-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters 2002 UM/Kyo Kusanagi: Difference between revisions
Franck Frost (talk | contribs) No edit summary |
Franck Frost (talk | contribs) No edit summary |
||
(22 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{CharNavbox 02UM}} | {{CharNavbox 02UM}} | ||
[[File:02UM Kyo Profile.png|right|thumb|x600px]][[File:02UM_Kyo_0.gif|right|260px]] | <section begin="image"/>[[File:02UM Kyo Profile.png|right|thumb|x600px]]<section end="image"/>[[File:02UM_Kyo_0.gif|right|260px]] | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
Line 83: | Line 83: | ||
Corner Only<br/> | Corner Only<br/> | ||
| | | | ||
{{Hover|cr.B, cr.A, df+D|2B, 2A, 236D}} = 17%<br/> | {{Hover|[https://youtu.be/3RJoXUfEAk8 cr.B, cr.A, df+D]|[https://youtu.be/3RJoXUfEAk8 2B, 2A, 236D]}} = 17%<br/> | ||
(jump-in), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=3 (jump-in), cl.C, qcf+C > hcb+P > f+P > dp+P]|2=[https://youtu.be/3RJoXUfEAk8?t=3 (jump-in), cl.C, 236C > 63214P > 6P > 623P]}} = 21%<br/> | ||
(optional cross-up), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=6 (optional cross-up), cl.C, qcf+D>K, hcb+B, qcf+A/st.D]|2=[https://youtu.be/3RJoXUfEAk8?t=6 (optional cross-up), cl.C, 236D>K, 63214B, 236A/5D]}} = 22-27%<br/> | ||
(jump-in), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=13 (jump-in), cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K]|2=[https://youtu.be/3RJoXUfEAk8?t=13 (jump-in), cl.C, 236D>K, 63214B, 236A > 63214P > 63214K]}} = 33%<br/> | ||
|- | |- | ||
| '''1 Bar''' | | '''1 Bar''' | ||
Line 98: | Line 98: | ||
Very Close<br/> | Very Close<br/> | ||
| | | | ||
{{Hover|cr.B, st.A/cr.A, qcfx2+A|2B, 5A/2A, 236236A}} = 27%<br/> | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=17 cr.B, st.A/cr.A, qcfx2+A]|2=[https://youtu.be/3RJoXUfEAk8?t=17 2B, 5A/2A, 236236A]}} = 27%<br/> | ||
<i>• Note: Do it as {{Hover|cr.B, qcf, st.A/cr.A, qcf+A|2B, 236, 5A/2A, 236A}}.</i> | <i>• Note: Do it as {{Hover|cr.B, qcf, st.A/cr.A, qcf+A|2B, 236, 5A/2A, 236A}}.</i> | ||
(optional cross-up), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=21(optional cross-up), cl.C, qcf+D>K, qcb,hcf+P]|2=[https://youtu.be/3RJoXUfEAk8?t=21(optional cross-up), cl.C, 236D>K, 2141236P]}} = 34%<br/> | ||
|- | |- | ||
| '''2 Bar''' | | '''2 Bar''' | ||
Line 110: | Line 110: | ||
<br/> | <br/> | ||
| | | | ||
(jump-in), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=26 (jump-in), cl.C, df+D(1), qcf+BC, {(C)qcf+A, (C)qcf+C}x2 (SC) qcfx2+A]|2=[https://youtu.be/3RJoXUfEAk8?t=21 (jump-in), cl.C, 3D(1), 236BC, [(C)236A, (C)236C]x2 (SC) 236236A]}} = 43%<br/> | ||
(optional cross-up), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=33 (optional cross-up), cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P]|2=[https://youtu.be/3RJoXUfEAk8?t=33 (optional cross-up), cl.C, 236D>K, 63214B (SC) 2141236P]}} = 40%<br/> | ||
(optional cross-up), cl.C, | |||
{{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=40 (optional cross-up), cl.C, df+D(2), qcf+BC, (C){qcf+A, (C)qcf+C}x2 (SC) qcfx2+A]|2=[https://youtu.be/3RJoXUfEAk8?t=40 (optional cross-up), cl.C, 3D(2), 236BC, {(C)236A, (C)236C}x2 (SC) 236236A]}} = 50%<br/> | |||
|- | |- | ||
| '''3 Bar''' | | '''3 Bar''' | ||
Line 119: | Line 120: | ||
Very Close<br/> | Very Close<br/> | ||
| | | | ||
(optional cross-up), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=47 (optional cross-up), cl.C, qcf+D>K, qcb,hcf+AC]|2=[https://youtu.be/3RJoXUfEAk8?t=47 (optional cross-up), cl.C, 236D>K, 2141236AC]}} = 45%<br/> | ||
