<section begin="image"/>[[File:kof98_kyo_win.png|thumb|right|200px|EX Kyo is an alternate version of Kyo, adapting his moveset from '''The King of Fighters '95''' into the gameplay style of '98.]]<section end="image"/>
212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
'''Desperation Moves'''
Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
== Introduction ==
== Introduction ==
{{StrengthsAndWeaknesses
| description =EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. Compared to regular Kyo, his main weakness is a weaker offence game due to the absence of the Aragami/Dokugami rekka chains, the Saishu Kessen Ougi Mu Shiki desperation move and R.E.D. Kick.}}
== Changelist ==
=== '98 to Ultimate Match ===
'''Normal Moves''':
* <span style="background-color:#F00">Nerf</span> - Activation range of cl.C reduced<br>
* <span style="background-color:#F00>Nerf</span> - Hurtbox of f.A increased in size<br>
* <span style="background-color:#0F0>Buff</span> - Startup of f.D reduced from 14 to 10<br>
* <span style="background-color:#FF0>Rework</span> - First hitbox of 2C shortened, second hitbox lengthened<br>
* <span style="background-color:#F00>Nerf</span> - Hurtbox of 2D increased in size<br>
* <span style="background-color:#F00>Nerf</span> - Hurtbox of j.D increased in size<br>
* <span style="background-color:#F00>Nerf</span> - j.2C can no longer be performed during Extra mode's step dash<br>
'''Special Moves''':
* <span style="background-color:#0F0>Buff</span> - Damage of 212 Shiki Kototsuki You ([[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]) increased<br>
* <span style="background-color:#0F0>Buff</span> - Hitbox of the heavy version of 100 Shiki Oniyaki ([[image:dp.gif]] + [[image:c.gif]])'s second hit increased in size<br>
* <span style="background-color:#F00>Nerf</span> - Hitbox of 108 Shiki Yami Barai ([[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]])'s fireball reduced in size<br>
* <span style="background-color:#0F0>Buff</span> - Recovery of the light version of 101 Shiki Oboro Guruma ([[image:rdp.gif]] + [[image:b.gif]]) reduced by 2<br>
* <span style="background-color:#0F0>Buff</span> - Startup of the heavy version of 101 Shiki Oboro Guruma ([[image:rdp.gif]] + [[image:d.gif]]) reduced by 1, recovery reduced by 3<br>
* <span style="background-color:#0FF>Miscellaneous</span> - EX Kyo now uses voicelines from The King of Fighters '95<br>
=== Ultimate Match to Final Edition ===
'''Normal Moves''':
* <span style="background-color:#0F0>Buff</span> - Recovery of cl.A reduced by 2<br>
* <span style="background-color:#0F0>Buff</span> - Recovery of 2A reduced by 1<br>
'''Special Moves''':
* <span style="background-color:#0F0>Buff</span> - Recovery of 108 Shiki Yami Barai ([[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]) reduced by 3, ADV meter gain lowered<br>
==Normals==
''Note: EX Kyo's normals, throws and command moves are identical to that of regular Kyo's.''
=== Close Standing Normals ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_Ca
| description = *Can work as a close-range anti-air against hops. Whiffs on crouchers.
*Chainable.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_Cb
| description = *Standing low.
*Chainable.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_Cc
| description = *Has very fast start-up. Great combo starter and anti-air.
| phases =
}}
== Normal Moves ==
{{FrameDataCargo-KOF98FE
| moveId = Kyo_Cd
| description = *A bit slower than Close C
| phases =
}}
=== Far Standing Normals ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_Fa
| description = *Good for stopping hops. Whiffs on crouchers.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_Fb
| description = *Has more recovery than st.A, but more range.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_Fc
| description = *Poke with lots of startup. Cancelable on hit, block, and whiff.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_Fd
| description = *A sobat kick. Can avoid lows.
| phases =
}}
=== Crouching Normals ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_2a
| description = *Standard outward jab.
*Chainable.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_2b
| description = *Fast low combo starter.
*Chainable.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_2c
| description = *Standard anti-air against jumps and hops.
*Cancelable on hit, block, and whiff.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_2d
| description = *Can low-profile some moves.
| phases =
}}
=== Jumping Normals ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_ja
| description = *OK air-to-air.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_njb
| description = *Decent air-to-air.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_jb
| description = *Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_jc
| description = *Another good jump-in.
| phases =
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_njd
| description = *Good air-to-air.
| phases
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_jd
| description = *Can act as a pressure tool when spaced.
