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The King of Fighters 2002 UM/Kyo Kusanagi: Difference between revisions

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[[File:Kyo.jpg|right|frame]]
{{CharNavbox 02UM}}
<section begin="image"/>[[File:02UM Kyo Profile.png|right|thumb|x600px]]<section end="image"/>[[File:02UM_Kyo_0.gif|right|260px]]
{{TOClimit|3}}


==Movelist==
==Movelist==
Line 5: Line 7:
'''Throws'''
'''Throws'''


Hachi Tetsu - close, [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]
Hachi Tetsu - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]


Issetsu Seoi Swimming - close, [[image:bk.gif]]/[[image:fd.gif]] + [[image:d.gif]]
Issetsu Seoi Swimming - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


'''Command Moves'''
'''Command Moves'''
Line 13: Line 15:
Ge Shiki Goufu You - [[image:fd.gif]] + [[image:b.gif]]
Ge Shiki Goufu You - [[image:fd.gif]] + [[image:b.gif]]


Ge Shiki Naraku Otoshi - in air, [[image:dn.gif]] + [[image:c.gif]]
Ge Shiki Naraku Otoshi - in air, [[image:db.gif]] / [[image:dn.gif]] / [[image:df.gif]] + [[image:c.gif]]


88 Shiki - [[image:df.gif]] + [[image:d.gif]]
88 Shiki - [[image:df.gif]] + [[image:d.gif]]
Line 25: Line 27:
RED Kick - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]]
RED Kick - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]]


75 Shiki Kai - [[image:qcf.gif]] + [[image:b.gif]], [[image:b.gif]] or [[image:d.gif]], [[image:d.gif]]
75 Shiki Kai - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]], [[image:b.gif]] / [[image:d.gif]]


114 Shiki Aragami - [[image:qcf.gif]] + [[image:a.gif]]
114 Shiki Aragami - [[image:qcf.gif]] + [[image:a.gif]]


:128 Shiki Kono Kizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
::128 Shiki Kono Kizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


::127 Shiki Yano Sabi - [[image:a.gif]] / [[image:c.gif]]
::::127 Shiki Yano Sabi - [[image:a.gif]] / [[image:c.gif]]


::125 Shiki Nana Se - [[image:b.gif]] / [[image:d.gif]]
::::125 Shiki Nana Se - [[image:b.gif]] / [[image:d.gif]]


:127 Shiki Yano Sabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
::127 Shiki Yano Sabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


::125 Shiki Nana Se - [[image:b.gif]] / [[image:d.gif]]
::::125 Shiki Nana Se - [[image:b.gif]] / [[image:d.gif]]


::212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
::::212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]


::Ge Shiki Migiri Ugachi - [[image:a.gif]] / [[image:c.gif]]
::::Ge Shiki Migiri Ugachi - [[image:a.gif]] / [[image:c.gif]]


115 Shiki Dokugami - [[image:qcf.gif]] + [[image:c.gif]]
115 Shiki Dokugami - [[image:qcf.gif]] + [[image:c.gif]]


:401 Shiki Tumi Yomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
::401 Shiki Tumi Yomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


::402 Shiki Batu Yomi - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]
::::402 Shiki Batu Yomi - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]


:100 Shiki Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]
::::::100 Shiki Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]


'''Desperation Moves'''
'''Desperation Moves'''


Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]       (Hold [[image:a.gif]] or [[image:c.gif]] to charge)
Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Hold to charge)


182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]       (Hold [[image:a.gif]] or [[image:c.gif]] to charge)
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Hold to charge)


'''Super Desperation Move'''
'''Super Desperation Move'''


Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]       (Hold [[image:a.gif]] or [[image:c.gif]] to charge)
Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]] (Hold to charge)


'''Hidden Super Desperation Move'''
'''Hidden Super Desperation Move'''
Line 69: Line 71:


== Quick Starter Combo Reference ==
== Quick Starter Combo Reference ==
 
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''
|-
|-
| '''0 Bar'''
| '''0 Bar'''
Line 81: Line 83:
Corner Only<br/>
Corner Only<br/>
|
|
cr.B, cr.A, df+D = 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, qcf+C > hcb+P > f+P > dp+P = 21%<br/>
{{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, qcf+D>K, hcb+B, qcf+A/st.D = 22-27%<br/>
{{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, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K = 33%<br/>
{{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'''
|
|
Low<br/>
Low<br/>


Anywhere<br/>


Very Close<br/>
Very Close<br/>
|  
|  
cr.B, st.A/cr.A, qcfx2+A = 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/>
''• Note: Do it as cr.B, qcf, st.A/cr.A, qcf+A.''
<i>• Note: Do it as {{Hover|cr.B, qcf, st.A/cr.A, qcf+A|2B, 236, 5A/2A, 236A}}.</i>
 
(jump-in), cl.C/cl.D, qcfx2+A = 29-32%<br/>


(optional cross-up), cl.C, qcf+D>K, qcb,hcf+P = 34%<br/>
{{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 113: Line 110:
<br/>
<br/>
|
|
(jump-in), cl.C, df+D(1), qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcfx2+A = 43%<br/>
{{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/>
 
{{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, qcf+D>K, hcb+B (SC) qcb,hcf+P = 40%<br/>
{{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/>
(optional cross-up), cl.C, df+D(2), qcf+BC, '''['''(C)qcf+A, (C)qcf+C''']x2''' (SC) qcfx2+A = 50%<br/>
|-
|-
| '''3 Bar'''
| '''3 Bar'''
Line 122: Line 120:
Very Close<br/>
Very Close<br/>
|
|
(optional cross-up), cl.C, qcf+D>K, qcb,hcf+AC = 45%<br/>
{{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/>
|-
|-
|}
|}


==Normals==
== Gameplay Overview ==
{{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>
<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.


'''Close'''
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.}}
*cl.A/B/C/D are cancel-able.
*cl.A/B are chain-able .
*cl.B hits low, the only guaranteed attack afterward is another standing low or a weak dp.
*cl.C despite it's short range is a great combo starter and comes out very quickly (3 frames).
*cl.D can still be used to start combos but it's a bit slower than his close C, can be spaced.


==Basic Actions==
{{cot|Idle, Jump, Dash, Wake-up}}
{{FrameDataCargo-KOF02UM
|moveId=kyo_st0,kyo_cr0
|name=Idle
|tab1=Stand
|tab2=Crouch
|image=02UM_Kyo_st.0.gif
|imageSize=x150px
|hitbox=02UM_Kyo_cr.0.png
|hitboxSize=x150px
|description2= &nbsp;
}}
<br>
{{FrameDataCargo-KOF02UM
|moveId=kyo_hop,kyo_jump
|name=Hop / Jump
|tab1=Hop
|tab2=Jump
|size=38%
|image=02UM_Kyo_hop.gif
|imageSize=x250px
|hitbox=02UM_Kyo_jump.gif
|hitboxSize=x250px
|description2=
<br>
Jump arcs with good height and speed. Hyper hop able to go over middle height standing characters which helps for cross-ups. Note that if {{Hover|j.d+C|j.2C}} is used, the jump's native 1f recovery is replaced by {{Hover|j.d+C|j.2C}}'s own 5f landing recovery, rending it particularly weak to low profiles.<br>
<br>
* Unthrowable by grounded throws for the entire duration.
* 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
|moveId=kyo_walk,kyo_run
|name=Walk / Run
|input=b/f ; f,f, Hold to maintain
|input2=4/6; 66, Hold to maintain
|tab1=Walk
|tab2=Run
|size=37%
|image=02UM_Kyo_walk.gif
|imageSize=x250px
|hitbox=02UM_Kyo_run.gif
|hitboxSize=272px
|description2=&nbsp;
}}
<br>
{{FrameDataCargo-KOF02UM
|moveId=kyo_backdash
|display=x300px,center
|description=
<br>
Backdash arc with good height, distance and speed. The latter two are increased when using {{Hover|j.d+C|j.2C}}; the earlier it's done, the bigger the boost. Doing it properly makes Kyo's backdash an incredible escape/bait option.<br>
Note that if {{Hover|j.d+C|j.2C}} is used, the backdash's native 3f recovery is replaced by {{Hover|j.d+C|j.2C}}'s own 5f landing recovery, making it weaker against low profiles in near corner situations.<br>
<br>
* Airborne while active.
}}
<br>
{{FrameDataCargo-KOF02UM
|moveId=kyo_wakeup,kyo_recoveryroll
|name=Wake-up / Recovery Roll
|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= &nbsp;
}}
{{cob}}


'''Stand'''
==Normals==
*Far A is whiff/cancel-able
*Far B can be used as a quick poking tool but can still be punished if anticipated
*Far C has okay reach but can still be punished by a crouching normal or a special attack
*Far D has good reach, Kyo is also airborne when he uses this normal so can make him evade crouching attacks or ground projectiles


===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>
}}


'''Crouch'''
==== ====
*cr.A/C/D are whiff/cancel-able
{{FrameDataCargo-KOF02UM
*Crouch A/B are chain-able
|moveId=kyo_std
*Crouch B hits low, comes out at the same speed at his crouch A
|captions=''No slides allowed.''
*Crouch C can be used as an anti-air because of it's vertical hitbox, to whiff cancel it you have to cancel it right before he stretches his arm up into the air, very early
|description=
*Crouch D knocks the opponent down, to whiff cancel it has to be done right before he sticks his leg out.
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===
==== ====
{{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>
}}
<br>


'''Jump'''
===Crouch Normals===
*Jump B/C/D all cross up
==== ====
*Jump B can be used as a quick jump-in attack
{{FrameDataCargo-KOF02UM
*Jump C is an instant overhead
|moveId=kyo_cra
*Jump D has a long start-up but it's a really good jump-in meaty attack and air-to-air, for the best results use it during a hyper hop
|description=
<br>
A cancelable crouching jab with good priority, range and decent speed. A substitute poke with the mediocre advantage over {{Hover|cr.B|2B}} of being able to get a spaced {{Hover|df+D|3D}} conversion. Can also be used as a meaty against [[The_King_of_Fighters_2002_UM/Advanced_Strategy#Reversal_Superjump|wake-up super jump]] to then link cl.C on grounded hit for better reward.<br>
<br>
* Cancelable on hit/whiff.
* Chains into every lights.
|phases=
<gallery mode=packed-hover heights=139px>
File:02UM_Kyo_cr.A_0.png|'''Idle'''
File:02UM_Kyo_cr.A_1.png|'''Startup'''
File:02UM_Kyo_cr.A_2.png|'''Active'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_crb
|description=
<br>
Kyo's main crouching poke with good priority, range and decent speed. Fails to low profile and isn't cancelable but it at least chains into the cancelable {{Hover|cr.A|2A}} for close range 2 hitconfirm conversion.<br>
<br>
* Chains into every lights.
|phases=
<gallery mode=packed-hover heights=125px>
File:02UM_Kyo_cr.B_0.png|'''Idle'''
File:02UM_Kyo_cr.B_1.png|'''Startup'''
File:02UM_Kyo_cr.B_2.png|'''Active - 1'''
File:02UM_Kyo_cr.B_3.png|'''Last active frame'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_crc
|description=
<br>
A cancelable crouching uppercut with good range, although a tiny bit less than cl.C, but better priority to stuff a standing poke before extending very high for anti-air purpose. It's mostly a better angle against jump height as opposed to cl.C's more suited for hops.<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_cr.C_0.png|'''Idle'''
File:02UM_Kyo_cr.C_1.png|'''Startup'''
File:02UM_Kyo_cr.C_2.png|Frames '''6~7'''
File:02UM_Kyo_cr.C_3.png|Frames '''7~10'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_crd
|description=
<br>
Kyo's fairly slow sweep has poor low profile but good range, priority and recovery to make up for it. Canceling it into {{Hover|qcf+A|236A}} will be safe in a lot of situations. It hits fairly high despite being a low which is a good thing against jumps but also makes it get caught by some counters a lower sweep would go under.<br>
<br>
* Cancelable on hit/whiff.
<br>
|phases=
<gallery mode=packed-hover heights=151px>
File:02UM_Kyo_cr.D_0.png|'''Idle'''
File:02UM_Kyo_cr.D_1.png|'''Startup'''
File:02UM_Kyo_cr.D_2.png|'''Active'''
File:02UM_Kyo_cr.D_3.png|'''Early Recovery'''
</gallery>
}}
<br>


===Jump Normals===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_ha,kyo_ja,kyo_nja
|name=jump A
|input=j.A
|description3=
<br>
Mediocre and outshone by other jump-ins. The only good thing to note is hop A has a good chunk of active frames for a hop, though it isn't deep enough to hit crouching(Bao, Chin, Choi) unlike j.A or neutral j.A.
}}


'''Blowback Attack'''
==== ====
*CD come out really slow, can be whiff canceled to trick your opponent, gives Kyo some nice frame advantage on block
{{FrameDataCargo-KOF02UM
*Jump CD is his best air-to-air, short range but very strong
|moveId=kyo_hb,kyo_jb,kyo_njb
|name=jump B
|input=j.B
|description2=
hop/jump B have slightly different hitboxes but keep the excellent downard reach, good chunk of active frames and priority that make it Kyo's main air-to-ground jump-in. Being able to reach any character and cross-up '''most''' of them make j.B a good {{Hover|j.d+C|j.2C}} substitute.<br>
<br>
Lacking {{Hover|j.d+C|j.2C}}'s hitstun, Choi is the only '''standing''' character you can cross-up with hop B and have enough time to land and link cl.C. Hop and jump B are the same for '''crouching''' characters except crouching Hinako that only hop B can cross-up.<br>
Neither hop nor jump B can cross-up crouching(Bao, Chin, Choi).<br>
<br>
* [[The_King_of_Fighters_2002_UM/Offense#Instant_Overheads|Instant overhead]] against [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|middle crouchers]] and taller.
* '''Mix-up Advice''': After 2 lights on hit/block point-blank, hyper hop B will cross-up a crouching character and hop B will hit in front.
|description3=
<br>
If any button says how much better Kusanagi's buttons can get compared to Kyo's, this is the one. That said, nj.B's decent priority, speed and active frames still do a good job at defending his vertical air space preemptively.<br>
<br>
* [[The_King_of_Fighters_2002_UM/Offense#Instant_Overheads|Instant overhead]] against [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|middle crouchers]] and taller.
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_hc,kyo_jc
|name=jump C
|input=j.C
|description2=
<br>
Essentially a j.B with better forward reach, easier to confirm off and harder to go over while still being deep enough to hit any croucher. However being slightly slower and a bit less active and deep are what keeps it at the second place. It can also cross-up although not as reliably as j.B.
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_hd,kyo_jd,kyo_njd
|name=jump D
|input=j.D
|description2=
<br>
Although more lacking in priority, hop D, especially hyper hop D, has a good angle and height to be a midway between air-to-air and air-to-ground. It's mostly meant to use its good range to forcefully occupy important space before another offensive jump/approach.
|description3=
<br>
Similarly to nj.B, it's mostly a preemptive button to defend Kyo's air space. It has much better reach but is also pretty slow which forces the player to use it very early, opening themselves for a low profile. This is best kept to test the waters or at least when there's enough distance to the opponent.
}}
 
