Dream Cancel Forum

Other Fighting Games => Classic King of Fighters => King of Fighters 2k2/UM => Topic started by: nilcam on December 21, 2010, 06:04:10 PM

Title: KOF 2002UM - Kyo Kusanagi
Post by: nilcam on December 21, 2010, 06:04:10 PM
Throws
Hachi Tetsu - close ;bk/ ;fd + ;c
Issetsu seoi Swimming - close, ;bk/ ;fd + ;d

Command Moves
Ge Shiki Goufu You -  ;fd +  ;b
Ge Shiki Naraku Otoshi - in air,  ;dn + ;c
88 Shiki - ;df + ;d

Special Moves
100 Shiki Oniyaki -  ;fd ;dn ;df +  ;a / ;c
427 Shiki Hikigane - ;hcb + ;b / ;d
RED Kick - ;rdp + ;b / ;d
75 Shiki Kai - ;qcf + ;b, ;b or ;d, ;d
114 Shiki Aragami - ;qcf + ;a
  128 Shiki Kono Kizu - after Aragami, ;qcf + ;a / ;c
  127 Shiki Yano Sabi - after Aragami, hcb + ;a / ;c, Kono Kizu, ;a / ;c
  125 Shiki Nana Se - Kono Kizu, ;b / ;d,  Aragami -> Yano Sabi, ;b / ;d
  212 Shiki Kototsuki You - Aragami -> Yano Sabi, ;hcb + ;b / ;d
  Ge Shiki Migiri Ugachi - Aragami -> Yano Sabi, ;a / ;c
115 Shiki Doku Kami - ;qcf + ;c
  401 Shiki Tumi Yomi - Domu Kami, ;hcb + ;a / ;c
  402 Shiki Batu Yomi - Tumi Yomi, ;fd + ;a / ;c
  100 Shiki Oniyaki - Batu Yomi, ;dp + ;a / ;c

Desperation Moves
Ura 108 Shiki Orochinagi - ;qcb, ;hcf + ;a / ;c (Hold A/C to charge)
182 Shiki - ;qcf, ;qcf + ;a / ;c (Hold ;a / ;c to charge)

Super Desperation Moves
Ura 108 Shiki Orochinagi - ;qcb, ;hcf + ;a ;c

HSDM
524 Shiki Kamichiri - ;hcb, ;hcb + ;a ;c

Combos

Anywhere
Close C, qcf + C, hcb + C, f + C, dp + C
Close C, qcf + D, D, hcb + B, qcf + A
Close C, qcf + D, D, hcb + B move towards a bit then, D
Close C, qcf + D, D, QCB HCF + A / C
Close C, qcf + D, D, hcb + B xx QCB HCF + A / C
d + B, A, dp + A
Close C, dp + C (1 hit) xx qcf x 2 + P

In the corner
Close C, qcf + D, D, hcb + B, qcf + A, hcb + P, hcb + B
Close C, qcf + D, D, hcb + B, dp + A / C
Close C, qcf + D, D, hcb + B, qcf + B, B, dp + C
Close C, QCB x 2 + AC, qcf + A, hcb + P, hcb + B (only the latest hits or OTG)

Max Mode
Close C (BC activate, run), close C, dp + C (1 hit), hcb + D, qcf + C, qcf + A, qcf + C, qcf x 2 + A
f + B (BC activate, run), close C, dp + C (1 hit), hcb + D, qcf + C, qcf + A, qcf + C, qcf x 2 + A
(Corner) Close C (BC activate, run), close C, dp + C (1 hit), hcb + D, qcf + C, qcf + A, qcf + C, qcf + D, D, hcb + B, qcf + A, hcb + A, hcb + B
Close C, df + D, qcf + BC, qcf + A, qcf + C, qcf + A, qcf + C, qcf x2 + A
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: desmond_kof on December 21, 2010, 06:25:58 PM
114 Shiki Aragami -   ;dn ;df ;fd +  ;a
> 128 Shiki Kono Kizu - after Aragami,  ;dn ;df ;fd +  ;a/ ;c
 > > 125 Shiki Nana Se - Kono Kizu,  ;b / ;d ,  Aragami -> Yano Sabi,  ;b / ;d

