Difference between revisions of "The King of Fighters '98 UMFE/Kyo Kusanagi/Data"
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Franck Frost (talk | contribs) |
(changed the formatting of Kyos startup frames to match with the rest of the wiki) |
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(29 intermediate revisions by 2 users not shown) | |||
Line 10: | Line 10: | ||
| name = Close A | | name = Close A | ||
| input = cl.A | | input = cl.A | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-c5A_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
Line 23: | Line 23: | ||
| blockadv = +3 | | blockadv = +3 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====cl.B==== | ====cl.B==== | ||
Line 28: | Line 29: | ||
| name = Close B | | name = Close B | ||
| input = cl.B | | input = cl.B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-c5B_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = C | | cancel = C | ||
Line 41: | Line 42: | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====cl.C==== | ====cl.C==== | ||
Line 46: | Line 48: | ||
| name = Close C | | name = Close C | ||
| input = cl.C | | input = cl.C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-c5C_proper.png,UMFE-Kyo-c5C2_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
Line 59: | Line 61: | ||
| blockadv = -3 | | blockadv = -3 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====cl.D==== | ====cl.D==== | ||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd | {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd | ||
| name = Close D | | name = Close D | ||
| input = cl.D | | input = cl.D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-c5D_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 4 | ||
| active = 4 | | active = 4 | ||
| recovery = 5 | | recovery = 5 | ||
Line 77: | Line 81: | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 84: | Line 89: | ||
| name = Far A | | name = Far A | ||
| input = f.A | | input = f.A | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5A_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
Line 97: | Line 102: | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====Far B==== | ====Far B==== | ||
Line 102: | Line 108: | ||
| name = Far B | | name = Far B | ||
| input = f.B | | input = f.B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5B_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N | | cancel = N | ||
Line 115: | Line 121: | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====Far C==== | ====Far C==== | ||
Line 120: | Line 127: | ||
| name = Far C | | name = Far C | ||
| input = f.C | | input = f.C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5C_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
Line 133: | Line 140: | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
Line 138: | Line 146: | ||
| name = Far D | | name = Far D | ||
| input = f.D | | input = f.D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5D_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 10 | ||
| active = 4 | | active = 4 | ||
| recovery = 5 | | recovery = 5 | ||
Line 151: | Line 159: | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====Standing CD==== | ====Standing CD==== | ||
Line 156: | Line 165: | ||
| name = Standing CD | | name = Standing CD | ||
| input = 5CD | | input = 5CD | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5CD_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
Line 169: | Line 178: | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 176: | Line 186: | ||
| name = Crouching A | | name = Crouching A | ||
| input = 2A | | input = 2A | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-2A_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
Line 189: | Line 199: | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====2B==== | ====2B==== | ||
Line 194: | Line 205: | ||
| name = Crouching B | | name = Crouching B | ||
| input = 2B | | input = 2B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-2B_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = N | | cancel = N | ||
Line 207: | Line 218: | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====2C==== | ====2C==== | ||
Line 212: | Line 224: | ||
| name = Crouching C | | name = Crouching C | ||
| input = 2C | | input = 2C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-2C_proper.png,UMFE-Kyo-2C2_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
Line 225: | Line 237: | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====2D==== | ====2D==== | ||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d | {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d | ||
| name = Crouching D | | name = Crouching D | ||
