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Kyo kusanagi kof xiii
Kyo kusanagi kof xiii












kyo kusanagi kof xiii

This move is also a fantastic tool to set up tight frametraps.Ī great fast Mexican uppercut. The go to move to hitconfirm of a low into cr.LP > etc. The good frame advantage of this move makes it very good move for frametraps, but since cr.B has the same advantage, cr.B is usually preferred. Mostly a move used to hitconfirm the first cr.LK since this cancels, but doesn't hit low. This move can be used in frametraps, punishes, and also functions fantastically as an anti-air against an opponent trying to jump away from your pressure. If you don't condition them that it's not okay to press buttons after, say, a cr.BA, they will hit your blowback attack before you are even hit.Ī terrific uppercut attack. The move can be used in pressure strings once you have made your opponent scared enough to mash buttons as quickly as possible. It is quite quick, and has a good hitbox, the forward moving property makes it a 'wall of hitbox' that covers a large part of the screen. At the same time it covers the horizontal space quite well making it impossible for your opponent to disrespectfully hop in on you while you are on offense. Although it may depend on the time and place, this attack could cancel into another attack upon either hit or whiff.Ī sobat kick that can be used in pressure strings to hope over and counterhit whatever low attack your opponent is mashing. So while it may net more damage than a Standing Light Punch as an anti-air attack against hops, it should be reserved for more specific setups and situations. Of course with that, Standing Heavy Punch carries a heavier risk and may be more susceptible to losing to other attacks upon its own start up animation. Typically, this attack is used to end an attack string that consists of Crouching Light Kicks and combo into 212 Shiki: Kototsuki You ( + ).Įssentially, this attack functions like a slower, but stronger Standing Light Punch. Although it isn't as fast and doesn't recover as quickly as Crouching Light Kick, it's able to cancel into another attack. This attack can connect upon certain crouching opponents from point blank, links into close C and may be used for frame traps and other utilities.Ī low kick that has a bit of range.

kyo kusanagi kof xiii

As a result, his Standing A is not as good as in older editions to stop hop attacks because his range is much more limited. In KOFXIII he only has the close variant for both ranges. In older games, Kyo had a far and close A. He isn't the best in either fields but ranks in either style of play and putting both playstyles together makes him to be force to be reckoned with.Ī standard but essential anti-air, Standing Light Punch attack. As a contrast, he is also fitted with the tools to be able to keep out opponents with long reaching horizontal jumping attacks, projectiles, and great grounded normal attacks. His exceptional ability to go on offense with a fast hop with a great hitting jump-in coupled with fast, low-hitting attacks that hitconfirm into combos makes his offensive game quite scary. In this iteration of the game, Kyo is featured as the well rounded character that has all the fundamental tools to win. Now, Orochi is on the verge of reawakening, and Kyo has found a new enemy in Ash Crimson, who is set to steal his sacred treasure, the Kusanagi-no-Tsurugi. After being captured for a year by the NESTS organization and cloned, Kyo resurfaced and over a three year campaign worked with his clone K' to take down the syndicate. Over the next three years it became apparent that the Orochi had been manipulating the tournament from the shadows, and in 1997 Kyo once again sealed it away along with his rival Iori Yagami, repeating their families' legacy. He has been present at nearly every King of Fighters tournament since 1994, where he entered to rescue his captured father Saisyu. Kyo is the latest heir to the Kusanagi clan, the very same clan that sealed away the Orochi 1800 years prior to the present day.














Kyo kusanagi kof xiii