This sequence can be used as a neat frame trap because the kick has frame advantage and fast recovery, so you can sneak out a 100 Shiki Oniyaki  ;fd ;dn ;df +  ;a if your opponent tries to move or mash. :)
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: krazykone123 on December 23, 2010, 07:38:11 AM
I recorded some stuff today but I have to piece it all together then upload it, dude got a ton of options so it'll probably be close to 10 minutes.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: krazykone123 on December 29, 2010, 06:15:19 PM
http://www.youtube.com/watch?v=ub2wuQnN_C8

Yeah I could have added more but I'd rather play Kusanagi (cancel-able df+D makes me happy), dunno what's next.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Dark Chaotix on December 30, 2010, 08:26:56 AM
A few notes

sC, qcf+D, qcf+B, dP+C (which you later showed a extended combo anyways)

You didnt add any cB, sC combos? Or combo off cB, cA into DM?

Other then that, not bad.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: krazykone123 on December 30, 2010, 06:15:41 PM
A few notes

sC, qcf+D, qcf+B, dP+C (which you later showed a extended combo anyways)

You didnt add any cB, sC combos? Or combo cof cB, cA into DM?

Sorry DC, I kinda just threw the video together and hoped it would stick, I should start putting more effort into these lol.

Btw did you finish that O. Sherm video?
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Amedø310 on December 30, 2010, 06:44:41 PM
Addition to the corner combos:

Close C, qcf + D, D, hcb + B, hcb + D(SC), qcb hcf + AC

The success of this combo depends on execution of  qcf+D, D and hcb+B, and the transition between hcb+B and hcb+D. If both qcf+D, D and hcb+B are executed correctly, the opponent's body will fly up behind the life-bar.  Some of the opponent's body can be seen above the life-bar as well. Do the hcb+D input immediately after hcb+B recovery. When hcb+D hits, cancel into SDM, hold AC for a few more additional hits, then release for the last amount of damage.

Another Corner combo"
Max Mode Plus 1 Stock:

cl. C(BC activate, run), cl. C, qcf + D, D, hcb + B, qcf+A, hcb+B, qcf+A, hcb+B, hcb+D, (SC) qcb hcf+AC

Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Dark Chaotix on December 31, 2010, 09:05:20 AM
You didnt add any cB, sC combos? Or combo cof cB, cA into DM?

Sorry DC, I kinda just threw the video together and hoped it would stick, I should start putting more effort into these lol.

Btw did you finish that O. Sherm video?

All good, just helping out.

Not as yet no, cos of holidays it has made it hard to accomplish. Maybe in the next week or so.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: krazykone123 on January 25, 2011, 05:36:29 PM
Wiki page is getting a face-lift, should be done later this week.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Amedø310 on June 24, 2011, 08:30:32 PM
Like K', Kyo can activate max mode for 1 stock during a corner combo.

cl. C, qcf+ D, D, BC, dp+ C, hcb+ B, qcf+ A, hcb+ B, hcb+ D, qcb hcf+ A/C/ AC
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Remzi on June 25, 2011, 08:01:47 PM
Amendo, I think Kusanagi has a better setup for it since he can combo from his 3D, which I'm not sure if Kyo can. I should test that shit.

Anyways, I think you can get more damage from his 1 stock than that. Doesn't he have a good loop with his 623C / 236DD's, which ends up launching them high enough to use one more bar to 2141236A/C them? I thought I saw it somewhere.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Amedø310 on June 27, 2011, 01:28:59 AM
Amendo, I think Kusanagi has a better setup for it since he can combo from his 3D, which I'm not sure if Kyo can. I should test that shit.