===Blowback Normals===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_stcd
|description=
<br>
A cancelable shoulder charge with below average speed, range and active frames but good priority and great recovery. Mostly useful to be whiff canceled into a spaced {{Hover|qcf+A to eventually beat an opposing poke meant to stuff said qcf+A|236A to eventually beat an opposing poke meant to stuff said 236A}}.<br>
<br>
* Cancelable on hit/whiff.
|phases=
<gallery mode=packed-hover heights=135px>
File:02UM_Kyo_st.CD_1.png|'''Late Startup'''
File:02UM_Kyo_st.CD_2.png|'''Active'''
File:02UM_Kyo_st.CD_3.png|'''Early Recovery'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_hcd,kyo_jcd
|name=jump CD
|input=j.CD
|description2=
<br>
Although lacking in priority and speed, j.CD's low hitbox makes it especially easy to meaty an opponent for better blockstring pressure.
}}


==Throws==
==Throws==
'''Hachi Tetsu''' - (b/f+C) close
 
*Grabs the opponent and performs a shoulder attack
===Hachi Tetsu===
{{FrameDataCargo-KOF02UM
| moveId = kyo_cthrow
| description =
<br>
Grabs the opponent and performs a low vertical backfist. While Kyo is left with a decent amount of frame advantage, the opponent is thrown fullscreen away, limiting the amount of oki Kyo is granted especially against characters with fast wake-up. Furthermore it's a soft knockdown so the opponent will most likely tech it, effectively reducing to zero any oki Kyo would hope to get unless the corner is very close.<br>
<br>
A fairly good throw to create space but an overall weak throw for offense.<br>
<br>
* Can be broken
* Can be broken
* Regular knockdown
}}


 
===Issetsu Seoi===
'''Issetsu Seoi''' - (b/f+D) close
{{FrameDataCargo-KOF02UM
* Kyo slams the opponent onto the ground then does an elbow drop.
| moveId = kyo_dthrow
| description =
<br>
Kyo slams the opponent onto the ground then does an elbow drop. The hard knockdown gives Kyo a ton of oki options, including his signature run-up hyper hop {{Hover|j.d+C|j.2C}} to cross-up and combo the opponent on wake-up. Practice timing it so that you'll catch them as soon as they get up.<br>
<br>
While this is a much better offensive throw than his C, keep in mind that mixing up the throw you use is important so the opponent has a harder time breaking it.<br>
<br>
* Can be broken
* Can be broken
* Reverse knockdown
* Backturned hard knockdown
'''Advice''': Reverse Knockdown gives Kyo a ton of options, mainly run-up j.d+C to cross-up BnB to combo ender, practice timing it so that you'll catch them as soon as they get up backward.
}}


==Command Moves==
==Command Normals==
'''Ge Shiki Goufu You''' - (f+B)
*Kyo lifts his leg then does a quick heel drop, very simple command but doesn't have too many uses. On paper it sounds great but this command normal is really lacking compared to his other. On it's own it does one hit and is slow (not slower than Iori's f+B though) of 20 frames. Of course when you cancel it from a normal (which makes the animation look like his 98 Goufu You instead for some reason) it cuts the frames down to 12 making it easy to combo with along of the hit-stun stacked on top of it. Much like the other Kyo's this move does 2 hits but that's where the limitations come in, the two hits only work when the opponent is at least as close as Kyo's knee when the command comes out. To get the two hits out you can use it after a close low normal but it will most likely be blocked, it will also work after a really close cross-up (e.g. j/hh.d+C) to a cl. strong X then the f+B follow-up. Since this command is limited the best special attack links are either of his punch rekkas starters.
*Overhead Attack
'''Max Mode Advice:''' It can be used as a Max mode starter. You can use it on it's own (f+B [BC] run cl.C~) or as a Max Bypass link (cl.C, f+B, qcf+BC~).


===Ge Shiki Goufu You===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=kyo_rawf+B,kyo_cancelf+B
|image=02UM_Kyo_raw_f+B_2_ima.png
|image2=02UM_Kyo_cancel_f+B_3_ima.png
|hitbox=02UM_Kyo_raw_f+B_2.png
|hitbox2=02UM_Kyo_cancel_f+B_3.png
|description=
Kyo lifts his leg then does a quick heel drop, very simple overhead but doesn't have much use, especially without meter. On paper the average speed and short active period feels lacking but a better look shows that the small active period is great since the hurtbox shrinks in quickly making it much less likely to be whiff punished. Furthermore, its good pushback also keeps it safe on block making this a fairly good mix-up option if it doesn't get stuffed first.<br>
<br>
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<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=
<gallery mode=packed-hover heights=208px>
File:02UM_Kyo_raw_f+B_1.png|'''Startup'''
File:02UM_Kyo_raw_f+B_2.png|'''Active'''
File:02UM_Kyo_raw_f+B_3.png|'''Early Recovery'''
</gallery>
|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>
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>
<br>
Both hits properly combo on the front only on Chang, standing(Shermie) and crouching(Chin, Choi, Xiangfei). Special note that against crouching Choi <b>cl.C, {{Hover|f+B, qcf+C > hcb+P > f+P > dp+P|6B, 236C > 63214P > 6P > 623P}}</b> is a true and good combo.
<br>
<br>
<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=
<gallery mode=packed-hover heights=247px>
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_3.png|'''2nd hit'''
</gallery>
}}


'''Ge Shiki Naraku Otoshi''' - j/sj/hh.d+C
===Ge Shiki Naraku Otoshi===
* Kyo does quick haymaker in the air, it's fast and beats the hell out of just about anything that dares to challenge it. This move is very important to Kyo as it really pulls his air game and combo opportunities together. It's a great meaty attack and can be used to start combos from cross-ups to just plain jump-ins, it can also be used to punish really fast ground attacks like Angel's hcb+K during his back dash (bb.d+C). Can be used as a meaty jump-in too but it's not advised to be spammed because despite it's priority it can still trade and even be beaten by a few characters CD's and dp's.
==== ====
*Hard Knockdown on air opponents
{{FrameDataCargo-KOF02UM
'''Cross-up Advice''': Aim it so that his legs hits the opponent in the head then he will cross them up.
|moveId=kyo_jd+C
|description=
Kyo does a quick haymaker in the air, it's decently fast and can win a lot of air interactions to score a very advantageous [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|hard knockdown]] instead of the usual air reset. This move is very important to Kyo as it really pulls his air game and mix-ups together, especially as meaty. It's also useful for positioning as doing it during his backdash will make it go much further much faster.<br>
<br>
It has an impressive cross-up hitbox coupled with the heavy hitstun to make it very easy to combo out of it even when hopping over a standing character, a luxury fit for one of the best cross-ups the game has to offer. It does have limitations however:
* It can't cross-up '''crouching'''(Robert, King) with a hyper hop although it can off a normal hop/jump/super jump.
* It can't cross-up '''crouching''' Shermie off anything other than a normal jump.
* Biggest restriction is it'll whiff when trying to cross-up [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|low and tiny '''crouchers''']] except crouching(Choi, Chris).
<ul> <u>The wake-up frame in KoF is always in a standing state so if {{Hover|j.d+C|j.2C}} is meaty all three of these restrictions are lifted.</u></ul>
* It'll also whiff when trying to cross-up '''standing'''(Kensou, Kasumi, Xiangfei, Billy, Mai, Bao).
* It can cross-up '''standing'''(Chin, Hinako) only off a jump (or super jump), not a hop, and even then spacing that jump is very tight.
'''j.B always works as a more consistent but less rewarding substitute.'''
<br>
<br>
<ul><li> '''Mix-up Advice''': After 2 lights on hit/block point-blank and when possible : hyper hop {{Hover|d+C(hh.d+C) will cross-up a crouching character; micro-walk before hh.d+C|2C(hh.2C) will cross-up a crouching character; micro-walk before hh.2C}} will cross-up a standing character; hop B will hit in front.</li></ul>
}}


 
===88 Shiki===
'''88 Shiki''' - (df+D)
==== ====
*Kyo swings both his legs on the ground to trip his opponent, nothing too special but it compliments his moveset really well. No it still isn't cancel-able, but it works well after his close C or either of his crouch low to give him that extra boost for his high/low mix-up game. It's also really fast but really mediocre on block, a lot of people are likely to GCA you out of the way or throw out a DM but if that ever happens you do have the option to Max Cancel the second hit (df+D [2] BC) to quickly revert Kyo back to normal over-looking the recovery completely.  
{{FrameDataCargo-KOF02UM
*Hits low
|moveId=kyo_df+D
*'''Max Mode Advice:''' It can be used as a Max mode starter. (cl.C, df+D, qcf+BC) is the most trusted and easiest way to Bypass your way right into a nice Max Mode combo.
|description=
Kyo swings both his legs on the ground to trip his opponent, nothing too special but it compliments his moveset really well. No, it still isn't cancelable but it works well after a cl.C or {{Hover|cr.B, cr.A|2B, 2A}} to give him a limited but easy and mostly safe conversion that boosts his high/low mix-up game.<br>
Both hits' pushback and recovery keep it very safe on block but if the opponent is willing to spend the bar to [[The_King_of_Fighters_2002_UM/Defense#Guard_Cancel_AB.2C_GCRoll_.28Break_Roll.2FGuard_Roll.2FGuard_Cancel_Roll.29|GCRoll]] the first kick, they'll get a free punish on the recovering Kyo. Going for it more or less thus depends on situation and opponent.<br>
<br>
{{Hover|df+D|3D}} is extremely fast and has decent low profile so you'd expect to use it as such but it's not great for the job. The range is fairly limited, especially on the second hit that has the unsettling tendency to whiff when spaced a bit making {{Hover|df+D|3D}} very whiff punishable at close range. If willing to spend the meter with hardly a confirm, canceling to the 1st hit into a max run and another {{Hover|df+D to start a combo is a better alternative for using df+D|3D to start a combo is a better alternative for using 3D}} raw.
<br>
<br>
<ul><li> '''Combo Advice''': Whether after cl.C or {{Hover|cr.B, cr.A; a df+D max bypass or a df+D(1)|2B, 2A; a 3D max bypass or a 3D(1)}} max cancel into a run is the basis of most of Kyo's max mode potential so it's best to get used to the move and at least just using a max bypass off it.</li></ul>
|phases=
<gallery mode=packed-hover heights=185px>
File:02UM_Kyo_df+D_0.png|'''Idle'''
File:02UM_Kyo_df+D_1.png|'''Startup'''
File:02UM_Kyo_df+D_2.png|'''1st hit'''
File:02UM_Kyo_df+D_3.png|'''Gap'''
File:02UM_Kyo_df+D_4.png|'''2nd hit'''
</gallery>
}}


==Special Moves==
==Special Moves==
'''100 Shiki Oniyaki''' - (dp+A/C)
* Kyo does a quick rising flaming uppercut, a standard dp with the usual options. Weak version goes slightly into the air while the strong version goes much higher and does two hits. It has some invincibility (about 9 frames) but can be easily punished if done on block or whiffed altogether. The combo options are there but don't expect anything that will wow you unless you enter Max Mode. Has a variety of super cancel points but most of it involves him using his 75 Shiki Kai launcher first.
*Anti-Air
*Super Cancel-able on hit
'''SC Advice''': 182 Shiki is almost always guaranteed as a follow-up, a great juggle SC ender.


===100 Shiki Oniyaki===
{{FrameDataCargo-KOF02UM
|moveId=kyo_dp+a,kyo_dp+c
|input=dp + A/C
|input2=623 A/C
|image=02UM_Kyo_dp+A_2_ima.png
|image2=02UM_Kyo_dp+A_3_ima.png
|hitbox=02UM_Kyo_dp+A_2.png
|hitbox2=02UM_Kyo_dp+A_3.png
|description=
Kyo does an elbow hit into a quick rising flaming uppercut, a great example of a classic dp. With good speed and full hit and throw invincibility all the way including the first hit, Kyo's dp makes a very good reversal with the light version preferred for being safer on block. Added to the decent horizontal and vertical ranges of the rising part, {{Hover|dp+A|623A}} makes an effective and reliable anti-air against most jump arcs. Good on hit but keep in mind it's punishable on block or whiff.<br>
<br>
Despite being super cancelable {{Hover|dp+A|623A}} offers [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|no juggle]] at all, reason why it only does one hit unless on counter hit, and it isn't a sought out combo ender either. As such its combo usage is significantly weaker than the strong version.<br>
<br>
* Reversal anti-air
|phases=
<gallery mode=packed-hover heights=183px>
File:02UM_Kyo_dp+A_1.png|'''Startup'''
File:02UM_Kyo_dp+A_2.png|'''1st hit'''
File:02UM_Kyo_dp+A_3.png|'''2nd hit'''
</gallery>
|description2=
With the same reversal qualities as {{Hover|dp+A but being worse on block, dp+C|623A but being worse on block, 623C}} is typically left aside although having better vertical range and priority is useful for anti-airing some jump arcs. Having the same speed and properties otherwise, using {{Hover|dp+C over dp+A|623C over 623A}} in neutral mostly comes down to how sure you are you'll connect since {{Hover|dp+C|623C}} has poor pushback an is much easier to punish.<br>
<br>
{{Hover|dp+C|623C}} shines most for its combo usage. Its solid damage and speed make it a decent combo ender and it giving [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] means you can also spend meter to super cancel into {{Hover|qcb,hcf+P|2141236P}} for some extra damage. That ability comes particularly handy in max combos where {{Hover|dp+C|623C}} can support a juggle or end it with a fast and damaging super cancel.<br>
<br>
* Reversal anti-air
<ul><li> '''Combo Advice''': To cancel {{Hover|dp+C into qcb,hcf+P; longcut the dp as hcb,f+C then just add qcf+P|623C into 2141236P; longcut the dp as 632146C then just add 236P}} for the super cancel.</li></ul>
|phases2=
<gallery mode=packed-hover heights=232px>
File:02UM_Kyo_dp+C_1.png|'''Startup'''
File:02UM_Kyo_dp+C_2.png|'''1st hit'''
File:02UM_Kyo_dp+C_3.png|'''2nd hit'''
</gallery>
}}


'''427 Shiki Hikigane''' - (hcb+B/D)
===427 Shiki Hikigane===
*The weak version makes Kyo do a low invincible spin jump to a punch that launches them into the air, while the strong variant makes him lower his head in a high invincible stance then a quick punch in place. Despite the look of the flames at the end of his elbows they are just for show and do not extend the active hit-box any further, that and neither version of the move are guaranteed when dealing with grounded opponents because the start-ups are too long. However both versions of this move work extremely well after his strong Kai launcher and will juggle the opponent on contact.
{{FrameDataCargo-KOF02UM
*Super Cancel-able on Hit
|moveId=kyo_hcb+b,kyo_hcb+d
'''SC Advice''': The SC points are on hit for both, but to get the most out of it try a launcher (qcf+D~D) then Hikigane (hcb+B, or hcb+D in corner) then you can freely SC into any of his DM's, 182 Shiki DM requires you to hold it for a little bit otherwise you'll whiff.
|input= hcb + B/D
|input2= 63214 B/D
|description=
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>
{{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>
<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>
|phases=
<gallery mode=packed-hover heights=147px>
File:02UM_Kyo_hcb+B_1.png|Frames '''1~2'''
File:02UM_Kyo_hcb+B_2.png|Frames '''3~13'''
File:02UM_Kyo_hcb+B_3.png|Frames '''14~19'''
File:02UM_Kyo_hcb+B_4.png|'''Active'''
</gallery>
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=
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>
<br>
Although not as much as its weaker variant, {{Hover|hcb+D|63214D}} also redeems himself in combos by being a good juggle ender to super cancel out of. Optimally used after a well timed {{Hover|qcf+D>K into hcb+B, hcb+D|236D>K into 63214B, 63214D}}'s huge hitstop then makes it much easier to super cancel into {{Hover|qcb,hcf+P as opposed to using dp+C|2141236P as opposed to using 623C}}.<br>
<br>
<ul><li> '''Combo Advice''': When super canceling into {{Hover|qcb,hcf+AC in the corner it's important to do hcb+D|2141236AC in the corner it's important to do 63214D}} as low as possible so you can hold AC and get extra damage from the super's flamebody.</li></ul>
|phases2=
<gallery mode=packed-hover heights=205px>
File:02UM_Kyo_hcb+D_1.png|'''Startup'''
File:02UM_Kyo_hcb+D_2.png|'''Active(1)'''
File:02UM_Kyo_hcb+D_3.png|'''Active(2)'''
</gallery>
}}


