KyoBot v1.0

Difficulty Easy

Focus Avoiding/Armoring Attacks, Close Punishes


KyoBot is part of a large group of bots that use the same inputs, under the Codename "Big Fire". Any other bot with their own version of the preceding sentence, can be used/switched to, after entering this one set of Action Inputs. Those bots have unique point systems, purposes, and settings, so be sure to check other pages for that information.

KyoBot is for teaching players (mostly those who are new to KoF) the 'combo spacing requirements' and various defensive options and outcomes they will encounter. Due to Kyo's moveset and the bot's aggressive, forward moving nature, it will frequently force most opposing characters into positions where they need to take one step forward, after blocking, for their best/most consistent punishes. With good use of parry, invincible reversal (what is probably known as the 'DP' or 'uppercut' for your character, even if its animation does not look like one), and dodge roll options, Kyo can become much more manageable, teaching skills that apply across many matchups. Overall, he makes for a great bot for those who don't have their combos fully practiced under pressure yet, with the added challenge of keeping up your defenses and reacting quickly.

Bots in KoF are able to be saved by activating the game's "Autosave" function. However, you can only save 1 bot at a time. Therefore, we have checked all characters using the inputs used to determine which of them can be useful, resulting in the codename "Big Fire" due to most of the characters where the bot is effective using fiery moves. These have been given separate, specific pages, when we consider the result to be good enough to act as a functional bot for that character, but there are a few more where we didn't think that the bot reached that level, but a player could still get some use out of going a few rounds with that character with just these 'Big Fire' inputs. A full list of characters and related things can be found in the 'In Depth' section at the bottom of this page.


Gauge Settings

As with all bots, 1P Health should be set to "Normal", set 1P Power Gauge to "1"

These settings may change based on your goals, explained in the Difficulty section below.

Settings for 2P are Health - "Auto-Recover" and Power Gauge - "5".


Goals

Completing each action gives 1 point. Try to get to 10 points without dying. Note that if you don't see the word Punish show up on your side of the screen when you perform a punish for points A, B and D you did not perform the punish correctly.

Points System

Variants

Difficulty Levels

Action #1

FirstFrame 5/6HP (hold the HP until end), 236LP, end recording instantly

The goal here is to have Kyo do his 'Rekka' (114 Shiki Aragami), all three hits. If he consistently fails to do all 3, the recording should be adjusted.

Depending on your personal speed or even the limitations of your input device, you may find that KyoBot only does his uppercut for this recording. If so, you should use 5HP as the starter instead of 6HP. It will affect the number of uppercuts he does and make the bot harder, but the difference is small after a bit of practice.

Action #2

FirstFrame 3LK+HK (hold the LK+HK until end), 236 end recording instantly

This input is tested by activating it and Action #1 to playback repeatedly together and watching to see if Kyo can use his 236HP (115 Shiki Dokugami). This move looks similar to his 'Rekka' (and is technically a different one), so you may want to ensure that you know what it looks like. When replayed repeatedly by itself, it should just wiggle forward after the first low kick.

Action #3

FirstFrame 6 4 2, end recording

Try to input this by letting the stick/pad return to neutral, however briefly, between each direction. The shorter the 'neutral' period, the better it will be. This action improves the bot's rhythm, feinting, and ability to block counterattacks and mistimed punishes, so despite being so simple, it's very important. It ends with a 2 input to prevent unwanted moves, super moves, or dashing.

If this input happens to randomly be entered a specific way, whether or not Kyo wiggles forward or backward as it replays will seem to be very slightly random (instead of him consistently drifting in one of the directions), so if you see that, consider it a good sign, not a problem. In general, you will prefer that he drifts backward, if he seems to be only drifting one way, so you may wish to re-record it if he seems to consistently drift forward only.

Action #4

214LK, 236(LK) end recording

The second LK here at the end is technically optional, and it's difficult to explain what the change is. Since this is an easy input, test it for yourself and see what you prefer. The 214LK does not result in a special move when this input is done, nor when it is replayed repeatedly to check it. NOTE: This input has been changed from the one seen on our 'Disc's Guidance' video 'Rising Starfire', after additional analysis. If one wishes to train with Yashiro, this new one would need to be changed to be reversed (the QCF being first, the QCB second).

Action #5

FirstFrame 6LP+LK (hold the LP+LK until end), (9)63214, end recording

The '9' (forward jump) input here is optional, and is supposed to be so fast that even if it was not hidden in the forward roll during playback, it would be only a hop. There are no point systems related to Kyo jumping, it simply makes the bot slightly more dynamic and can be an increase of difficulty. If you have trouble getting this to work without Kyo jumping a lot, remove the 9.

It's important for this half circle back to be a quick input with a quick ending, activate Action #4 along with this one to test it and watch for Kyo's arcing aerial kick (R.E.D. Kick). If you do not see that kick, but definitely see a standing LK, this input isn't correct (and almost always because of not getting all the way to back (the '4' part of the half circle back) before ending the recording.




In-Depth

In addition to acting as the inputs for KyoBot 1.0, MaiBot 1.0, RalfBot 1.0, KBot 1.0, and KrohnenBot 1.0, the 'Big Fire' bot inputs also function somewhat reasonably with Terry Bogard, Ryuji Yamazaki, and Billy Kane. Complete point systems for a potential TerryBot are in development. A certain variant will also allow for a decent YashiroBot, to be completed later.