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The King of Fighters 2002 UM/Kyo Kusanagi: Difference between revisions
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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''' | ||
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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''' | ||
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<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''' | ||
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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/> | ||
|- | |- | ||
|} | |} | ||
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==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 | ||
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|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 | ||
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* 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 | ||
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|description2= | |description2= | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_backdash | |moveId=kyo_backdash | ||
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* 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= | ||
}} | }} | ||
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==Normals== | ==Normals== | ||
===Far Standing Normals=== | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=kyo_sta | |||
|description= | |||
<br> | |||
A cancelable standing jab with poor priority but decent range and speed. Can be used to stuff hops early but a well timed {{Hover|st.B|B}} is generally preferred.<br> | |||
<br> | |||
* Cancelable on hit/whiff. | |||
* Chains into every lights but cl.A/B. | |||
|phases= | |||
<gallery mode=packed-hover heights=148px> | |||
File:02UM_Kyo_st.A_1.png|'''Startup''' | |||
File:02UM_Kyo_st.A_2.png|'''Active''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=kyo_stb | |||
|description= | |||
<br> | |||
A long and fast kick lacking in priority but with enough range and speed to make a good poke for keeping the opponent out while having the height to clip an early hop. Typically great to dissuade the opponent from approchaing before forcing your own way in. | |||
|phases= | |||
<gallery mode=packed-hover heights=130px> | |||
File:02UM_Kyo_st.B_1.png|'''Late Startup''' | |||
File:02UM_Kyo_st.B_2.png|'''Active''' | |||
File:02UM_Kyo_st.B_3.png|'''Early Recovery''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=kyo_stc | |||
|imageCaptions=''It may look fine but'' | |||
|hitboxCaptions=''This is not okay.'' | |||
|description= | |||
<br> | |||
Very lackluster range for such a slow button with a severe lack of active frames, an unsettling tendency to be whiff punished and no conversion whatsoever. To put it bluntly this move could do double the damage with double the speed and it would still be pretty bad but it doesn't even have that. Mostly appears when messing up cl.C's spacing, frustration usually ensues. | |||
|phases= | |||
<gallery mode=packed-hover heights=164px> | |||
File:02UM_Kyo_st.C_1.png|Frames '''4~9''' | |||
File:02UM_Kyo_st.C_2.png|Frames '''10~12''' | |||
File:02UM_Kyo_st.C_3.png|'''Active''' | |||
File:02UM_Kyo_st.C_4.png|'''Early Recovery''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=kyo_std | |||
|captions=''No slides allowed.'' | |||
|description= | |||
A fairly fast high kick with decent range and good enough priority to beat a lot of opposing pokes near its tip. Being slower and shorter than {{Hover|st.B hurts st.D|B hurts D}}'s value as a standard poke but it instead strives as a dedicated low crush thanks to its huge low invincible window. You can use it to go over a predictable {{Hover|cr.B/D|2B/D}} and even when wrong, as long as it reaches its short recovery and good pushback will keep it safe.<br> | |||
<br> | |||
It's especially great against slides, you can use it on reaction to easily beat Chris/Kula's {{Hover|df+B|3B}}. Lower slides like King/Mary's would go below it but worst case scenario Kyo recovers fast enough to be at frame advantage and potentially land cl.C and best case scenario Kyo did {{Hover|st.D|D}} late enough to still be active and hit them as they start recovering and getting up. | |||
<br> | |||
<br> | |||
<ul><li> Despite how it looks, Kyo is still considered '''grounded''' during {{Hover|st.D|D}} and can get caught by a grounded command grab.</li> | |||
<li> '''Combo Advice''': When certain of a hit, like reacting to a slide, you can max bypass {{Hover|st.D|D}} into <b>{{Hover|qcf+BC, (C)qcf+A, (C)qcf+C (SC) qcfx2+A|236BC, (C)236A, (C)236C (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/Kyo_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36/41% conversion.</li></ul> | |||
|phases= | |||
<gallery mode=packed-hover heights=180px> | |||
File:02UM_Kyo_st.D_1.png|'''Startup''' | |||
File:02UM_Kyo_st.D_2.png|'''Active''' | |||
File:02UM_Kyo_st.D_3.png|'''Early Recovery''' | |||
</gallery> | |||
}} | |||
<br> | |||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
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File:02UM_Kyo_cl.D_2.png|'''Active''' | File:02UM_Kyo_cl.D_2.png|'''Active''' | ||
File:02UM_Kyo_cl.D_3.png|'''Early Recovery''' | File:02UM_Kyo_cl.D_3.png|'''Early Recovery''' | ||
