Kyosuke is thought to be by the VAST majority as the worst character in the game pretty much since the game came out, but CvS2 has changed quite a bit since then. I play random select more than anybody I know, so I’ve gotten quite a bit of hands on time with a lot of the crap characters. Where do the worst characters stack up now?
-Can be quite the nuisance if he corners you
-Actually gives P and K grooves a lot of trouble (if he corners them)
-Gives Cammy trouble
-MIGHT give Guile trouble
-Really solid anti-airs
-Good dash and walking speed
-His ground fireball is one really useful tool that no other character has
-His jumping forward kick is hard to uppercut
-His air fireball is a good uppercut deterrent
-RC electric thingie is surprisingly buff. It LOOKS totally unsafe, but it puts a crapload of blockstun on the opponent. Jab version is only -2, while fierce is -4!
-Low roundhouse, standing fierce and low forward are all good moves
-Level 1 fireball super is a good, kinda sorta safe wake up
-jab jab short into level 1 launcher super can do from 3800 (knockdown) to 4800 (pop up + set up if near corner). Actually one of the most damaging level 1 combos in the game. Also gives you almost half a bar back.
-fierce into level 1 launcher, then the combo does 5472. That’s Chun Li-esque damage!
-Jab jab short into gang bang super does 7000ish. Pretty good!
-C-Groove Kyosuke can do level 2 super into level 1 launcher, then do ton more hits for 7500ish! 8500ish if you do fierce into super!
-Dies to most any top-tier char (and a lot of mid tiers) in a roll groove absolutely for free. C-Sagat vs Kyosuke is just ugly.
-Without supers, does dick for damage.
-His jumping moves do LESS than dick for damage.
-His midrange game is severely lacking; he basically has to rely on just low forwards to poke and low roundhouse for whiff punishing or to catch people moving.
-His close game isn’t too great either; his only move that gives substantial frame advantage is his close jab, and most characters can crouch that. This means it’s hard for him to set up counter hits, which in turn means it’s really difficult for him to get any throws.
-His one decent counter hit set up I could find does- you guessed it!- dick for damage.
-He doesn’t really get going until he corners you.
-Lots of worthless specials.
-As of right now, his df+roundhouse launcher is worthless also. I can get 3500 damage out of it if I can hit it though.
C-Groove: Constant access to supers, dash. Crazy level 2 cancels.
A-Groove: Real anti-air CC, also guaranteed CC off of lightning upper thingie (corner only iirc).
N-Groove: Constant access to supers, run is a little better for pushing people to the corner.
-Damaging corner combos that give a lot of meter
-Very solid anti-airs
-Very solid jump attacks/air to air
-Strong low jump game
-One of the best rolls in the game
-Her double fireball is a semi-useful tool that no other character has, gives K-Groove some problems
-RC roundhouse tornado kick is quite buff. Covers a lot of distance quickly, knocks down, sets up juggles in the corner, +0 on block makes it totally even afterwards. Think of it as a different version of Sakura RC hurricane.
-High priority sweep
-Punch throw sets up a ton of crap
-Strong corner game
-Very weak midrange game; she has nothing with any range, so has to rely on RC fireballs and rolls. In other words, reliant on risky stuff.
-Outside of low jump shenanigans and wake up, it’s nearly impossible to land her supers.
-Some VERY pathetic normal moves. Her one decent move (sweep) has no range. A lot of them have no conceivable use whatsoever (standing strong anyone?).Slide is really slow and risky. Anti-airs are good though.
-Weak to rolls.
-Practical combos can only be done at point blank range. No practical links without counter hit.
-No reliable anti-air supers.
N-Groove: Her low jump game is one of her biggest strengths, also her most reliable way of landing her super. Run makes her fireballs and double fireballs better as she can run after them and get some frame advantage out of them, letting her keep initiative and push you to the corner.
A-Groove: anti air CC, guaranteed CC in the corner off of pretty much any combo. Can CC from a sweep but it’s REALLY hard.
C-Groove: Only remaining groove with a roll. Lv2 trapshot super to roundhouse trapshot is decent.
Next: Ryo, Haohmaru