===RED Kick===
{{FrameDataCargo-KOF02UM
|moveId=kyo_rdp+b,kyo_rdp+d
|input= rdp + 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=
Kyo jumps and swings his leg down to kick the opponent on the head in a parabolic arc.<br>
<br>
The weak version has a fairly low jump arc, similar to his hop, making it prone to getting stuffed by a well timed high poke or air normal. It's also however just the right height and speed to beat most low and mid attacks after a read. Added to its good priority and relative safety on block, {{Hover|rdp+B|421B}} is a move that carries a decent amount of risk for the opponent to challenge with anything other than a good reversal. Hence the need to not only properly space it to avoid whiffing but also use it sparsely enough so as to not be predictable, becoming an easy target for a patient opponent.<br>
{{Hover|rdp+D|421D}} is a move with way more commitment. It carries a jump arc high enough to go over mostly any move but it's also slow enough for the opponent to comfortably react in time to beat it or at least maneuver around it. This heavily limits its reliable usage to mostly reading a slow move from far away, often a projectile, and using {{Hover|rdp+D|421D}} to hope to punish said move at best or reduce the distance between the opponent at worst.<br>
<br>
To highlight {{Hover|rdp+B|421B}}'s safety, it's -6 ~ -2 depending on how high it connects, hence why the opponent should always block it while standing. However, its first hitbox can only connect with standing characters with [[The_King_of_Fighters_2002_UM/Miscellaneous#Stand_blocking_Height|tall '''block''' height and above]] making it '''-6''' against them and '''-4''' against the rest of the cast with the exception of Bao and Choi against whom it's '''-2'''.<br>
The same logic applies to {{Hover|rdp+D|421D}} being '''-4''' at worst because even the tallest characters can't reach the first hitbox. A bad consequence of being so high is that it whiffs against a lot of characters crouching in the corner if Kyo is too close.<br>
<br>
Neither of them are all that combo friendly although {{Hover|rdp+B can be used after qcf+D>K|421B can be used after 236D>K}} for a solid hard knockdown ender when away from the corner where you'd use rekka instead.<br>
<br>
<ul><li> '''Mix-up Advice''': {{Hover|rdp+B is Kyo's best hard knockdown to setup a j.d+C|421B is Kyo's best hard knockdown to setup a j.2C}} cross-up off of. Variable wake-up timings make it tedious but it's certainly worth practising.</li></ul>
|phases2=
<gallery mode=packed-hover heights=185px>
File:02UM_Kyo_rdp+B_1.png|Frames '''1~6'''
File:02UM_Kyo_rdp+B_2.png|'''Late Startup'''
File:02UM_Kyo_rdp+B_3.png|Frames '''19~20'''
File:02UM_Kyo_rdp+B_4.png|Frames '''21~22'''
File:02UM_Kyo_rdp+B_5.png|Frames '''23~24'''
File:02UM_Kyo_rdp+B_6.png|'''Landing Recovery'''
</gallery><gallery mode=packed-hover heights=215px>
File:02UM_Kyo_rdp+D_1.png|Frames '''1~8'''
File:02UM_Kyo_rdp+D_2.png|'''Late Startup'''
File:02UM_Kyo_rdp+D_3.png|Frames '''30~31'''
File:02UM_Kyo_rdp+D_4.png|Frames '''32~33'''
File:02UM_Kyo_rdp+D_5.png|Frames '''34~35'''
File:02UM_Kyo_rdp+D_6.png|'''Landing Recovery'''
</gallery>
}}


'''RED Kick''' - (rdp+B/D)
===75 Shiki Kai===
*Kyo jumps and swings his leg down to kick the opponent on the head, good move for the right situations. Weak version has a smaller jump arch than the strong version. Neither of them are all that combo friendly although they do have a few set-ups. It's a good move for Kyo but it's still prone to trade with dp's, jump CD's, and air normals that exceed the height of Kyo's hit-box.. You can play around with the weak version at it's not as restricted as the strong one, use in moderation with back-dashing and such to throw your opponent off. The strong version also whiffs on opponents that are crouching and guarding in the corner.
{{FrameDataCargo-KOF02UM
*Hard Knockdown
|moveId=kyo_qcf+B>K,kyo_qcf+D>K
'''Combo Advice''': Works well after simple BnB's (e.g. cl.C, qcf+D~D, rdp+B) at any range.
|input=qcf+B > K or qcf+D > K
|input2=236B > K or 236D > K
|description=
Kyo does a jumping kick and if you press a second kick he will do another one to launch the opponent in the air. This weak version is faster but has less horizontal range, especially when trying to land both hits. A simple cl.C pushes Kyo too far for it, leaving the player with pretty much no option to combo into it on the ground.<br>
<br>
It only launches on the second hit, lifting the opponent fairly high but only in a [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|half juggle]] state, thus generally limiting the possible conversions to an early jump-in or a {{Hover|dp+C|623C}}. Worse than that, the fact the first kick doesn't knockdown coupled with the second's hitbox being fairly high as Kyo is in the air is why {{Hover|qcf+B > K|236B > K}} will fail to combo on almost every crouching character making the already hard to land move also punishable on hit.<br>
<br>
All these reasons only serve to highlight how much better {{Hover|qcf+D > K is combowise and why you should never really use qcf+B > K in comparison. However qcf+B>K|236D > K is combowise and why you should never really use 236B > K in comparison. However 236B>K}} can still be an okay pre-emptive anti-air as described with its phases.
<br>
<br>
<ul><li> '''Combo Advice''': The only combo worth mentioning is <b>cl.C, {{Hover|qcf+D>K, hcb+B, qcf+B>K, dp+C|236D>K, 63214B, 236B>K, 623C}}</b> in the corner but although decent, it's outshone by the much better rekka ender version. Other than that, {{Hover|qcf+B>K|236B>K}} has no reasonable place in combos.</li></ul>
|phases=
<gallery mode=packed-hover heights=220px>
File:02UM_Kyo_qcf+B_1.png|Frame '''9'''
File:02UM_Kyo_qcf+B_2.png|Frames '''10~13'''
File:02UM_Kyo_qcf+B_3.png|'''1st hit'''
File:02UM_Kyo_qcf+B_4.png|'''2nd hit'''
</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/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=
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>
<br>
It launches on the first kick and into a very high [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] off the second kick for a number of different conversions to choose from.<br>
<u>Note that on both versions it's possible to delay the 2nd kick for better frame advantage than the no-delay version noted on the table</u>. Delaying the second kick by the maximum 9f allowed makes it '''+1~+6''' on block which is where this move's pressure takes root.<br>
<br>
Kyo can flaunt it point-blank to bait a punish that the player could stuff with his 3f cl.C for a big conversion, then making the opponent hesitant of challenging it again. However, the second kick's hitbox is still high, missing on just about every croucher so regardless of delay it's always a true blockstring on standing characters but never one on crouching characters outside of Daimon, Chang, Maxima, and Hinako. Everyone else can thus crouch block the first hit then buffer a reversal to beat the second, making this more of a knowledge checkpoint if used point-blank.
A more minor use for this as pre-emptive anti-air is described with its phases.
<br>
<br>
<ul><li> '''Combo Advice''': The go-to meterless midscreen conversion is <b>cl.C, {{Hover|qcf+D>K, hcb+B, qcf+A|236D>K, 63214B, 236A}}</b> for good damage and great carry, easily pushing towards the corner where you can simply continue the rekka as <b>{{Hover|qcf+A > hcb+P > hcb+K|236A > 63214P > 63214K}}</b> for even more damage and [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|hard knockdown]] for good oki.
|phases2=
<gallery mode=packed-hover heights=220px>
File:02UM_Kyo_qcf+D_1.png|Frame '''13'''
File:02UM_Kyo_qcf+D_2.png|Frames '''14~17'''
File:02UM_Kyo_qcf+D_3.png|'''1st hit'''
File:02UM_Kyo_qcf+D_4.png|'''2nd hit'''
</gallery>
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.
}}


===114 Shiki Aragami===
{{FrameDataCargo-KOF02UM
|moveId=kyo_qcf+A
|description=
Kyo steps forward and performs a flaming hook punch. This is the start of his branching Aragami rekka which it gets the most of its combo usage out of. By itself however, this is his most crucial special poke to support his pressure.<br>
<br>
Its main usage is to sit near the tip of its range and use its generous priority and decent height to pre-emptively stuff the opponent out of any movement. Carrying little risk on block due to its pushback and short recovery it aims to limit the opponent's initiative, pinning them down for Kyo to then approach and impose his own close-up pressure. A fairly heavy duty despite its light damage, lack of knockdown and conversion at that range.<br>
Secondary usages for it include dealing with projectiles and anti-airing at tip range, both fairly unreliable without a decent amount of prediction, an effort that could put into using his better tools for either job, {{Hover|rdp+B and dp+P|421B and 623P}} respectively.<br>
<br>
{{Hover|qcf+A|236A}}'s main limitation is its speed, being on the slow side for a rekka, and despite the initial step-in contributing a good amount to its range it's very vulnerable until the hitbox is out. Honorable mention to a meager 2f of upperbody autoguard that serve more as a lucky hope than any real protection. All reasons why {{Hover|qcf+A|236A}} is prone to being pre-emptively stuffed and why it's vital to mind its spacing and not abuse it without some frame advantage.<br>
<br>
<ul><li> '''Combo Advice''': Kyo can't complete any Aragami chain off his normals outside of the corner so besides max combos, it's preferable to only use it after {{Hover|qcf+D>K, hcb+B|236D>K, 63214B}} instead for damage and pushback, even able to even finish a chain into hard knockdown if he reaches the corner.</li></ul>
|phases=
<gallery mode=packed-hover heights=170px>
File:02UM_Kyo_qcf+A_1.png|Frames '''4~5'''
File:02UM_Kyo_qcf+A_2.png|Frames '''12~13'''
File:02UM_Kyo_qcf+A_3.png|Frames '''14~17'''
</gallery>
The early 2f of autoguard can come in handy but overall leaves him too vulnerable otherwise. To lows of course but mostly to anything that doesn't hit Kyo in that too short timeframe.<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>
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.
}}


'''75 Shiki Kai''' - (qcf+B>B/D or qcf+D>B/D)
===128 Shiki Kono Kizu===
*Kyo does a jumping kick, if you press another button after the first hit he will do another kick to launch them into the air. Easily one of Kyo's best moves as it opens up a lot of options for juggle combos, SC options etc. The weak variant launches them but not too high so you have to be quick with the combo ender. The strong variant launches them high that they can be hit with almost anything afterward. Use in moderation after a cl.strong X or even as am anti-air, weak version can also connect after using the strong kicks but only in the corner.
{{FrameDataCargo-KOF02UM
*Upper Body then lower body invincibility
|moveId=kyo_qcf+A>qcf+P
*'''Combo Advice''': Just about anything will connect after the D~D launcher, qcf+A/rdp+B/qcfx2+P/qcb hcf+A/C/AC/qcf+B~B/hh.d+C
|description=
This followup looks like an uppercut with emphasis on Kyo's elbow. On hit it results in a soft knockdown from which Kyo doesn't get much outside of the next follow-up ideally. On block, the Kono Kizu is very unsafe, even the amount of push back it grants the player (which isn't much) can not help from certain punishment from the opponent.<br>
<br>
You can delay this move after {{Hover|qcf+A|236A}} to sort of frame trap anyone trying to punish or pressure after blocking Aragami but the risk is great compared to a mediocre reward. Stopping at {{Hover|qcf+A|236A}} will be preferred more often than not.
}}


===127 Shiki Yano Sabi===
{{FrameDataCargo-KOF02UM
|moveId=kyo_qcf+a>qcf+p>p,kyo_qcf+a>hcb+p
|description2=
Kyo thrusts his elbow hard down for an overhead hit. The first version is after Kono Kizu ({{Hover|qcf+A>qcf+P|236A>236P}}) ending the Aragami chain. Outside of corner, it only combos from Kono Kizu near point-blank, heavily limiting any combo usage for it on top of not being the preferred route in juggles. It being an overhead is also hardly a help since the opponent would be expecting it after Kono Kizu.<br>
Good points extend to providing decent oki from its hard knockdown and being surprisingly not so bad on block thanks to the pushback of the entire chain.<br>
<br>
The second version is a good overhead follow-up with new enders. Although too slow to combo, coming right after Aragami can occasionally catch someone blocking low expecting Kono Kizu. Its main appeal is completing Kyo's near corner juggles into a hard knockdown ender for good damage and oki. On block, it's more unsafe than the first version although the reward is somewhat appealing.
}}


'''114 Shiki Aragami''' - (qcf + A)
===125 Shiki Nana Se===
{{FrameDataCargo-KOF02UM
|moveId=kyo_qcf+a>qcf+p>k,kyo_qcf+a>hcb+p>k
|description2=
Kyo peforms a fast, high inside roundhouse kick. For how cool it looks this Aragami ender is sadly not Kyo's most useful. It sends the opponent flying across the screen on hit with okay damage but a somewhat underwhelming soft knockdown with little hope for any oki if not already close to the corner.<br>
<br>
The version after Kono Kizu only combos in corner or point-blank and the one after Yano Sabi whiffs entirely since the opponent is knocked down. The kick's only redeeming quality is being the safer ender in both cases thanks to the kick's short recovery, but since it lacks any pushback whatsoever, any move fast enough will still be a sure punish.
}}


*Kyo steps forward and performs a flaming hook punch. This is the start of his branching Aragami special moves. By itself it has a good amount of autoguard frames which can stop and counter against incoming pokes and even certain projectiles if timed correctly. You can use this punch by itself as a poke to stop opponents from dashing into your close range space or even trying to hop towards you. On hit, it doesn't knock the opponent down, they are just briefly inflamed, then they recover while standing. On block it really isn't very safe but it provides a good amount of push back to keep you out of certain harms way.
===212 Shiki Kototsuki You===
*'''Combo Advice''': This punch connects well after close C, crouching C and close D. You can juggle with it after the qcf+D~D launcher but be careful of the timing.
{{FrameDataCargo-KOF02UM
 
|moveId=kyo_qcf+a>hcb+p>hcb+k
:: '''128 Shiki Kono Kizu''' - after Aragami, (qcf + P)
|description=
 