| input = 2D | | input = 2D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-2D_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = C | | cancel = C | ||
Line 243: | Line 257: | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 250: | Line 265: | ||
| name = Jumping A | | name = Jumping A | ||
| input = j.A | | input = j.A | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jA_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N | ||
Line 263: | Line 278: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====nj.B==== | ====nj.B==== | ||
Line 268: | Line 284: | ||
| name = Neutral Jump B | | name = Neutral Jump B | ||
| input = nj.B | | input = nj.B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-njB_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N | ||
Line 281: | Line 297: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.B==== | ====j.B==== | ||
Line 286: | Line 303: | ||
| name = Jumping B | | name = Jumping B | ||
| input = j.B | | input = j.B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jB_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N | ||
Line 299: | Line 316: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.C==== | ====j.C==== | ||
Line 304: | Line 322: | ||
| name = Jumping C | | name = Jumping C | ||
| input = j.C | | input = j.C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jC_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N | ||
Line 317: | Line 335: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====nj.D==== | ====nj.D==== | ||
Line 322: | Line 341: | ||
| name = Neutral Jump D | | name = Neutral Jump D | ||
| input = nj.D | | input = nj.D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-njD_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N | ||
Line 335: | Line 354: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.D==== | ====j.D==== | ||
Line 340: | Line 360: | ||
| name = Jumping D | | name = Jumping D | ||
| input = j.D | | input = j.D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jD_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N | ||
Line 353: | Line 373: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.CD==== | ====j.CD==== | ||
Line 358: | Line 379: | ||
| name = Jumping CD | | name = Jumping CD | ||
| input = j.CD | | input = j.CD | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jCD_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N | | cancel = N | ||
Line 371: | Line 392: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 378: | Line 400: | ||
| name = Thundering Axe Burst | | name = Thundering Axe Burst | ||
| input = 6B | | input = 6B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-6B_proper.png,UMFE-Kyo-6B2_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid,High | | guard = Mid,High | ||
| cancel = N | | cancel = N | ||
Line 391: | Line 413: | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====3D==== | ====3D==== | ||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d | {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d | ||
| name = Style 818 | | name = Style 818 | ||
| input = 3D | | input = 3D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-3D_proper.png,UMFE-Kyo-3D2_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = N | | cancel = N | ||
Line 409: | Line 433: | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.2C==== | ====j.2C==== | ||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C | {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C | ||
| name = Drop to Naraku | | name = Drop to Naraku | ||
| input = j.2C | | input = j.2C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-j2C_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N | ||
Line 426: | Line 452: | ||
| hitadv = HKD (Airborne) | | hitadv = HKD (Airborne) | ||
| blockadv = - | | blockadv = - | ||
| invul = | |||
| display = 200px | |||
}} | |||
==Special Moves== | |||
====qcf+A==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfa | |||
| name = Wicked Chew | |||
| input = qcf+A | |||
| version = qcf+A | |||
| images = UMFE-Kyo-236A_proper.png,UMFE-Kyo-236A2_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 11 | |||
| active = 5 | |||
| recovery = 20 | |||
| hitadv = -8 | |||
| blockadv = -10 | |||
| invul = 1-4f Upper Autoguard | |||
| display = 200px | |||
}} | |||
====qcf+A>qcf+A==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfa | |||
| name = Masticate | |||
| input = qcf+A>qcf+A | |||
| version = qcf+A>qcf+A | |||
| images = UMFE-Kyo-236A-236A_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 6 | |||
| active = 8 | |||
| recovery = 28 | |||
| hitadv = SKD | |||
| blockadv = -18 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+A>qcf+A>f+P==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafp | |||
| name = Oxidation | |||
| input = qcf+A>qcf+A>f+P | |||
