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

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Tag: Manual revert
 
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==Move Data==
{{CharNavbox 02UM}}
===Normals===
{{TOClimit|3}}
=====cl.A=====
==Idle==
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_cla
===Stand===
| name = cl.A
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_st0
| input = cl.A
| name = Stand
| images = 02UM_Kyo_cl.A_2_ima.png
| version = Stand
| hitboxes = 02UM_Kyo_cl.A_2.png
| idle  = yes
| damage = 25
| orderId = 1
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| images = 02UM_Kyo_st.0.gif
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| rank  = Middle
| startup = 5
}}
| active = 4
===Crouch===
| recovery = 5
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cr0
| hitadv = +3
| name = Crouch
| blockadv = +1
| version = Crouch
| invul =  
| idle  = yes
| header  = no
| orderId = 2
| images = 02UM_Kyo_cr.0.png
| rank  = Middle
}}
===Hop===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hop
| name = Hop
| version = Hop
| idle  = yes
| orderId = 1
| images = 02UM_Kyo_hop.gif
| startup = 4
| active = 23
| recovery = 1
}}
===Jump===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jump
| name = Jump
| version = Jump
| idle  = yes
| header  = no
| orderId = 2
| images = 02UM_Kyo_jump.gif
| display  = x350px
| startup = 4
| active = 31
| recovery = 1
}}
===Walk===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_walk
| name = Walk
| version = Walk
| idle  = yes
| orderId = 1
| rank  = 12 out of 34
| input  = b/f, Hold to maintain
| input2  = 4/6, Hold to maintain
| images = 02UM_Kyo_walk.gif
}}
}}
=====cl.B=====
===Run===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_clb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_run
| name = cl.B
| name = Run
| input = cl.B
| version = Run
| images = 02UM_Kyo_cl.B_2_ima.png
| idle  = yes
| hitboxes = 02UM_Kyo_cl.B_2.png
| header  = no
| damage = 25
| orderId = 2
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| rank  = 13 out of 31
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| input  = f,f , Hold to maintain
| startup = 7
| input2  = 66, Hold to maintain
| active = 4
| images = 02UM_Kyo_run.gif
| recovery = 8
| startup = 3
| hitadv = 0
| active = 10 ~ ∞
| blockadv = -2
| recovery = 2
| invul =
}}
}}
=====cl.C=====
===Backdash===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_clc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_backdash
| name = cl.C
| name = Backdash
| input = cl.C
| idle  = yes
| images = 02UM_Kyo_cl.C_2_ima.png,02UM_Kyo_cl.C_3_ima.png
| input  = b, b
| hitboxes = 02UM_Kyo_cl.C_2.png,02UM_Kyo_cl.C_3.png
| input2  = 44
| damage = 67
| images = 02UM_Kyo_backdash.gif
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| display  = x300px
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 3
| startup = 3
| active = 10
| active = 15
| recovery = 9
| recovery = 3
| hitadv = +1
}}
| blockadv = -1
===Wake-up===
| invul =  
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_wakeup
| name = Wake-up
| version = Wake-up
| idle  = yes
| orderId = 1
| rank  = 0f
| images = 02UM_Kyo_wakeup.gif
| startup = 0
| active = 26
| recovery = 0
}}
}}
=====cl.D=====
===Recovery Roll===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_cld
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_recoveryroll
| name = cl.D
| name = Recovery roll
| input = cl.D
| version = Recovery roll
| images = 02UM_Kyo_cl.D_2_ima.png
| idle  = yes
| hitboxes = 02UM_Kyo_cl.D_2.png
| input  = AB when hitting the ground
| damage = 100
| header  = no
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| orderId = 2
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| rank  = 0f
| startup = 5
| images = 02UM_Kyo_recoveryroll.gif
| active = 3
| startup = 0
| recovery = 22
| active = 23
| hitadv = -5
| recovery = 0
| blockadv = -7
| invul =
}}
}}
=====st.A=====
 
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_sta
==Normals==
| name = st.A
 
===Far Standing Normals===
====st.A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_sta
| name = stand A
| input = st.A
| input = st.A
| input2 = A
| images = 02UM_Kyo_st.A_2_ima.png
| images = 02UM_Kyo_st.A_2_ima.png
| hitboxes = 02UM_Kyo_st.A_2.png
| hitboxes = 02UM_Kyo_st.A_2.png
Line 81: Line 130:
| invul =  
| invul =  
}}
}}
=====st.B=====
====st.B====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_stb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_stb
| name = st.B
| name = stand B
| input = st.B
| input = st.B
| input2  = B
| images = 02UM_Kyo_st.B_2_ima.png
| images = 02UM_Kyo_st.B_2_ima.png
| hitboxes = 02UM_Kyo_st.B_2.png
| hitboxes = 02UM_Kyo_st.B_2.png
Line 97: Line 147:
| invul =  
| invul =  
}}
}}
=====st.C=====
====st.C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_stc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_stc
| name = st.C
| name = stand C
| input = st.C
| input = st.C
| input2  = C
| images = 02UM_Kyo_st.C_3_ima.png
| images = 02UM_Kyo_st.C_3_ima.png
| hitboxes = 02UM_Kyo_st.C_3.png
| hitboxes = 02UM_Kyo_st.C_3.png
Line 113: Line 164:
| invul =  
| invul =  
}}
}}
=====st.D=====
====st.D====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_std
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_std
| name = st.D
| name = stand D
| input = st.D
| input = st.D
| input2  = D
| images = 02UM_Kyo_st.D_2_ima.png
| images = 02UM_Kyo_st.D_2_ima.png
| hitboxes = 02UM_Kyo_st.D_2.png
| hitboxes = 02UM_Kyo_st.D_2.png
Line 127: Line 179:
| hitadv = -2
| hitadv = -2
| blockadv = -4
| blockadv = -4
| invul = (2~18)_'''Hit'''_(Knees and below)
| invul = (2~18)_'''Hit'''_(Lower body)
}}
 
