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View Full Version : What is the best groove for kyo?


MegaByte
07-26-2004, 06:33 PM
Also, what are the best abillities to have for him when you make your own groove?

Dark Shinryuken
08-10-2004, 11:55 PM
When I play CVS2 im the type of player that likes to get careless (Meaning I rarely block and wait for an opportunity to counter like the majority of CVS2 players). That is why I always choose Kyo in K-Groove. To me Kyo is the best rusher, but then again you gotta react fast to avoid your enemies attacks.

While running you can always psyche your enemy out by quickly crouching and doing the down+forward hard kick or going for one of his blazing combo chains. Also. That is what Kyo is all about, you can create alot of combo chains with him (not just the ones given to him in the command list). I dont wanna go into details on all of the things I do with Kyo cause its a big list, but hese one of my best characters in CVS2. And that extra strength that K Groove gives him nearly makes him a god. But its not just that, you gotta learn how to use the K-Groove too (the Just-Defend ability is really useful, I can just-defend nearly every attack my enemy performs even when im in mid air or when hese doing a move with consecutive attacks). I guess you can say I play him like you would play Guilty Gear X2.

Masataka
08-11-2004, 01:30 AM
Kyo is a mixup character, meaning he's meant to rush to try to get a knockdown. After the knockdown, he has a lotta things he can do, w/ throws, crossups, low combo starters and high hitting knockdowns so that you can try to play mind games w/ your opponent. Knowing that, there are still a few ways you can play your Kyo thus changing the "best groove"

That being said, it's natural to go for K groove, which is the groove for rushdown type players. At 135 % while raging, his rekka combos add up fast, and guard bars disappear quickly. However, from my personal experience, landing supers is harder (at least for me) as people tend to turtle when you're raged, but the damage done from small combos can easily be worth it. The main problem I have with this groove is the lack of counter attack, which hurts a lot when your facing the legions of A sakuras out there.

If you like flashy combos and almost guranteed supers hitting, A groove is a good choice for kyo. He has good guard break combos, counter attack, and some damaging custom combos. I personally don't like his dash that much, but if you get good w/ his custom combos, this is definitely the way to go.

C is good if you like to cancel supers. I'm not sure, but i think canceling a lvl 2 QCF x 2 + P super into serpent wave does a lot (sorry, i don't play kyo much in this groove).

N is great for mobility and is similar to C, w/ the option of powering yourself to do more damage in clutch situations.

And S groove is horrible, don't bother.

So I'd list it in this order... w/ K/A interchangeable depending on playstyle..

K, A, C/N................. S

PS, I wouldn't make your own groove, since you can't play it arcades anyways. But run is good, and his roll isn't very good.

popoblo
08-11-2004, 09:33 PM
i've been wondering this myself lately, and here's what i think.......

1st. P/K
3rd. N
4th. A
5th. C
6th. S

P or K first because of low jump and parry/JD. N is 3rd because it still has low jump and kyo is a good battery for N-groove. A is above C because you have more chances to use your meter in A-groove, although C-groove cancels hurt a lot. S is last because kyo's dodge attacks aren't too hot.

Masataka
08-12-2004, 01:08 AM
I completely forgot about P groove. It is definitely a good groove for Kyo, but I rate it below K and above A just because I really prefer his run over dash. Also, K has safe recovery which lets him recovery momentum much more easily then tactical.