Anyways, I think you can get more damage from his 1 stock than that. Doesn't he have a good loop with his 623C / 236DD's, which ends up launching them high enough to use one more bar to 2141236A/C them? I thought I saw it somewhere.

Kusangi's max mode activation is longer than Kyo's. The only other character that can use 1 stock Max Mode activation, during a combo, is Kyo-1.

Yes, Kyo can do more damage from that 1 stock. The combo i posted is just an example.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Remzi on July 02, 2011, 02:12:33 AM
Amendo, I think Kusanagi has a better setup for it since he can combo from his 3D, which I'm not sure if Kyo can. I should test that shit.

Anyways, I think you can get more damage from his 1 stock than that. Doesn't he have a good loop with his 623C / 236DD's, which ends up launching them high enough to use one more bar to 2141236A/C them? I thought I saw it somewhere.

Kusangi's max mode activation is longer than Kyo's. The only other character that can use 1 stock Max Mode activation, during a combo, is Kyo-1.

Yes, Kyo can do more damage from that 1 stock. The combo i posted is just an example.
Ah, okay. Either way Kyo can do fairly sufficient damage when you can get the enemy into the corner.
It sort of sucks that he has no options out of 3D though. It would make it way easier to corner the opponent with 236DD 63214C -> etc (not sure if that works in 2002UM, I know it works in other games though.)
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Blind Piper on July 09, 2011, 09:21:40 PM
Close C, df + D, qcf + BC, qcf + A, qcf + C, qcf + A, qcf + C, qcf x2 + A

I'm having a lot of difficulty executing this combo, specifically the Max Mode activation. I watched Krazykone's video and it looks like I'm activating it at the right time, but Kyo slides back a bit, opening a window in which my opponent can block (using 1-hit guard in practice). I'm playing the Tougeki version, if that matters.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: desmond_kof on July 09, 2011, 09:50:24 PM
Are you buffering the qcf while the df + D is hitting, then pressing BC?
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Blind Piper on July 10, 2011, 02:42:04 AM
Alright, I'm getting it now. It looks like I was trying to do it too early, as the second kick was striking, instead of just after it. Thanks, Desmond.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: omegaryuji on August 25, 2011, 02:46:46 PM
When I try to do the (qcf+C, qcf+A, qcf+C) sequence in BC mode, I'm sometimes getting the second part of his A rekka (the mini-launcher) on the third input.  Possible cause/solutions?

Also, is there any good way to handle air-to-air with Kyo?  I've been trying to use j.A and j.CD, but both of them seem to get stuffed a lot (which is strange because all of the Kyos' j.CD usually gives me trouble when I'm going against it...might be a match-up specific thing, so I'll add that I notice it the most against Iori, Kula, and Terry).
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: desmond_kof on August 26, 2011, 06:34:06 AM
Maybe you're mashing A while doing qcf+A?
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: omegaryuji on August 26, 2011, 01:26:57 PM
Nah, the only special move input I mash with Kyo is qcf+K~K *laughs* .
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: desmond_kof on August 26, 2011, 05:29:34 PM
Try slowing down between qcf+C and qcf+A, because if you do them too fast, one of the motions might carry over into another.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: krazykone123 on August 26, 2011, 06:00:41 PM
Also, is there any good way to handle air-to-air with Kyo?

Spacing hh.D and j.2C

Try slowing down between qcf+C and qcf+A, because if you do them too fast, one of the motions might carry over into another.

Correct.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: omegaryuji on September 01, 2011, 01:35:33 AM
Try slowing down between qcf+C and qcf+A, because if you do them too fast, one of the motions might carry over into another.
Got a handle on the rhythm of it now.  Thanks :)

Spacing hh.D and j.2C
Dammit, how could I overlook j.d+C *laughs* ?  I'll keep those in mind.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Dark Chaotix on September 06, 2011, 01:59:59 PM
This is a test vid on having hand visuals in a tut vid. First one i tired so i know there is abit of desync. Might be useful to someone here?