===Close Standing Normals===
====cl.A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cla
| name = close A
| input = cl.A
| images = 02UM_Kyo_cl.A_2_ima.png
| hitboxes = 02UM_Kyo_cl.A_2.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 5
| active = 4
| recovery = 5
| hitadv = +3
| blockadv = +1
| invul =
}}
====cl.B====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_clb
| name = close B
| input = cl.B
| images = 02UM_Kyo_cl.B_2_ima.png
| hitboxes = 02UM_Kyo_cl.B_2.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 7
| active = 4
| recovery = 8
| hitadv = 0
| blockadv = -2
| invul =
}}
}}
=====cr.A=====
====cl.C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_cra
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_clc
| name = cr.A
| name = close C
| input = cl.C
| images = 02UM_Kyo_cl.C_2_ima.png, 02UM_Kyo_cl.C_3_ima.png
| hitboxes = 02UM_Kyo_cl.C_2.png, 02UM_Kyo_cl.C_3.png
| damage = 67
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]](1)
| startup = 3
| active = 2, 8
| recovery = 9
| hitadv = +1
| blockadv = -1
| invul =
}}
====cl.D====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cld
| name = close D
| input = cl.D
| images = 02UM_Kyo_cl.D_2_ima.png
| hitboxes = 02UM_Kyo_cl.D_2.png
| damage = 100
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 5
| active = 3
| recovery = 22
| hitadv = -5
| blockadv = -7
| invul =
}}
 
===Crouch Normals===
====cr.A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cra
| name = crouch A
| input = cr.A
| input = cr.A
| input2  = 2A
| images = 02UM_Kyo_cr.A_2_ima.png
| images = 02UM_Kyo_cr.A_2_ima.png
| hitboxes = 02UM_Kyo_cr.A_2.png
| hitboxes = 02UM_Kyo_cr.A_2.png
Line 145: Line 266:
| invul =  
| invul =  
}}
}}
=====cr.B=====
====cr.B====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_crb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_crb
| name = cr.B
| name = crouch B
| input = cr.B
| input = cr.B
| input2  = 2B
| images = 02UM_Kyo_cr.B_2_ima.png
| images = 02UM_Kyo_cr.B_2_ima.png
| hitboxes = 02UM_Kyo_cr.B_2.png
| hitboxes = 02UM_Kyo_cr.B_2.png
Line 161: Line 283:
| invul =  
| invul =  
}}
}}
=====cr.C=====
====cr.C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_crc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_crc
| name = cr.C
| name = crouch C
| input = cr.C
| input = cr.C
| images = 02UM_Kyo_cr.C_2_ima.png,02UM_Kyo_cr.C_3_ima.png
| input2  = 2C
| hitboxes = 02UM_Kyo_cr.C_2.png,02UM_Kyo_cr.C_3.png
| images = 02UM_Kyo_cr.C_2_ima.png, 02UM_Kyo_cr.C_3_ima.png
| hitboxes = 02UM_Kyo_cr.C_2.png, 02UM_Kyo_cr.C_3.png
| damage = 110
| damage = 110
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]](1)
| startup = 6
| startup = 6
| active = 6
| active = 2, 4
| recovery = 21
| recovery = 21
| hitadv = -7
| hitadv = -7
Line 177: Line 300:
| invul =  
| invul =  
}}
}}
=====cr.D=====
====cr.D====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_crd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_crd
| name = cr.D
| name = crouch D
| input = cr.D
| input = cr.D
| input2  = 2D
| images = 02UM_Kyo_cr.D_2_ima.png
| images = 02UM_Kyo_cr.D_2_ima.png
| hitboxes = 02UM_Kyo_cr.D_2.png
| hitboxes = 02UM_Kyo_cr.D_2.png
Line 193: Line 317:
| invul =  
| invul =  
}}
}}
=====j.A=====
 
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_ha
===Jump Normals===
====j.A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_ha
| name = hop A
| name = hop A
| header = yes
| header = yes
| version = hop A
| version = hop A
| input = hop A
| orderId = 1
| input = h.A
| images = 02UM_Kyo_j.A_ima.png
| images = 02UM_Kyo_j.A_ima.png
| hitboxes = 02UM_Kyo_h.A.png
| hitboxes = 02UM_Kyo_h.A.png
| damage = 41
| damage = 42
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =  
| cancel =  
Line 211: Line 338:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_ja
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_ja
| name = j.A
| name = jump A
| header = no
| header = no
| version = jump A
| version = jump A
| orderId = 2
| input = j.A
| input = j.A
| images = 02UM_Kyo_j.A_ima.png
| images = 02UM_Kyo_j.A_ima.png
| hitboxes = 02UM_Kyo_j.A.png
| hitboxes = 02UM_Kyo_j.A.png
| damage = 41
| damage = 42
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =  
| cancel =  
Line 228: Line 356:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_nja
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_nja
| name = nj.A
| name = neutral jump A
| header = no
| header = no
| version = neutral jump A
| version = neutral jump A
| orderId = 3
| input = nj.A
| input = nj.A
| images = 02UM_Kyo_j.A_ima.png
| images = 02UM_Kyo_j.A_ima.png
| hitboxes = 02UM_Kyo_j.A.png
| hitboxes = 02UM_Kyo_nj.A.png
| damage = 41
| damage = 42
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =  
| cancel =  
Line 245: Line 374:
| invul =  
| invul =  
}}
}}
 
====j.B====
=====j.B=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_hb
| name = hop B
| name = hop B
| header = yes
| header = yes
| version = hop B
| version = hop B
| input = hop B
| orderId = 1
| input = h.B
| images = 02UM_Kyo_j.B_ima.png
| images = 02UM_Kyo_j.B_ima.png
| hitboxes = 02UM_Kyo_h.B.png
| hitboxes = 02UM_Kyo_h.B.png
Line 264: Line 393:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jb
| name = j.B
| name = jump B
| header = no
| header = no
| version = jump B
| version = jump B
| orderId = 2
| input = j.B
| input = j.B
| images = 02UM_Kyo_j.B_ima.png
| images = 02UM_Kyo_j.B_ima.png
Line 281: Line 411:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_njb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_njb
| name = nj.B
| name = neutral jump B
| header = yes
| header = no
| version = neutral jump B
| version = neutral jump B
| orderId = 3
| input = nj.B
| input = nj.B
| images = 02UM_Kyo_nj.B_ima.png
| images = 02UM_Kyo_nj.B_ima.png
Line 298: Line 429:
| invul =  
| invul =  
}}
}}
 
