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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > The King of Fighters > KOF2k2um - Kyo-2
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Author Topic: KOF2k2um - Kyo-2  (Read 1570 times)
Aenthin
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Re: KOF2k2um - Kyo-2
« Reply #15 on: 30 of March of 2010, 01:08:57 am »

I just remembered something...does his f+B still combo from light attacks?
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Remxi
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Re: KOF2k2um - Kyo-2
« Reply #16 on: 30 of March of 2010, 05:38:15 pm »

Yeah, it's already been mentioned.
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Aenthin
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Re: KOF2k2um - Kyo-2
« Reply #17 on: 30 of March of 2010, 05:47:50 pm »

Hmm. I missed reading it then. Lips sealed

Oh and the only followups I could think of after a Counter Wire CD are Oniyaki and R.E.D. Kick.
« Last Edit: 30 of March of 2010, 05:53:40 pm by Aenthin » Logged
Kei
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Re: KOF2k2um - Kyo-2
« Reply #18 on: 31 of March of 2010, 01:24:34 pm »

I've been toying around CD wire-->max-->dp C-->qcf qcf B/D with little success. I've also tried the new launching properties with canceling the 2nd hit with R.E.D kick but little success...Since I don't play in console unless I'm at my friends house, I'm limited to arcade only and the AI refuses to give me clean CD wires Sad
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Remxi
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Re: KOF2k2um - Kyo-2
« Reply #19 on: 31 of March of 2010, 05:58:54 pm »

I've got in on console so if you want me to test anything specific let me know. Smiley
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Kei
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Re: KOF2k2um - Kyo-2
« Reply #20 on: 17 of April of 2010, 11:16:45 am »

I'm curious about the new dp launch properties. I know original Kyo can combo hcb B from 1st hit of dp C after another juggle but I wonder how high Kyo-2 can launch.  Can some one test how high a dp (1st hit) launches?
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Remxi
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Re: KOF2k2um - Kyo-2
« Reply #21 on: 17 of April of 2010, 05:25:46 pm »

It launches exactly the same height that original Kyo does.

qcf+A, qcf+A, dp+C [1 hit], rdp+B or SC to qcfx2+C seems to be the only use for it in a combo. If you're in max mode already and you hit them out the air only rdp+B is worth it because the DM will usually miss. I tried to do something like dp+C [1 hit], whiff something, HSDM but nothing worked.

btw something else I noticed, if you hit them out of the air with close s.D, instead of the normal reset animation they go flying into the air. It's possible to combo them if you cancel the s.D into something (dp+C or rdp+D or qcfx2+D) but you can't juggle them on the way back down.
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Kei
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Re: KOF2k2um - Kyo-2
« Reply #22 on: 17 of April of 2010, 10:16:47 pm »

Yea I noticed the cl. D launching too but I thought stuff only links if its counter... Thx for the info Smiley
I guess this is SNK's way of making up for not giving Kyo-2 a qcf Kx2 juggle.
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manredtoo
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Re: KOF2k2um - Kyo-2
« Reply #23 on: 19 of May of 2010, 07:42:38 pm »

Here's a cool link to see some kyombos (lolol) in motion.

http://zoome.jp/LKH/diary/67/

if you take out the "67/" there's also other videos for more characters posted
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Remxi
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Re: KOF2k2um - Kyo-2
« Reply #24 on: 19 of May of 2010, 11:49:31 pm »

Cool thanks for the link.

Looks like is HSDM is so fast it even links off s.C lol.
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