2k2um Kyo Kusanagi Vs Combos (+ Hand Visuals) (http://www.youtube.com/watch?v=h1q3fjig6z0#)

Any feedback on how to make this better would be appreciated
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: omegaryuji on September 06, 2011, 11:47:11 PM
Cool stuff, Dark Chaotix!  Thanks for making it :)

The hand/game desync didn't bother me much since I can only pay attention to one of those at a time *laughs* .  Definitely useful to see the input timings, though...maybe not so much for basic combos, but for sure with BC stuff.  Would've probably saved me some frustration with getting consistent on free canceling rekka starters, if I'd waited another week or so to try learning it *laughs* .

The only thing I can think of adding would be some of the other options for juggles off of qcf+D~D.  Maybe they don't really need to have separate entries in the video, but just a note saying that #2 can also use ...hcb+B,qcf+A instead of ...rdp+B for more corner carry and slightly more damage at the cost of oki, and that #5 can use the hcb+K OTG grab instead of the OTG punch for more meter gain and slightly more damage at the cost of a hard knockdown.  Kind of a nitpicky point, though.  Really nice job otherwise :)
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Dark Chaotix on September 07, 2011, 12:58:42 AM
Thanks.

The purpose of these vids are to show basic combos to more advance stuff, to help players that are new to the game.

Im aware that there are some combos that i could of added in but there are heaps of variations with the combos he can do for whatever reason. I added in the combos that I actually do and find useful. The combo you describe i could of added but i didnt want to spend too much time on it, but appreciate the input.

To me, he can be a scary character with his cross up game, so using knockdowns for combo finishers help with mixup. Thats what I think tho....
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: desmond_kof on September 07, 2011, 02:47:46 AM
That vid was great, some sick combos!

The only thing I had trouble was because we both use different layouts, I use the ABCD curve, while you use the box. Other than that, its was fun to watch.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Dark Chaotix on September 07, 2011, 03:39:56 AM
That vid was great, some sick combos!

The only thing I had trouble was because we both use different layouts, I use the ABCD curve, while you use the box. Other than that, its was fun to watch.

Thanks.

Funny enough, my old layout was

AB
CD

so I changed it because arcade used the current layout that I use now. I wasnt the type of player that could play multiple layouts (i know players that can) so it was a burden to me. It would of been good to be like Tekken where the layout is the same regardless of where you go. I blame the cabs that the oh so old kof games were put in....Owners had to make do with the layout they had haha.

Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: omegaryuji on September 07, 2011, 01:45:49 PM
To me, he can be a scary character with his cross up game, so using knockdowns for combo finishers help with mixup. Thats what I think tho....
Definitely agree that Kyo can do some nasty things with hard knockdowns, so it's probably worth giving up about an A's worth of damage for stronger setups most of the time.  It's just that, for me, Kyo is usually the least meter-dependent of my characters in 2002/UM aside from Jhun and O.Chris, so I try to balance oki with meter gain (and the best way I've found of doing that is to force the other character into the corner).  Sure, Kyo's not exactly the best battery in those games, but he seems to work well enough for me, especially compared to using someone like Leona or Yamazaki in a battery role.

It would of been good to be like Tekken where the layout is the same regardless of where you go. I blame the cabs that the oh so old kof games were put in....Owners had to make do with the layout they had haha.
Man, some of those old button layouts... *laughs*
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: EXWildWolf on April 01, 2015, 08:27:55 PM
Fact: Kyo is good at Mid Range in this game, but he really excels at close range, which is where you should strive to be. He can go through fireballs with his QCFX2+P Super, negate fireballs with QCF+A, and use QCF+ A as a good poking tool for midscreen. His HCF+A can pass through projectiles as well. He has good normals and great neutral tools to help him get in and some damage.

His Far C is just bad; bad priority, whiffs under some crouching opponents, uncancellable. You should stay away from it.

