(http://dreamcancel.com/wiki/images/d/d3/Kyoxiv.jpg)
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
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:(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14206163_10153857579552078_1532227614152894202_o.jpg)
- 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.
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14231182_10153857585112078_4403526248669768513_o.jpg)
- 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
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14241681_10153857661692078_8474594667087772997_o.jpg)
to
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14241418_10153857643212078_8868024260753537394_o.jpg)
- Close C
- Crouch C
- Close D
- Quick Max Bypass qcf+BCD
Crouch A, quick max:From
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14195248_10153857683772078_4809611935912599901_o.jpg)
to
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14258324_10153857671677078_9181853787986270442_o.jpg)
- Crouch C
- Close C
- Close D
- Quick Max Bypass qcf+BCD
Tip of Far B, quick max:(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14241620_10153857704717078_257635389804557772_o.jpg)
- Far D
- Quick Max Bypass qcf+BCD
Far B, quick max:From
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14231783_10153857718082078_4105199552899246902_o.jpg)
to
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14258175_10153857746592078_6356879175915147011_o.jpg)
- 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:(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14207748_10153857754717078_4343933955420743938_o.jpg)
- 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
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14207653_10153857786332078_1340425923775228549_o.jpg)
to
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14188424_10153857794372078_8235273056305695838_o.jpg)
- Close C
- Crouch C
- Close D
- Quick Max Bypass qcf+BCD
Crouch B, quick max:From
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14188118_10153857805017078_6501109372694959860_o.jpg)
to
(https://scontent-lga3-1.xx.fbcdn.net/t31.0-8/14242515_10153857806907078_7375600860471462989_o.jpg)
- Crouch C
- Close C
- Close D
- Quick Max Bypass qcf+BCD
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.
(http://i62.photobucket.com/albums/h114/Amedo310/KOFXIV%20SP%20Height%201_zpsom2b8og7.jpg)
Nakoruru's cr. A to cr. C in comparison:
(http://i62.photobucket.com/albums/h114/Amedo310/KOFXIV%20SP%20Height%203_zpsjuibtkol.jpg)
Or Kyo's cr. B to Far D:
(http://i62.photobucket.com/albums/h114/Amedo310/KOFXIV%20SP%20Height%204_zpsiwjchz0m.jpg)
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
Kyo Fireball blockstring punishes by BrunoKOF
https://www.youtube.com/watch?v=Z3j7JEMIH5I (https://www.youtube.com/watch?v=Z3j7JEMIH5I)
Frame Data: https://drive.google.com/open?id=0B2WAxkcvfTKddy1GX1VRaE4wbXM
Quote from: Amedø310 on November 15, 2016, 10:17:17 PM
Frame Data: https://drive.google.com/open?id=0B2WAxkcvfTKddy1GX1VRaE4wbXM
Anyway we can get jpgs for that?
Thanks in advance.
-desmond
Quote from: desmond_kof on November 15, 2016, 11:14:02 PM
Quote from: Amedø310 on November 15, 2016, 10:17:17 PM
Frame Data: https://drive.google.com/open?id=0B2WAxkcvfTKddy1GX1VRaE4wbXM
Anyway we can get jpgs for that?
Thanks in advance.
-desmond
Here: https://drive.google.com/open?id=0B2WAxkcvfTKdVnlrVE1jVG9BUnM
Kyo Kusanagi win quotes
Spanish https://www.youtube.com/watch?v=KMrNxWJCqp8 (https://www.youtube.com/watch?v=KMrNxWJCqp8)
English https://www.youtube.com/watch?v=M0srxZUircw (https://www.youtube.com/watch?v=M0srxZUircw)
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
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.
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.
Ah! Appreciate it, I'll have to try that out then. So used to almost everything being fastest input for cancels.
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
Kyo hitboxes are done. https://flic.kr/s/aHsm2LyMp5