</gallery> | </gallery> | ||
}} | }} | ||
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<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/Kyo_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul> | <li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/Kyo_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul> | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=208px> | ||
File:02UM_Kyo_raw_f+B_1.png|'''Startup''' | File:02UM_Kyo_raw_f+B_1.png|'''Startup''' | ||
File:02UM_Kyo_raw_f+B_2.png|'''Active''' | File:02UM_Kyo_raw_f+B_2.png|'''Active''' | ||
File:02UM_Kyo_raw_f+B_3.png|'''Early Recovery''' | File:02UM_Kyo_raw_f+B_3.png|'''Early Recovery''' | ||
</gallery> | </gallery> | ||
|description2= | |description2= | ||
Like most standing overheads, canceling {{Hover|f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B|6B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's 6B}} that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.<br> | Like most standing overheads, canceling {{Hover|f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B|6B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's 6B}} that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.<br> | ||
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br> | It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br> | ||
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<ul><li> '''Combo Advice''': The go-to meterless option on hit is <b>cl.C, {{Hover|f+B, qcf+A|6B, 236A}}</b>, it's mostly very safe on block but {{Hover|qcf+A can whiff on block so using qcf+C|236A can whiff on block so using 236C}} instead is a bit less safe but more consistent. The same max bypass as with raw {{Hover|f+B|6B}} is still possible.</li></ul> | <ul><li> '''Combo Advice''': The go-to meterless option on hit is <b>cl.C, {{Hover|f+B, qcf+A|6B, 236A}}</b>, it's mostly very safe on block but {{Hover|qcf+A can whiff on block so using qcf+C|236A can whiff on block so using 236C}} instead is a bit less safe but more consistent. The same max bypass as with raw {{Hover|f+B|6B}} is still possible.</li></ul> | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=247px> | ||
File:02UM_Kyo_can_f+B_1.png|'''1st hit''' | File:02UM_Kyo_can_f+B_1.png|'''1st hit''' | ||
File:02UM_Kyo_can_f+B_2.png|'''Gap''' | File:02UM_Kyo_can_f+B_2.png|'''Gap''' | ||
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The weak version makes Kyo do a low invincible spin jump to a punch that launches the opponent in the air. {{Hover|hcb+B|63214B}}'s mediocre damage and deceptively short range would be a minor issue if not for being so slow that any hope to use it as a low reversal is lost. Just about any low would recover in time to block.<br> | The weak version makes Kyo do a low invincible spin jump to a punch that launches the opponent in the air. {{Hover|hcb+B|63214B}}'s mediocre damage and deceptively short range would be a minor issue if not for being so slow that any hope to use it as a low reversal is lost. Just about any low would recover in time to block.<br> | ||
<br> | <br> | ||
{{Hover|Hcb+B|63214B}} makes up for all its flaws by being Kyo's main juggle tool. A launcher with [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] but without being limited to one use per combo like his {{Hover|qcf+D>K|236D>K}} that it instead complements really well. Almost every juggle combo Kyo has relies on {{Hover|hcb+B launching the opponent up for conversion at least once, always with the option to super cancel it into qcb,hcf+P| | {{Hover|Hcb+B|63214B}} makes up for all its flaws by being Kyo's main juggle tool. A launcher with [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] but without being limited to one use per combo like his {{Hover|qcf+D>K|236D>K}} that it instead complements really well. Almost every juggle combo Kyo has relies on {{Hover|hcb+B|63214B}} launching the opponent up for conversion at least once, always with the option to super cancel it into {{Hover|qcb,hcf+P|2141236P}} to dump damage.<br> | ||
<br> | <br> | ||
<ul><li> '''Combo Advice''': When canceling {{Hover|hcb+B into qcb,hcf+P|63214B into 2141236P}} you have to charge it slightly to avoid whiffing.</li></ul> | <ul><li> '''Combo Advice''': When canceling {{Hover|hcb+B into qcb,hcf+P|63214B into 2141236P}} you have to charge it slightly to avoid whiffing.</li></ul> | ||
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File:02UM_Kyo_hcb+B_4.png|'''Active''' | File:02UM_Kyo_hcb+B_4.png|'''Active''' | ||
</gallery> | </gallery> | ||
Kyo is grounded for 2f before jumping, meaning a high meaty can easily stuff and combo a wake-up {{Hover|hcb+B|63214B}}. One more reason to the pile of why not use it as a reversal. | Kyo is grounded for 2f before jumping, meaning a high meaty can easily stuff and combo a wake-up {{Hover/Alt|hcb+B|63214B}}. One more reason to the pile of why not use it as a reversal. | ||
|description2= | |description2= | ||