====j.C====
=====j.C=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_hc
| name = hop C
| name = hop C
| header = yes
| header = yes
| version = hop C
| version = hop C
| input = hop C
| orderId = 1
| input = h.C
| images = 02UM_Kyo_j.C_ima.png
| images = 02UM_Kyo_j.C_ima.png
| hitboxes = 02UM_Kyo_h.C.png
| hitboxes = 02UM_Kyo_h.C.png
Line 317: Line 448:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jc
| name = j.C
| name = jump C
| header = no
| header = no
| version = jump C
| version = jump C
| orderId = 2
| input = j.C
| input = j.C
| images = 02UM_Kyo_j.C_ima.png
| images = 02UM_Kyo_j.C_ima.png
Line 334: Line 466:
| invul =  
| invul =  
}}
}}
 
====j.D====
=====j.D=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_hd
| name = hop D
| name = hop D
| header = yes
| header = yes
| version = hop D
| version = hop D
| input = hop D
| orderId = 1
| input = h.D
| images = 02UM_Kyo_j.D_ima.png
| images = 02UM_Kyo_j.D_ima.png
| hitboxes = 02UM_Kyo_h.D.png
| hitboxes = 02UM_Kyo_h.D.png
Line 353: Line 485:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jd
| name = j.D
| name = jump D
| header = no
| header = no
| version = jump D
| version = jump D
| orderId = 2
| input = j.D
| input = j.D
| images = 02UM_Kyo_j.D_ima.png
| images = 02UM_Kyo_j.D_ima.png
Line 370: Line 503:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_njd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_njd
| name = nj.D
| name = neutral jump D
| header = yes
| header = no
| version = neutral jump D
| version = neutral jump D
| orderId = 3
| input = nj.D
| input = nj.D
| images = 02UM_Kyo_nj.D_ima.png
| images = 02UM_Kyo_nj.D_ima.png
Line 387: Line 521:
| invul =  
| invul =  
}}
}}
=====st.CD=====
 
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_stcd
===Blowback Normals===
| name = st.CD
====st.CD====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_stcd
| name = stand CD
| input = st.CD
| input = st.CD
| input2  = CD
| images = 02UM_Kyo_st.CD_2_ima.png
| images = 02UM_Kyo_st.CD_2_ima.png
| hitboxes = 02UM_Kyo_st.CD_2.png
| hitboxes = 02UM_Kyo_st.CD_2.png
Line 401: Line 538:
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = +2
| blockadv = +2
| invul = (2~18)_'''Hit'''_(Knees and below)
| invul =  
}}
}}
=====j.CD=====
====j.CD====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_hcd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hcd
| name = hop CD
| name = hop CD
| header = yes
| version = hop CD
| version = hop CD
| input = hop CD
| orderId = 1
| input = h.CD
| images = 02UM_Kyo_j.CD_ima.png
| images = 02UM_Kyo_j.CD_ima.png
| hitboxes = 02UM_Kyo_j.CD.png
| hitboxes = 02UM_Kyo_j.CD.png
Line 416: Line 555:
| active = 7
| active = 7
| recovery =  
| recovery =  
| hitadv =  
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv =  
| blockadv =  
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jcd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jcd
| name = j.CD
| name = jump CD
| header = no
| version = jump CD
| version = jump CD
| orderId = 2
| input = j.CD
| input = j.CD
| images = 02UM_Kyo_j.CD_ima.png
| images = 02UM_Kyo_j.CD_ima.png
Line 432: Line 573:
| active = 7
| active = 7
| recovery =  
| recovery =  
| hitadv =  
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv =  
| blockadv =  
| invul =  
| invul =  
}}
}}
=====f+B=====
 
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_rawf+b
==Throws==
====C throw====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cthrow
| name = Hachi Tetsu
| input = b/f+C when close to the opponent
| input2  = 4/6C when close to the opponent
| images = 02UM_Kyo_Cthrow_ima.png
| hitboxes = 02UM_Kyo_Cthrow.png
| damage = 83
| guard =
| cancel =
| startup = 1
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = Becomes cl.C on block
| invul =
}}
====D throw====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_dthrow
| name = Issetsu Seoi
| input = b/f+D when close to the opponent
| input2  = 4/6D when close to the opponent
| images = 02UM_Kyo_Dthrow_ima.png
| hitboxes = 02UM_Kyo_Dthrow.png
| damage = 83
| guard =
| cancel =
| startup = 1
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = Becomes cl.D on block
| invul =
}}
 
