Everyone welcomes me back as if they knew me before
Anyway, here's the list of super moves which are going to be in Serious Kyo.
1) DM + SDM 182 Shiki. It's qcf,qcf + A/C in KOF 2003 and in KOF XI. The same command for my Kyo.
2) DM + SDM Orochinagi. No comments
qcb, hcf + A/C
3) DM + SDM from KOF 99, where Kyo rushes forward and hits opponent then ends with gut punches the opponent. =) qcb, qcb + A/C
4) DM + SDM 524 Shiki: Kamijiri & Kamigomi. It's his HSDM from KOF 2002 and SDM KOF XI. In my Kyo that move will look a little different from the original for both DM & SDM. hcb, hcb + A/C.
5) A qcf,hcb + A/C DM/SDM. It's like Iori's Ya Otome or K''s Chain Drive. Will be pretty spectacular.
The only KOF-like command that is left for DMs with punch button (except Kaiser Wave's f,hcf + A/C,
) is hcf, hcf + A/C. Which can be used for Shoryu Reppa
Now DMs with kick button.
6) KOF 98's Saishuu Kessen Ougi DM + SDM. A DM version will look like EX kyo's SDM and his SDM version looks like his 2003 SDM. qcf, qcf + B/D.
7) Terry Bogard's Power Gayser-like DM and Kyo KOF MI2 like SDM. qcb, hcf + B/D.
His father Saisyu's Tsumugari DM + SDM. qcb, qcb + B/D.
9) qcf, hcb + B/D DM + SDM. Will be based on his Koto Tsuki You move. "A" version will be a reversal while "C" version will make Kyo rush towards his opponent.
The remaining commands are and hcb, hcb + B/D and hcf, hcf + B/D which can be used for Shinryuken
The reason for such variety of DMs/SDMs is, well... You can choose from any of them in different situations, they won't bore you very quickly. Besides I'll try to balance them out.
As for now he is going to have one HSDM. Which you can really call a HIDDEN SDM, because you can't just input a command with low life and pull it off. To make this HSDM you need:
1) To enter a Kusanagi Rage mode (it's like BC with the difference that you need 3 power bars to activate it, a more powerful version of several moves appears and you can start off HSDM in it
;
2) Less than 34% of life;
3) HSDM triggers from a long chain combo.
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As for specials, here's the list of his kick button moves:
1)
75 Shiki: Kai - qcf + K
Has two version. Weak version knocks down only after second hit and has less juggle ability. His main juggle combo starter. Well, you know it, you love it
2)
427 Shiki: Hikigane - qcb + Weak Kick
Sends opponent flying in the air. Immune to low attacks for some time. SCancelable. Used in chain combo qcf + Weak Punch, qcf + WP, qcb + WK (slower version of hikigane will come out. You cannot land the first hit normally, you'll have to juggle your opponent for it to land).
427 Shiki: Hikigane - qcb + Strong Kick
Invincible to high attacks at the beginning. This move has variations. If you hold strong kick button the whole time before the attack comes out, this move will hit 2 times with a base of 200 damage. However only the second attack will cause hard knockdown. It you do no hold SK button Kyo will hit only once but this hit causes hard knockdown. This move has Counter Wire properties. Used in this chain combo with altered properties:
3)
212 Shiki: Koto Tsuki You - hcb + WK
A reversal move. It can reverse high normal and special attacks. The move followed by it is... well, you'll see. This move is still under development (my most recent invention).
212 Shiki: Koto Tsuki You - hcb + SK
Strong version of this move is its classical version. During run and attack Kyo is invincible to low attacks (that attack very low, like Kyo's own low light kick). Kyo says: "Makka ni moero!", which means: "Burn in deep red (flames)!". Explode is SCancelable into Orochinagi.
4)
Nata Otoshi Geri - hcf + WK, qcf + WK/SK, qcf + WK/SK
One of the moves that Kyo has learned under Ken's coaching and one of Ken's own chain moves. First attack of the chain hits two times (one with his knee and another with his leg straightened out). Second attack causes knockdown, hits opponent in the air and is SCancelabe. Third attack causes hard knockdown and smashes opponent against the ground. :buttrox:
Osoto Mawashi Geri - hcf + SK, qcf + WK/SK, qcf + WK/SK
Another move taught by Ken. The first attack causes hard knock down, can be followed up with a series of air kicks. Inspired by Hwoarang from Tekken
Well, this move is only under development. Because the first move is my sprite edit and it looks bad This is almost as long as I can get. I would appreciate any help with sprite editing!5)
707 Shiki: R.E.D. Kick - rdp (reverse dragon punch - b, d, db) + WK
Hard knockdown on the opponent.
And his SP version:
Kyo also has Kuchuu R.E.D. kick, an aerial version from KOF XI. Aerial R.E.D. kick has longer recovery time.
6)
101 Shiki: Oboro Guruma - dp + WK
This one is a visiting card move of classic Kyo. This move causes hard knockdown.
The sprites you see are Kaddet's spritework. This guy made sprite edits for Sander71113's NeoKyo. I contacted Sander and asked his permission to use his sprites but he said that I should ask Kaddet himself. I still cannot contact him (e-mailed Orochi Herman also and didn't get an answer). All help contacting Kaddet will be greatly appreciated. Aside this, this and the following moves are completely done.101 Shiki: Oboro Guruma - dp + SK
No comments. Spectacular triple kick attack in the air.
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Well, that's about to end his specials with kick button. Await the description for other moves next time.