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NeoGeo Battle Coliseum/Kyo Kusanagi: Difference between revisions
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==Combos== | ==Combos== | ||
===0 Bar=== | |||
* cr.B > cr.A > df+D | |||
Simple string into df+D. | |||
* cr.B > cr.A > f+B (2) > qcf+E | |||
Combo into D-Assault. Resets to midscreen and grants Hyper Charge to partner. | |||
* cr.B > cr.A > f+B (2) > qcf+C > hcb+P | |||
Doesn't seem like you can get the rest of the Dokugami chain if done with a cr.B > cr.A starter. | |||
* cl.B/cl.C > f+B (2) > qcf+C -> hcb+P -> f+P -> dp+P | |||
Full Dokugami chain. Use cl.B starter for empty jump low or high/low mixup situations, or cl.C for faster startup and more damage. | |||
* cl.C > qcf+D -> dl.K, hcb+B, sj.C ▷ dp+A | |||
Slight delay when doing the second part of qcf+D. The second hit won't connect if you delay it for too long, and the window is somewhat tight. This delay will result in you having enough time to High Jump after hcb+B into j.C. Despite the air reset state the opponent is put into afterward, you can connect with a dp+A, since that move is Kyo's Ultimate Juggle and can juggle any airborne opponent. | |||
''Corner'' | |||
* cl.C > qcf+D -> K, hcb+B, qcf+A -> hcb+P -> P | |||
* cl.C > qcf+D -> K, hcb+B, qcf+A -> qcf+P, dl.dp+A, dp+A, dp+A | |||
Requires a small delay after the qcf+P Aragami followup, else dp+A won't connect. Can juggle with dp+A three times before the opponent is low enough to the ground that Kyo can't get another one in before they land. | |||
===1 Bar=== | |||
* cr.B > cr.A > qcfx2+D | |||
Mash K afterward to enter Chouhatsu mode. | |||
* cr.B > cr.A > f+B (2) > qcf,hcb+P | |||
Comboing into Orochinagi after f+B works if cancelled into as soon as possible. Any delayed cancel will result in Orochinagi not comboing. | |||
* cl.C > qcf+D -> dl.K, hcb+B, qcf,hcb+P | |||
Needs a slight delay on the second hit of qcf+D in order for Orochinagi to be able to combo after hcb+B. | |||
''Corner'' | |||
* (j.X) > cl.C > AB Tactical Step > cl.C > qcf+D -> K, hcb+B, qcf+A -> qcf+P, dl.dp+A, dp+A, dp+A | |||
* cl.C > qcf+D -> dl.K, hcb+B, qcfx2+A | |||
Needs a slight delay for qcf+D followup, otherwise you won't have enough time to land qcfx2+A after hcb+B. | |||
===2 Bar=== | |||
''Corner'' | |||
*(Chouhatsu Mode) (j.X) cl.C > AB Tactical Step > cl.C > AB Tactical Step > cl.C > (qcf+C > qcf+A)x7 > qcf+C -> qcf+C -> qcf+A -> qcf+K -> hcb+C, dp+A, dp+A, dp+A. | |||
Requires Chouhatsu Mode. Technically a 4 bar combo, since all the rekka loops will build 2 bars of meter even after already having spent 2 bars for the two ABTS uses. With a j.C or j.D, this is a TOD against some characters (needs more testing). | |||
==Color Palettes== | ==Color Palettes== |
Revision as of 23:54, 27 April 2021
Normals
Close
- cl.A/B/C/D are cancelable.
- cl.A/B are chainable.
- cl.B hits low, you can combo into another cl.B, f+B, dp+A, qcf+B, and qcfqcf+K off of it.
- Like in KOF, cl.C is a great move to use at close range due to its 3 frame startup and status as a great combo starter.
- cl.D can still be used to start combos but it's a bit slower than his close C, can be spaced.
Standing
- st.A is whiff cancelable.
- st.B is a good move to use for poking due to its fast startup and long range.
- st.C is special and super cancelable, but it can be punished by crouching normals. Somewhat slow startup.
- st.D is a good poking tool like st.B. Kyo moves forward slightly when using this move, allowing him to advance and poke at the same time.
Crouching
- cr.A/B are whiff cancelable.
- cr.A is special cancelable.
- cr.B hits low, comes out at the same speed at his cr.A.
- cr.C serves as an anti-air due to its vertical hitbox.
- cr.D is a sweep that grants a knockdown.
Jumping
- j.B/C/D all cross up.
- j.B can be used as an instant overhead.
- Neutral j.D can be used as an air-to-air to beat opponents that are jumping forward on you.