==Command Normals==
====f+B====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_rawf+b
| name = Ge Shiki Goufu You
| name = Ge Shiki Goufu You
| version = Raw
| version = Raw
| orderId = 1
| input = f+B
| input = f+B
| input2  = 6B
| images = 02UM_Kyo_raw_f+B_2_ima.png
| images = 02UM_Kyo_raw_f+B_2_ima.png
| hitboxes = 02UM_Kyo_raw_f+B_2.png
| hitboxes = 02UM_Kyo_raw_f+B_2.png
Line 453: Line 634:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_canf+b
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cancelf+b
| name = Ge Shiki Goufu You
| name = Ge Shiki Goufu You
| version = Canceled into
| version = Canceled into
| orderId = 2
| input = f+B
| input = f+B
| images = 02UM_Kyo_f+B_1_ima.png,02UM_Kyo_f+B_3_ima.png
| input2  = 6B
| hitboxes = 02UM_Kyo_f+B_1.png,02UM_Kyo_f+B_3.png
| images = 02UM_Kyo_cancel_f+B_1_ima.png, 02UM_Kyo_cancel_f+B_3_ima.png
| hitboxes = 02UM_Kyo_cancel_f+B_1.png, 02UM_Kyo_cancel_f+B_3.png
| damage = 67 (33+34)
| damage = 67 (33+34)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]](2)
| startup = 12
| startup = 12
| active = 5,(2),7
| active = 5, (2), 7
| recovery = 18
| recovery = 18
| hitadv = -5
| hitadv = -5
Line 469: Line 652:
| invul =  
| invul =  
}}
}}
=====df+D=====
====df+D====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_df+d
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_df+d
| name = 88 Shiki
| name = 88 Shiki
| input = df+D
| input = df+D
| images = 02UM_Kyo_df+D_2_ima.png,02UM_Kyo_df+D_5_ima.png
| input2  = 3D
| hitboxes = 02UM_Kyo_df+D_2.png,02UM_Kyo_df+D_5.png
| images = 02UM_Kyo_df+D_2_ima.png, 02UM_Kyo_df+D_4_ima.png
| hitboxes = 02UM_Kyo_df+D_2.png, 02UM_Kyo_df+D_4.png
| damage = 133 (66+67)
| damage = 133 (66+67)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| cancel =  
| cancel =  
| startup = 3
| startup = 3
| active = 3,(12),4
| active = 3, (12), 4
| recovery = 24
| recovery = 24
| hitadv = -8
| hitadv = '''1st=''' -23 ; '''2nd=''' -8
| blockadv = -10
| blockadv = '''1st=''' -25 ; '''2nd=''' -10
| invul =  
| invul =  
}}
}}
=====j.d+C=====
====j.d+C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jd+C
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jd+c
| name = Ge Shiki Naraku Otoshi
| name = Ge Shiki Naraku Otoshi
| version = j.d+C
| input = j.d+C
| input = j.d+C
| input2 = j.2C
| images = 02UM_Kyo_j.d+C_ima.png
| images = 02UM_Kyo_j.d+C_ima.png
| hitboxes = 02UM_Kyo_j.d+C.png
| hitboxes = 02UM_Kyo_j.d+C.png
Line 497: Line 681:
| startup = 7
| startup = 7
| active = 5
| active = 5
| recovery =  
| recovery = 5 (Landing)
| hitadv =  
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]] on airborne opponent
| blockadv =  
| blockadv =  
| invul =  
| invul =  
}}
}}
===Specials===
=====dp+A/C=====


=====qcf+K>K=====
==Special Moves==
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_qcfB>K
====dp+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_dp+a
| name = 100 Shiki Oniyaki
| version = dp+A
| version2 = 623A
| orderId = 1
| input = dp+A
| input2  = 623A
| images = 02UM_Kyo_dp+A_2_ima.png, 02UM_Kyo_dp+A_3_ima.png
| hitboxes = 02UM_Kyo_dp+A_2.png, 02UM_Kyo_dp+A_3.png
| damage = 58 (58,42)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]](1)
| startup = 6
| active = 4, 13
| recovery = 27 (11 Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''1st=''' -26 ; '''2nd=''' -22
| invul = (Startup + 1st hit)_'''Hit+Throw'''_(Full)
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_dp+c
| name = 100 Shiki Oniyaki
| version = dp+C
| version2 = 623C
| orderId = 2
| input = dp+C
| input2  = 623C
| images = 02UM_Kyo_dp+A_2_ima.png, 02UM_Kyo_dp+A_3_ima.png
| hitboxes = 02UM_Kyo_dp+C_2.png, 02UM_Kyo_dp+C_3.png
| damage = 108 (75+33)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]](1)
| startup = 6
| active = 4, 16
| recovery = 35 (13 Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -33
| invul = (Startup + 1st hit)_'''Hit+Throw'''_(Full)
}}
 
====hcb+K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hcb+b
| name = 427 Shiki Hikigane
| version = hcb+B
| version2 = 63214B
| orderId = 1
| input = hcb+B
| input2  = 63214B
| images = 02UM_Kyo_hcb+B_4_ima.png
| hitboxes = 02UM_Kyo_hcb+B_4.png
| damage = 58
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]]
| startup = 20
| active = 3
| recovery = 31
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -16
| invul = (Startup - 1)_'''Hit'''_(Lower body)
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hcb+d
| name = 427 Shiki Hikigane
| version = hcb+D
| version2 = 63214D
| orderId = 2
| input = hcb+D
| input2  = 63214D
| images = 02UM_Kyo_hcb+D_2_ima.png
| hitboxes = 02UM_Kyo_hcb+D_2.png
| damage = 108 (108,108)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]]
| startup = 15
| active = 2, (1), 3
| recovery = 25
| hitadv = -11
| blockadv = -13
| invul = (Startup - 1)_'''Hit'''_(Upper body)
}}
 