The strong version has Kyo lower his head in a high invincible stance then a quick punch in place. Despite being a good amount faster and more damaging than {{Hover|hcb+B, hcb+D|63214B, 63214D}} rocks the feet of being even worse in neutral by having even less range and being '''punishable on hit''' if 2 bars aren't spent for a super cancel. Any hope to use the high invincibility for anti-air is laughed at when compared to any other option, especially {{Hover|dp+A|623A}}.<br> | The strong version has Kyo lower his head in a high invincible stance then a quick punch in place. Despite being a good amount faster and more damaging than {{Hover|hcb+B, hcb+D|63214B, 63214D}} rocks the feet of being even worse in neutral by having even less range and being '''punishable on hit''' if 2 bars aren't spent for a super cancel. Any hope to use the high invincibility for anti-air is laughed at when compared to any other option, especially {{Hover|dp+A|623A}}.<br> | ||
Line 667: | Line 672: | ||
|input= rdp + B/D | |input= rdp + B/D | ||
|input2= 421 B/D | |input2= 421 B/D | ||
|image= 02UM_Kyo_rdp+B_4_ima.png | |||
|imageSize= 168x240px | |||
|hitbox= 02UM_Kyo_rdp+B_4.png | |||
|hitboxSize= 168x240px | |||
|hitbox2= 02UM_Kyo_rdp+D_4.png | |||
|hitboxSize2= 174x282px | |||
|description2= | |description2= | ||
Kyo jumps and swings his leg down to kick the opponent on the head in a parabolic arc.<br> | Kyo jumps and swings his leg down to kick the opponent on the head in a parabolic arc.<br> | ||
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===75 Shiki Kai=== | ===75 Shiki Kai=== | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_qcf+B>K,kyo_qcf+D>K | |moveId=kyo_qcf+B>K,kyo_qcf+D>K | ||
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File:02UM_Kyo_qcf+B_4.png|'''2nd hit''' | File:02UM_Kyo_qcf+B_4.png|'''2nd hit''' | ||
</gallery> | </gallery> | ||
The only use for this worth mentioning is as an anti-air. As slow as it is it'd be very preemptive but the nice forward priority of the first kick, upward priority of the second and the extra conversion, albeit weak for this version, on a successful anti-air could warrant giving it a few tries at least to see if the opponent knows how to deal with it. Being faster than {{Hover|qcf+D>K|236D>K}} is a good point but without the conversion of the latter it still pales compared to Kyo's dp. | The only use for this worth mentioning is as an anti-air. As slow as it is it'd be very preemptive but the nice forward priority of the first kick, upward priority of the second and the extra conversion, albeit weak for this version, on a successful anti-air could warrant giving it a few tries at least to see if the opponent knows how to deal with it. Being faster than {{Hover/Alt|qcf+D>K|236D>K}} is a good point but without the conversion of the latter it still pales compared to Kyo's dp. | ||
|description2= | |description2= | ||
The strong version is slower but has a much better horizontal range, well able to land both hits after a cl.C without issue, something you'll be doing a lot as Kyo since this move is the core of his juggles. Arguably as crucial to his general game plan as his {{Hover|qcf+A rekka, qcf+D > K|236A rekka, 236D > K}} is a versatile launcher great in combos that can work just as well as a pressure tool threatening for hefty conversions against an opponent lacking a projectile.<br> | The strong version is slower but has a much better horizontal range, well able to land both hits after a cl.C without issue, something you'll be doing a lot as Kyo since this move is the core of his juggles. Arguably as crucial to his general game plan as his {{Hover|qcf+A rekka, qcf+D > K|236A rekka, 236D > K}} is a versatile launcher great in combos that can work just as well as a pressure tool threatening for hefty conversions against an opponent lacking a projectile.<br> | ||
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File:02UM_Kyo_qcf+D_4.png|'''2nd hit''' | File:02UM_Kyo_qcf+D_4.png|'''2nd hit''' | ||
</gallery> | </gallery> | ||
Just like the previous version, {{Hover|qcf+D>K|236D>K}}'s priority makes it an interesting preemptive anti-air. Its slower speed hinders it but having a better conversion plus carry and doubling as a plus on block pressure tool against a grounded opponent keep it relevant, especially at lower level. | Just like the previous version, {{Hover/Alt|qcf+D>K|236D>K}}'s priority makes it an interesting preemptive anti-air. Its slower speed hinders it but having a better conversion plus carry and doubling as a plus on block pressure tool against a grounded opponent keep it relevant, especially at lower level. | ||
}} | }} | ||
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Interesting to note that {{Hover|qcf+A|236A}} has projectile collision on the first two frames of its hitbox, making it able to destroy projectiles. It's a short window although the range is decent, making it somewhat unreliable when responding to faster projectiles anywhere that isn't fullscreen away.<br> | Interesting to note that {{Hover|qcf+A|236A}} has projectile collision on the first two frames of its hitbox, making it able to destroy projectiles. It's a short window although the range is decent, making it somewhat unreliable when responding to faster projectiles anywhere that isn't fullscreen away.<br> | ||
<br> | <br> | ||
