cl.D has a special property: if it hits an airborne opponent, it will launch them, allowing for a juggle afterward-but, this is risky though because it can get beaten. cl.C's 4th frame of start-up has auto-guard, which can be useful in frametraps.That said, it is possible to make up for this with a good use of his "unorthodox" tools, but overall this keeps the meterless gameplay for Kyo-2 surprisingly tricky for a seemingly "basic" character, which is why it's usually better to have some bar when playing him. However, this is complicated by the fact that his moves are generally much less safe on block than Kyo's, basically removing his key "poke" tools, and with a lack of good confirms, it suddenly turns into quite a big burden for him. He has the only sweep in the game that one can combo off (akin to Street Fighter's cr.MK), paired with high meterless damage, great crossup, and a bunch of other tricks up his sleeve. However, when it comes to meterless play, things aren't so straightforward for him.Īt a glance, Kyo-2's tools may seem exceptionally strong or even overpowered. Generally, he is a very popular candidate for 2nd/3rd team slot due to his easy and damaging max mode combos, as well as other great uses for meter such as his DMs and HSDM. Being a clone, he is loosely based on Kyo's moveset from 97–98 (rekka Kyo), but with some changes and "weirdnesses" that sometimes bend the game's system. Kyo-2 is a character returning from KoF '99. Note: Default to hcb+D on crouching opponents.Hi no Kaguzuchi - + Quick Starter Combo Reference Wicked Chew - + Masticate - + / Oxidation 1 - / Rapids of Rage - / Oxidation 2 - + / Intensetaneous Smash - / Phantom Mauler - /įutsu no Mitama - + / Additional attack - + / Poison Gnaw Fest - + Recitation of Sins - + / Verdict - + /
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