====rdp+K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_rdp+b
| name = RED Kick
| version = rdp+B
| version2 = 421B
| orderId = 1
| input = rdp+B
| input2  = 421B
| images = 02UM_Kyo_rdp+B_4_ima.png
| hitboxes = 02UM_Kyo_rdp+B_4.png
| damage = 108
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 19
| active = 2, 2, 2
| recovery = 18 (15 Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -6 ~ -2
| invul =
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_rdp+d
| name = RED Kick
| version = rdp+D
| version2 = 421D
| orderId = 2
| header = no
| input = rdp+D
| input2  = 421D
| images = 02UM_Kyo_rdp+B_4_ima.png
| hitboxes = 02UM_Kyo_rdp+D_4.png
| damage = 150
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 30
| active = 2, 2, 2
| recovery = 18 (14 Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -4 ~ -2
| invul =
}}
====qcf+K>K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+b>k
| name = 75 Shiki Kai
| name = 75 Shiki Kai
| version = qcf+B > K
| version = qcf+B > K
| input = qcf+B>K
| version2  = 236B > K
| images = 02UM_Kyo_qcf+D_3_ima.png,02UM_Kyo_qcf+D_4_ima.png
| orderId = 1
| hitboxes = 02UM_Kyo_qcf+B_3.png,02UM_Kyo_qcf+B_4.png
| input = qcf+B > K
| input2  = 236B > K
| images = 02UM_Kyo_qcf+D_3_ima.png, 02UM_Kyo_qcf+D_4_ima.png
| hitboxes = 02UM_Kyo_qcf+D_3.png, 02UM_Kyo_qcf+D_4.png
| damage = 40 (30+10)
| damage = 40 (30+10)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
Line 518: Line 824:
| active = 3, (7), 9
| active = 3, (7), 9
| recovery = 14
| recovery = 14
| hitadv = '''1st=''' -12 ~ -10 ; '''2nd=''' [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| hitadv = '''1st=''' -12~-10 ; '''2nd=''' [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''1st=''' -14 ~ -12 ; '''2nd=''' -5 ~ +3
| blockadv = '''1st=''' -14~-12 ; '''2nd=''' -5~+3
| invul = (10~13)_'''Hit'''_(Thighs and below)
| invul = (10~13)_'''Hit'''_(Lower body)
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_qcfD>K
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+d>k
| name = 75 Shiki Kai
| name = 75 Shiki Kai
| version = qcf+D > K
| version = qcf+D > K
| input = qcf+D>K
| version2  = 236D > K
| images = 02UM_Kyo_qcf+D_3_ima.png,02UM_Kyo_qcf+D_4_ima.png
| orderId = 2
| hitboxes = 02UM_Kyo_qcf+D_3.png,02UM_Kyo_qcf+D_4.png
| input = qcf+D > K
| input2  = 236D > K
| images = 02UM_Kyo_qcf+D_3_ima.png, 02UM_Kyo_qcf+D_4_ima.png
| hitboxes = 02UM_Kyo_qcf+D_3.png, 02UM_Kyo_qcf+D_4.png
| damage = 40 (30+10)
| damage = 40 (30+10)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
Line 535: Line 844:
| recovery = 14
| recovery = 14
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''1st=''' -14 ~ -12 ; '''2nd=''' -5 ~ +3
| blockadv = '''1st=''' -14~-12 ; '''2nd=''' -5~+3
| invul = (14~17)_'''Hit'''_(Thighs and below)
| invul = (14~17)_'''Hit'''_(Lower body)
}}
====qcf+A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a
| name = 114 Shiki Aragami
| input = qcf+A
| input2  = 236A
| images = 02UM_Kyo_qcf+A_2_ima.png
| hitboxes = 02UM_Kyo_qcf+A_2.png
| damage = 58
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 12
| active = 6
| recovery = 18
| hitadv = -4
| blockadv = -6
| invul =
}}
====qcf+A>qcf+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>qcf+p
| name = 128 Shiki Kono Kizu
| input = qcf+A > qcf+P
| input2  = 236A > 236P
| images = 02UM_Kyo_qcf+A_qcf+P_ima.png
| hitboxes = 02UM_Kyo_qcf+A_qcf+P.png
| damage = 42
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 8
| active = 8
| recovery = 31
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -21
| invul =
}}
====qcf+A>qcf+P>P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>qcf+p>p
| name = 127 Shiki Yano Sabi
| version = qcf+A > qcf+P > P
| version2 = 236A > 236P > P
| orderId = 1
| input = qcf+A > qcf+P > P
| input2  = 236A > 236P > P
| images = 02UM_Kyo_qcf+A_qcf+P_P_ima.png
| hitboxes = 02UM_Kyo_qcf+A_qcf+P_P.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =
| startup = 14
| active = 3
| recovery = 31
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -15
| invul =
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>hcb+p
| name = 127 Shiki Yano Sabi
| version = qcf+A > hcb+P
| version2 = 236A > 63214P
| orderId = 2
| header = no
| input = qcf+A > hcb+P
| input2  = 236A > 63214P
| images = 02UM_Kyo_qcf+A_qcf+P_P_ima.png
| hitboxes = 02UM_Kyo_qcf+A_hcb+P.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =
| startup = 21
| active = 4
| recovery = 35
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -21
| invul =
}}
====qcf+A>qcf+P>K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>qcf+p>k
| name = 125 Shiki Nana Se
| version = qcf+A > qcf+P > K
| version2 = 236A > 236P > K
| orderId = 1
| input = qcf+A > qcf+P > K
| input2  = 236A > 236P > K
| images = 02UM_Kyo_qcf+A_qcf+P_K_ima.png
| hitboxes = 02UM_Kyo_qcf+A_qcf+P_K.png
| damage = 67
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 17
| active = 3
| recovery = 24
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -9
| invul =
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>hcb+p>k
| name = 125 Shiki Nana Se
| version = qcf+A > hcb+P > K
| version2  = 236A > 63214P > K
| orderId = 2
| header = no
| input = qcf+A > hcb+P > K
| input2  = 236A > 63214P > K
| images = 02UM_Kyo_qcf+A_qcf+P_K_ima.png
| hitboxes = 02UM_Kyo_qcf+A_qcf+P_K.png
| damage = 67
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 20
| active = 3
| recovery = 24
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -9
| invul =
}}
}}
====qcf+A>hcb+P>hcb+K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>hcb+p>hcb+k
| name = 212 Shiki Kototsuki You
| input = qcf+A > hcb+P > hcb+K
| input2  = 236A > 63214P > 63214K
| images = 02UM_Kyo_qcf+A_hcb+P_hcb+K_2_ima.png
| hitboxes = 02UM_Kyo_qcf+A_hcb+P_hcb+K_1.png
| damage = 83
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 10
| active = 3, 2
| recovery = 38