HIs Far A, B, and D are all the opposite of Far C, however, and are important. Far A is your anti-hop, and serves an immediate anti-air for the hops. Far B keeps them in check from hopping, and good as a ground poke. Far D is the same as Far B, but is more active and can beat people at the end of their hop. His Cr.B trips people if they think Kyo might go for D at mid range and making it whiff.

Although his A rekkas are somewhat safe, the K followup misses a lot, and should be seldom used for followups. Comboing into it is out of the question. You should only use his A rekkas for space control and delayed frametraps from followups.

You should use C rekkas for comboing from his hard normals, and his A DP for comboing into his light normals, though the latter can be risky, since the DP can whiff at a certain distance. If you have really godlike execution, you can confirm QCFX2+P from his St.A

HIs Orochinagi is useless hitconfirming into on the ground because of its slow startup, but is good for punishing a laggy normal from afar and ending juggle combos.

HIs Max 2 SDM is an instant command grab, and can combo from Close C, or be used as another mixup pressure option. It can also punish abusable stuff up close.

HIs Cr.C and Dp are the go tos for anti-airs and anti-hops, and sometimes Close C as well.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: EXWildWolf on March 15, 2016, 09:47:12 PM
Does anybody know any good mixups off upkick, J.D Reset with Kyo? Only thing I found was a safejump setup off Delayed HyperHop J. ;b.
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: Amedø310 on June 24, 2016, 04:49:37 PM
Kyo's Hitboxes collected by yours truly: https://drive.google.com/folderview?id=0B2WAxkcvfTKddEY0ZEJIUlNlRUE&usp=sharing (https://drive.google.com/folderview?id=0B2WAxkcvfTKddEY0ZEJIUlNlRUE&usp=sharing)

I did not collect every single frame. Only the active hitboxes, block, auto guard points and the ones that have invincible frames. I plan to do the entire cast which will take a very long time to finish. This will be an "on and off again" project for sure. Also, multiple images of moves are not the representation of the frame data.

Here's is the main link the will store all the hitboxes for all characters: https://drive.google.com/folderview?id=0B2WAxkcvfTKdbGgwcW92TDkzdkE&usp=sharing (https://drive.google.com/folderview?id=0B2WAxkcvfTKdbGgwcW92TDkzdkE&usp=sharing)

If anyone wants to download all the hitboxes images for their personal use, but can't not download all the pics in batches for some reason, pm me and I will make zip files for them on mediafire.

For now, this is a mediafire link that has all the characters hitboxes that I have done so far:

https://www.mediafire.com/folder/6p6w5a22272ej/KOF2002UM_Hitboxes (https://www.mediafire.com/folder/6p6w5a22272ej/KOF2002UM_Hitboxes)

Only separate rar files for each character are in the link. A complete rar file with all the tournament legal characters' hitboxes will be upload, once all 58 characters are posted up in my gallery. Hopefully in about two weeks or less.

As of 7/11/2016, 23 characters are done and are in the google and mediafire links.

----------------------------------------------------------------------------------------------

I found two Japanese sites that have completed what I doing.

One site covers just the ground normals and air normals: http://kof98.ari-jigoku.com/kof02um.html (http://kof98.ari-jigoku.com/kof02um.html)

The other goes shows much more stuff:  http://kof02ummatome.seesaa.net/article/432766437.html (http://kof02ummatome.seesaa.net/article/432766437.html)

My pictures are mainly used for mobile viewing:

(http://i62.photobucket.com/albums/h114/Amedo310/Screenshot_20160710-162440_zpsod4tzlru.png)

(http://i62.photobucket.com/albums/h114/Amedo310/Screenshot_20160710-162557_zpsg5ljkdqa.png)

(http://i62.photobucket.com/albums/h114/Amedo310/Screenshot_20160710-163051_zps62z3nnjd.png)
Title: Re: KOF 2002UM - Kyo Kusanagi
Post by: EXWildWolf on October 28, 2017, 12:45:15 AM
What should I do after a  ;fd+ ;b hits? Should I Maxmode run Cl. ;c or Max mode  ;dn ;df ;fd + ;c?