| version = qcf+A>qcf+A>f+P | |||
| images = UMFE-Kyo-236A-236A-fP_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 21 | |||
| active = 8 | |||
| recovery = 28 | |||
| hitadv = HKD | |||
| blockadv = -18 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+A>qcf+A>f+K==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfaqcfafk | |||
| name = Rapids of Rage | |||
| input = qcf+A>qcf+A>f+K | |||
| version = qcf+A>qcf+A>f+K | |||
| images = UMFE-Kyo-236A-236A-fK_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 9 | |||
| active = 3 | |||
| recovery = 27 | |||
| hitadv = SKD | |||
| blockadv = -12 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+A>hcb+A==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcba | |||
| name = Oxidation | |||
| input = qcf+A>hcb+A | |||
| version = qcf+A>hcb+A | |||
| images = UMFE-Kyo-236A-236A-hcbp_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = High | |||
| cancel = N | |||
| startup = 14 | |||
| active = 4 | |||
| recovery = 30 | |||
| hitadv = HKD | |||
| blockadv = -8 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+A>hcb+A>P==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbap | |||
| name = Instantaneous Smash | |||
| input = qcf+A>hcb+A>P | |||
| version = qcf+A>hcb+A>P | |||
| images = UMFE-Kyo-236A-hcba-P_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 23 | |||
| active = 14 | |||
| recovery = 17 | |||
| hitadv = HKD | |||
| blockadv = -13 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+A>hcb+A>K==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfahcbak | |||
| name = Rapids of Rage | |||
| input = qcf+A>hcb+A>K | |||
| version = qcf+A>hcb+A>K | |||
| images = UMFE-Kyo-236A-236A-fK_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 9 | |||
| active = 3 | |||
| recovery = 27 | |||
| hitadv = | |||
| blockadv = -12 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+C==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfc | |||
| name = Poison Gnawfest | |||
| input = qcf+C | |||
| version = qcf+C | |||
| images = UMFE-Kyo-236C_proper.png,UMFE-Kyo-236C2_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 17 | |||
| active = 6 | |||
| recovery = 19 | |||
| hitadv = -5 | |||
| blockadv = -7 | |||
| invul = 1-5f Upper Autoguard | |||
| display = 200px | |||
}} | |||
====qcf+C>hcb+P==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbp | |||
| name = Recitation of Sins | |||
| input = qcf+C>hcb+P | |||
| version = qcf+C>hcb+P | |||
| images = UMFE-Kyo-236C-hcbP_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 9 | |||
| active = 3 | |||
| recovery = 34 | |||
| hitadv = SKD | |||
| blockadv = -19 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+C>hcb+P>f+P==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfchcbpfp | |||
| name = Verdict | |||
| input = qcf+C>hcb+P>f+P | |||
| version = qcf+C>hcb+P>f+P | |||
| images = UMFE-Kyo-236C-hcbP-fP_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 9 | |||
| active = 5 | |||
| recovery = 39 | |||
| hitadv = SKD | |||
| blockadv = -26 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====dp+A==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpa | |||
| name = Fire Ball | |||
| input = dp+A | |||
| images = UMFE-Kyo-623A_proper.png,UMFE-Kyo-623A2_proper.png,UMFE-Kyo-623A3_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 5 | |||
| active = 4,13 | |||
| recovery = 27 | |||
| hitadv = SKD | |||
| blockadv = -22 | |||
| invul = 1-3F Upper Autoguard | |||
| display = 200px | |||
}} | |||
====dp+C==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_dpc | |||
| name = Fire Ball | |||
| input = dp+C | |||
| images = UMFE-Kyo-623C_proper.png,UMFE-Kyo-623C2_proper.png,UMFE-Kyo-623C3_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 5 | |||
| active = 4,16 | |||
| recovery = 27 | |||
| hitadv = SKD | |||
| blockadv = -35 | |||
| invul = 1-3F Upper Autoguard, 2-6F | |||
| display = 200px | |||
}} | |||
====rdp+B==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpb | |||
| name = R.E.D. Kick | |||
| input = rdp+K | |||
| version = B | |||
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 16 | |||
| active = 2,2,2 | |||
| recovery = 18 | |||
| hitadv = HKD | |||
| blockadv = -6 ~ -2 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====rdp+D==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_rdpd | |||
| name = R.E.D. Kick | |||
| input = rdp+K | |||
| version = D | |||
| images = UMFE-Kyo-421K_proper.png,UMFE-Kyo-421K2_proper.png,UMFE-Kyo-421K3_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 16 | |||
| active = 3,2,2,2 | |||
| recovery = 27 | |||
| hitadv = HKD | |||
| blockadv = -4 ~ -2 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+B~B==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfb | |||