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -22
| invul =
}}
====qcf+A>hcb+P>P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>hcb+p>p
| name = Ge Shiki Migiri Ugachi
| input = qcf+A > hcb+P > P
| input2  = 236A > 63214P > P
| images = 02UM_Kyo_qcf+A_hcb+P_P_ima.png
| hitboxes = 02UM_Kyo_qcf+A_hcb+P_P.png
| damage = 58
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| cancel =
| startup = 20
| active = 14
| recovery = 22
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -18
| invul =
}}
====qcf+C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+c
| name = 115 Shiki Doku Kami
| input = qcf+C
| input2  = 236C
| images = 02UM_Kyo_qcf+C_2_ima.png
| hitboxes = 02UM_Kyo_qcf+C_2.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 18
| active = 6
| recovery = 21
| hitadv = -7
| blockadv = -9
| invul =
}}
====qcf+C>hcb+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+c>hcb+p
| name = 401 Shiki Tumi Yomi
| input = qcf+C > hcb+P
| input2  = 236C > 63214P
| images = 02UM_Kyo_qcf+C_hcb+P_ima.png
| hitboxes = 02UM_Kyo_qcf+C_hcb+P.png
| damage = 33
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 11
| active = 3
| recovery = 34
| hitadv = -17
| blockadv = -19
| invul =
}}
====qcf+C>hcb+P>f+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+c>hcb+p>f+p
| name = 402 Shiki Batu Yomi
| input = qcf+C > hcb+P > f+P
| input2  = 236C > 63214P > 6P
| images = 02UM_Kyo_qcf+C_hcb+P_f+P_ima.png
| hitboxes = 02UM_Kyo_qcf+C_hcb+P_f+P.png
| damage = 33
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 14
| active = 4
| recovery = 42
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -28
| invul =
}}
====qcf+C>hcb+P>f+P>dp+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+c>hcb+p>f+p>dp+p
| name = 100 Shiki Oniyaki
| input = qcf+C > hcb+P > f+P > dp+P
| input2  = 236C > 63214P > 6P > 623P
| images = 02UM_Kyo_qcf+C_hcb+P_f+P_dp+P_ima.png
| hitboxes = 02UM_Kyo_qcf+C_hcb+P_f+P_dp+P.png
| damage = 58
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 2
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -20 ~ -2
| invul =
}}
==Desperation Moves==
====qcb,hcf+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcbhcf+a
| name = Ura 108 Shiki Orochinagi
| version = qcb,hcf+A
| version2 = 2141236A
| orderId = 1
| input = qcb,hcf+A, Hold to charge
| input2  = 2141236A, Hold to charge
| images = 02UM_Kyo_qcbhcf+A_1_ima.png, 02UM_Kyo_qcbhcf+A_5_ima.png
| hitboxes = 02UM_Kyo_qcbhcf+A_1.png, 02UM_Kyo_qcbhcf+A_5.png
| damage = 233
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = '''no charge=''' 21 / '''slight charge=''' 17
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''no charge=''' -15 / '''slight charge=''' -18
| invul = (1~2)_'''Hit+Throw'''_(Full), (Charge)_'''Hit'''_(Lower body), (3~8)_'''Hit'''_(Full)
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcbhcf+c
| name = Ura 108 Shiki Orochinagi
| version = qcb,hcf+C
| version2 = 2141236C
| orderId = 2
| header  = no
| input = qcb,hcf+C, Hold to charge
| input2  = 2141236C, Hold to charge
| images = 02UM_Kyo_qcbhcf+A_1_ima.png, 02UM_Kyo_qcbhcf+A_5_ima.png
| hitboxes = 02UM_Kyo_qcbhcf+A_1.png, 02UM_Kyo_qcbhcf+A_5.png
| damage = 233
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = '''no charge=''' 20 / '''slight charge=''' 17
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''no charge=''' -19 / '''slight charge=''' -18
| invul = (1~2)_'''Hit+Throw'''_(Full), (Charge)_'''Hit'''_(Upper body), (3~8)_'''Hit'''_(Full)
}}
====qcfx2+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcfx2+a
| name = 182 Shiki
| version = qcfx2+A
| version2 = 236236A
| orderId = 1
| input = qcfx2+A, Hold to charge
| input2  = 236236A, Hold to charge
| images = 02UM_Kyo_qcfx2+A_3_ima.png, 02UM_Kyo_qcfx2+A_4_ima.png
| hitboxes = 02UM_Kyo_qcfx2+A_3.png, 02UM_Kyo_qcfx2+A_4.png
| damage = 225(150+75) - 283(192+91) - 416(283+133) - 575(383+192)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]], [[The_King_of_Fighters_2002_UM/Offense#Unblockables|Unblockable]](Full charge)
| cancel =
| startup = 11
| active = 1, (9), 4
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -23
| invul = (1~5)_'''Hit'''_(Full)
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcfx2+c
| name = 182 Shiki
| version = qcfx2+C
| version2 = 236236C
| orderId = 2
| header = yes
| input = qcfx2+C, Hold to charge
| input2  = 236236C, Hold to charge
| images = 02UM_Kyo_qcfx2+A_3_ima.png, 02UM_Kyo_qcfx2+A_4_ima.png
| hitboxes = 02UM_Kyo_qcfx2+C_3.png, 02UM_Kyo_qcfx2+C_5.png
| damage = 225(150+75) - 283(192+91) - 416(283+133) - 575(383+192)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]], [[The_King_of_Fighters_2002_UM/Offense#Unblockables|Unblockable]](Full charge)
| cancel =
| startup = 19
| active = 2, (9), 4
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -23
| invul = (Startup + 1st hit)_'''Hit'''_(Full)
}}
==Super Desperation Move==
====qcb,hcf+AC====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcbhcf+ac
| name = Ura 108 Shiki Orochinagi
| input = qcb,hcf+AC, Hold to charge
| input2  = 2141236AC, Hold to charge
| images = 02UM_Kyo_qcbhcf+AC_1_ima.png, 02UM_Kyo_qcbhcf+AC_5_ima.png
| hitboxes = 02UM_Kyo_qcbhcf+AC_2.png, 02UM_Kyo_qcbhcf+AC_5.png
| damage = 342 (200+100+42)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = '''no charge=''' 20 / '''charge flames=''' 3
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = 1
| invul = (1~2)_'''Hit+Throw'''_(Full), (Charge)_'''Hit'''_(Lower body), (3~9)_'''Hit'''_(Full)
}}
==Hidden Super Desperation Move==
====hcbx2+AC====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hcbx2+ac
| name = 524 Shiki Kamichiri
| input = hcbx2+AC
| input2  = 6321463214AC
| images = 02UM_Kyo_hcbx2+AC_2_ima.png
| hitboxes = 02UM_Kyo_hcbx2+AC_2.png
| damage = 442
| guard =
| cancel =
| startup = 2
| active = 1
| recovery = 39
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv =
| invul = (1~2)_'''Hit+Throw'''_(Full)
}}