Throw
Issetsu Seoi - b/f+CD
- Classic Kyo throw, Kyo slams the opponent onto the ground then does an elbow drop.
- Same throw forward or back, only difference is direction.
- Can be broken.
- Due to the hard knockdown, Kyo can jump over and attempt a crossup j.B or j.d+C, or go for a high-low mixup with f+B and cl/cr.B.
Command Moves
Ge Shiki Goufu You - (f+B)
- Kyo lifts his leg then does a quick heel drop. On its own, it does a single hit and cannot be cancelled out of. When cancelled into, it does two hits and can be special and super cancelled. It has slightly more use as a combo tool off a cr.B > cr.A confirm or after an empty jump cl.B to combo into Dokugami chain or cancel into Orochinagi.
- Overhead attack when used by itself.
Ge Shiki Naraku Otoshi - (j/sj/d+C)
- Kyo brings his fists together and slams downward on the opponent. Fast, beats a lot of aerial normals, and will slam the opponent down onto the ground if it hits them while they're airborne. Due to the abscence of hopping in NGBC, j.d+C loses some of its utility as a quick hopping attack, and cannot be used while backdashing. Best used for crossup situations.
- Hard knockdown on aerial opponents.
88 Shiki - (df+D)
- Kyo kicks his opponent twice while low to the ground. Cannot be cancelled out of, can be cancelled into from cl.A, st.A, cr.A, cl.B, cl.C, and cr.C.
- Hits low.
Special Moves
Name1:
- description
Name2:
- description
Name3:
- description
Desperation Moves
DM1:
- description
DM2:
- description
DM3:
- description
General Strategy
- Block strings to use are:
Combos
0 Bar
- cr.B > cr.A > df+D
Simple string into df+D.
- cr.B > cr.A > f+B (2) > qcf+E
Combo into D-Assault. Resets to midscreen and grants Hyper Charge to partner.
- cr.B > cr.A > f+B (2) > qcf+C > hcb+P
Doesn't seem like you can get the rest of the Dokugami chain if done with a cr.B > cr.A starter.
- cl.B/cl.C > f+B (2) > qcf+C -> hcb+P -> f+P -> dp+P
Full Dokugami chain. Use cl.B starter for empty jump low or high/low mixup situations, or cl.C for faster startup and more damage.
- cl.C > qcf+D -> dl.K, hcb+B, sj.C ▷ dp+A
Slight delay when doing the second part of qcf+D. The second hit won't connect if you delay it for too long, and the window is somewhat tight. This delay will result in you having enough time to High Jump after hcb+B into j.C. Despite the air reset state the opponent is put into afterward, you can connect with a dp+A, since that move is Kyo's Ultimate Juggle and can juggle any airborne opponent.
Corner
- cl.C > qcf+D -> K, hcb+B, qcf+A -> hcb+P -> P
- cl.C > qcf+D -> K, hcb+B, qcf+A -> qcf+P, dl.dp+A, dp+A, dp+A
Requires a small delay after the qcf+P Aragami followup, else dp+A won't connect. Can juggle with dp+A three times before the opponent is low enough to the ground that Kyo can't get another one in before they land.
1 Bar
- cr.B > cr.A > qcfx2+D
Mash K afterward to enter Chouhatsu mode.
- cr.B > cr.A > f+B (2) > qcf,hcb+P
Comboing into Orochinagi after f+B works if cancelled into as soon as possible. Any delayed cancel will result in Orochinagi not comboing.
- cl.C > qcf+D -> dl.K, hcb+B, qcf,hcb+P
Needs a slight delay on the second hit of qcf+D in order for Orochinagi to be able to combo after hcb+B.
Corner
- (j.X) > cl.C > AB Tactical Step > cl.C > qcf+D -> K, hcb+B, qcf+A -> qcf+P, dl.dp+A, dp+A, dp+A
- cl.C > qcf+D -> dl.K, hcb+B, qcfx2+A
Needs a slight delay for qcf+D followup, otherwise you won't have enough time to land qcfx2+A after hcb+B.
2 Bar
Corner
- (Chouhatsu Mode) (j.X) cl.C > AB Tactical Step > cl.C > AB Tactical Step > cl.C > (qcf+C > qcf+A)x7 > qcf+C -> qcf+C -> qcf+A -> qcf+K -> hcb+C, dp+A, dp+A, dp+A.
Requires Chouhatsu Mode. Technically a 4 bar combo, since all the rekka loops will build 2 bars of meter even after already having spent 2 bars for the two ABTS uses. With a j.C or j.D, this is a TOD against some characters (needs more testing).
Color Palettes
- Note: The "S" button is the start button.