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The King of Fighters 2002 UM/Kyo Kusanagi: Difference between revisions
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{{CharNavbox 02UM | {{CharNavbox 02UM}} | ||
[[File:02UM Kyo Profile.png|right|thumb|x600px]][[File:02UM_Kyo_0.gif|right|260px]] | <section begin="image"/>[[File:02UM Kyo Profile.png|right|thumb|x600px]]<section end="image"/>[[File:02UM_Kyo_0.gif|right|260px]] | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
Line 83: | Line 83: | ||
Corner Only<br/> | Corner Only<br/> | ||
| | | | ||
{{Hover|cr.B, cr.A, df+D|2B, 2A, 236D}} = 17%<br/> | {{Hover|[https://youtu.be/3RJoXUfEAk8 cr.B, cr.A, df+D]|[https://youtu.be/3RJoXUfEAk8 2B, 2A, 236D]}} = 17%<br/> | ||
(jump-in), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=3 (jump-in), cl.C, qcf+C > hcb+P > f+P > dp+P]|2=[https://youtu.be/3RJoXUfEAk8?t=3 (jump-in), cl.C, 236C > 63214P > 6P > 623P]}} = 21%<br/> | ||
(optional cross-up), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=6 (optional cross-up), cl.C, qcf+D>K, hcb+B, qcf+A/st.D]|2=[https://youtu.be/3RJoXUfEAk8?t=6 (optional cross-up), cl.C, 236D>K, 63214B, 236A/5D]}} = 22-27%<br/> | ||
(jump-in), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=13 (jump-in), cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K]|2=[https://youtu.be/3RJoXUfEAk8?t=13 (jump-in), cl.C, 236D>K, 63214B, 236A > 63214P > 63214K]}} = 33%<br/> | ||
|- | |- | ||
| '''1 Bar''' | | '''1 Bar''' | ||
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Very Close<br/> | Very Close<br/> | ||
| | | | ||
{{Hover|cr.B, st.A/cr.A, qcfx2+A|2B, 5A/2A, 236236A}} = 27%<br/> | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=17 cr.B, st.A/cr.A, qcfx2+A]|2=[https://youtu.be/3RJoXUfEAk8?t=17 2B, 5A/2A, 236236A]}} = 27%<br/> | ||
<i>• Note: Do it as {{Hover|cr.B, qcf, st.A/cr.A, qcf+A|2B, 236, 5A/2A, 236A}}.</i> | <i>• Note: Do it as {{Hover|cr.B, qcf, st.A/cr.A, qcf+A|2B, 236, 5A/2A, 236A}}.</i> | ||
(optional cross-up), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=21(optional cross-up), cl.C, qcf+D>K, qcb,hcf+P]|2=[https://youtu.be/3RJoXUfEAk8?t=21(optional cross-up), cl.C, 236D>K, 2141236P]}} = 34%<br/> | ||
|- | |- | ||
| '''2 Bar''' | | '''2 Bar''' | ||
Line 110: | Line 110: | ||
<br/> | <br/> | ||
| | | | ||
(jump-in), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=26 (jump-in), cl.C, df+D(1), qcf+BC, {(C)qcf+A, (C)qcf+C}x2 (SC) qcfx2+A]|2=[https://youtu.be/3RJoXUfEAk8?t=21 (jump-in), cl.C, 3D(1), 236BC, [(C)236A, (C)236C]x2 (SC) 236236A]}} = 43%<br/> | ||
(optional cross-up), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=33 (optional cross-up), cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P]|2=[https://youtu.be/3RJoXUfEAk8?t=33 (optional cross-up), cl.C, 236D>K, 63214B (SC) 2141236P]}} = 40%<br/> | ||
(optional cross-up), cl.C, | |||
{{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=40 (optional cross-up), cl.C, df+D(2), qcf+BC, (C){qcf+A, (C)qcf+C}x2 (SC) qcfx2+A]|2=[https://youtu.be/3RJoXUfEAk8?t=40 (optional cross-up), cl.C, 3D(2), 236BC, {(C)236A, (C)236C}x2 (SC) 236236A]}} = 50%<br/> | |||
|- | |- | ||
| '''3 Bar''' | | '''3 Bar''' | ||
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Very Close<br/> | Very Close<br/> | ||
| | | | ||
(optional cross-up), cl.C, | {{Hover|1=[https://youtu.be/3RJoXUfEAk8?t=47 (optional cross-up), cl.C, qcf+D>K, qcb,hcf+AC]|2=[https://youtu.be/3RJoXUfEAk8?t=47 (optional cross-up), cl.C, 236D>K, 2141236AC]}} = 45%<br/> | ||
|- | |- | ||
|} | |} | ||
== Gameplay Overview == | == Gameplay Overview == | ||