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

Latest revision as of 20:44, 19 July 2024

The King of Fighters 2002 UM

OverviewStrategyDataCombosReplays

Idle

Stand

Kyo Kusanagi
kyo_st0
Stand
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.
Middle---


Crouch

Kyo Kusanagi
kyo_cr0
Crouch
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.
Middle---


Hop

Kyo Kusanagi
kyo_hop
Hop
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.
-4231


Jump

Kyo Kusanagi
kyo_jump
Jump
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.
-4311


Walk

Kyo Kusanagi
kyo_walk
b/f, Hold to maintain
4/6, Hold to maintain
Walk
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.
12 out of 34---


Run

Kyo Kusanagi
kyo_run
f,f , Hold to maintain
66, Hold to maintain
Run
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.
13 out of 31310 ~ ∞2


Backdash

Kyo Kusanagi
kyo_backdash
b, b
44
Backdash
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.
-3153


Wake-up

Kyo Kusanagi
kyo_wakeup
Wake-up
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.
0f0260


Recovery Roll

Kyo Kusanagi
kyo_recoveryroll
AB when hitting the ground
AB when hitting the ground
Recovery roll
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.
0f0230


Normals

Far Standing Normals

st.A

Kyo Kusanagi
kyo_sta
st.A
A
stand 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33MidSpecial545+3+1-


st.B

Kyo Kusanagi
kyo_stb
st.B
B
stand 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
42Mid-6314-5-7-


st.C

Kyo Kusanagi
kyo_stc
st.C
C
stand 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
75Mid-13217+1-1-


st.D

Kyo Kusanagi
kyo_std
st.D
D
stand 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
100Mid-8517-2-4(2~18)_Hit_(Lower body)


Close Standing Normals

cl.A

Kyo Kusanagi
kyo_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25MidSpecial545+3+1-


cl.B

Kyo Kusanagi
kyo_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25LowSpecial7480-2-


cl.C

Kyo Kusanagi
kyo_clc
cl.C
cl.C
close C


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
67MidSpecial(1)32, 89+1-1-


cl.D

Kyo Kusanagi
kyo_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
100MidSpecial5322-5-7-


Crouch Normals

cr.A

Kyo Kusanagi
kyo_cra
cr.A
2A
crouch 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25MidSpecial545+3+1-


cr.B

Kyo Kusanagi
kyo_crb
cr.B
2B
crouch 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
17Low-545+3+1-


cr.C

Kyo Kusanagi
kyo_crc
cr.C
2C
crouch 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
110MidSpecial(1)62, 421-7-9-


cr.D

Kyo Kusanagi
kyo_crd
cr.D
2D
crouch 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
100LowSpecial12319SKD-4-


Jump Normals

j.A

Kyo Kusanagi
kyo_ha
h.A
h.A
hop 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
42High-58----



Kyo Kusanagi
kyo_ja
j.A
j.A
jump 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
42High-56----



Kyo Kusanagi
kyo_nja
nj.A
nj.A
neutral jump 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
42High-57----


j.B

Kyo Kusanagi
kyo_hb
h.B
h.B
hop 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
50High-59----



Kyo Kusanagi
kyo_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
50High-59----



Kyo Kusanagi
kyo_njb
nj.B
nj.B
neutral jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
50High-54----


j.C

Kyo Kusanagi
kyo_hc
h.C
h.C
hop 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
75High-64----



Kyo Kusanagi
kyo_jc
j.C
j.C
jump 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
75High-64----


j.D

Kyo Kusanagi
kyo_hd
h.D
h.D
hop 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
100High-95----



Kyo Kusanagi
kyo_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
100High-95----



Kyo Kusanagi
kyo_njd
nj.D
nj.D
neutral jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
92High-1111----


Blowback Normals

st.CD

Kyo Kusanagi
kyo_stcd
st.CD
CD
stand 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
117MidSpecial20416SKD+2-


j.CD

Kyo Kusanagi
kyo_hcd
h.CD
h.CD
hop 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
100Mid-147-SKD--



Kyo Kusanagi
kyo_jcd
j.CD
j.CD
jump 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
125Mid-147-SKD--


Throws

C throw

Kyo Kusanagi
kyo_cthrow
b/f+C when close to the opponent
4/6C when close to the opponent
Hachi Tetsu
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
83--1--SKDBecomes cl.C on block-


D throw

Kyo Kusanagi
kyo_dthrow
b/f+D when close to the opponent
4/6D when close to the opponent
Issetsu Seoi
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
83--1--HKDBecomes cl.D on block-


Command Normals

f+B

Kyo Kusanagi
kyo_rawf+b
f+B
6B
Ge Shiki Goufu You
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
83High-20227-9-11-



Kyo Kusanagi
kyo_cancelf+b
f+B
6B
Ge Shiki Goufu You


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
67 (33+34)MidSpecial(2)125, (2), 718-5-7-


df+D

Kyo Kusanagi
kyo_df+d
df+D
3D
88 Shiki


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
133 (66+67)Low-33, (12), 4241st= -23 ; 2nd= -81st= -25 ; 2nd= -10-


j.d+C

Kyo Kusanagi
kyo_jd+c
j.d+C
j.2C
Ge Shiki Naraku Otoshi
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
58High-755 (Landing)HKD on airborne opponent--


Special Moves

dp+P

Kyo Kusanagi
kyo_dp+a
dp+A
623A
100 Shiki Oniyaki


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
58 (58,42)MidSuper(1)64, 1327 (11 Landing)SKD1st= -26 ; 2nd= -22(Startup + 1st hit)_Hit+Throw_(Full)



Kyo Kusanagi
kyo_dp+c
dp+C
623C
100 Shiki Oniyaki


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
108 (75+33)MidSuper(1)64, 1635 (13 Landing)SKD-33(Startup + 1st hit)_Hit+Throw_(Full)


hcb+K

Kyo Kusanagi
kyo_hcb+b
hcb+B
63214B
427 Shiki Hikigane
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
58MidSuper20331SKD-16(Startup - 1)_Hit_(Lower body)