*A bit difficult to crossup with.
| phases
}}
=== Blowback ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_5CD
| description = *Average start-up.
*Cancelable on hit, block, and whiff.
| phases
}}
{{FrameDataCargo-KOF98FE
| moveId = Kyo_jCD
| description = *Soft knockdown.
*Pretty big hitbox.
| phases
}}
== Throws ==
== Throws ==
'''Anvil Slam:''' (close) b/f + C
=== Hatsugane ===
'''Hatsugane:''' <code>4/6C (close)</code>
* Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
* Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.
== Command Moves ==
== Command Moves ==
=== Ge-Shiki Goufu You ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_6b
| description = * Two-hit axe-kick.
* Second hit hits overhead.
* Can be canceled into from normals at the cost of its overhead property, making it cancelable.
* If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.
| phases
}}
=== 88 Shiki ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_3d
| description = *Kyo kicks near the ground twice, one foot then the other.
*Hits low, even when canceled into.
| phases
}}
=== Ge-Shiki Naraku Otoshi ===
{{FrameDataCargo-KOF98FE
| moveId = Kyo_j2C
| description = *Two-handed hammerfist.
*Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
*Causes a hard knockdown on airborne opponents.
*Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
| phases
}}
== Special Moves ==
'''108 Shiki Yami Barai:''' <code>236A/C</code>
* EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.
* Either version can be used to control space or to safely end a blockstring.
'''100 Shiki Oniyaki:''' <code>623A/C</code>
'''Thundering Axe Burst:''' f + B
* EX Kyo's 623. Can be combo-ed into from most cancelable normals.
'''Drop to Naraku:''' (in the air) down + C
* Causes a soft knockdown.
'''Style 818:''' df + D
* Has both autoguard and invincibility at the beginning of the move.
* The hitbox is all around EX Kyo, but does not extend as high as his normal variant.
== Special Moves ==
* A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.
'''101 Shiki Oboro Guruma:''' <code>421B/D</code>
* Can be combo-ed into from most normals.
* Will whiff on crouching opponents.
* B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.
'''Dark Thurst:''' dp + A/C
* D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good okizeme. Your ideal combo ender.
'''75 Shiki Kai:''' <code>236B/D,B/D</code>
'''Fire Ball:''' qcf + A/C
* EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.
* Second hit juggles the opponent; if not followed up, it deals a soft knockdown.
'''Spinning kick:''' rdp + B/D
* B version only allows for Oniyaki to connect afterward, while the D version can be followed up with a variety of moves, including the B version.
* EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
* Very unsafe on block.
'''Crescent Slash:''' hcb + B/D
* Can be comboed into from heavy normals and the cancelled version of 6B.
* Causes a hard knockdown, allowing for an okizeme opportunity.
== Desperation Moves ==
== Desperation Moves ==
{{MoveData
|image=UMFE-Kyo-2141236AC.png
|image2=UMFE-Kyo-2141236P.png
|caption=Body hitbox only for MAX version
|name=Ura 108 Shiki Orochinagi
|input=2141236A/C (hold OK)
|data=
{{AttackData-KOF98FE
|startup=20
|active=16
|recovery=25
|guard=HL
|adv hit=?
|adv Block=?
|cancel=N
|knockdown=Soft
|juggle=Y
|description=* Kyo throws a wave of fire in front of him.
* Causes a soft knockdown.
* Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
* A version has lower-body invincibility.
* C version has upper-body invincibility.
* MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
* Both versions can be juggled into from heavy Kai/Upkicks.
* If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with Oniyaki or Oboro Guruma.
}}
}}
== Combos ==
General Notes:
===Meterless===
''Low''
: <code>2B, 2A, 421D</code>
: Basic low confirm into hard knockdown. Has good corner carry.
EX Kyo is a balanced fighter that has tools to fight at all ranges. In neutral, he has access to a grounded projectile, a good 623, and a super backdash, alongside some decent pokes for controlling space with. Up close, he has an excellent pressure tool in his air command normal that allows for strong blockstrings and also works as a good crossup. His combo game from heavies is excellent due to his special launcher and his multiple hard knockdown finishers. He also benefits from cornering the opponent, as he gets access to more damaging corner combos. Compared to regular Kyo, his main weakness is a weaker offence game due to the absence of the Aragami/Dokugami rekka chains, the Saishu Kessen Ougi Mu Shiki desperation move and R.E.D. Kick.