| name = New Wave Smash | |||
| input = qcf+K~K | |||
| version = B | |||
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 13 | |||
| active = 3(7)9 | |||
| recovery = 14 | |||
| hitadv = SKD | |||
| blockadv = 1st= -12~-10 ; 2nd= -5~+3 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcf+D~D==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfd | |||
| name = New Wave Smash | |||
| input = qcf+K~K | |||
| version = D | |||
| images = UMFE-Kyo-236K_proper.png,UMFE-Kyo-236K2_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 17 | |||
| active = 3(7)9 | |||
| recovery = 14 | |||
| hitadv = SKD | |||
| blockadv = 1st= -14~-12 ; 2nd= -5~+3 | |||
| invul = | | invul = | ||
| display = 200px | |||
}} | |||
====qcb+A==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcba | |||
| name = Phantom Mauler | |||
| input = qcb+P | |||
| version = A | |||
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 2 (Autoguard) | |||
| active = 6,(10),4,5 (Attack) | |||
| recovery = 20 | |||
| hitadv = Hard/Soft | |||
| blockadv = -11 | |||
| invul = 1-12F Autoguard | |||
| display = 200px | |||
}} | |||
====qcb+C==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbc | |||
| name = Phantom Mauler | |||
| input = qcb+P | |||
| version = C | |||
| images = UMFE-Kyo-214P_proper.png,UMFE-Kyo-214P2_proper.png,UMFE-Kyo-214P3_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 2 (Autoguard) | |||
| active = 10,(10),4,5 (Attack) | |||
| recovery = 20 | |||
| hitadv = Hard/Soft | |||
| blockadv = -11 | |||
| invul = 1-12F Autoguard | |||
| display = 200px | |||
}} | }} | ||
== | ====hcb+B==== | ||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbb | |||
| name = Crescent Slash | |||
| input = hcb+K | |||
| version = B | |||
| images = UMFE-Kyo-63214K_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 13 (Point Blank) | |||
| active = 4 | |||
| recovery = 12 (run) 25 (grab) | |||
| hitadv = HKD | |||
| blockadv = -11 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====hcb+D==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_hcbd | |||
| name = Crescent Slash | |||
| input = hcb+K | |||
| version = D | |||
| images = UMFE-Kyo-63214K_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 13 (Point Blank) | |||
| active = 4 | |||
| recovery = 12 (run) 25 (grab) | |||
| hitadv = HKD | |||
| blockadv = -11 | |||
| invul = | |||
| display = 200px | |||
}} | |||
==Desperation Moves== | |||
====qcf,qcf+P==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfP | |||
| name = Final Showdown | |||
| input = qcf,qcf+P | |||
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P2_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 6 | |||
| active = 15 | |||
| recovery = 39 | |||
| hitadv = SKD | |||
| blockadv = | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcb,hcf+P==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfP | |||
| name = Serpent Wave | |||
| input = qcb,hcf+P | |||
| images = UMFE-Kyo-2141236P_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 20 | |||
| active = 16 | |||
| recovery = 25 | |||
| hitadv = SKD | |||
| blockadv = ~-15 | |||
| invul = | |||
| display = 200px | |||
}} | |||
==Super Desperation Moves== | |||
====qcf,qcf+P==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcfqcfPsdm | |||
| name = Final Showdown | |||
| input = qcf,qcf+P | |||
| images = UMFE-Kyo-236236P_proper.png,UMFE-Kyo-236236P2_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 6 | |||
| active = 15 | |||
| recovery = 39 | |||
| hitadv = SKD | |||
| blockadv = | |||
| invul = | |||
| display = 200px | |||
}} | |||
====qcb,hcf+P==== | |||
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_qcbhcfPsdm | |||
| name = Serpent Wave | |||
| input = qcb,hcf+P | |||
| images = UMFE-Kyo-2141236P_proper.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N | |||
| startup = 20 | |||
| active = 16 | |||
| recovery = 25 | |||
| hitadv = SKD | |||
| blockadv = ~-15 | |||
| invul = | |||
| display = 200px | |||
}} | |||
==Navigation== | |||
{{CharNavbox 98FE}} | {{CharNavbox 98FE}} | ||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} | ||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | |||
[[Category:Kyo Kusanagi]] |
Latest revision as of 20:12, 2 December 2023
Idle
Normals
Close Standing Normals
cl.A
Kyo Kusanagi Kyo_Ca | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A Close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 3 | 4 | 3 | +5 | +3 | - |
cl.B
Kyo Kusanagi Kyo_Cb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B Close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Low | C | 5 | 4 | 8 | ±0 | -2 | - |
cl.C