Kyo scoops the opponent up after knocking them down with Yano Sabi, then blasts them in the air with a fire explosion. Making amends for the disappointing kick ender, Kyo's coolest Aragami ender is also his most useful. The blast results in a hard knockdown with good damage plenty of oki time.<br>
:: * This followup looks like an uppercut with emphasis on Kyo's elbow. On contact this uppercut ::will give the opponent a techable knockdown. On block, the Kono Kizu is very unsafe, even the amount of push back it grants the player (which isn't much) can not help from certain punishment from the opponent. You can use this move as sort of a frame trap if you delay it after a blocked Aragami (qcf+A).
<br>
 
Even though you can use it after a simple Yano Sabi against a grounded opponent, it's most useful when completing Kyo's corner juggle with good damage and no need to risk Yano Sabi getting blocked.<br>
:: '''127 Shiki Yano Sabi''' - after Aragami, (hcb + P)
While great on hit this is very punishable on block and should be kept for combos.<br>
:: * Kyo thrusts his elbow hard down after the Aragami. This is an overhead follow to his Aragami series. It doesn't combo from his Aragami so it's more like a delayed followup just incase the opponent is committed to blocking low. It causes a hard knockdown for you can follow with the next Aragami attack, or for you can cross-up with a jump or hop meaty attack or any other okizeme options. On block, this is very unsafe as well, so it's rather risky to throw out there unless you are sure your opponent will not block it.
<br>
 
<ul><li> '''Combo Advice''': Best to use as the ender for Kyo's main meterless corner juggle <b>{{Hover|qcf+D > K, hcb+B, qcf+A > hcb+P > hcb+K|236D > K, 63214B, 236A > 63214P > 63214K}}</b>. An easy string Kyo can safely defaults to when close enough to the corner.</li></ul>
::: '''125 Shiki Nana Se''' - after Kono Kizu or Yano Sabi, (K)
|phases=
::: *Kyo peforms a fast, high inside roundhouse kick. This is one of Kyo's last branches to the Aragami series. On contact, it sends the opponent FLYING across the screen for a techable knockdown. It only combos after the Kono Kizu followup, while misses (and causes you to be vulnerable) if you use the Yano Sabi instead. On block it is actually quite safe but you can be punished by 1 frame command throws and special move a few frames less faster. You can try to employ a frame trap using this kick on block by using dp+C which will beat out any opponents attempting to punish you with a normal attack, or a very slow special move but use that with caution, and only if you witness any forms of attempted punishment from your opponent. This kick is actually more safe and pushes back farther on block if done after the Yano Sabi rather than the Kono Kizu which places you a bit more close to the opponent.
<gallery mode=packed-hover heights=205px>
:::*'''Combo Advice''': This kick will combo only after the Kono Kizu follow up.
File:02UM_Kyo_qcf+A_hcb+P_hcb+K_1.png|Frames '''10~12'''
 
File:02UM_Kyo_qcf+A_hcb+P_hcb+K_2.png|Frames '''13~14'''
::: '''212 Shiki Kototsuki You''' - Aragami, Yano Sabi, then: (hcb + K)
File:02UM_Kyo_qcf+A_hcb+P_hcb+K_3.png|'''Recovery'''
::: *Kyo scoops the opponent up after knocking them down with Yano Sabi, then blasts them in the air with a fire explosion. This is another finisher to the Aragami series. The blast give the opponent a hard knockdown which is possible for you to quickly follow-up with any viable wake-up option. Even though you can follow up this move after a successful connected Yano Sabi, you can also combo this fully in the corner with qcf+D~D as a launcher. On block, this move is very unsafe, even with the amount of push back it gets. It's best to use this move after a juggle combo; to use it to finish a block string is very risky.
</gallery>
:::*'''Combo Advice''': Best to use at the end of a juggle with qcf+D~D as the launcher.
}}
   
   
::: '''Ge Shiki Migiri Ugachi''' - Aragami, Yano Sabi, then: (P)
===Ge Shiki Migiri Ugachi===
::: *Kyo punches the opponent while they are on the ground after being plummeted by the Yano Sabi. This is the last finisher to the Aragami series. It serves the same purpose as the Kotosuki You follow up but the damage is a bit lower. It still give the opponent a hard knockdown, and their body is placed directly next to Kyo instead of a half screen away. The hit property on this move is a low attack, so it might surprise some defending opponents when they have finished blocking the Yano Sabi (which is an overhead). On block this move does push Kyo a good and safe distance away, but the opponent can actually roll or attack Kyo before it hits them. Similar to the Kototsuki You, it's best to use this finsiher during a juggle that has qcf+D~D as the launcher.
{{FrameDataCargo-KOF02UM
 
|moveId=kyo_qcf+a>hcb+p>p
 
|description=
'''115 Shiki Doku Kami''' - (qcf + C)
Kyo punches the opponent while they are on the ground after being plummeted by the Yano Sabi. This is the last finisher to the Aragami series. It serves the same combo purpose as the Kototsuki You follow up({{Hover|qcf+A>hcb+P>hcb+K|236A>63214P>63214K}}) but the damage is a bit lower so the latter in preferred in most cases.<br>
<br>
One exception is that since it's a low attack it can serve to mix-up the opponent after they had to block the Yano Sabi overhead although if they block this as well Kyo is left far away thanks to pushback but still fairly punishable. If they read it the opponent can actually roll before having to block for a much easier punish on Kyo.<br>
Only other exception is if you had crossed up the opponent before the start of the combo this ender will keep them backturned unlike Kototsuki You which would face them front again. A backturned hard knockdown is good for [[The_King_of_Fighters_2002_UM/Advanced_Strategy#Backturned_Corner_Cross-up|corner cross-up]].
}}


* Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekkas series. By itself it covers a good distance but it has rather slow start-up. It does have auto-guard frames during the start-up, but its rather brief (during the part of the animation where it looks like Kyo is turning around or winding up his punch). This slow start-up can cause this move to be beaten out by simple attacks like a quick jab or any other move that can reach him in time before attacks anyone. It's best to use this move during a combo because it is rather unsafe and risky to perform alone, even on block and it doesn't knock the opponent down by itself. If you must indulge, use his qcf+A to try to poke around with in mid-range.  
===115 Shiki Doku Kami===
{{FrameDataCargo-KOF02UM
|moveId=kyo_qcf+C
|description=
Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekka, a singular route as opposed to Aragami. By itself its very impressive range for being a rekka is somewhat impaired by a rather slow start-up. Similar to {{Hover|qcf+A|236A}}, its start-up is vulnerable despite 3f of autoguard and limits its usage as it'll be proned to being stuffed by quick pokes pre-emptively on the move's path.<br>
<br>
Although a bit less safe than {{Hover|qcf+A for having more recovery and less pushback, spacing qcf+C|236A for having more recovery and less pushback, spacing 236C}} out can still leave Kyo in a very safe position. Issue being the lack of knockdown and conversion at said spacing. All this makes {{Hover|qcf+C in neutral a slower and less damaging qcf+A|236C in neutral a slower and less damaging 236A}} with more range but overall worse as a mid-range poke.<br>
<br> 
<ul><li> '''Combo Advice''': It's best to use this move during a combo, its rekka line is more suited for midscreen conversion off a jump-in and a bit safer than {{Hover|qcf+D>K|236D>K}} on block. Its lesser pushback is also helpful in some max combos.</li></ul>
|phases=
<gallery mode=packed-hover heights=147px>
File:02UM_Kyo_qcf+C_1.png|Frames '''6~9'''
File:02UM_Kyo_qcf+C_2.png|'''Active'''
</gallery>
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.
}}


:'''401 Shiki Tumi Yomi''' - Domu Kami, then: (hcb + P)
===401 Shiki Tumi Yomi===
:* This follow-up looks sort of like a quick back-hand Kyo strikes on the opponent. It's very unsafe on block, so be sure to properly hit confirm the Doku Kami first. If you connect with it by itself, it's just asking to be followed up as it doesn't provide much damage and doesn't knockdown at all.
{{FrameDataCargo-KOF02UM
|moveId=kyo_qcf+c>hcb+p
|description=
<br>
This follow-up looks sort of like a quick back-hand Kyo strikes on the opponent. It's very unsafe on block, so be sure to properly hit confirm the Doku Kami first. If you connect with it by itself, it doesn't do much damage and doesn't knockdown, punishable on hit if the chain ends here.<br>
}}


:: '''402 Shiki Batu Yomi''' - Tumi Yomi, then: (f + P)
===402 Shiki Batu Yomi===
:: * After the Tumi Yomi back-hand hits, a short shoulder looking uppercut is followed. It gives the opponent a tech-able knockdown on hit in which they land near a half screen away. If this whiffs or is blocked, Kyo can be punished when he lands back to the ground. Only use it when confirmed properly.
{{FrameDataCargo-KOF02UM
|moveId=kyo_qcf+c>hcb+p>f+p
|description=
<br>
After the Tumi Yomi back-hand hits, a short shoulder looking uppercut is followed. It gives the opponent a soft knockdown on hit in which they land near a half screen away. If this whiffs or is blocked, Kyo can be punished when he lands back to the ground. Only use it when confirmed from a rather close {{Hover|qcf+C|236C}}.<br>
}}


===100 Shiki Oniyaki===
{{FrameDataCargo-KOF02UM
|moveId=kyo_qcf+c>hcb+p>f+p>dp+p
|description=
Kyo performs his {{Hover|dp+P (the A version comes out) to end the Doku Kami (qcf+C)|623P (the A version comes out) to end the Doku Kami (236C)}} rekka line. It's always best to end with this finisher rather than just Tumi Yomi (which looks like its proper finisher but isn't) to maximize its damage.<br>
<br>
An important thing to note is that while the other follow-ups allow for some leniency, this ender needs to be done asap after Batu Yomi or it won't come out. The only issue with this is the resulting soft knockdown offers decent oki only if the opponent doesn't tech it.<br>
However, for some reason inputting {{Hover|<b>qcf+K</b> after f+P makes you able to then delay dp+P|<b>236K</b> after 6P makes you able to then delay 623P}}. While this doesn't offer much help on block, the delay on hit gives you much better frame advantage on the soft knockdown.<br>
<br>
<ul><li> '''Combo Advice''': Lacking the ability to juggle for the most part, it's best to use this rekka chain after a jump-in, cl.C for a fairly solid midscreen conversion. Note however that it's very unsafe on block at every point past {{Hover|qcf+C|236C}} so confirming the hit is vital.</li></ul>
|phases=
<gallery mode=packed-hover heights=228px>
File:02UM_Kyo_qcf+C_2a.png|'''qcf+C'''
File:02UM_Kyo_qcf+C_hcb+Pa.png|'''> hcb+P'''
File:02UM_Kyo_qcf+C_hcb+P_f+P.png|'''> f+P'''
File:02UM_Kyo_qcf+C_hcb+P_f+P_dp+P.png|'''> dp+P'''
</gallery>
}}


::: '''100 Shiki Oniyaki''' - Batu Yomi, then (dp + P)
::: *Kyo performs his Oni Yaki (the light punch version) at the end of this rekka string. It's always best to end with this finisher rather than just Tumi Yomi (which looks like its proper finisher but isn't) to maximize its damage. Also, the opponent lands a bit close to you if they tech the knockdown.
'''Combo advice:''' It's best to use this rekkas after a stand C, crouching C, or a stand D. You cannot juggle using these rekkas similar to the Aragami rekkas when using qcf+D~D as a launcher.


==Desperation Moves==
==Desperation Moves==


'''Ura 108 Shiki Orochinagi''' - qcb, hcf + A/C (Hold A/C to charge)
===Ura 108 Shiki Orochinagi===
{{FrameDataCargo-KOF02UM
|moveId=kyo_qcbhcf+a,kyo_qcbhcf+c
|image=02UM_Kyo_qcbhcf+A_1_ima.png
|image2=02UM_Kyo_qcbhcf+A_5_ima.png
|input=qcb,hcf + A/C, Hold to charge
|input2=2141236 A/C, Hold to charge
|description2=
Kyo holds a flame in his left hand before releasing a wave of fire that goes a bit further than halfscreen. It makes for a mediocre reversal/anti-air as it's not  only slow but also loses its full invuln long before it hits. Note that said full invuln is interrupted by a low or high invuln (depending on the version) phase '''if Kyo charges it'''.<br>
<br>
It's mostly useful as Kyo's main ender for his metered and max combos. Unexpectedly, charging Orochinagi doesn't increase its damage and actually slightly decreases its range but the charged version has a faster release, which is very important in grounded combos. For all its utility on hit every version of Orochinagi, charged or not, is pretty bad on block.<br>
Orochinagi is normally too slow to combo off anything on the ground but if you charge it to get the speed boost and let go in time to fit the hitstun window, you can then combo into it. Learning to time this is very useful but {{Hover|qcfx2+A|236236A}} can make for a nice and easy substitute in some cases.<br>
<br>
<ul><li> '''Combo Advice''': Orochinagi after {{Hover|qcf+D>K is decent damage for 1 bar midscreen. Charging it slightly after canceling from his qcf+C|236D>K is decent damage for 1 bar midscreen. Charging it slightly after canceling from his 236C}} will end his grounded max combo. Read more about the timing in the combo section.</li></ul>
|phases2=
<gallery mode=packed-hover heights=232px>
File:02UM_Kyo_qcbhcf+A_1.png|Frames '''1~2'''
File:02UM_Kyo_qcbhcf+A_2.png|'''IF A Charge'''
File:02UM_Kyo_qcbhcf+C_2.png|'''IF C Charge'''
File:02UM_Kyo_qcbhcf+A_3.png|Frames '''3~8'''
File:02UM_Kyo_qcbhcf+A_4.png|'''Late Startup'''
File:02UM_Kyo_qcbhcf+A_5.png|'''Active'''
</gallery>
}}


* Kyo holds a flame in his left hand before releasing a wave of fire that goes a bit further than halfscreen. As usual Orochinagi makes for a mediocre reversal/anti-air as it only has a short window of full invuln before being low/high invuln during the charge depending on A/C version. That said, it's very useful for Kyo, as his best ender for most of his max combos and an easy 1 bar conversion off qcf+D>K. While charging doesn't increase damage and actually slightly decreases its range, the charged version of Orochinagi has a faster release, which is very important.
===182 Shiki===
* Regular Orochinagi is normally too slow to combo off anything on the ground but if you charge it to get the speed boost and let go in time to fit the hitstun window, you can combo into it. Learning it is very useful but qcfx2+A can make for a nice and easy substitute in most cases.
{{FrameDataCargo-KOF02UM
'''Combo Advice:''' Linking Orochinagi after qcf+D>K is decent damage for 1 bar midscreen. During a grounded max mode combo, charging it slightly after canceling from his qcf+C will make it connect and combo together. Read more about the timing in the combo section.
|moveId=kyo_qcfx2+a,kyo_qcfx2+c
|input=qcfx2 + A/C, Hold to charge
|input2=236236 A/C, Hold to charge
|hitbox=02UM_Kyo_qcfx2+A_3.png
|hitbox2=02UM_Kyo_qcfx2+A_4.png
|description2=
Kyo charges up then spins around and rushes the opponent ending with a short ranged uppercut. The light version lacks enough full invuln to be a good reversal but it shines as a metered punish and combo filler instead. Being his only tool of this speed with this much range, it widens his punish options, such as being his ony consistent punish to GCCD's, while acting as a metered ender and an easy substitute for Orochinagi in some grounded max combos.<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>
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>
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>
<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=
<gallery mode=packed-hover heights=161px>
File:02UM_Kyo_qcfx2+A_1.png|Frames '''1~5'''
File:02UM_Kyo_qcfx2+A_1c.png|'''IF Charge'''
File:02UM_Kyo_qcfx2+A_2.png|'''Late Startup'''
File:02UM_Kyo_qcfx2+A_3.png|'''1st hit'''
File:02UM_Kyo_qcfx2+A_4.png|'''2nd hit'''
</gallery><gallery mode=packed-hover heights=185px>
File:02UM_Kyo_qcfx2+C_1.png|Frames '''1~6'''
File:02UM_Kyo_qcfx2+C_1c.png|'''IF Charge'''
File:02UM_Kyo_qcfx2+C_3.png|'''1st hit'''
File:02UM_Kyo_qcfx2+C_4.png|'''Gap'''
File:02UM_Kyo_qcfx2+C_5.png|'''2nd hit'''
</gallery>
}}