Over these few perks {{Hover|qcf+A|236A}} shows good priority retaining even after the hitbox is gone, added to its short recovery, meaning it's not so easy to whiff punish without risking at least a trade. | Over these few perks {{Hover/Alt|qcf+A|236A}} shows good priority retaining even after the hitbox is gone, added to its short recovery, meaning it's not so easy to whiff punish without risking at least a trade. | ||
}} | }} | ||
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File:02UM_Kyo_qcf+C_2.png|'''Active''' | File:02UM_Kyo_qcf+C_2.png|'''Active''' | ||
</gallery> | </gallery> | ||
Disappointingly {{Hover|qcf+C|236C}}'s projectile collision on its hitbox is able to destroy projectiles but is much too slow with too much forward momentum to do it on reaction. A meager 3f of autoguard are good but not enough to help that. | Disappointingly {{Hover/Alt|qcf+C|236C}}'s projectile collision on its hitbox is able to destroy projectiles but is much too slow with too much forward momentum to do it on reaction. A meager 3f of autoguard are good but not enough to help that. | ||
}} | }} | ||
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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> | ||
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==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}} | ||
Latest revision as of 15:10, 27 July 2024
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
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Normals
Far Standing Normals
stand A
st.A
A
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stand B
st.B
B
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stand C
st.C
C
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stand D
st.D
D
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Close Standing Normals
close A
cl.A
cl.A
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close B
cl.B
cl.B
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close C
cl.C
cl.C
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close D
cl.D
cl.D
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Crouch Normals
crouch A
cr.A
2A
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crouch B
cr.B
2B
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crouch C
cr.C
2C
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crouch D
cr.D
2D
|
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Jump Normals
jump A
j.A
j.A
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jump B
j.B
j.B
|
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jump C
j.C
j.C
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jump D
j.D
j.D
|
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Blowback Normals
stand CD
st.CD
CD
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jump CD
j.CD
j.CD
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Throws
Hachi Tetsu
Hachi Tetsu
b/f+C when close to the opponent
4/6C when close to the opponent
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Issetsu Seoi
Issetsu Seoi
b/f+D when close to the opponent
4/6D when close to the opponent
|
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Command Normals
Ge Shiki Goufu You
Ge Shiki Goufu You
f+B
6B
|
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Ge Shiki Naraku Otoshi
Ge Shiki Naraku Otoshi
j.d+C
j.2C
|
---|
88 Shiki
88 Shiki
df+D
3D
|
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Special Moves
100 Shiki Oniyaki
100 Shiki Oniyaki
dp + A/C
623 A/C
|
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427 Shiki Hikigane
427 Shiki Hikigane
hcb + B/D
63214 B/D
|
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RED Kick
RED Kick
rdp + B/D
421 B/D
|
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75 Shiki Kai
75 Shiki Kai
qcf+B > K or qcf+D > K
236B > K or 236D > K
|
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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
|
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212 Shiki Kototsuki You
212 Shiki Kototsuki You
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K
|
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Ge Shiki Migiri Ugachi
Ge Shiki Migiri Ugachi
qcf+A > hcb+P > P
236A > 63214P > P
|
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115 Shiki Doku Kami
115 Shiki Doku Kami
qcf+C
236C
|
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401 Shiki Tumi Yomi
401 Shiki Tumi Yomi
qcf+C > hcb+P
236C > 63214P
|
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402 Shiki Batu Yomi
402 Shiki Batu Yomi
qcf+C > hcb+P > f+P
236C > 63214P > 6P
|
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100 Shiki Oniyaki
100 Shiki Oniyaki
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P
|
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Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf + A/C, Hold to charge
2141236 A/C, Hold to charge
|
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182 Shiki
182 Shiki
qcfx2 + A/C, Hold to charge
236236 A/C, Hold to charge
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Super Desperation Move
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf+AC, Hold to charge
2141236AC, Hold to charge
|
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Hidden Super Desperation Move
524 Shiki Kamichiri
524 Shiki Kamichiri
hcbx2+AC
6321463214AC
|
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Videos
External Links
Check Kyo Kusanagi's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Discuss at ON