Kyo Kusanagi (KOF:XI)
Combo #1) Crouching B, crouching A--> df + D (1hit)--> QCF + C, HCB + C, f + C, DP + C
Combo #2) Close standing C--> QCF D, D, run forward and juggle with a late DP + C.
Combo #3) When opponent is cornered, close standing C--> QCF + D, D, juggle with an early QCF + A, let it recover, then immediately juggle with another QCF + A, HCB + D, when you recover, juggle with a very late DP + C , super canceled into QCF x 2 + A, dream canceled into HCB x 2 + E.
Simply put, Kyo's objective is to establish close range. His effective low jump attacks, confusing throw, and flexible combos, allow him to score big damage off of basic mix ups that knock his opponent down and reset the same situation all over again.
To accomplish this objective, Kyo must rely on finding gaps in his opponent's defense while also utilizing his strong low jump game. Anticipate ground attacks to low jump over, look for missed attacks to punish with crouching D, and take advantage of any moment where your opponent isn't looking for an aggressive movement to low jump your way into close range.
Outside of corner combos, Kyo has very little use for super meter. The supers available too him tend to lack flexibility and damage output. That bieng said, Kyo does plenty of damage without super meter. His wide variety of flexible combos allow him to make the best out of every opportunity given to him without spending a huge amount of rescources. Additonally, an edited version of his "bread & butter" combo (crouching B, crouching A--> df + D--> QCF + C, HCB + C) is a strong opening for damaging tag combos that allow you to safetly tag in the next character while eliminating one of your opponent's characters. The end result is a battery character worthy as the starting member of your team.
Common Wake Up Patterns
In any situation where you're on the offensive, veriifcation is an important tool. Being able to see whether your inititial attack has hit or not allows you to mount secondary attack plans if the first happens to fail. With that in mind, the information below is designed to show you not only what to do if your attack hits, but also the options available if it doesn't.
With that bieng said, score a knockdown and time a forward low jump so that it lands just after your opponent stands up. After the jump, initiate either a super late jumping B, or allow yourself to land and go for crouching B, crouching A. This commonly used "empty jump" set up forces your opponent to guess whether or not you're going to go high or low. Depending on which option you choose and how your opponent reacts to it, do the following:
If jumping B connects:
- Link into whatever standing combo you desire
If jumping B is blocked:
- Land, then walk up and throw.
- Land, then walk up and go for crouching B, crouching A.
- Land, then immediately low jump forward. If your opponent continues to crouch, Kyo will leap over your opponent, allowing you to come out of the jump with a cross up jumping B. If they react to the jump early and stand, the jump will stay in front of your opponent.
If crouching B, crouching A connects:
- Cancel the crouching A into df + D (1 hits)--> QCF + C, HCB + C, f + C, DP + C.
If crouching B, crouching A is blocked:
- Walk up and go for a delayed throw.
- Walk up then go for crouching B, crouching A.
- Immediately low jump forward with jumping B. Adjust your timing and hit B at different points depending on whether or not you think your opponent will attempt an anti air.
- Do an immediate standing D or QCF + A to beat attempts to counter your secondary offense with quick normal attacks.
Kyo's normal throw has a very strange property that causes his opponents to be facing the wrong direction after they recover. This causes your opponent's control scheme to actually be reversed as they start to stand up. During this period, any attack performed on top of your opponent as they stand up must be blocked with reverse commands.
An effective way to take advantage of this situation is to use cross up attacks to thuroughly confuse your opponent's guard. Specifically, if you land a throw mid screen, run forward then immediately super jump towards your opponent, timed so that you'll barely land on the other side of them. As they are about to stand up, immediately do Kyo's d + C on the way down from your jump to meet your opponent just as they stand up. If timed correctly, the d + C will cross up, which must be blocked in a normal fashion. You can adjust the timing and jump slightly earlier then normal to position the d + C to hit from the front, which must be block with reverse commands. This confusing array of cross ups, combined with the reverse control scheme, is very difficult to defend against and often leads to a free jump in combo of your choice.
75 Shiki Kai Advantage
Kyo's QCF + D, D special attacks has an interesting use outside of combos. The second hit of this attack can be delayed slightly, which allows you to perform the second during the first kick's descent. If the second kick is done as late as possible on a defending opponent, Kyo lands from the attack sitting on a hefty window of frame advantage. Although you're pushed too far away when this is performed mid screen, Kyo stays almost directly next to his opponent when this is done on a cornered opponent. After you recover from the attack, go for the mix up of your choice. Commonly used options in this situation consist of a quick run up close standing C--> QCF D, D (If it hits, go for a corner juggle, if not, the situation is reset), a delayed walk up throw, or the delayed combo of your choice.
Keep in mind that this pattern is very much vulnerable to Counter Movements, which can be initiated against the standing C to score a free combo on you.
Early Release Orochinagi
Normally, Kyo's Orochinagi is far too slow to be used in juggles or basic ground combos. However, it's possible to speed up the release time for the Orochinagi so that it can be used for basic mid screen combos. To do so, input QCB, HCF + C, then hold C. When the super freeze screen expires, immediately release C for the Orochinagi to come out instantaneously.
This technique works because of Kyo's ability to delay the release of the Orochinagi. This is done by holding the C button down after the initial Orochinagi command. When initiated, the Orochinagi's normal start up time is bypassed, and releasing the C button at any point afterwards launches the attack insantly without the original wind up time. Using this technique, it's possible to combo the Orochinagi after Kyo's QCF + D,D, or any of his basic normal attacks.