'''182 Shiki''' - qcf, qcf + A/C (Hold A/C to charge)
==Super Desperation Move==


* Kyo charges up briefly, then spins around and charges at the opponent with a short ranged looking uppercut. This super should be only used in max mode combos because it can't seem to connect fluidly from any normals or special moves, even super cancelled. It has slow start-up, doesn't have any invincibility (he can be hit during his charge towards the opponent), and has bad recovery too. The light version can punish moves with bad recovery, including GCCDs after baiting them but it still fails as a reversal option.
===Ura 108 Shiki Orochinagi===
* It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable and is instantly released, doing 60%
{{FrameDataCargo-KOF02UM
'''Combo Advice:''' The level 2 charge can be reached very fast, so fast that depending on range you can still combo off a special hitstun making qcfx2+A do more damage than Orochinagi in a ground max combo where you have enough range and the proper spacing to charge it.
|moveId=kyo_qcbhcf+ac
|image=02UM_Kyo_qcbhcf+AC_1_ima.png
|image2=02UM_Kyo_qcbhcf+AC_5_ima.png
|description=
This beefed up version of Kyo's Orochinagi features flames surrounding his body for as long as he keeps charging, causing decreasing damage to the opponent at each contact, 83 on the first touch then 40 and finally 2 for a total of 125 (12.5%) at three touches. After that, Kyo lets out three bursts of short range fire waves projectiles traveling in-front of him after the release.<br>
Charging doesn't increase the move's damage nor its range. It's only necessary for his flames to surround him and damage the opponent which is one source of Kyo's very damaging corner 3+ bar max combos.<br>
<br>
While his "flamebody" appears as soon as frame 3 giving room to be used as a quick shield, the true start-up is slow. Said shield is also limited in that the only true invincibility is below his knees so a move with enough priority can trade if not beat his flamebody, making it a poor reversal.<br>
This SDM has good pushback and is surprisingly safe on block but the opponent can easily [[The_King_of_Fighters_2002_UM/Defense#Guard_Cancel_AB,_GCRoll_(Break_Roll/Guard_Roll/Guard_Cancel_Roll)|GCRoll]] behind Kyo and punish him. It's also possible to just normal roll through it before contact so it's imperative to make sure it hits.<br>
<br>
* '''Combo Advice:''' The SDM easily fits in the same spots as the DM but offers remarkably more damage naturally plus the flamebody hits. More notably you can time it for '''the third, least damaging hit to whiff making Kyo able to juggle after the super''', this -mostly- difficult task is the base of Kyo's most damaging combos.
<br><br>
|phases=
<gallery mode=packed-hover heights=177px>
File:02UM_Kyo_qcbhcf+AC_1.png|Frames '''1~2'''
File:02UM_Kyo_qcbhcf+AC_2.png|'''Charge'''
File:02UM_Kyo_qcbhcf+AC_3.png|Frames '''3~9'''
File:02UM_Kyo_qcbhcf+AC_4.png|'''Late Startup'''
</gallery><gallery mode=packed-hover heights=177px>
File:02UM_Kyo_qcbhcf+AC_5.png|'''Active(1)'''
File:02UM_Kyo_qcbhcf+AC_6.png|'''Active(2)'''
File:02UM_Kyo_qcbhcf+AC_7.png|'''Active(3)'''
</gallery>
}}


==Super Desperation Moves==
'''Ura 108 Shiki Orochinagi''' - (qcb, hcf + AC)
* This beefed up version of Kyo's Orochinagi features flames surrounding his body (which causes damage to the opponent upon contact) and a short range fire projectile traveling in-front of him when the fire strike is released. If timed correctly, the flames surrounding Kyo can eat fireballs, while the fire projectiles can override them and hit the opponent if close enough. When you charge the Orochinagi, Kyo can be hit before the fire strike is released. When fully charged there is not damage or distance increase to the range to the fire strike or the flames traveling in-front of him. The start-up compared to the original Orochinagi DM is the same but because the flames surround him immediately, it can give Kyo very quick shield against any attacks. You can even try to use the shield on your wake up if you briefly hold it, snuffing any meaty attacks (hops attacks might be safejumped). This SDM during its recovery is more safe than the original DM version because the flame projectiles push the opponent back a few distances. If you have the meter to use this super, be sure it's going to hit them in some form or fashion because if it misses, you will be without 3 stocks.
'''Combo Advice:''' You can Super Cancel this easily from his hcb+B which will overall cost 4 meter stocks (2 stocks in max mode). You can also perform it immediately after a qcf+D~D launch when not in max mode. This SDM can also come into play in a few of his juggled max mode combos.


==HSDM==
==Hidden Super Desperation Move==
'''524 Shiki Kamichiri''' -  (hcb, hcb + AC)
* This is Kyo's 2f command throw HSDM. He grabs the opponent by the head, smacks them, then unleashes a flurry of rekkas covered in flames to end in a Oki Yaki dragon punch. It's good to surprise the living daylights out of your opponent by empty jumping into it, or bursting it out on your wake if they are trying to meaty attack you with a ground normal. You can combo it from his standing and crouching light punch, as well as his stand C, but beyond that there isn't many other offensive options to use this HSDM. You can use this as a quick punish option against whiffed specials or DMs during their recovery if you are close enough, or to punish certain moves that are not safe on block, as well.
'''Combo Advice:''' Not something you'll lose any often in combos. It'll mostly be as a surprise option or a punish to remind the opponent that you do have a grab.


== Tips ==
===524 Shiki Kamichiri===
{{FrameDataCargo-KOF02UM
|moveId=kyo_hcbx2+ac
|description=
Kyo grabs the opponent by the head, smacks them, then unleashes a flurry of rekkas covered in flames to end in a dragon punch. Despite a fairly small range, it's a great surprise tool to break through the opponent's defense as Kyo doesn't have any other command throw to worry about. After an empty jump, a run-up or on wake-up against an opposing meaty, it's a very expensive but very handy and damaging tool for Kyo whose only real weak point is its low combo utility.<br>
You can combo it from his cancelable normals but the damage for meter is mostly very low when compared to his max combos where his HSDM sadly doesn't fit as super ender. As it's not particularly easy to properly cancel into it either, there's little reason to ever use this HSDM in combos.<br>
<br>
Beyond that, the timing to pick up the downed opponent after it with Kototsuki You is so perfect that it being a soft knockdown only feels like a tease. If the opponent dosn't tech it there's that extra damage to take but any decent player will, leaving you not only without said damage but also without much oki if not close to the corner.<br>
<br>
* '''Combo Advice''': Knowing how to use it may be handy but not something you'll want to do any often. It'll mostly be as a surprise option or a punish to remind the opponent that you do have a grab in this game.
|phases=
<gallery mode=packed-hover heights=192px>
File:02UM_Kyo_hcbx2+AC_1.png|Frame '''1'''
File:02UM_Kyo_hcbx2+AC_2.png|Frame '''2'''
File:02UM_Kyo_hcbx2+AC_3.png|'''Recovery'''
</gallery>
The purple range of the throw is on the small end which means it's important to mind Kyo's spacing when using it as his recovery leaves him wildly open for more than enough time for the opponent to realize and heavily punish Kyo.
}}


* Learn how to properly cross-up your opponent with j.B or j.2C during an untechable, hard knockdown. Either after a heavy kick normal throw, rdp+B or after a Ge Shiki Migiri Ugachi (qcf+A, hcb+P, P). Learn the proper spacing, correct jump angles and attack timings to make the cross-up as ambiguous as possible.


* Learn Kyo's max mode combos. He has some rather easy ones that cause good damage.
==Videos==
 
{{#ev:youtube|Is836tQZqw4|||'''Kyo Combo Guide [KOF02UM]'''|frame}}
==Combos==
* As long as you keep it as written, you can add a non cross-up jump-in to every combo unless specified otherwise.
* Two possible shortcuts for ''dp+C(1) (SC) qcb,hcf+P'' are '''hcb,f+C(1) (SC) qcf+P''' and '''qcb,f,d,df+C(1) (SC) f+P'''
* qcb,hcf+P is normally too slow to combo from any grounded move's hitstun but you can make it faster by charging it briefly by holding A or C. You need to charge and release around just after the super flash or when Kyo finishes saying "Kura". Anytime you'll need that version it'll be noted as '''qcb,hcf+P(Charge)'''.
* His corner max combos do require to be in the corner for the very end but he easily carries over a screen of distance so round start position is more than enough to get the combo.
* Unless specified otherwise, you can replace '''cl.C''' by '''cr.B,cr.A''' for a low starter for max combos but it makes the BC run, if there is one, tighter. You can also use '''f+B''' instead of '''cl.C, df+D''' for an overhead starter.
* '''cl.C, dp+C whiffs on crouching (Vice, Mature, Bao). Against those, you can replace cl.C by cl.A/cr.A or go straight into dp+C after a BC run.'''
 
 
===0 Stock===
 
''Anywhere''
 
* cr.Bx1~3, st.B
 
&nbsp;★ '''cr.B, <u>cr.A</u> / st.A, <u>df+D</u> / dp+C'''
: dp+C is a knockdown while df+D is more damage and provides max conversion while being safe on hit/block. Default to df+D.
 
&nbsp;★ '''cl.C, qcf+C > hcb+P > f+P > dp+P'''
: Most reliable. If you have any doubt about spacing, just use this.
 
&nbsp;★ '''cl.C, qcf+D>K, hcb+B, <u>qcf+A</u> / st.D / j.d+C'''
: More damage than the previous but you need to be almost point blank. qcf+A gives more carry, st.D more damage, j.d+C -either super jump or hyper hop- hard knockdown.
 
''Corner''
 
&nbsp;★ '''cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K'''
 
* cl.C, qcf+D>K, hcb+B, qcf+A/qcf+B>K, dp+C
* cl.C, qcf+D>K, qcf+A, qcf+A, dp+C
* cl.C, qcf+A > qcf+P > P/K
: The last three all do less damage and/or have less range than the first. No reason to use them over the one above unless you aren't sure cl.C is gonna land, in which case the last route is safer.
 
 
===1 Stock===
 
''Anywhere''
 
* cr.Bx1~2, st.A/cr.A, qcfx2+A
: You can shortcut it as cr.Bx1~2, qcf, st.A/cr.A, qcf+A.
 
* cl.C, qcf+D>K, (hcb+B,) qcb,hcf+P
: To use hcb+B, you need to delay the second kick of qcf+D and '''qcb,hcf+P(Charge)''' for it to link. '''40%'''.
 
 
===2 Stocks===
 
''Anywhere''
 
&nbsp;★ '''cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P'''
: '''40%'''
 
* cl.C, dp+C(1) (SC) qcfx2+P / qcb,hcf+P(Charge)
: ''' 38%'''
 
&nbsp;★ '''cl.C, df+D, qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcfx2+A'''
: You can't use df+D(2) on Robert and these [https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters inconsistent characters] but you can on the st.Kyo-tier, standing (Foxy, Leona) and everyone else if you're point-blank. To add a front jump-in or use cr.B, cr.A, stick to df+D(1), keep df+D(2) for cross-up. '''50%'''.
 
&nbsp;★ '''cl.C, df+D, qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P(Charge)'''
: Harder but more consistent basic route. You can add the hcb+P follow-up on the last qcf+C but it's little extra damage for less range, avoid it. '''51%'''.
 
&nbsp;★ '''cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C (> hcb+P) (SC) qcfx2+A / <u>qcb,hcf+P(Charge)</u>'''
: Better version of the combo above, same damage but no issue with adding a jump-in. qcfx2+A still won't combo after hcb+P. '''52%'''.
 
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, '''['''qcf+A '''/''' (C)qcf+A(whiff), dp+C(1)''']''' (SC) qcb,hcf+P
: Works as long as you didn't start literally in the opposite corner. '''56%'''.
 
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, (C)qcf+A(whiff), delay dp+C(1), (C)hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
: Works at the same spacing as the previous one but has a fairly tight delay. Remove the last qcf+A or dp+C(1) for complete fullscreen but a bit less damage. '''58%'''.
 
''Corner''
 
* cl.C, qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+P
: Delay the second kick of qcf+D to add hcb+B and still link hcb+D. '''51%'''.
 
&nbsp;★ '''cl.C, qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P'''
: '''53%'''.
 
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+P
: Delay the second kick of qcf+D to add hcb+B and still link hcb+D. '''58%'''.
 
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+P
: '''58%'''.
 
&nbsp;★ '''cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P'''
: '''59%'''.
 
 
===3 Stocks===
 
''Anywhere''
 
* cr.B, st.A/cr.A, hcbx2+AC
: You can shortcut it as cr.B, hcb, st.A/cr.A, hcb+AC. No reason to use this over a max combo. '''41%'''.
 
&nbsp;★ '''cl.C, qcf+D>K, qcb,hcf+AC'''
 
* cl.C, df+D(1), BC run, cl.C/cr.C, hcbx2+AC
: '''62%'''.
 
&nbsp;★ '''cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (SC)qcb,hcf+AC'''
: You need to briefly charge it for the body flame to hit the opponent and put them in juggle before you let it go, it won't combo otherwise. Great combo for how easy it is. '''67%'''. You can get 3 flamebody(fb) hits in the corner for '''72%'''.
 
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C (SC)qcb,hcf+AC
: Only backturned opponent except Chang in corner. '''71%''' with j.C cross-up. In corner '''75%'''. Doesn't work on standing (Kyo, Kyo-1, Kyo-2, Kusanagi, Shingo, Nameless) and crouching Kensou. Stick to the previous one.
 
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, '''['''qcf+A '''/''' (C)qcf+A(whiff), dp+C(1)''']''' (SC) qcb,hcf+AC
: Works as long as you didn't start literally in the opposite corner. 3fb '''80%'''.
 
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, (C)qcf+A(whiff), delay dp+C(1), (C)hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+AC
: Works at the same spacing as the previous one but has a fairly tight delay. If you reach corner for 3fb, '''82%'''.
 