Kyo Kusanagi Kyo_Cc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C Close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 2 | 3,9 | 9 | -5 | -3 | - |
cl.D
Kyo Kusanagi Kyo_Cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D Close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 4 | 4 | 5 | +3 | +1 | - |
Far Standing Normals
Far A
Kyo Kusanagi Kyo_Fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.A
f.A Far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 3 | 4 | 5 | +1 | -1 | - |
Far B
Kyo Kusanagi Kyo_Fb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.B
f.B Far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 7 | 3 | 13 | -4 | -6 | - |
Far C
Kyo Kusanagi Kyo_Fc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.C
f.C Far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 12 | 2 | 17 | -3 | -1 | - |
Far D
Kyo Kusanagi Kyo_Fd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.D
f.D Far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 10 | 4 | 5 | +3 | +1 | - |
Standing CD
Kyo Kusanagi Kyo_5CD | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5CD
5CD Standing CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 19 | 4 | 16 | SKD | +2 | - |
Crouching Normals
2A
Kyo Kusanagi Kyo_2a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2A
2A Crouching A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 3 | 4 | 4 | +4 | +2 | - |
2B
Kyo Kusanagi Kyo_2b | ||||||||||
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2B
2B Crouching B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Low | N | 3 | 4 | 5 | +3 | +1 | - |
2C
Kyo Kusanagi Kyo_2c | ||||||||||
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2C
2C Crouching C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 4 | 3,3 | 20 | -6 | -8 | - |
2D
Kyo Kusanagi Kyo_2d | ||||||||||
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2D
2D Crouching D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Low | C | 11 | 3 | 19 | SKD | -4 | - |
Jumping Normals
j.A
Kyo Kusanagi Kyo_ja | ||||||||||
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j.A
j.A Jumping A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | N | 5 | 8 | - | - | - | - |
nj.B
Kyo Kusanagi Kyo_njb | ||||||||||
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nj.B
nj.B Neutral Jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | N | 5 | 9 | - | - | - | - |
j.B
Kyo Kusanagi Kyo_jb | ||||||||||
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j.B
j.B Jumping B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | N | 5 | 9 | - | - | - | - |
j.C
Kyo Kusanagi Kyo_jc | ||||||||||
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j.C
j.C Jumping C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | N | 6 | 4 | - | - | - | - |
nj.D
Kyo Kusanagi Kyo_njd | ||||||||||
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nj.D
nj.D Neutral Jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | N | 7 | 8 | - | - | - | - |
j.D
Kyo Kusanagi Kyo_jd | ||||||||||
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j.D
j.D Jumping D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | N | 9 | 5 | - | - | - | - |
j.CD
Kyo Kusanagi Kyo_jCD | ||||||||||
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j.CD
j.CD Jumping CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 17 | 4 | - | - | - | - |
Command Normals
6B
Kyo Kusanagi Kyo_6b | ||||||||||
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6B
6B Thundering Axe Burst | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid,High | N | 11 | 7(3)7 | 18 | -5 | -7 | - |
3D
Kyo Kusanagi Kyo_3d | ||||||||||
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3D
3D Style 818 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Low | N | 2 | 3(12)4 | 24 | -8 | -10 | - |
j.2C
Kyo Kusanagi Kyo_j2C | ||||||||||
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j.2C
j.2C Drop to Naraku | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | N | 6 | 5 | - | HKD (Airborne) | - | - |
Special Moves
qcf+A
Kyo Kusanagi Kyo_qcfa | ||||||||||
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qcf+A
qcf+A Wicked Chew | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 11 | 5 | 20 | -8 | -10 | 1-4f Upper Autoguard |
qcf+A>qcf+A
Kyo Kusanagi Kyo_qcfaqcfa | ||||||||||
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qcf+A>qcf+A
qcf+A>qcf+A Masticate | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 6 | 8 | 28 | SKD | -18 | - |
qcf+A>qcf+A>f+P
Kyo Kusanagi Kyo_qcfaqcfafp | ||||||||||
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qcf+A>qcf+A>f+P
qcf+A>qcf+A>f+P Oxidation | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 21 | 8 | 28 | HKD | -18 | - |
qcf+A>qcf+A>f+K
Kyo Kusanagi Kyo_qcfaqcfafk | ||||||||||
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qcf+A>qcf+A>f+K
