*DISCLAIMER* This is based solely on
what I've experienced personally playing and what I've viewed from various
outlets of players that have used this character. So think of this as a
collective of that very media.
(5-21-12 verB)
Pros
-Great corner carry combos
-Strong
pressure game
-Guard
Point Special Moves
-Among
one of the best punish characters in the game
-Great
battery character
Cons
-Cross up j.2C weaker than XIII Kyo
-Can be kept outside of sweet spot
-Far reaching lows are problematic
Strongest Point - Pressure
and Punishment
Best Placement - Any
About Nests Kyo
Nests Kyo is the old style Kyo (Rekka Ken style) seen in KoF
starting from '96 all the way through till XI where he was a hybrid of 94-98
with added perks and new Rekka strings. This version is primarily based off '98
play style, staying inside with strong pressure and heavy punishment. Or
for those that have never played any version of King of Fighters, this Kyo is
more similar to Capcom vs SNK 2 Kyo.
Throws
Issetsu Seoi Nage = (b/f + C/D)
Causes a hard knockdown. A very strong throw in which ends
with the opponent facing up which is a good position for Nests. This throw sets
up cross up j.2C mixups, empty jump mixups and everything else to make his
okizeme game very potent.
Unique Attacks
Gofu
Yo (f+B)
Overhead that can be chained into from cancellable attacks.
Unlike XIII Kyo, Nests can combo from this attack like older versions of Kyo
into 212 Shiki (running grab). Making this a standard go to attack in pressure
and combos.
Chain
Cancellables
st.A > f+B
st.C > f+B
st.B > f+B
cr.A > f+B
cr.C > f+B
cr.D > f+B
88 Shiki (df+D)
Low attack that hits twice. Non
cancellable outside of HD Mode. Unfortunately XII Kyo has the better version of
this move as it's cancellable on the first hit making it prime for his combos
unlike Nests.
Special Moves
--------------------
Please
refer to the Dream
Cancel Wiki
Understanding Your Primary Focus
The goal of Nests Kyo is to get inside and stay inside applying
pressure once you find an opening in the opponent's defense. From there,
you punish accordingly to your pressure game. The way that you transition into
this is to apply pressure with 104 Shiki Aragami (qcf+A) tree strings (rekka
tree strings). Another goal to achieve is to corner carry the opponent with
every punish and focus on the corner trapping. Understand that pressure isn't
infinite and there will always be holes in pressure so be mindful about how
much pressure you apply to the opponent. Use the pressure to force a mistake
and read the situation accordingly and punish accordingly. This is your primary
focus.
Far Range Game
You don't have much to rely on outside of working your way in slowly.
Against zoner characters (Ash, Saiki, Robert, King etc) you can use -EX- R.E.D. Kick (projectile
invincible) to gain ground on their zoning game if not knock them down with
this move. This is of course if you have power gauge. Otherwise if you have no
power gauge, you have to rely on avoiding projectiles and blocking to get in.
If you're at the full screen neutral game you may want to consider building
meter with whiffed 104 Shiki's. But be warned that you're still whiffing an
attack and you're vulnerable to some full screen punishes if your opponent can
catch on to you building meter. Again, concentrate on moving in slowly to get
into position. Try not to push forward too hard when at the full screen neutral
game.
The Mid Range Game
Just about in position! Your mid range should be roughly about
sweep to st.D range or a bit outside of these ranges. The idea for this is to
be in the range to tip the enemy with your 104 Shiki and gain some respect on
the ground game. Being at these ranges makes it a bit easier to guard point
mid/high normals and specials with 104 Shiki.
The Close Range Game
The absolute sweet spot! Up close you can abuse your st.A and st.B
since both hit crouching opponents. With this in mind you can set up a solid
frame trap game. Frame trapping is one of Nests Kyo's biggest strengths due to
those key pokes. They start up quick and when done correctly can really put the
enemy in a jailed position. Use these in accordance to throwing, empty jumping,
big jump baiting to make these even more effective.
Frame Trap Examples
-cr.B > close st.C
-cr.B > cr.C
-cr.B > st.A > walk up > st.C
-close st.A >close st.C
-cr.Bx2 > walk up > st.A > st.B
The Close Range Game Extended-104 Shiki Aragami Pressure (qcf+A)
The idea behind this concept of pressure is to condition the enemy
with the first 104 Shiki and place delays in between the rest of the tree.
Alternatively, you do NOT have to continue with the tree! You can simply keep
going for the 104 Shiki to fish for things such as guard pointing normals and
such. This then will create a sense of uncertainty in the enemy if done
successfully.
The Close Range Game Extended 2-Other Uses for 104 Shiki
Aragami (qcf+A)
Whiff canceling your crouching D into 104 Shiki will cover 2
bases:
-cr.D will cover the range for people attempting to run inside and
mount offense.