''Corner''


* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, hcb+D (SC) qcb,hcf+AC
: 2 flamebody(fb) hits at most for '''80%'''.
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B (SC) qcb,hcf+AC(1), qcf+A, dp+C
: Don't hold the super and link the rest immediately behind it. '''65%'''.
&nbsp;★ '''cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, (dp+C(1)) (SC) qcb,hcf+AC'''
: Optimized version. 3 fb, without dp+C(1) '''78%''', with it '''82%'''.
&nbsp;★ '''cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B (SC) qcb,hcf+AC(1), qcf+A, dp+C'''
: Don't hold the super and link the rest immediately behind it. '''68%'''.
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+AC
: Optimized version. 3 fb, '''82%'''.
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+AC(2), qcf+A, dp+C
: At a height where you can only get 2 fb, you can also delay super to only do 2 hits, which juggles so you can follow-up for a '''94%'''. This is '''hard'''.
===4 Stocks===
''Anywhere''
* cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+AC
: '''51%'''.
''Corner''
* cl.C, qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+AC
: 2 fb, '''73%'''.
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC
: Delay the 2nd kick of qcf+D to get more time to raw activate max. '''87%'''.
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC(1), qcf+A, dp+C
: If you release super right away, it only does one hit that juggles and you can link after it. '''89%'''.
===5 Stocks===
''Corner''
&nbsp;★ '''cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+A, (C)hcb+B, (SC) qcb,hcf+AC(1), qcf+A, dp+C(1) (SC) qcb,hcf+P'''
: If you release super right away, it only does one hit and juggles so you can link after it. '''89%'''.
* cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC(1), qcb,hcf+P(Charge)
: Delay the 2nd kick of qcf+D to get more time to raw activate max. '''96%'''.
==Frame Specifics==
===Frame Advantage===
'''Close Normals'''
cl A - 5F (+ 1F)
cl B - 7F (-2F)
cl C - 3F (-1F)
cl D - 5F (-7F)
'''Far Normals'''
far A - 5F (+ 1F)
far B - 6F (-7F)
far C - 13F (-1F)
far D - 8F (-4F)
st. CD - 20F (+ 2F)
'''Crouching Normals'''
cr A - 5F (+ 1F)
cr B - 5F (+ 1F)
cr C - 6F (-9F)
cr D - 12F (-4F)
'''Command moves'''
F+B - 20F (-11F)
cancel f+B 1st hit - 12F
cancel f+B 2nd hit - 19F (-7F)
df+D 1st hit - 3F (-25F)
df+D 2nd hit - 18F (-10F)
'''Special Moves'''
DP+A - 6F (-23F)
DP+A [ground recovery without guard] - (-22F)
DP+C ... 6F
DP+C [ground recovery without guard] - (-33F)
QCF+A - 12F (-6F)
:-> QCF P - 8F (-21F)
:: -> K - 17F (-9F)
: - > P - 21F (-21F)
:-> HCB+P - 14F(- 15F)
:-> K - 20F (-9F)
::-> HCB K ... ?F (-22F)
QCF+C - 18F (-9F)
:-> HCB+C -11F (-19F)
HCB B - 20F ( -16F)
HCB D - 15F (-13F)
QCF B, B - 14F (-5F ~ + 2F) (Depending On delay)
QCF D, D [1st hit] - 18F
QCF D, D [2nd hit] - (-5F ~ + 2F) (Depending On delay)
RDP B - 19F
:Recovery is standing Choi (-2F)
:Recovery is normal characters standing (-4F)
:Recovery is standing tall characters (-6F)
:Recovery is normal characters crouching ( -2F)
:Recovery is crouching Daimon (- 4F)
RDP D ...? F
:Recovery is standing far Choi (-4F)
:Recovery is normal standard characters (-2F)
:Recovery is standing Choi (-2F)
'''DMs'''
QCFx2+A - 11F (-23F)
QCFx2+C - 19F (-23F)
QCB~HCF+A - 21F (-15F)
QCB~HCF+C - 20F C (-19F)
Delayed QCB HCF+A - 16F (-18F)
Delayed QCB HCF+C - 16F (-18F)
QCB~HCF+A+C [Body] ... 3F (Unable to guard after the flash startup)
QCB~HCF+A+C [Flames ] ... 20F (+ 1F)
'''HSDM'''
HCBx2 A + C ... 1F (?)
==Videos==
{{#ev:youtube|ub2wuQnN_C8|||'''Kyo 2002UM Combos'''|frame}}
{{#ev:youtube|ub2wuQnN_C8|||'''Kyo 2002UM Combos'''|frame}}
   
   
Line 592: Line 1,009:
{{#ev:youtube|AbJzTb3-HCE|||'''Kyo Master Class'''|frame}}
{{#ev:youtube|AbJzTb3-HCE|||'''Kyo Master Class'''|frame}}


== External Links ==
==External Links==
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=1980894970 {{SUBPAGENAME}}'s frame data]
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=1980894970 {{SUBPAGENAME}}'s frame data]


Line 601: Line 1,018:
Discuss at [http://orochinagi.com/forums/viewtopic.php?f=31&t=3075 ON]
Discuss at [http://orochinagi.com/forums/viewtopic.php?f=31&t=3075 ON]


 
{{CharNavbox 02UM}}
{{Navbox 2002UM}}
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]
[[Category:The King of Fighters 2k2UM]][[Category:Kyo Kusanagi]]

Latest revision as of 15:10, 27 July 2024

The King of Fighters 2002 UM

OverviewStrategyDataCombosReplays

Movelist

Throws

Hachi Tetsu - close, / +

Issetsu Seoi Swimming - close, / +

Command Moves

Ge Shiki Goufu You - +

Ge Shiki Naraku Otoshi - in air, / / +

88 Shiki - +

Special Moves

100 Shiki Oniyaki - + /

427 Shiki Hikigane - + /

RED Kick - + /

75 Shiki Kai - + / , /

114 Shiki Aragami - +

128 Shiki Kono Kizu - + /
127 Shiki Yano Sabi - /
125 Shiki Nana Se - /
127 Shiki Yano Sabi - + /
125 Shiki Nana Se - /
212 Shiki Kototsuki You - + /
Ge Shiki Migiri Ugachi - /

115 Shiki Dokugami - +

401 Shiki Tumi Yomi - + /
402 Shiki Batu Yomi - + /
100 Shiki Oniyaki - + /

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

524 Shiki Kamichiri - +

Quick Starter Combo Reference

Notation

0 Bar

Low

Anywhere

Very Close

Corner Only

cr.B, cr.A, df+D 2B, 2A, 236D = 17%

(jump-in), cl.C, qcf+C > hcb+P > f+P > dp+P (jump-in), cl.C, 236C > 63214P > 6P > 623P = 21%

(optional cross-up), cl.C, qcf+D>K, hcb+B, qcf+A/st.D (optional cross-up), cl.C, 236D>K, 63214B, 236A/5D = 22-27%

(jump-in), cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K (jump-in), cl.C, 236D>K, 63214B, 236A > 63214P > 63214K = 33%

1 Bar

Low


Very Close

cr.B, st.A/cr.A, qcfx2+A 2B, 5A/2A, 236236A = 27%
• Note: Do it as cr.B, qcf, st.A/cr.A, qcf+A 2B, 236, 5A/2A, 236A.

cross-up), cl.C, qcf+D>K, qcb,hcf+P cross-up), cl.C, 236D>K, 2141236P = 34%

2 Bar

Anywhere

Very Close

(jump-in), cl.C, df+D(1), qcf+BC, {(C)qcf+A, (C)qcf+C}x2 (SC) qcfx2+A (jump-in), cl.C, 3D(1), 236BC, [(C)236A, (C)236Cx2 (SC) 236236A] = 43%

(optional cross-up), cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P (optional cross-up), cl.C, 236D>K, 63214B (SC) 2141236P = 40%

(optional cross-up), cl.C, df+D(2), qcf+BC, (C){qcf+A, (C)qcf+C}x2 (SC) qcfx2+A (optional cross-up), cl.C, 3D(2), 236BC, {(C)236A, (C)236C}x2 (SC) 236236A = 50%

3 Bar

Very Close

(optional cross-up), cl.C, qcf+D>K, qcb,hcf+AC (optional cross-up), cl.C, 236D>K, 2141236AC = 45%

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
Idle

Action RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.

Stand Stand

Middle - - -

Crouch Crouch

Middle - - -

 


Hop / Jump

Action RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.

Hop Hop

- 4 23 1

Jump Jump

- 4 31 1


Jump arcs with good height and speed. Hyper hop able to go over middle height standing characters which helps for cross-ups. Note that if j.d+C j.2C is used, the jump's native 1f recovery is replaced by j.d+C j.2C's own 5f landing recovery, rending it particularly weak to low profiles.

  • Unthrowable by grounded throws for the entire duration.
  • When buffered, hyper hop and super jump lose their start-up and become frame 1 airborne. Will avoid low meaties on wake-up.


Walk / Run
b/f ; f,f, Hold to maintain
4/6; 66, Hold to maintain

Action RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.

Walk Walk

12 out of 34 - - -

Run Run

13 out of 31 3 10 ~ ∞ 2

 


Backdash
b, b
44
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
- 3 15 3


Backdash arc with good height, distance and speed. The latter two are increased when using j.d+C j.2C; the earlier it's done, the bigger the boost. Doing it properly makes Kyo's backdash an incredible escape/bait option.
Note that if j.d+C j.2C is used, the backdash's native 3f recovery is replaced by j.d+C j.2C's own 5f landing recovery, making it weaker against low profiles in near corner situations.

  • Airborne while active.


Wake-up / Recovery Roll
/ ; AB when hitting the ground
/ ; AB when hitting the ground

Action RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.

Wake-up Wake-up

0f 0 26 0

Recovery roll Recovery roll

0f 0 23 0

 

Normals

Far Standing Normals

stand A
st.A
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
33 Mid Special 5 4 5 +3 +1 -


A cancelable standing jab with poor priority but decent range and speed. Can be used to stuff hops early but a well timed st.B B is generally preferred.

  • Cancelable on hit/whiff.
  • Chains into every lights but cl.A/B.

stand B
st.B
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
42 Mid - 6 3 14 -5 -7 -


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.

stand C
st.C
C

It may look fine but

This is not okay.

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
75 Mid - 13 2 17 +1 -1 -


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.

stand D
st.D
D

No slides allowed.

No slides allowed.

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
100 Mid - 8 5 17 -2 -4 (2~18)_Hit_(Lower body)

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 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 cr.B/D 2B/D and even when wrong, as long as it reaches its short recovery and good pushback will keep it safe.

It's especially great against slides, you can use it on reaction to easily beat Chris/Kula's 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 st.D D late enough to still be active and hit them as they start recovering and getting up.

  • Despite how it looks, Kyo is still considered grounded during st.D D and can get caught by a grounded command grab.
  • Combo Advice: When certain of a hit, like reacting to a slide, you can max bypass st.D D into qcf+BC, (C)qcf+A, (C)qcf+C (SC) qcfx2+A 236BC, (C)236A, (C)236C (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36/41% conversion.


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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
25 Mid Special 5 4 5 +3 +1 -


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 wake-up super jump to then link the more rewarding but riskier cl.C after it.

  • Cancelable on hit/whiff.
  • Chains into every light.

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
25 Low Special 7 4 8 0 -2 -


A cancelable standing low kick with limited range and especially much too slow to warrant ever using over cr.B. Can be used afer cr.B 2B. Can be used afer 2B for a short range 2 hitconfirm starter.

  • Cancelable on hit/whiff.
  • Chains into every light.

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
67 Mid Special(1) 3 2, 8 9 +1 -1 -


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 cr.B 2B for a good frametrap on block but a somewhat limited conversion on hit without max mode.

  • Only the first part is cancelable so a whiff cancel needs to be done very fast.



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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
100 Mid Special 5 3 22 -5 -7 -


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.

  • Cancelable on hit/whiff.


Crouch Normals

crouch A
cr.A
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
25 Mid Special 5 4 5 +3 +1 -


A cancelable crouching jab with good priority, range and decent speed. A substitute poke with the mediocre advantage over cr.B 2B of being able to get a spaced df+D 3D conversion. Can also be used as a meaty against wake-up super jump to then link cl.C on grounded hit for better reward.

  • Cancelable on hit/whiff.
  • Chains into every lights.

crouch B
cr.B
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
17 Low - 5 4 5 +3 +1 -


Kyo's main crouching poke with good priority, range and decent speed. Fails to low profile and isn't cancelable but it at least chains into the cancelable cr.A 2A for close range 2 hitconfirm conversion.

  • Chains into every lights.

crouch C
cr.C
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
110 Mid Special(1) 6 2, 4 21 -7 -9 -


A cancelable crouching uppercut with good range, although a tiny bit less than cl.C, but better priority to stuff a standing poke before extending very high for anti-air purpose. It's mostly a better angle against jump height as opposed to cl.C's more suited for hops.

  • Only the first part is cancelable so a whiff cancel needs to be done very fast.



crouch D
cr.D
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
100 Low Special 12 3 19 SKD -4 -


Kyo's fairly slow sweep has poor low profile but good range, priority and recovery to make up for it. Canceling it into qcf+A 236A will be safe in a lot of situations. It hits fairly high despite being a low which is a good thing against jumps but also makes it get caught by some counters a lower sweep would go under.

  • Cancelable on hit/whiff.


Jump Normals

jump A
j.A
j.A

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

hop A hop A

42 High - 5 8 - - - -

jump A jump A

42 High - 5 6 - - - -

neutral jump A neutral jump A

42 High - 5 7 - - - -


Mediocre and outshone by other jump-ins. The only good thing to note is hop A has a good chunk of active frames for a hop, though it isn't deep enough to hit crouching(Bao, Chin, Choi) unlike j.A or neutral j.A.

jump B
j.B
j.B

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

hop B hop B

50 High - 5 9 - - - -

jump B jump B

50 High - 5 9 - - - -

hop/jump B have slightly different hitboxes but keep the excellent downard reach, good chunk of active frames and priority that make it Kyo's main air-to-ground jump-in. Being able to reach any character and cross-up most of them make j.B a good j.d+C j.2C substitute.

Lacking j.d+C j.2C's hitstun, Choi is the only standing character you can cross-up with hop B and have enough time to land and link cl.C. Hop and jump B are the same for crouching characters except crouching Hinako that only hop B can cross-up.
Neither hop nor jump B can cross-up crouching(Bao, Chin, Choi).

  • Instant overhead against middle crouchers and taller.
  • Mix-up Advice: After 2 lights on hit/block point-blank, hyper hop B will cross-up a crouching character and hop B will hit in front.

neutral jump B neutral jump B

50 High - 5 4 - - - -


If any button says how much better Kusanagi's buttons can get compared to Kyo's, this is the one. That said, nj.B's decent priority, speed and active frames still do a good job at defending his vertical air space preemptively.

jump C
j.C
j.C

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

hop C hop C

75 High - 6 4 - - - -

jump C jump C

75 High - 6 4 - - - -


Essentially a j.B with better forward reach, easier to confirm off and harder to go over while still being deep enough to hit any croucher. However being slightly slower and a bit less active and deep are what keeps it at the second place. It can also cross-up although not as reliably as j.B.

jump D
j.D
j.D

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

hop D hop D

100 High - 9 5 - - - -

jump D jump D

100 High - 9 5 - - - -


Although more lacking in priority, hop D, especially hyper hop D, has a good angle and height to be a midway between air-to-air and air-to-ground. It's mostly meant to use its good range to forcefully occupy important space before another offensive jump/approach.

neutral jump D neutral jump D

92 High - 11 11 - - - -


Similarly to nj.B, it's mostly a preemptive button to defend Kyo's air space. It has much better reach but is also pretty slow which forces the player to use it very early, opening themselves for a low profile. This is best kept to test the waters or at least when there's enough distance to the opponent.

Blowback Normals

stand CD
st.CD
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
117 Mid Special 20 4 16 SKD +2 -


A cancelable shoulder charge with below average speed, range and active frames but good priority and great recovery. Mostly useful to be whiff canceled into a spaced qcf+A to eventually beat an opposing poke meant to stuff said qcf+A 236A to eventually beat an opposing poke meant to stuff said 236A.