|- | |- | ||
|} | |} | ||
== Gameplay Overview == | == Gameplay Overview == | ||
The '''main''' main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down ({{Hover|st.B, qcf+A|B, 236A}}) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent ({{Hover|cr.B | {{StrengthsAndWeaknesses | ||
| description =The '''main''' main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down ({{Hover|st.B, qcf+A|B, 236A}}) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent ({{Hover|cr.B, j.B/d+C|2B, j.B/2C}}) until landing a solid cl.C for great meterless and meter conversions.<br> | |||
Although the main focus is on starting his own offense, Kyo does also have some good tools to protect his space and defend himself (nj.B, {{Hover|dp+P|623P}}). With some nice match-up coverage tools sprinkled in ({{Hover|st.D|D}}), Kyo proves to be a potentially very strong character with an answer to most midrange situations although still lacking when further away.<br> | Although the main focus is on starting his own offense, Kyo does also have some good tools to protect his space and defend himself (nj.B, {{Hover|dp+P|623P}}). With some nice match-up coverage tools sprinkled in ({{Hover|st.D|D}}), Kyo proves to be a potentially very strong character with an answer to most midrange situations although still lacking when further away.<br> | ||
<br> | <br> | ||
'''With great power comes great execution'''. With a number of simple and decent options to fall back on, a tough wall to break to master Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor. | |||
| intro =The main main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. | |||
| | |||
With great power comes great execution. A tough wall to break to master Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor.}} | |||
}} | |||
==Basic Actions== | ==Basic Actions== | ||
{{cot|Idle, Jump, Dash, Wake-up}} | {{cot|Idle, Jump, Dash, Wake-up}} | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_st0,kyo_cr0 | |moveId=kyo_st0,kyo_cr0 | ||
Line 148: | Line 147: | ||
|description2= | |description2= | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_hop,kyo_jump | |moveId=kyo_hop,kyo_jump | ||
|name=Hop/Jump | |name=Hop / Jump | ||
|tab1=Hop | |tab1=Hop | ||
|tab2=Jump | |tab2=Jump | ||
Line 167: | Line 165: | ||
* When buffered, hyper hop and super jump lose their start-up and become frame 1 airborne. Will avoid low meaties on wake-up. | * When buffered, hyper hop and super jump lose their start-up and become frame 1 airborne. Will avoid low meaties on wake-up. | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_walk,kyo_run | |moveId=kyo_walk,kyo_run | ||
|name=Walk/Run | |name=Walk / Run | ||
|input=b/f ; f,f, Hold to maintain | |input=b/f ; f,f, Hold to maintain | ||
|input2=4/6; 66, Hold to maintain | |input2=4/6; 66, Hold to maintain | ||
|tab1=Walk | |tab1=Walk | ||
|tab2=Run | |tab2=Run | ||
|size=37% | |||
|image=02UM_Kyo_walk.gif | |image=02UM_Kyo_walk.gif | ||
|imageSize=x250px | |imageSize=x250px | ||
|hitbox=02UM_Kyo_run.gif | |hitbox=02UM_Kyo_run.gif | ||
Line 183: | Line 180: | ||
|description2= | |description2= | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_backdash | |moveId=kyo_backdash | ||
Line 195: | Line 191: | ||
* Airborne while active. | * Airborne while active. | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_wakeup,kyo_recoveryroll | |moveId=kyo_wakeup,kyo_recoveryroll | ||
|name=Wake-up/Recovery Roll | |name=Wake-up / Recovery Roll | ||
|input=/ ; AB when hitting the ground | |input=/ ; AB when hitting the ground | ||
