![]() Point blank: cr.C / cl.C / cr.A / cl.B > SDM qcb hcf + (P).Only on characters where C > f + B works) The f + B will only combo on some characters, normally only on the bigger/larger ones, but will work on some specific thin characters. Midscreen, not too far from the corner, as opponent must reach corner after qcf + P) Video run, qcf + A > qcf + P > P (Timming required.qcf + A, qcf + A > hcf + P > P (Corner & MAX.Show off only, as DM qcb hcf + P is easier and does considerable more damage. Does just slight more than the combo below. First hit will miss and the second part connect. qcf + A > hcf + P > P (Timming required.(S)DM qcf qcf + P (PRACTICE this and get as consistent as you can with it to play an effective Kyo Sometimes you can get st.A / st.B depending of your distance, so cr.A is the safest, but hardest option, and is the one you should practice the most.).Only on characters where C > f + B works.) air d + C (As a crossup, because of the extra push back.). ![]() Since it's so fast, it serves as a punisher for many laggy moves, like Iori's 1/3 or 2/3 rekka's, or Iori's sweep. Comboable off lights (which means comboable off a low cr.B,cr.A, etc.), and is Kyo's scariest source of damage, as it does quite a chunk more than the average DM. Creates a huge hitbox in front of his feet spanning about 1.5 character spaces. ![]()
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