  • Cancelable on hit/whiff.

jump CD
j.CD
j.CD

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

hop CD hop CD

100 Mid - 14 7 - SKD - -

jump CD jump CD

125 Mid - 14 7 - SKD - -


Although lacking in priority and speed, j.CD's low hitbox makes it especially easy to meaty an opponent for better blockstring pressure.

Throws

Hachi Tetsu

Hachi Tetsu
b/f+C when close to the opponent
4/6C when close to the opponent

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
83 - - 1 - - SKD Becomes cl.C on block -


Grabs the opponent and performs a low vertical backfist. While Kyo is left with a decent amount of frame advantage, the opponent is thrown fullscreen away, limiting the amount of oki Kyo is granted especially against characters with fast wake-up. Furthermore it's a soft knockdown so the opponent will most likely tech it, effectively reducing to zero any oki Kyo would hope to get unless the corner is very close.

A fairly good throw to create space but an overall weak throw for offense.

  • Can be broken

Issetsu Seoi

Issetsu Seoi
b/f+D when close to the opponent
4/6D when close to the opponent

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
83 - - 1 - - HKD Becomes cl.D on block -


Kyo slams the opponent onto the ground then does an elbow drop. The hard knockdown gives Kyo a ton of oki options, including his signature run-up hyper hop j.d+C j.2C to cross-up and combo the opponent on wake-up. Practice timing it so that you'll catch them as soon as they get up.

While this is a much better offensive throw than his C, keep in mind that mixing up the throw you use is important so the opponent has a harder time breaking it.

  • Can be broken
  • Backturned hard knockdown

Command Normals

Ge Shiki Goufu You

Ge Shiki Goufu You
f+B
6B

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

Raw Raw

83 High - 20 2 27 -9 -11 -

Kyo lifts his leg then does a quick heel drop, very simple overhead but doesn't have much use, especially without meter. On paper the average speed and short active period feels lacking but a better look shows that the small active period is great since the hurtbox shrinks in quickly making it much less likely to be whiff punished. Furthermore, its good pushback also keeps it safe on block making this a fairly good mix-up option if it doesn't get stuffed first.

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close 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 qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

Canceled into Canceled into

67 (33+34) Mid Special(2) 12 5, (2), 7 18 -5 -7 -

Like most standing overheads, canceling 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.
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.

Both hits properly combo on the front only on Chang, standing(Shermie) and crouching(Chin, Choi, Xiangfei). Special note that against crouching Choi cl.C, f+B, qcf+C > hcb+P > f+P > dp+P 6B, 236C > 63214P > 6P > 623P is a true and good combo.

  • Combo Advice: The go-to meterless option on hit is cl.C, f+B, qcf+A 6B, 236A, it's mostly very safe on block but 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 f+B 6B is still possible.

Ge Shiki Naraku Otoshi

Ge Shiki Naraku Otoshi
j.d+C
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
58 High - 7 5 5 (Landing) HKD on airborne opponent - -

Kyo does a quick haymaker in the air, it's decently fast and can win a lot of air interactions to score a very advantageous hard knockdown instead of the usual air reset. This move is very important to Kyo as it really pulls his air game and mix-ups together, especially as meaty. It's also useful for positioning as doing it during his backdash will make it go much further much faster.

It has an impressive cross-up hitbox coupled with the heavy hitstun to make it very easy to combo out of it even when hopping over a standing character, a luxury fit for one of the best cross-ups the game has to offer. It does have limitations however:

  • It can't cross-up crouching(Robert, King) with a hyper hop although it can off a normal hop/jump/super jump.
  • It can't cross-up crouching Shermie off anything other than a normal jump.
  • Biggest restriction is it'll whiff when trying to cross-up low and tiny crouchers except crouching(Choi, Chris).
    The wake-up frame in KoF is always in a standing state so if j.d+C j.2C is meaty all three of these restrictions are lifted.
  • It'll also whiff when trying to cross-up standing(Kensou, Kasumi, Xiangfei, Billy, Mai, Bao).
  • It can cross-up standing(Chin, Hinako) only off a jump (or super jump), not a hop, and even then spacing that jump is very tight.

j.B always works as a more consistent but less rewarding substitute.

  • Mix-up Advice: After 2 lights on hit/block point-blank and when possible : hyper hop d+C(hh.d+C) will cross-up a crouching character; micro-walk before hh.d+C 2C(hh.2C) will cross-up a crouching character; micro-walk before hh.2C will cross-up a standing character; hop B will hit in front.

88 Shiki

88 Shiki
df+D
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
133 (66+67) Low - 3 3, (12), 4 24 1st= -23 ; 2nd= -8 1st= -25 ; 2nd= -10 -

Kyo swings both his legs on the ground to trip his opponent, nothing too special but it compliments his moveset really well. No, it still isn't cancelable but it works well after a cl.C or cr.B, cr.A 2B, 2A to give him a limited but easy and mostly safe conversion that boosts his high/low mix-up game.
Both hits' pushback and recovery keep it very safe on block but if the opponent is willing to spend the bar to GCRoll the first kick, they'll get a free punish on the recovering Kyo. Going for it more or less thus depends on situation and opponent.

df+D 3D is extremely fast and has decent low profile so you'd expect to use it as such but it's not great for the job. The range is fairly limited, especially on the second hit that has the unsettling tendency to whiff when spaced a bit making df+D 3D very whiff punishable at close range. If willing to spend the meter with hardly a confirm, canceling to the 1st hit into a max run and another df+D to start a combo is a better alternative for using df+D 3D to start a combo is a better alternative for using 3D raw.

  • Combo Advice: Whether after cl.C or cr.B, cr.A; a df+D max bypass or a df+D(1) 2B, 2A; a 3D max bypass or a 3D(1) max cancel into a run is the basis of most of Kyo's max mode potential so it's best to get used to the move and at least just using a max bypass off it.

Special Moves

100 Shiki Oniyaki

100 Shiki Oniyaki
dp + A/C
623 A/C

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

dp+A 623A

58 (58,42) Mid Super(1) 6 4, 13 27 (11 Landing) SKD 1st= -26 ; 2nd= -22 (Startup + 1st hit)_Hit+Throw_(Full)

Kyo does an elbow hit into a quick rising flaming uppercut, a great example of a classic dp. With good speed and full hit and throw invincibility all the way including the first hit, Kyo's dp makes a very good reversal with the light version preferred for being safer on block. Added to the decent horizontal and vertical ranges of the rising part, dp+A 623A makes an effective and reliable anti-air against most jump arcs. Good on hit but keep in mind it's punishable on block or whiff.

Despite being super cancelable dp+A 623A offers no juggle at all, reason why it only does one hit unless on counter hit, and it isn't a sought out combo ender either. As such its combo usage is significantly weaker than the strong version.

  • Reversal anti-air

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

dp+C 623C

108 (75+33) Mid Super(1) 6 4, 16 35 (13 Landing) SKD -33 (Startup + 1st hit)_Hit+Throw_(Full)

With the same reversal qualities as dp+A but being worse on block, dp+C 623A but being worse on block, 623C is typically left aside although having better vertical range and priority is useful for anti-airing some jump arcs. Having the same speed and properties otherwise, using dp+C over dp+A 623C over 623A in neutral mostly comes down to how sure you are you'll connect since dp+C 623C has poor pushback an is much easier to punish.

dp+C 623C shines most for its combo usage. Its solid damage and speed make it a decent combo ender and it giving full juggle means you can also spend meter to super cancel into qcb,hcf+P 2141236P for some extra damage. That ability comes particularly handy in max combos where dp+C 623C can support a juggle or end it with a fast and damaging super cancel.

  • Reversal anti-air
  • Combo Advice: To cancel dp+C into qcb,hcf+P; longcut the dp as hcb,f+C then just add qcf+P 623C into 2141236P; longcut the dp as 632146C then just add 236P for the super cancel.

427 Shiki Hikigane

427 Shiki Hikigane
hcb + B/D
63214 B/D

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

hcb+B 63214B

58 Mid Super 20 3 31 SKD -16 (Startup - 1)_Hit_(Lower body)

The weak version makes Kyo do a low invincible spin jump to a punch that launches the opponent in the air. 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.

Hcb+B 63214B makes up for all its flaws by being Kyo's main juggle tool. A launcher with full juggle but without being limited to one use per combo like his qcf+D>K 236D>K that it instead complements really well. Almost every juggle combo Kyo has relies on hcb+B 63214B launching the opponent up for conversion at least once, always with the option to super cancel it into qcb,hcf+P 2141236P to dump damage.

  • Combo Advice: When canceling hcb+B into qcb,hcf+P 63214B into 2141236P you have to charge it slightly to avoid whiffing.

Kyo is grounded for 2f before jumping, meaning a high meaty can easily stuff and combo a wake-up
hcb+B
63214B
. One more reason to the pile of why not use it as a reversal.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

hcb+D 63214D

108 (108,108) Mid Super 15 2, (1), 3 25 -11 -13 (Startup - 1)_Hit_(Upper body)

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 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 dp+A 623A.

Although not as much as its weaker variant, hcb+D 63214D also redeems himself in combos by being a good juggle ender to super cancel out of. Optimally used after a well timed qcf+D>K into hcb+B, hcb+D 236D>K into 63214B, 63214D's huge hitstop then makes it much easier to super cancel into qcb,hcf+P as opposed to using dp+C 2141236P as opposed to using 623C.

  • Combo Advice: When super canceling into qcb,hcf+AC in the corner it's important to do hcb+D 2141236AC in the corner it's important to do 63214D as low as possible so you can hold AC and get extra damage from the super's flamebody.

RED Kick

RED Kick
rdp + B/D
421 B/D

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

rdp+B 421B

108 Mid - 19 2, 2, 2 18 (15 Landing) HKD -6 ~ -2 -

rdp+D 421D

150 Mid - 30 2, 2, 2 18 (14 Landing) HKD -4 ~ -2 -

Kyo jumps and swings his leg down to kick the opponent on the head in a parabolic arc.

The weak version has a fairly low jump arc, similar to his hop, making it prone to getting stuffed by a well timed high poke or air normal. It's also however just the right height and speed to beat most low and mid attacks after a read. Added to its good priority and relative safety on block, rdp+B 421B is a move that carries a decent amount of risk for the opponent to challenge with anything other than a good reversal. Hence the need to not only properly space it to avoid whiffing but also use it sparsely enough so as to not be predictable, becoming an easy target for a patient opponent.
rdp+D 421D is a move with way more commitment. It carries a jump arc high enough to go over mostly any move but it's also slow enough for the opponent to comfortably react in time to beat it or at least maneuver around it. This heavily limits its reliable usage to mostly reading a slow move from far away, often a projectile, and using rdp+D 421D to hope to punish said move at best or reduce the distance between the opponent at worst.

To highlight rdp+B 421B's safety, it's -6 ~ -2 depending on how high it connects, hence why the opponent should always block it while standing. However, its first hitbox can only connect with standing characters with tall block height and above making it -6 against them and -4 against the rest of the cast with the exception of Bao and Choi against whom it's -2.
The same logic applies to rdp+D 421D being -4 at worst because even the tallest characters can't reach the first hitbox. A bad consequence of being so high is that it whiffs against a lot of characters crouching in the corner if Kyo is too close.

Neither of them are all that combo friendly although rdp+B can be used after qcf+D>K 421B can be used after 236D>K for a solid hard knockdown ender when away from the corner where you'd use rekka instead.

  • Mix-up Advice: rdp+B is Kyo's best hard knockdown to setup a j.d+C 421B is Kyo's best hard knockdown to setup a j.2C cross-up off of. Variable wake-up timings make it tedious but it's certainly worth practising.

75 Shiki Kai

75 Shiki Kai
qcf+B > K or qcf+D > K
236B > K or 236D > K

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

qcf+B > K 236B > K

40 (30+10) Mid - 14 3, (7), 9 14 1st= -12~-10 ; 2nd= SKD 1st= -14~-12 ; 2nd= -5~+3 (10~13)_Hit_(Lower body)

Kyo does a jumping kick and if you press a second kick he will do another one to launch the opponent in the air. This weak version is faster but has less horizontal range, especially when trying to land both hits. A simple cl.C pushes Kyo too far for it, leaving the player with pretty much no option to combo into it on the ground.

It only launches on the second hit, lifting the opponent fairly high but only in a half juggle state, thus generally limiting the possible conversions to an early jump-in or a dp+C 623C. Worse than that, the fact the first kick doesn't knockdown coupled with the second's hitbox being fairly high as Kyo is in the air is why qcf+B > K 236B > K will fail to combo on almost every crouching character making the already hard to land move also punishable on hit.

All these reasons only serve to highlight how much better qcf+D > K is combowise and why you should never really use qcf+B > K in comparison. However qcf+B>K 236D > K is combowise and why you should never really use 236B > K in comparison. However 236B>K can still be an okay pre-emptive anti-air as described with its phases.

  • Combo Advice: The only combo worth mentioning is cl.C, qcf+D>K, hcb+B, qcf+B>K, dp+C 236D>K, 63214B, 236B>K, 623C in the corner but although decent, it's outshone by the much better rekka ender version. Other than that, qcf+B>K 236B>K has no reasonable place in combos.

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
qcf+D>K
236D>K
is a good point but without the conversion of the latter it still pales compared to Kyo's dp.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

qcf+D > K 236D > K

40 (30+10) Mid - 18 3, (7), 9 14 SKD 1st= -14~-12 ; 2nd= -5~+3 (14~17)_Hit_(Lower body)

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 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.

It launches on the first kick and into a very high full juggle off the second kick for a number of different conversions to choose from.
Note that on both versions it's possible to delay the 2nd kick for better frame advantage than the no-delay version noted on the table. Delaying the second kick by the maximum 9f allowed makes it +1~+6 on block which is where this move's pressure takes root.

Kyo can flaunt it point-blank to bait a punish that the player could stuff with his 3f cl.C for a big conversion, then making the opponent hesitant of challenging it again. However, the second kick's hitbox is still high, missing on just about every croucher so regardless of delay it's always a true blockstring on standing characters but never one on crouching characters outside of Daimon, Chang, Maxima, and Hinako. Everyone else can thus crouch block the first hit then buffer a reversal to beat the second, making this more of a knowledge checkpoint if used point-blank. A more minor use for this as pre-emptive anti-air is described with its phases.

  • Combo Advice: The go-to meterless midscreen conversion is cl.C, qcf+D>K, hcb+B, qcf+A 236D>K, 63214B, 236A for good damage and great carry, easily pushing towards the corner where you can simply continue the rekka as qcf+A > hcb+P > hcb+K 236A > 63214P > 63214K for even more damage and hard knockdown for good oki.

Just like the previous version,
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.

114 Shiki Aragami

114 Shiki Aragami
qcf+A
236A

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
58 Mid - 12 6 18 -4 -6 -

Kyo steps forward and performs a flaming hook punch. This is the start of his branching Aragami rekka which it gets the most of its combo usage out of. By itself however, this is his most crucial special poke to support his pressure.

