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Kyo Kusanagi Combo Discussion Thread

Started by desmond_kof, December 06, 2011, 11:21:27 PM

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Kashou

#15
Quote from: Sharnt on January 12, 2012, 10:38:52 PM
Kyo : (30%DC/2,3Ex/corner){s.C/d.B,d.A},df.D,qcf.D,AirExOrochi,qcf.A,rdp.B,dp.A(2 Hits),(SC)Orochi,hcb.K (635/572 Dmg) Best combo i found for this cost

And rofl at the damage reduce difference of damage for one more hit : 48 for one more hit  :(

You can also just do:
whatever ->df.D,qcf.D,AirEXorochi,qcf.A,hcb.K and do around 536 damage depending on your starter. This does 4 less damage than doing df.D,qcf.D,rdp.B SC EX-orochi,qcf.A,hcb.K that people seem to be doing and doesnt cost any drive.

IMO if you have 2 meters you never need to use drive as kyo. You can just do that combo in the corner or do:
whatever->df.D,qcf.D,rdp.B,ground-EXorochi for 470ish damage.

You only need to use drive for 1 meter combos or just save it for HDcombos. But that's just one possible playstyle.

Sharnt

#16
Well i often have the opportunity to land a combo with some Ex but without the drive to start an HD combo, so to kill I need a combo with those characteristics.
And if you have read my combo you'll notice that I start with the classic 2Ex combo. I just need a way to add some damages after it.
Quote from: Kashou on January 15, 2012, 03:21:39 AM
IMO if you have 2 meters you never need to use drive as kyo. You can just do that combo in the corner or do:
whatever->df.D,qcf.D,rdp.B,ground-EXorochi for 470ish damage.
In fact you can do two rdp.B before the Ex orochi.
->df.D,qcf.D,rdp.B,rdp.B,qcb hcf.AC

Quote from: Tikok on December 08, 2011, 09:04:34 AM
cr.B , cr.A, df+D (1), qcf+D, rdp+B, qcf+B, dp+A, (DC) qcf+D , (air) qcb hcf+P, hcb+B.  

It deals the same damage as the arcade bnb, but even if it's a bit harder to do due to the tiger knee orochinagi, It builds a lot of meter before using the super ( nearly a full meter actually ) so you can pretty much always do it if you have 1 drive. It also builds back more meter than used, builds a little bit of drive at the end , and is a hard knockdown.
cr.B , cr.A, df+D (1), qcf+D, rdp+B, qcf+B,rdp+B, dp+A, (SC) (air) qcb hcf+P , hcb+B.  
Deals a bit more, build a bit more, let you more time to build the meter and end the combo.
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FakeVariable

Quote from: Sharnt on January 15, 2012, 12:19:23 PM
In fact you can do two rdp.B before the Ex orochi.
->df.D,qcf.D,rdp.B,rdp.B,qcb hcf.AC

Is there some sort of trick to this? I can't seem to get the EXorochi to hit after 2 rdp+Bs

Sharnt

You can with the delay on the Orochinagi Ex reduce the startup of the move at 2f. To do so you must press the 2 buttons, wait a little and then release them.
It's that make also Kyo a very good punisher and unsafejumpable char.
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BioBooster

This is an old KOF trick. This used to be used in other KOFs in order to combo Kyo's j.D > s.C > f.B > Orochinagi where Orochinagi was too slow to combo normally.

I'm able to do it by holding the EX Orochinagi for a split second. If you hold orochinagi and then let it go right away, it actually comes out faster than just executing it normally. It might difficult to tell when to let it go, bc time freezes for an instant at startup. (you can get a feel for it if you do it enough, hold it just for a split second)

Can't believe they threw it into this game - pretty cool, but was much more obvious that you were faster in previous versions.

FakeVariable

Quote from: Sharnt on January 16, 2012, 02:32:46 PM
You can with the delay on the Orochinagi Ex reduce the startup of the move at 2f. To do so you must press the 2 buttons, wait a little and then release them.
It's that make also Kyo a very good punisher and unsafejumpable char.

Works like a charm! Thanks!

Sharnt

#21
I'm doing this HD fullscreen :
s.c,df.D(2 Hits),(HD)s.D,dp.C(1 Hit),(HD)qcf.D,[hcb.D,(HD)dp.A,(HD)qcf.D(1 Hits)]*2,dp.C(1 Hit),(HD) qcfqcf.AC (703 Dmg)
s.c,df.D(2 Hits),(HD)s.D,dp.C(1 Hit),(HD)qcf.D,[hcb.D,(HD)dp.A,(HD)qcf.D(1 Hits)]*2,dp.C(1 Hit),(HD)hcb.B (502 Dmg)
Anyone as something better for a full screen combo with 100% Hd and 2 Ex?
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Sharnt

kyocombo.wmv

May help some ppl to get the combo timing. Sorry for the shitty quality I just have a webcam to record =_=
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konkrete

My new corner combo for when I feel lucky and need to do damage. Needs 2 meters and at least 35% drive, maybe a little less.

Whatever > dp ;d, tk ex super, rdp ;b, qcf ;b, rdp ;b, dp ;a [DC] qcf ;d, rdp ;b, qcf ;b, rdp ;b, dp ;a

Does 560ish, I don't remember exactly. You can exchange the last dp for an ex dp to get 602, since the whole thing build a meter and a half. The only really tricky part is hitting the first rdp  ;b from the super.