Kyo Kusanagi
kyo_hcb+d
hcb+D
63214D
427 Shiki Hikigane
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
108 (108,108)MidSuper152, (1), 325-11-13(Startup - 1)_Hit_(Upper body)


rdp+K

Kyo Kusanagi
kyo_rdp+b
rdp+B
421B
RED Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
108Mid-192, 2, 218 (15 Landing)HKD-6 ~ -2-



Kyo Kusanagi
kyo_rdp+d
rdp+D
421D
RED Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is 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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
150Mid-302, 2, 218 (14 Landing)HKD-4 ~ -2-


qcf+K>K

Kyo Kusanagi
kyo_qcf+b>k
qcf+B > K
236B > K
75 Shiki Kai


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
40 (30+10)Mid-143, (7), 9141st= -12~-10 ; 2nd= SKD1st= -14~-12 ; 2nd= -5~+3(10~13)_Hit_(Lower body)



Kyo Kusanagi
kyo_qcf+d>k
qcf+D > K
236D > K
75 Shiki Kai


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
40 (30+10)Mid-183, (7), 914SKD1st= -14~-12 ; 2nd= -5~+3(14~17)_Hit_(Lower body)


qcf+A

Kyo Kusanagi
kyo_qcf+a
qcf+A
236A
114 Shiki Aragami
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
58Mid-12618-4-6-


qcf+A>qcf+P

Kyo Kusanagi
kyo_qcf+a>qcf+p
qcf+A > qcf+P
236A > 236P
128 Shiki Kono Kizu
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
42Mid-8831SKD-21-


qcf+A>qcf+P>P

Kyo Kusanagi
kyo_qcf+a>qcf+p>p
qcf+A > qcf+P > P
236A > 236P > P
127 Shiki Yano Sabi
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25High-14331HKD-15-



Kyo Kusanagi
kyo_qcf+a>hcb+p
qcf+A > hcb+P
236A > 63214P
127 Shiki Yano Sabi
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25High-21435HKD-21-


qcf+A>qcf+P>K

Kyo Kusanagi
kyo_qcf+a>qcf+p>k
qcf+A > qcf+P > K
236A > 236P > K
125 Shiki Nana Se
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
67Mid-17324SKD-9-



Kyo Kusanagi
kyo_qcf+a>hcb+p>k
qcf+A > hcb+P > K
236A > 63214P > K
125 Shiki Nana Se
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
67Mid-20324SKD-9-


qcf+A>hcb+P>hcb+K

Kyo Kusanagi
kyo_qcf+a>hcb+p>hcb+k
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K
212 Shiki Kototsuki You
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
83Mid-103, 238HKD-22-


qcf+A>hcb+P>P

Kyo Kusanagi
kyo_qcf+a>hcb+p>p
qcf+A > hcb+P > P
236A > 63214P > P
Ge Shiki Migiri Ugachi
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
58Low-201422HKD-18-


qcf+C

Kyo Kusanagi
kyo_qcf+c
qcf+C
236C
115 Shiki Doku Kami
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25Mid-18621-7-9-


qcf+C>hcb+P

Kyo Kusanagi
kyo_qcf+c>hcb+p
qcf+C > hcb+P
236C > 63214P
401 Shiki Tumi Yomi
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33Mid-11334-17-19-


qcf+C>hcb+P>f+P

Kyo Kusanagi
kyo_qcf+c>hcb+p>f+p
qcf+C > hcb+P > f+P
236C > 63214P > 6P
402 Shiki Batu Yomi
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33Mid-14442SKD-28-


qcf+C>hcb+P>f+P>dp+P

Kyo Kusanagi
kyo_qcf+c>hcb+p>f+p>dp+p
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P
100 Shiki Oniyaki
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
58Mid-2--SKD-20 ~ -2-


Desperation Moves

qcb,hcf+P

Kyo Kusanagi
kyo_qcbhcf+a
qcb,hcf+A, Hold to charge
2141236A, Hold to charge
Ura 108 Shiki Orochinagi


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
233Mid-no charge= 21 / slight charge= 17--SKDno charge= -15 / slight charge= -18(1~2)_Hit+Throw_(Full), (Charge)_Hit_(Lower body), (3~8)_Hit_(Full)



Kyo Kusanagi
kyo_qcbhcf+c
qcb,hcf+C, Hold to charge
2141236C, Hold to charge
Ura 108 Shiki Orochinagi


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
233Mid-no charge= 20 / slight charge= 17--SKDno charge= -19 / slight charge= -18(1~2)_Hit+Throw_(Full), (Charge)_Hit_(Upper body), (3~8)_Hit_(Full)


qcfx2+P

Kyo Kusanagi
kyo_qcfx2+a
qcfx2+A, Hold to charge
236236A, Hold to charge
182 Shiki


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
225(150+75) - 283(192+91) - 416(283+133) - 575(383+192)Mid, Unblockable(Full charge)-111, (9), 4-SKD-23(1~5)_Hit_(Full)



Kyo Kusanagi
kyo_qcfx2+c
qcfx2+C, Hold to charge
236236C, Hold to charge
182 Shiki


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
225(150+75) - 283(192+91) - 416(283+133) - 575(383+192)Mid, Unblockable(Full charge)-192, (9), 4-SKD-23(Startup + 1st hit)_Hit_(Full)


Super Desperation Move

qcb,hcf+AC

Kyo Kusanagi
kyo_qcbhcf+ac
qcb,hcf+AC, Hold to charge
2141236AC, Hold to charge
Ura 108 Shiki Orochinagi


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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
342 (200+100+42)Mid-no charge= 20 / charge flames= 3--SKD1(1~2)_Hit+Throw_(Full), (Charge)_Hit_(Lower body), (3~9)_Hit_(Full)


Hidden Super Desperation Move

hcbx2+AC

Kyo Kusanagi
kyo_hcbx2+ac
hcbx2+AC
6321463214AC
524 Shiki Kamichiri
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 his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
442--2139SKD-(1~2)_Hit+Throw_(Full)



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