Its main usage is to sit near the tip of its range and use its generous priority and decent height to pre-emptively stuff the opponent out of any movement. Carrying little risk on block due to its pushback and short recovery it aims to limit the opponent's initiative, pinning them down for Kyo to then approach and impose his own close-up pressure. A fairly heavy duty despite its light damage, lack of knockdown and conversion at that range.
Secondary usages for it include dealing with projectiles and anti-airing at tip range, both fairly unreliable without a decent amount of prediction, an effort that could put into using his better tools for either job, rdp+B and dp+P 421B and 623P respectively.

qcf+A 236A's main limitation is its speed, being on the slow side for a rekka, and despite the initial step-in contributing a good amount to its range it's very vulnerable until the hitbox is out. Honorable mention to a meager 2f of upperbody autoguard that serve more as a lucky hope than any real protection. All reasons why qcf+A 236A is prone to being pre-emptively stuffed and why it's vital to mind its spacing and not abuse it without some frame advantage.

  • Combo Advice: Kyo can't complete any Aragami chain off his normals outside of the corner so besides max combos, it's preferable to only use it after qcf+D>K, hcb+B 236D>K, 63214B instead for damage and pushback, even able to even finish a chain into hard knockdown if he reaches the corner.

The early 2f of autoguard can come in handy but overall leaves him too vulnerable otherwise. To lows of course but mostly to anything that doesn't hit Kyo in that too short timeframe.
Interesting to note that 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.

Over these few perks
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.

128 Shiki Kono Kizu

128 Shiki Kono Kizu
qcf+A > qcf+P
236A > 236P

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
42 Mid - 8 8 31 SKD -21 -

This followup looks like an uppercut with emphasis on Kyo's elbow. On hit it results in a soft knockdown from which Kyo doesn't get much outside of the next follow-up ideally. On block, the Kono Kizu is very unsafe, even the amount of push back it grants the player (which isn't much) can not help from certain punishment from the opponent.

You can delay this move after qcf+A 236A to sort of frame trap anyone trying to punish or pressure after blocking Aragami but the risk is great compared to a mediocre reward. Stopping at qcf+A 236A will be preferred more often than not.

127 Shiki Yano Sabi

127 Shiki Yano Sabi
qcf+A > qcf+P > P
236A > 236P > P

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

qcf+A > qcf+P > P 236A > 236P > P

25 High - 14 3 31 HKD -15 -

qcf+A > hcb+P 236A > 63214P

25 High - 21 4 35 HKD -21 -

Kyo thrusts his elbow hard down for an overhead hit. The first version is after Kono Kizu ( qcf+A>qcf+P 236A>236P) ending the Aragami chain. Outside of corner, it only combos from Kono Kizu near point-blank, heavily limiting any combo usage for it on top of not being the preferred route in juggles. It being an overhead is also hardly a help since the opponent would be expecting it after Kono Kizu.
Good points extend to providing decent oki from its hard knockdown and being surprisingly not so bad on block thanks to the pushback of the entire chain.

The second version is a good overhead follow-up with new enders. Although too slow to combo, coming right after Aragami can occasionally catch someone blocking low expecting Kono Kizu. Its main appeal is completing Kyo's near corner juggles into a hard knockdown ender for good damage and oki. On block, it's more unsafe than the first version although the reward is somewhat appealing.

125 Shiki Nana Se

125 Shiki Nana Se
qcf+A > qcf+P > K
236A > 236P > K

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

qcf+A > qcf+P > K 236A > 236P > K

67 Mid - 17 3 24 SKD -9 -

qcf+A > hcb+P > K 236A > 63214P > K

67 Mid - 20 3 24 SKD -9 -

Kyo peforms a fast, high inside roundhouse kick. For how cool it looks this Aragami ender is sadly not Kyo's most useful. It sends the opponent flying across the screen on hit with okay damage but a somewhat underwhelming soft knockdown with little hope for any oki if not already close to the corner.

The version after Kono Kizu only combos in corner or point-blank and the one after Yano Sabi whiffs entirely since the opponent is knocked down. The kick's only redeeming quality is being the safer ender in both cases thanks to the kick's short recovery, but since it lacks any pushback whatsoever, any move fast enough will still be a sure punish.

212 Shiki Kototsuki You

212 Shiki Kototsuki You
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
83 Mid - 10 3, 2 38 HKD -22 -

Kyo scoops the opponent up after knocking them down with Yano Sabi, then blasts them in the air with a fire explosion. Making amends for the disappointing kick ender, Kyo's coolest Aragami ender is also his most useful. The blast results in a hard knockdown with good damage plenty of oki time.

Even though you can use it after a simple Yano Sabi against a grounded opponent, it's most useful when completing Kyo's corner juggle with good damage and no need to risk Yano Sabi getting blocked.
While great on hit this is very punishable on block and should be kept for combos.

  • Combo Advice: Best to use as the ender for Kyo's main meterless corner juggle qcf+D > K, hcb+B, qcf+A > hcb+P > hcb+K 236D > K, 63214B, 236A > 63214P > 63214K. An easy string Kyo can safely defaults to when close enough to the corner.

Ge Shiki Migiri Ugachi

Ge Shiki Migiri Ugachi
qcf+A > hcb+P > P
236A > 63214P > P

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
58 Low - 20 14 22 HKD -18 -

Kyo punches the opponent while they are on the ground after being plummeted by the Yano Sabi. This is the last finisher to the Aragami series. It serves the same combo purpose as the Kototsuki You follow up( qcf+A>hcb+P>hcb+K 236A>63214P>63214K) but the damage is a bit lower so the latter in preferred in most cases.

One exception is that since it's a low attack it can serve to mix-up the opponent after they had to block the Yano Sabi overhead although if they block this as well Kyo is left far away thanks to pushback but still fairly punishable. If they read it the opponent can actually roll before having to block for a much easier punish on Kyo.
Only other exception is if you had crossed up the opponent before the start of the combo this ender will keep them backturned unlike Kototsuki You which would face them front again. A backturned hard knockdown is good for corner cross-up.

115 Shiki Doku Kami

115 Shiki Doku Kami
qcf+C
236C

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
25 Mid - 18 6 21 -7 -9 -

Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekka, a singular route as opposed to Aragami. By itself its very impressive range for being a rekka is somewhat impaired by a rather slow start-up. Similar to qcf+A 236A, its start-up is vulnerable despite 3f of autoguard and limits its usage as it'll be proned to being stuffed by quick pokes pre-emptively on the move's path.

Although a bit less safe than qcf+A for having more recovery and less pushback, spacing qcf+C 236A for having more recovery and less pushback, spacing 236C out can still leave Kyo in a very safe position. Issue being the lack of knockdown and conversion at said spacing. All this makes qcf+C in neutral a slower and less damaging qcf+A 236C in neutral a slower and less damaging 236A with more range but overall worse as a mid-range poke.

  • Combo Advice: It's best to use this move during a combo, its rekka line is more suited for midscreen conversion off a jump-in and a bit safer than qcf+D>K 236D>K on block. Its lesser pushback is also helpful in some max combos.

Disappointingly
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.

401 Shiki Tumi Yomi

401 Shiki Tumi Yomi
qcf+C > hcb+P
236C > 63214P

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
33 Mid - 11 3 34 -17 -19 -


This follow-up looks sort of like a quick back-hand Kyo strikes on the opponent. It's very unsafe on block, so be sure to properly hit confirm the Doku Kami first. If you connect with it by itself, it doesn't do much damage and doesn't knockdown, punishable on hit if the chain ends here.

402 Shiki Batu Yomi

402 Shiki Batu Yomi
qcf+C > hcb+P > f+P
236C > 63214P > 6P

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
33 Mid - 14 4 42 SKD -28 -


After the Tumi Yomi back-hand hits, a short shoulder looking uppercut is followed. It gives the opponent a soft knockdown on hit in which they land near a half screen away. If this whiffs or is blocked, Kyo can be punished when he lands back to the ground. Only use it when confirmed from a rather close qcf+C 236C.

100 Shiki Oniyaki

100 Shiki Oniyaki
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
58 Mid - 2 - - SKD -20 ~ -2 -

Kyo performs his dp+P (the A version comes out) to end the Doku Kami (qcf+C) 623P (the A version comes out) to end the Doku Kami (236C) rekka line. It's always best to end with this finisher rather than just Tumi Yomi (which looks like its proper finisher but isn't) to maximize its damage.

An important thing to note is that while the other follow-ups allow for some leniency, this ender needs to be done asap after Batu Yomi or it won't come out. The only issue with this is the resulting soft knockdown offers decent oki only if the opponent doesn't tech it.
However, for some reason inputting qcf+K after f+P makes you able to then delay dp+P 236K after 6P makes you able to then delay 623P. While this doesn't offer much help on block, the delay on hit gives you much better frame advantage on the soft knockdown.

  • Combo Advice: Lacking the ability to juggle for the most part, it's best to use this rekka chain after a jump-in, cl.C for a fairly solid midscreen conversion. Note however that it's very unsafe on block at every point past qcf+C 236C so confirming the hit is vital.


Desperation Moves

Ura 108 Shiki Orochinagi

Ura 108 Shiki Orochinagi
qcb,hcf + A/C, Hold to charge
2141236 A/C, Hold to charge

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

qcb,hcf+A 2141236A

233 Mid - no charge= 21 / slight charge= 17 - - SKD no charge= -15 / slight charge= -18 (1~2)_Hit+Throw_(Full), (Charge)_Hit_(Lower body), (3~8)_Hit_(Full)

qcb,hcf+C 2141236C

233 Mid - no charge= 20 / slight charge= 17 - - SKD no charge= -19 / slight charge= -18 (1~2)_Hit+Throw_(Full), (Charge)_Hit_(Upper body), (3~8)_Hit_(Full)

Kyo holds a flame in his left hand before releasing a wave of fire that goes a bit further than halfscreen. It makes for a mediocre reversal/anti-air as it's not only slow but also loses its full invuln long before it hits. Note that said full invuln is interrupted by a low or high invuln (depending on the version) phase if Kyo charges it.

It's mostly useful as Kyo's main ender for his metered and max combos. Unexpectedly, charging Orochinagi doesn't increase its damage and actually slightly decreases its range but the charged version has a faster release, which is very important in grounded combos. For all its utility on hit every version of Orochinagi, charged or not, is pretty bad on block.
Orochinagi is normally too slow to combo off anything on the ground but if you charge it to get the speed boost and let go in time to fit the hitstun window, you can then combo into it. Learning to time this is very useful but qcfx2+A 236236A can make for a nice and easy substitute in some cases.

  • Combo Advice: Orochinagi after qcf+D>K is decent damage for 1 bar midscreen. Charging it slightly after canceling from his qcf+C 236D>K is decent damage for 1 bar midscreen. Charging it slightly after canceling from his 236C will end his grounded max combo. Read more about the timing in the combo section.

182 Shiki

182 Shiki
qcfx2 + A/C, Hold to charge
236236 A/C, Hold to charge

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

qcfx2+A 236236A

225(150+75) - 283(192+91) - 416(283+133) - 575(383+192) Mid, Unblockable(Full charge) - 11 1, (9), 4 - SKD -23 (1~5)_Hit_(Full)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.

qcfx2+C 236236C

225(150+75) - 283(192+91) - 416(283+133) - 575(383+192) Mid, Unblockable(Full charge) - 19 2, (9), 4 - SKD -23 (Startup + 1st hit)_Hit_(Full)

Kyo charges up then spins around and rushes the opponent ending with a short ranged uppercut. The light version lacks enough full invuln to be a good reversal but it shines as a metered punish and combo filler instead. Being his only tool of this speed with this much range, it widens his punish options, such as being his ony consistent punish to GCCD's, while acting as a metered ender and an easy substitute for Orochinagi in some grounded max combos.
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. qcfx2+A 236236A is however preferred when its shorter full invincibility is enough.

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 qcfx2+A 236236A starts at frame 6, after its normal full invuln while the one for qcfx2+C 236236C starts at frame 7, interrupting the move's full invuln, to charge before being full invuln up to hit again.

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 qcfx2+C 236236C as reversal as despite its good full invuln, it's slow enough to miss a punish window and get blocked.

  • Combo Advice: You can reach the level 2 charge fast enough for 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.


Super Desperation Move

Ura 108 Shiki Orochinagi

Ura 108 Shiki Orochinagi
qcb,hcf+AC, Hold to charge
2141236AC, Hold to charge

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
342 (200+100+42) Mid - no charge= 20 / charge flames= 3 - - SKD 1 (1~2)_Hit+Throw_(Full), (Charge)_Hit_(Lower body), (3~9)_Hit_(Full)

This beefed up version of Kyo's Orochinagi features flames surrounding his body for as long as he keeps charging, causing decreasing damage to the opponent at each contact, 83 on the first touch then 40 and finally 2 for a total of 125 (12.5%) at three touches. After that, Kyo lets out three bursts of short range fire waves projectiles traveling in-front of him after the release.
Charging doesn't increase the move's damage nor its range. It's only necessary for his flames to surround him and damage the opponent which is one source of Kyo's very damaging corner 3+ bar max combos.

While his "flamebody" appears as soon as frame 3 giving room to be used as a quick shield, the true start-up is slow. Said shield is also limited in that the only true invincibility is below his knees so a move with enough priority can trade if not beat his flamebody, making it a poor reversal.
This SDM has good pushback and is surprisingly safe on block but the opponent can easily GCRoll behind Kyo and punish him. It's also possible to just normal roll through it before contact so it's imperative to make sure it hits.

  • Combo Advice: The SDM easily fits in the same spots as the DM but offers remarkably more damage naturally plus the flamebody hits. More notably you can time it for the third, least damaging hit to whiff making Kyo able to juggle after the super, this -mostly- difficult task is the base of Kyo's most damaging combos.



Hidden Super Desperation Move

524 Shiki Kamichiri

524 Shiki Kamichiri
hcbx2+AC
6321463214AC

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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame 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.
442 - - 2 1 39 SKD - (1~2)_Hit+Throw_(Full)

Kyo grabs the opponent by the head, smacks them, then unleashes a flurry of rekkas covered in flames to end in a dragon punch. Despite a fairly small range, it's a great surprise tool to break through the opponent's defense as Kyo doesn't have any other command throw to worry about. After an empty jump, a run-up or on wake-up against an opposing meaty, it's a very expensive but very handy and damaging tool for Kyo whose only real weak point is its low combo utility.
You can combo it from his cancelable normals but the damage for meter is mostly very low when compared to his max combos where his HSDM sadly doesn't fit as super ender. As it's not particularly easy to properly cancel into it either, there's little reason to ever use this HSDM in combos.

Beyond that, the timing to pick up the downed opponent after it with Kototsuki You is so perfect that it being a soft knockdown only feels like a tease. If the opponent dosn't tech it there's that extra damage to take but any decent player will, leaving you not only without said damage but also without much oki if not close to the corner.

  • Combo Advice: Knowing how to use it may be handy but not something you'll want to do any often. It'll mostly be as a surprise option or a punish to remind the opponent that you do have a grab in this game.

The purple range of the throw is on the small end which means it's important to mind Kyo's spacing when using it as his recovery leaves him wildly open for more than enough time for the opponent to realize and heavily punish Kyo.


Videos

Kyo Combo Guide [KOF02UM]
Kyo 2002UM Combos
2k2um Kyo Kusanagi Vs Combos (+ Hand Visuals) by Dark Chaotix
Nikolai-保力達 (Kyo Best Rounds)
Nikolai-保力達 (Kyo Best Rounds 2)
Kyo Master Class

External Links

Check Kyo Kusanagi's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

Discuss at ON

The King of Fighters 2002 UM

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