Sharnt

Best 2 stock HD combo I have seen so far :
s.C,df.D(2hits),HD,s.D,dp.A,(HD)rdp.B,[dp.C,(HD)rdp.B]*2,dp.A,(HD)rdp.B,dp.C,(HD)rdp.B,dp.C,(HD)Neomax
790 dmg (819 starting with j.C)
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Sharnt

Those combo are highly dependent of the height you hit your opponent and the way you do the tiger knee EX orochonagi. Thus I highly recommend you to modify them in real time, relaunching higher with dp.A if you see you are too low for the next dp.C.

With an Ex orochinagi down at the lowest height possible :

(Corner, 100% Drive, 4 Ex) J.CD (counter), air qcb hcf.ABC,rdp.B,[dp.C,(HD)rdp.B]*3,dp.A,(HD)rdp.B,dp.C,(HD)qcfqcf.AC (956 Dmg)

(Corner, 100% Drive, 2 Ex) J.CD (counter), air qcb hcf.ABC,rdp.B,[dp.C,(HD)rdp.B]*3,dp.A,(HD)rdp.B,dp.A,(HD)qcf.D,hcb.D (747 Dmg)
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Sharnt

Best 2 stock full screen HD combo I have seen so far :
s.C,df.D(2hits),HD,s.D,dp.C,(HD)qcf.D,hcb.B,(HD)rdp.B,dp.C,(HD)hcb.B,(HD)rdp.B,dp.C,(HD)rdp.B,dp.C,(HD)qcfqcf.AC (740 Dmg)

Doesn't work on a back turned opponent if you are closer than 2/3 of the screen with the corner.

From mid to 2/3 :
s.C,df.D(2hits),HD,s.D,dp.C,(HD)qcf.D,hcb.B,(HD)rdp.B,[dp.C,(HD)qcb.B,rdp.B]*2,dp.C,(HD)qcfqcf.AC (761 Dmg)

Doesn't work on back turned opponent.
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keechl

Combo by Dune: corner, 2 stock, 1 drive:  cr.b, cr.b, st.b, qcf+b, dp+a, drive cancel qcb~hcf+AC landing qcf+a, qcf+c, rdp+d -503 dmg and 52 stun.

Amedø310

#28
3-stock Corner HD Combo:

5C, BC (HDA), 5D, 623A, (HDC) 421B, ([623C, (HDC) 421B]x2), 623A, (HDC) (standing) 2141236A, 623A (HDC)421B, 623C, (NMC) 236236AC 873 damage (896-898 damage starting with j.C or j.D)

4-stock Corner HD Combo:

5D, BC (HDA), 5D, 623A, (HDC) 421B, ([623A, (HDC) (slightly charged and standing) 2141236A/C]x2), 623A, (HDC)421B, 623C, (HDC) 421B, 623C,(NMC) 236236AC 1001 damage

Mid-screen HD combos:

0-stock: 5C, BC (HDA),  5D, 623A, (HDC) 421B, 623A, (HDC) 63214B, 623C, (HDC) 421B, 623A, (HDC) 63214B, 623C, (HDC) 421B, 632A, (HDC) 421D (551 damage)

1-stock: 5C, BC (HDA), 5D, 623A, (HDC) 421B, 623A, (HDC) 63214B, 623C, (HDC) 421B, 623A, (HDC) 63214B, 623C, (HDC) 421B, 632A, (HDC) 236A, 421BD (579 damage)

2 stock: 5C, BC (HDA), 5D, 623A, (HDC) 421B, 623A, (HDC) 63214B, 623C, (HDC) 421B, 623A, (HDC) 63214B, 623C, (HDC) 421B, 632A, (NMC) 236236AC (736 damage)

3-stock: 5C, BC (HDA), 5D, 623A, (HDC) 421B, 623A, (HDC) 63214B, 623C, (HDC) 421B, 623A, (HDC) 63214B, 632A, (HDC) 236D, 2141236A (NMC) 236236AC (793 damage)

4-stock: 5C, BC (HDA), 5D, 623A, (HDC) 421B, 623A, (HDC) 63214B, 623C, (HDC) 421B, 623A, (HDC) 63214B, 632C, (HDC) 421B, 2141236AC (NMC) 236236AC (871 damage)

Non-drive combos:
1-stock: cr. B, cr. B, st.B, qcf+B, qcb hcf+A/C (299 dmg)

1-stock: cr.B, cr. A, qcf+D, rdp+B, qcb hcf+A/C (306 dmg)

Both combos above required orochinagi charged for a short time in order to connect it from qcf+B and rdp+B.

2-stock: cr. B, qcb hcf+AC (377 dmg)

Buffering trick and a quickly charged orochinagi will make this combo work.

karn

Quote from: AmedoS310 on October 13, 2012, 06:24:23 PM
Non-drive combos:
1-stock: cr. B, cr. B, st.B, qcf+B, qcb hcf+A/C (299 dmg)

I came across a this combo and tried a similar one randomly when I was trying to use a gimmicky HD reset into overhead. You can get even more damage at the wall if you do the beginning of the regular bnb loop and the DM link seems easier too.

1-stock Corner Combo: cr. B, cr. A, df.D, qcfD, rdpB, qcfB, qcbhcfP (331 dmg)

but you need to be a pixel closer or something to land cr.B cr.A as opposed to cr.B cr.B. However, at certain ranges, Kyo will be too far to chain after cr.B cr.B into st.B whereas cr.B cr.A always links to df.D so the two-hit confirm of cr.B cr.A is more reliable imo.
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