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NeoGeo Battle Coliseum/Kyo Kusanagi
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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
(more to be updated)
Color Palettes
- Note: The "S" button is the start button.