|tab1=Wake-up | |||
|tab2=Recovery Roll | |||
|size=38% | |||
|image=02UM_Kyo_wakeup.gif | |||
|imageSize=x250px | |||
|hitbox=02UM_Kyo_recoveryroll.gif | |||
|hitboxSize=x250px | |||
|description2= | |description2= | ||
}} | }} | ||
Line 206: | Line 208: | ||
==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
Line 333: | Line 270: | ||
File:02UM_Kyo_st.D_2.png|'''Active''' | File:02UM_Kyo_st.D_2.png|'''Active''' | ||
File:02UM_Kyo_st.D_3.png|'''Early Recovery''' | File:02UM_Kyo_st.D_3.png|'''Early Recovery''' | ||
</gallery> | |||
}} | |||
<br> | |||
===Close Standing Normals=== | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
| moveId = kyo_cla | |||
| description = | |||
<br> | |||
A cancelable standing elbow with too poor priority and average speed to make up for its short range. Can be used as a meaty against [[The_King_of_Fighters_2002_UM/Advanced_Strategy#Reversal_Superjump|wake-up super jump]] to then link the more rewarding but riskier cl.C after it.<br> | |||
<br> | |||
* Cancelable on hit/whiff. | |||
* Chains into every light. | |||
| phases = | |||
<gallery mode=packed-hover heights=182px> | |||
File:02UM_Kyo_cl.A_1.png|'''Startup''' | |||
File:02UM_Kyo_cl.A_2.png|'''Active''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
| moveId = kyo_clb | |||
| description = | |||
<br> | |||
A cancelable standing low kick with limited range and especially much too slow to warrant ever using over {{Hover|cr.B. Can be used afer cr.B|2B. Can be used afer 2B}} for a short range 2 hitconfirm starter.<br> | |||
<br> | |||
* Cancelable on hit/whiff. | |||
* Chains into every light. | |||
| phases = | |||
<gallery mode=packed-hover heights=152px> | |||
File:02UM_Kyo_cl.B_1.png|'''Startup''' | |||
File:02UM_Kyo_cl.B_2.png|'''Active''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=kyo_clc | |||
|description= | |||
<br> | |||
A very fast and cancelable uppercut with deceptively good range that serves as Kyo's main combo starter and then extends higher for a good secundary grounded anti-air against hops. Can be 1f linked off {{Hover|cr.B|2B}} for a good frametrap on block but a somewhat limited conversion on hit without max mode.<br> | |||
<br> | |||
* Only the first part is cancelable so a whiff cancel needs to be done very fast. | |||
|phases= | |||
<br> | |||
<br> | |||
<gallery mode=packed-hover heights=300px> | |||
File:02UM_Kyo_cl.C_1.png|'''Startup''' | |||
File:02UM_Kyo_cl.C_2.png|Frames '''3~4''' | |||
File:02UM_Kyo_cl.C_3.png|Frames '''5~12''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=kyo_cld | |||
|description= | |||
<br> | |||
A cancelable high kick with decent range and speed but poor priority that is entirely overshadowed by cl.C in every way except damage. Won't see much use in real match outside of being a risky occasional substitute for cl.C when the situation allows it.<br> | |||
<br> | |||
* Cancelable on hit/whiff. | |||
|phases= | |||
<gallery mode=packed-hover heights=170px> | |||
File:02UM_Kyo_cl.D_1.png|'''Startup''' | |||
File:02UM_Kyo_cl.D_2.png|'''Active''' | |||
File:02UM_Kyo_cl.D_3.png|'''Early Recovery''' | |||
</gallery> | </gallery> | ||
}} | }} | ||
Line 373: | Line 375: | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_crc | |moveId=kyo_crc | ||
|description= | |description= | ||
<br> | <br> | ||
Line 381: | Line 381: | ||
* Only the first part is cancelable so a whiff cancel needs to be done very fast. | * Only the first part is cancelable so a whiff cancel needs to be done very fast. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <br> | ||