Changelist
'98 to Ultimate Match
Normal Moves:
Nerf - Activation range of cl.C reduced
Nerf - Hurtbox of f.A increased in size
Buff - Startup of f.D reduced from 14 to 10
Rework - First hitbox of 2C shortened, second hitbox lengthened
Nerf - Hurtbox of 2D increased in size
Nerf - Hurtbox of j.D increased in size
Nerf - j.2C can no longer be performed during Extra mode's step dash
Special Moves:
Buff - Damage of 212 Shiki Kototsuki You ( + / ) increased
Buff - Hitbox of the heavy version of 100 Shiki Oniyaki ( + )'s second hit increased in size
Nerf - Hitbox of 108 Shiki Yami Barai ( + / )'s fireball reduced in size
Buff - Recovery of the light version of 101 Shiki Oboro Guruma ( + ) reduced by 2
Buff - Startup of the heavy version of 101 Shiki Oboro Guruma ( + ) reduced by 1, recovery reduced by 3
Miscellaneous - EX Kyo now uses voicelines from The King of Fighters '95
Ultimate Match to Final Edition
Normal Moves:
Buff - Recovery of cl.A reduced by 2
Buff - Recovery of 2A reduced by 1
Special Moves:
Buff - Recovery of 108 Shiki Yami Barai ( + / ) reduced by 3, ADV meter gain lowered
Normals
Note: EX Kyo's normals, throws and command moves are identical to that of regular Kyo's.
Close Standing Normals
Close A
cl.A
cl.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
3
4
3
+5
+3
-
Can work as a close-range anti-air against hops. Whiffs on crouchers.
Chainable.
Close B
cl.B
cl.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Low
C
5
4
8
±0
-2
-
Standing low.
Chainable.
Close C
cl.C
cl.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
2
3,9
9
-5
-3
-
Has very fast start-up. Great combo starter and anti-air.
Close D
cl.D
cl.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
4
4
5
+3
+1
-
A bit slower than Close C
Far Standing Normals
Far A
f.A
f.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
3
4
5
+1
-1
-
Good for stopping hops. Whiffs on crouchers.
Far B
f.B
f.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
N
7
3
13
-4
-6
-
Has more recovery than st.A, but more range.
Far C
f.C
f.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
12
2
17
-3
-1
-
Poke with lots of startup. Cancelable on hit, block, and whiff.
Far D
f.D
f.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
10
4
5
+3
+1
-
A sobat kick. Can avoid lows.
Crouching Normals
Crouching A
2A
2A
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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
3
4
4
+4
+2
-
Standard outward jab.
Chainable.
Crouching B
2B
2B
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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Low
N
3
4
5
+3
+1
-
Fast low combo starter.
Chainable.
Crouching C
2C
2C
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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
4
3,3
20
-6
-8
-
Standard anti-air against jumps and hops.
Cancelable on hit, block, and whiff.
Crouching D
2D
2D
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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Low
C
11
3
19
SKD
-4
-
Can low-profile some moves.
Jumping Normals
Jumping A
j.A
j.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
High
N
5
8
-
-
-
-
OK air-to-air.
Neutral Jump B
nj.B
nj.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
High
N
5
9
-
-
-
-
Decent air-to-air.
Jumping B
j.B
j.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
High
N
5
9
-
-
-
-
Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.
Jumping C
j.C
j.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
High
N
6
4
-
-
-
-
Another good jump-in.
Neutral Jump D
nj.D
nj.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
High
N
7
8
-
-
-
-
Good air-to-air.
Jumping D
j.D
j.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
High
N
9
5
-
-
-
-
Can act as a pressure tool when spaced.
A bit difficult to crossup with.
Blowback
Standing CD
5CD
5CD
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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
C
19
4
16
SKD
+2
-
Average start-up.
Cancelable on hit, block, and whiff.
Jumping CD
j.CD
j.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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid
N
17
4
-
-
-
-
Soft knockdown.
Pretty big hitbox.
Throws
Hatsugane
Hatsugane:4/6C (close)
Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
Issetsu Seoi Nage
Issetsu Seoi Nage:4/6D (close)
Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.
