITSUO!!!!!!
You just made my day.
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Ah Sorry with all the shaking and such:
KOF XIII - EX Kyo Basic Corner Combo # 1 (http://www.youtube.com/watch?v=N5Xka2dAM1M#ws)
Standing C to QCF+D,D *wait* QCF+A to QCF+A to DP+C [Super Cancel] to QCFx2+A
*The timing for second QCF+A to DP is tricky at first but once you figure it out, it's not too bad.
-With no jump does 387
-With hop Jump Down C does 422
-With normal jump C does 444
*Requires 1 Meter & 1 Drive
Credit of this combo goes to 4Leaf & Sanchez
KOF XIII - EX Kyo Basic Corner Combo #2 (http://www.youtube.com/watch?v=NORxDe1fZ6k#ws)
Standing C to QCF+D,D *wait* QCF+A to QCF+A to QCB+B&D
*First QCF+A must be done a little early to work and QCB+B&D must be input right away after second QCF+A
- With Normal Jump C does 390
- With Jump Down C does 368
- With no jump does 339
*Only requires 1 Meter
Credit of this combo goes to Sanchez
I haven't tested with Orochinagi instead of the QCFx2 super...Hmmmm
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I haven't tested with Orochinagi instead of the QCFx2 super...Hmmmm
Thanks for posting this, very useful since Kyo's corner pressure is probably the best thing about him. this will be useful for punishing opponents with close C in the corner, usually if they can't handle my safe jumps.
I tested using orochinagi instead of the QCFx2 super, it does slightly less damage (437 to 444 with HP jumpin), but in my opinion is a bit harder to cancel (I can only do it by doing hcb-f-P for the DP and then doing qcf to cancel into orochonagi, which is slightly awkward). However, if you have two meter, cancelling to EX Orochonagi does 535 (starting of HP jumpin). That's pretty good damage for 2 meter 1 drive.
Also for the second combo where you end with command grab, you can get 391 damage (with HP jumpin) ending with EX DP. This is a little easier to land IMO because the timing isn't as strict and gets about the same damage. It doesn't get a hard knockdown of course, which is very important to get with EX Kyo, but if you're going to kill, I would do this instead as it's easier.
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I thought the Orochinagi would be stronger but I guess not. For the second combo, I forgot to test out the safe jump with it.
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yeah, I didn't test stringently, but it looked like I could get either the 2 frame safe jump with a hop or the 5 frame safe jump with a super jump
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782 for 2 bars with a hard knockdown (http://www.youtube.com/watch?v=mn2B4kQaNHs#t=438) Can someone tell me how to do the combo at around 7:20 above? I can't figure out how the launching is happening before the first super.
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That would be "rekka, rekka into dp in DM" judging from the hight, I would say it's the ;a version of the dp
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Thanks, I will try that out.
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A discovery made by AmedoS310:
There's something unique about both Kyos' CD whiff cancels. Thier CD can be buffered in special moves, so that CD comes out first then whiff cancel into moves like qcf+C/AC or hcb+D. The buffer inputs are qcf+CD/ACD and hcb+CD.
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There hasn't been a lot of EX Kyo activity lately, so I thought I'd add this video that one of our local fighting game friends found. It's an HD combo video for Kyo for each amount of meter.
http://www.nicovideo.jp/watch/sm17399012 (http://www.nicovideo.jp/watch/sm17399012)
In particular, I've been working on using the 2-bar near-corner HD combo which does 792 damage from a st.C. The combo goes:
st.C, df+D (2) [HD], st.C, df+D (1), qcf+A xx qcf+A [HDC] (dp+C [HDC] qcf+C)x2, dp+C [HDC] qcf+A, dp+C [HDC] qcf+C, dp+A [HDC] qcfx2+K.
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Hi guys, I've been mathing out an HD combo with EX Kyo. My goal is to get a 100% HD combo for 3 bars with him (in the corner), but I don't own the game, so I cannot test if this combo is possible or not. Someone please test this combo for me.
Here it is:
st. D (HD) st. D xx [dp+A (HDC) qcbhcf+P]x3 [dp+A (HDC) qcf+A]x3 > qcf+P, qcf+A > hcb+P > P = 1006 damage
I believe that combo should work; it does not do anything that I have not seen before. For added versatility, the combo can be started from a jump in attack (note: it has to be j. C or j. D or j. CD, or it won't be 100%), which deals slightly less damage (still 100%), and it can be started from an overhead, which barely manages to scrape by with 100% damage (it does 1001). I wasn't sure if it was possible to get 7 HD cancels or not, so I erred on the safe side and chose to do 6 cancels, which still does 100% damage. Test it out, please, and let me know the results.
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Dp+a>super doesn't seem to lift them high enough on it's own to follow up after it.
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http://www.youtube.com/watch?feature=player_detailpage&v=5KFCZs0DsfQ#t=80s (http://www.youtube.com/watch?feature=player_detailpage&v=5KFCZs0DsfQ#t=80s)
Saw Rinomoto performing this combo
Anyone know how hes managing to get that DP after the orochinagi?
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qcf+B, DM, DP+A.
No trick, but qcf+B recovers quick so you can do DM quick early.
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Basic combos with EX Kyo. It's a shame he jumbled them up all together instead of separating them...
EX Kyo Kusanagi Basic Combos (King Of Fighters 13) (http://www.youtube.com/watch?v=ssdQXEVKpc8#)
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KOF XIII - EX Kyo: Safe jumps & bnbs (http://www.youtube.com/watch?v=NTiiyyESyuc#ws)
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KOF XIII NESTS KYO D907/3 PG/2 DC (http://www.youtube.com/watch?v=aWfHc7S8hrs#ws)
does anyone know how a good shortcut that kyo hd combos that start with QCF A, QCF A (DC), DP A (DC), QCB HCF P?
thank you in advance.
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To get the dp+P (DC) qcb~hcf+P, input the dp+P as hcb,f+P, then do a qcf+P to get the Orochinagi.
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I'm not GuttsCL but here's something new https://www.youtube.com/watch?v=z9sfSSJs09E (https://www.youtube.com/watch?v=z9sfSSJs09E)