<br> | |||
<gallery mode=packed-hover heights=300px> | |||
File:02UM_Kyo_cr.C_0.png|'''Idle''' | File:02UM_Kyo_cr.C_0.png|'''Idle''' | ||
File:02UM_Kyo_cr.C_1.png|'''Startup''' | File:02UM_Kyo_cr.C_1.png|'''Startup''' | ||
Line 913: | Line 915: | ||
Although it lacks speed to be a good combo filler, the heavy version's range and full invincibility up to hit make it a fairly decent reversal or simply a tool to win a trade. {{Hover|qcfx2+A|236236A}} is however preferred when its shorter full invincibility is enough.<br> | Although it lacks speed to be a good combo filler, the heavy version's range and full invincibility up to hit make it a fairly decent reversal or simply a tool to win a trade. {{Hover|qcfx2+A|236236A}} is however preferred when its shorter full invincibility is enough.<br> | ||
<br> | <br> | ||
It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable, doing 57%. The damage is appealing but the charge phase being fully vulnerable, getting anything past the level 2 damage is hardly realistic. The charge phase for {{Hover|qcfx2+A starts at frame 6, after its normal full invuln while the one for qcfx2+C| | It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable, doing 57%. The damage is appealing but the charge phase being fully vulnerable, getting anything past the level 2 damage is hardly realistic. The charge phase for {{Hover|qcfx2+A|236236A}} starts at frame 6, after its normal full invuln while the one for {{Hover|qcfx2+C|236236C}} starts at frame 7, interrupting the move's full invuln, to charge before being full invuln up to hit again.<br> | ||
<br> | <br> | ||
On hit the super's soft knockdown is fairly bad for keeping pressure but the damage is decent. On block, both versions of the move are fairly unsafe on block, weighing on the decision to use {{Hover|qcfx2+C|236236C}} as reversal as despite its good full invuln, it's slow enough to miss a punish window and get blocked.<br> | On hit the super's soft knockdown is fairly bad for keeping pressure but the damage is decent. On block, both versions of the move are fairly unsafe on block, weighing on the decision to use {{Hover|qcfx2+C|236236C}} as reversal as despite its good full invuln, it's slow enough to miss a punish window and get blocked.<br> | ||
<br> | <br> | ||
<ul><li> '''Combo Advice:''' | <ul><li> '''Combo Advice:''' You can reach the level 2 charge fast enough for {{Hover|qcfx2+A|236236A}} to still combo off a special hitstun, doing more damage than Orochinagi in a grounded max combo with the proper spacing to reach after charge.</li></ul> | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights=161px> | <gallery mode=packed-hover heights=161px> | ||
Line 988: | Line 990: | ||
==Videos== | ==Videos== | ||
{{#ev:youtube|Is836tQZqw4|||'''Kyo Combo Guide [KOF02UM]'''|frame}} | |||
{{#ev:youtube|ub2wuQnN_C8|||'''Kyo 2002UM Combos'''|frame}} | {{#ev:youtube|ub2wuQnN_C8|||'''Kyo 2002UM Combos'''|frame}} | ||
Revision as of 22:23, 30 December 2023
Movelist
Throws
Issetsu Seoi Swimming - close, / +
Command Moves
Ge Shiki Naraku Otoshi - in air, / / +
Special Moves
Desperation Moves
Ura 108 Shiki Orochinagi - + / (Hold to charge)
182 Shiki - + / (Hold to charge)
Super Desperation Move
Ura 108 Shiki Orochinagi - + (Hold to charge)
Hidden Super Desperation Move
Gameplay Overview
The main main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down (
st.B, qcf+A
B, 236A) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent (
cr.B, j.B/d+C
2B, j.B/2C) until landing a solid cl.C for great meterless and meter conversions.