qcf+A>qcf+A>f+K Rapids of Rage | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 9 | 3 | 27 | SKD | -12 | - |
qcf+A>hcb+A
Kyo Kusanagi Kyo_qcfahcba | ||||||||||
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qcf+A>hcb+A
qcf+A>hcb+A Oxidation | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | N | 14 | 4 | 30 | HKD | -8 | - |
qcf+A>hcb+A>P
Kyo Kusanagi Kyo_qcfahcbap | ||||||||||
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qcf+A>hcb+A>P
qcf+A>hcb+A>P Instantaneous Smash | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 23 | 14 | 17 | HKD | -13 | - |
qcf+A>hcb+A>K
Kyo Kusanagi Kyo_qcfahcbak | ||||||||||
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qcf+A>hcb+A>K
qcf+A>hcb+A>K Rapids of Rage | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 9 | 3 | 27 | - | -12 | - |
qcf+C
Kyo Kusanagi Kyo_qcfc | ||||||||||
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qcf+C
qcf+C Poison Gnawfest | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 17 | 6 | 19 | -5 | -7 | 1-5f Upper Autoguard |
qcf+C>hcb+P
Kyo Kusanagi Kyo_qcfchcbp | ||||||||||
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qcf+C>hcb+P
qcf+C>hcb+P Recitation of Sins | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 9 | 3 | 34 | SKD | -19 | - |
qcf+C>hcb+P>f+P
Kyo Kusanagi Kyo_qcfchcbpfp | ||||||||||
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qcf+C>hcb+P>f+P
qcf+C>hcb+P>f+P Verdict | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 9 | 5 | 39 | SKD | -26 | - |
dp+A
Kyo Kusanagi Kyo_dpa | ||||||||||
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dp+A
dp+A Fire Ball | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 5 | 4,13 | 27 | SKD | -22 | 1-3F Upper Autoguard |
dp+C
Kyo Kusanagi Kyo_dpc | ||||||||||
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dp+C
dp+C Fire Ball | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 5 | 4,16 | 27 | SKD | -35 | 1-3F Upper Autoguard, 2-6F |
rdp+B
Kyo Kusanagi Kyo_rdpb | ||||||||||
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rdp+K
rdp+K R.E.D. Kick | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 16 | 2,2,2 | 18 | HKD | -6 ~ -2 | - |
rdp+D
Kyo Kusanagi Kyo_rdpd | ||||||||||
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rdp+K
rdp+K R.E.D. Kick | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 16 | 3,2,2,2 | 27 | HKD | -4 ~ -2 | - |
qcf+B~B
Kyo Kusanagi Kyo_qcfb | ||||||||||
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qcf+K~K
qcf+K~K New Wave Smash | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 13 | 3(7)9 | 14 | SKD | 1st= -12~-10 ; 2nd= -5~+3 | - |
qcf+D~D
Kyo Kusanagi Kyo_qcfd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf+K~K
qcf+K~K New Wave Smash | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 17 | 3(7)9 | 14 | SKD | 1st= -14~-12 ; 2nd= -5~+3 | - |
qcb+A
Kyo Kusanagi Kyo_qcba | ||||||||||
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qcb+P
qcb+P Phantom Mauler | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 2 (Autoguard) | 6,(10),4,5 (Attack) | 20 | Hard/Soft | -11 | 1-12F Autoguard |
qcb+C
Kyo Kusanagi Kyo_qcbc | ||||||||||
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qcb+P
qcb+P Phantom Mauler | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 2 (Autoguard) | 10,(10),4,5 (Attack) | 20 | Hard/Soft | -11 | 1-12F Autoguard |
hcb+B
Kyo Kusanagi Kyo_hcbb | ||||||||||
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hcb+K
hcb+K Crescent Slash | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 13 (Point Blank) | 4 | 12 (run) 25 (grab) | HKD | -11 | - |
hcb+D
Kyo Kusanagi Kyo_hcbd | ||||||||||
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hcb+K
hcb+K Crescent Slash | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 13 (Point Blank) | 4 | 12 (run) 25 (grab) | HKD | -11 | - |
Desperation Moves
qcf,qcf+P
Kyo Kusanagi Kyo_qcfqcfP | ||||||||||
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qcf,qcf+P
qcf,qcf+P Final Showdown | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 6 | 15 | 39 | SKD | - | - |
qcb,hcf+P
Kyo Kusanagi Kyo_qcbhcfP | ||||||||||
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qcb,hcf+P
qcb,hcf+P Serpent Wave | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 20 | 16 | 25 | SKD | ~-15 | - |
Super Desperation Moves
qcf,qcf+P
Kyo Kusanagi Kyo_qcfqcfPsdm | ||||||||||
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qcf,qcf+P
qcf,qcf+P Final Showdown | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 6 | 15 | 39 | SKD | - | - |
qcb,hcf+P
Kyo Kusanagi Kyo_qcbhcfPsdm | ||||||||||
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qcb,hcf+P
qcb,hcf+P Serpent Wave | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | N | 20 | 16 | 25 | SKD | ~-15 | - |