-cr.D whiff canceled into 104 Shiki will cover the small jump
attempts over the cr.D
NOTE: You can react to the punishment of the small jump when using
104 Shiki! React and be mindful of the spacing to continue with the rekka tree
for the corner carry!
This of course on one end seems simple enough however, learning
the spacing for this technique while cornering or mid screen can be difficult.
If misplaced it can lead to a big punish or possibly the end of your Nests Kyo.
The optimal position for this technique is in the corner however it can be used
mid screen for a multitude of purposes other than covering the space, it can be
used as a means to gain ground outside of walking or running. You can also use
115 Shiki Dokugami (qcf+C) to catch back steps in the same manner using the
whiff cancel. If timed properly you can follow up with the entire 115 Shiki
tree on hit specifically in the corner. The optimal place for this technique is
close to the corner. So be aware of where you are on screen. Note also that it
this can also be a means as to keep up with an opponent who has a good back
step cancellable move like Athena or Iori for example.
Safe Jump Setups
NESTS Kyo has a huge array of safe jump setups to choose from his
arsenal. Here is a compiled list of the special move enders and combo examples
that lead to safe jumps.
Throws
Issetsu Seoi Nage = (b/f + C/D) Causes
a hard knockdown.
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
NOTE: Standard setup for a j.2C cross up when
spaced properly
Mid Screen Combo Enders
GeShiki: Migari Ugachi = (P)- (Punch
ender of the Aragami/Yanosabi tree. Can either OTG or cause a hard knockdown.)
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok
212 Shiki: Kototsuki You = (hcb+K)
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
NOTE: Can also be done in corner
-EX- 115 Doukugami = (qcf+AC > qcf+A complete
tree into 127 Shiki: Yanosabi ender)
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner: OK
NOTE: Big jump will cross up
-EX- 115 Doukugami = (qcf+AC > qcf+A complete
tree into 125 Shiki: Nanase ender)
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner: OK
NOTE: Must alter the Safe Jump mix up due to the ground slide effect
Corner Combo Enders
127 Shiki: Yanosabi = (P) - The
Punch Ender of the Aragami/Konokizu tree and or -EX- 115 Doukugami into the 104 Aragami tree ender.
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
125 Shiki: Nanase (K) - The kick ender of the Aragami/Konokizu
tree
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
GeShiki: Migari Ugachi = (P)- Punch
ender of the Aragami/Yanosabi Branch. Kyo punches the ground for an OTG.
Also causes a Hard Knockdown.
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok
100 Shiki: Oniyaki = (dp+P) - Last
part of the -EX-Dokugami tree
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
Combo Examples
1. d.B > s.B > qcf+B > rdp+B
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Can be done anywhere-
2. d.B > s.C > qcf+DD > sj.2C or hop j.2C
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Can be done anywhere-
3. d.B > s.C > qcf+DD > st.A
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-
4. d.B > s.C > f+B > hcb+B or D
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok
-Can be done anywhere-
5. d.B > s.C > f+B > qcf+AC > hcb+P
> f+P > dp+P
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-
6. d.B > s.C > f+B > qcf+AC > qcf+P
> qcf+P > K
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok
-Can be done anywhere-
NOTE: This combo can lead to multiple
mix ups outside of safe jump
HD Combo Examples
1. st.C > df+D > [HD] > st.C >
df+D > qcf+C, dp+C > [x2] > qcf+C > hcb+C >
qcf+A > qcf+A > dp+A > qcf, hcb+A or C > st.A
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-
NOTE: Standard mid screen to corner
carry HD combo that leads to a reset safe jump
2. st.C > df+D > [HD] > st.C >
df+D > qcf+C, dp+C > [x2] > qcf+C > hcb+C >
qcf+A > qcf+A > dp+A > qcf, hcb+A or C > qcf+A
> qcf+A > AorC
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-
NOTE: Standard mid screen to corner
carry HD combo that leads to a hard knockdown safe jump
3. st.C > df+D > [HD] > st.C >
df+D > qcf+C > hcb+C > qcf+A > [x3] > qcf+C
> qcf+DD > hop
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-
Option Select - EX 212 Shiki: Kototsuki
You = (hcb+K)
On your safe jumps you can also learn to OS the EX run grab. It
has the ability to lose to some drive canceled reversals but it's effective
none the less.
OS = j.C > EX
There is
more data that I've found that ISN'T listed here in which I am still working
on. I'm doing my best to provide as much data and cohesive information as
possible to increase the development of this character. I apologize for the
delay however this indeed takes time along side my other projects.
1 comment:
Dunno why it didn't post my comment, but I was saying that this is very well written and I like how you did this. Good job!
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