Although the main focus is on starting his own offense, Kyo does also have some good tools to protect his space and defend himself (nj.B,
dp+P
623P). With some nice match-up coverage tools sprinkled in (
st.D
D), Kyo proves to be a potentially very strong character with an answer to most midrange situations although still lacking when further away.
With great power comes great execution. With a number of simple and decent options to fall back on, a tough wall to break to master Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor.
Basic Actions
Idle, Jump, Dash, Wake-up
| ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Normals
Far Standing Normals
stand A
st.A
A
|
---|
stand B
st.B
B
|
---|
stand C
st.C
C
|
---|
stand D
st.D
D
|
---|
Close Standing Normals
close A
cl.A
cl.A
|
---|
close B
cl.B
cl.B
|
---|
close C
cl.C
cl.C
|
---|
close D
cl.D
cl.D
|
---|
Crouch Normals
crouch A
cr.A
2A
|
---|
crouch B
cr.B
2B
|
---|
crouch C
cr.C
2C
|
---|
crouch D
cr.D
2D
|
---|
Jump Normals
jump A
j.A
j.A
|
---|
jump B
j.B
j.B
|
---|
jump C
j.C
j.C
|
---|
jump D
j.D
j.D
|
---|
Blowback Normals
stand CD
st.CD
CD
|
---|
jump CD
j.CD
j.CD
|
---|
Throws
Hachi Tetsu
Hachi Tetsu
b/f+C when close to the opponent
4/6C when close to the opponent
|
---|
Issetsu Seoi
Issetsu Seoi
b/f+D when close to the opponent
4/6D when close to the opponent
|
---|
Command Normals
Ge Shiki Goufu You
Ge Shiki Goufu You
f+B
6B
|
---|
Ge Shiki Naraku Otoshi
Ge Shiki Naraku Otoshi
j.d+C
j.2C
|
---|
88 Shiki
88 Shiki
df+D
3D
|
---|
Special Moves
100 Shiki Oniyaki
100 Shiki Oniyaki
dp + A/C
623 A/C
|
---|
427 Shiki Hikigane
427 Shiki Hikigane
hcb + B/D
63214 B/D
|
---|
RED Kick
RED Kick
rdp + B/D
421 B/D
|
---|
75 Shiki Kai
75 Shiki Kai
qcf+B > K or qcf+D > K
236B > K or 236D > K
|
---|
114 Shiki Aragami
114 Shiki Aragami
qcf+A
236A
|
---|
128 Shiki Kono Kizu
128 Shiki Kono Kizu
qcf+A > qcf+P
236A > 236P
|
---|
127 Shiki Yano Sabi
127 Shiki Yano Sabi
qcf+A > qcf+P > P
236A > 236P > P
|
---|
125 Shiki Nana Se
125 Shiki Nana Se
qcf+A > qcf+P > K
236A > 236P > K
|
---|
212 Shiki Kototsuki You
212 Shiki Kototsuki You
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K
|
---|
Ge Shiki Migiri Ugachi
Ge Shiki Migiri Ugachi
qcf+A > hcb+P > P
236A > 63214P > P
|
---|
115 Shiki Doku Kami
115 Shiki Doku Kami
qcf+C
236C
|
---|
401 Shiki Tumi Yomi
401 Shiki Tumi Yomi
qcf+C > hcb+P
236C > 63214P
|
---|
402 Shiki Batu Yomi
402 Shiki Batu Yomi
qcf+C > hcb+P > f+P
236C > 63214P > 6P
|
---|
100 Shiki Oniyaki
100 Shiki Oniyaki
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P
|
---|
Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf + A/C, Hold to charge
2141236 A/C, Hold to charge
|
---|
182 Shiki
182 Shiki
qcfx2 + A/C, Hold to charge
236236 A/C, Hold to charge
|
---|
Super Desperation Move
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf+AC, Hold to charge
2141236AC, Hold to charge
|
---|
Hidden Super Desperation Move
524 Shiki Kamichiri
524 Shiki Kamichiri
hcbx2+AC
6321463214AC
|
---|
Videos
External Links
Check Kyo Kusanagi's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Discuss at ON