Command Moves
Ge-Shiki Goufu You
Ge-Shiki Goufu You
6B
6B
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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Mid,High [Mid]
N
11
7(3)7
18
-5
-7
-
Two-hit axe-kick.
Second hit hits overhead.
Can be canceled into from normals at the cost of its overhead property, making it cancelable.
If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.
88 Shiki
88 Shiki
3D
3D
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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
Low
N
2
3(12)4
24
-8
-10
-
Kyo kicks near the ground twice, one foot then the other.
Hits low, even when canceled into.
Ge-Shiki Naraku Otoshi
Ge-Shiki Naraku Otoshi
j.2C
j.2C
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 NOT included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
-
High
N
6
5
-
HKD (Airborne)
-
-
Two-handed hammerfist.
Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
Causes a hard knockdown on airborne opponents.
Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
Special Moves
108 Shiki Yami Barai:236A/C
EX Kyo's grounded projectile. C version goes faster and does a bit more damage than the A version.
Either version can be used to control space or to safely end a blockstring.
100 Shiki Oniyaki:623A/C
EX Kyo's 623. Can be combo-ed into from most cancelable normals.
Causes a soft knockdown.
Has both autoguard and invincibility at the beginning of the move.
The hitbox is all around EX Kyo, but does not extend as high as his normal variant.
A version deals one hit and is safer to use in combos; C version deals two hits, travels higher, and has more invincibility, making it a good reversal.
101 Shiki Oboro Guruma:421B/D
Can be combo-ed into from most normals.
Will whiff on crouching opponents.
B version has EX Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggle state, which ends in a soft knockdown if not followed up.
D version has Kyo fly through the air, traveling roughly 3/4 of the screen, with two of the upwards kicks, then flips forward with his foot, sending the opponent into the ground. Has good corner carry, deals more damage than 623C, and causes a hard knockdown with good okizeme. Your ideal combo ender.
75 Shiki Kai:236B/D,B/D
EX Kyo does an upwards jumping kick, then a second one after the kick button is pressed a second time.
Second hit juggles the opponent; if not followed up, it deals a soft knockdown.
B version only allows for Oniyaki to connect afterward, while the D version can be followed up with a variety of moves, including the B version.
212 Shiki Kototsuki You:63214B/D
EX Kyo runs after the opponent, faster than his normal run, then performs a hitgrab.
Very unsafe on block.
Can be comboed into from heavy normals and the cancelled version of 6B.
Causes a hard knockdown, allowing for an okizeme opportunity.
Desperation Moves
Ura 108 Shiki Orochinagi 2141236A/C (hold OK)
Body hitbox only for MAX version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
20
16
25
HL
-
-
N
Soft
Y
Kyo throws a wave of fire in front of him.
Causes a soft knockdown.
Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
A version has lower-body invincibility.
C version has upper-body invincibility.
MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
Both versions can be juggled into from heavy Kai/Upkicks.
If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with Oniyaki or Oboro Guruma.
Combos
General Notes:
Meterless
Low
2B, 2A, 421D
Basic low confirm into hard knockdown. Has good corner carry.
Mid/Jump-In
(j.X), cl.C, 421D
(j.B/j.D/j.2C), cl.C, 236D,D, j.2C/63214D/421D
Combo off of a grounded heavy or crossup jump-in. j.2C ender must be done off a superjump, and 421D ender requires a short run before doing.
Corner
(j.X), cl.C, 236D,D, 421B, 421D
Must be executed as quickly as possible for the combo to fully connect.
With Meter
Mid/Jump-In
(j.X), 2C, 2141236C
cl.C, 236D,D, 2141236C
(j.X), cl.C, 236D,D, 2141236AC, 421D
Second D in 236D,D must be delayed as much as possible and 2141236AC must be timed to hit only twice for it to juggle into 421D properly.
With Quick MAX
At or Approaching Corner
(j.X), cl.C, 236D,D, 421B, ABC, 421B, 623C
Corner
(j.X), cl.C, 236D,D, 421B, ABC, 2141236C
Strategy & Tips
The second button press of 236D,D must be delayed as late as possible to get SDM 2141236P to hit only twice.
Videos
(2:35) Shows the difference between regular and EX Kyo's hitboxes on 623. It seems no other hitboxes differ between the two.