Also, I'm using THAT Kyo, only with the long sleeves instead of the school uniform.
Also, I'm using THAT Kyo, only with the long sleeves instead of the school uniform.
Ok, so I looked it up because derp, and here's what I found. The current game's Kyo is based on '95 Kyo. KoF '98's Kyo is this generation's EX.Kyo.
Ok so here we go (and this is still no less stupid than when we started:
King of Fighters '98:
Kyo (no fireball version) (stock character)
EX.Kyo (fireball version) (alternate) (Based on original moveset)
King of Fighters XIII:
Kyo (fireball version) (stock character) (based on original moveset)
EX.Kyo (no fireball version) (downloadable content)
I demand that you stop this madness, Brit.
That said, if I understand you correctly, you prefer what is refered to as Rekka Kyo. Because that's what his punch combinations are. Rekkas.
Yeah, I prefer Kyo with the Wild Bite chain.
I prefer Iori with his flames, though I can use his XIII variant.
Yeah, without them, he has distance closing issues. Once he's in, it's hilarious because of his mixup potential with his command grab and his close pressure, but if he gets pushed back out, he has to deal with getting back in. He's such a large character that closing with him is awkward but doable.
I intentionally set my team to be characters capable of zoning and rushdown. Ash probably has the lowest damage potential of my team, but probably the simplest combos. K' is just K' meaning he gets to do whatever-the-fuck he wants. Especially if he ends a blockstring with free chip on Eins Trigger and/or Second Shoot. Shit is so safe no matter what range.![]()
I can't decide if I want to run Saiki or Ash. I think I'll spend a day or two getting used to Saiki and unlearning Ash.
Started playing SFxTK proper the other day, sooooo much technology.