The '''main''' main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down ({{Hover|st.B, qcf+A|B, 236A}}) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent ({{Hover|cr.B | {{StrengthsAndWeaknesses | ||
| description =The '''main''' main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down ({{Hover|st.B, qcf+A|B, 236A}}) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent ({{Hover|cr.B, j.B/d+C|2B, j.B/2C}}) until landing a solid cl.C for great meterless and meter conversions.<br> | |||
Although the main focus is on starting his own offense, Kyo does also have some good tools to protect his space and defend himself (nj.B, {{Hover|dp+P|623P}}). With some nice match-up coverage tools sprinkled in ({{Hover|st.D|D}}), Kyo proves to be a potentially very strong character with an answer to most midrange situations although still lacking when further away.<br> | Although the main focus is on starting his own offense, Kyo does also have some good tools to protect his space and defend himself (nj.B, {{Hover|dp+P|623P}}). With some nice match-up coverage tools sprinkled in ({{Hover|st.D|D}}), Kyo proves to be a potentially very strong character with an answer to most midrange situations although still lacking when further away.<br> | ||
<br> | <br> | ||
'''With great power comes great execution'''. With a number of simple and decent options to fall back on, a tough wall to break to master Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor. | |||
| intro =The main main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. | |||
With great power comes great execution. A tough wall to break to master Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor.}} | |||
==Basic Actions== | ==Basic Actions== | ||
{{cot|Idle, Jump, Dash, Wake-up}} | {{cot|Idle, Jump, Dash, Wake-up}} | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_st0,kyo_cr0 | |moveId=kyo_st0,kyo_cr0 | ||
Line 143: | Line 147: | ||
|description2= | |description2= | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_hop,kyo_jump | |moveId=kyo_hop,kyo_jump | ||
|name=Hop/Jump | |name=Hop / Jump | ||
|tab1=Hop | |tab1=Hop | ||
|tab2=Jump | |tab2=Jump | ||
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* When buffered, hyper hop and super jump lose their start-up and become frame 1 airborne. Will avoid low meaties on wake-up. | * When buffered, hyper hop and super jump lose their start-up and become frame 1 airborne. Will avoid low meaties on wake-up. | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_walk,kyo_run | |moveId=kyo_walk,kyo_run | ||
|name=Walk/Run | |name=Walk / Run | ||
|input=b/f ; f,f, Hold to maintain | |input=b/f ; f,f, Hold to maintain | ||
|input2=4/6; 66, Hold to maintain | |input2=4/6; 66, Hold to maintain | ||
|tab1=Walk | |tab1=Walk | ||
|tab2=Run | |tab2=Run | ||
|size=37% | |||
|image=02UM_Kyo_walk.gif | |image=02UM_Kyo_walk.gif | ||
|imageSize=x250px | |imageSize=x250px | ||
|hitbox=02UM_Kyo_run.gif | |hitbox=02UM_Kyo_run.gif | ||
Line 178: | Line 180: | ||
|description2= | |description2= | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_backdash | |moveId=kyo_backdash | ||
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* Airborne while active. | * Airborne while active. | ||
}} | }} | ||
<br> | |||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_wakeup,kyo_recoveryroll | |moveId=kyo_wakeup,kyo_recoveryroll | ||
|name=Wake-up/Recovery Roll | |name=Wake-up / Recovery Roll | ||
|input=/ ; AB when hitting the ground | |input=/ ; AB when hitting the ground | ||
|tab1=Wake-up | |||
|tab2=Recovery Roll | |||
|size=38% | |||
|image=02UM_Kyo_wakeup.gif | |||
|imageSize=x250px | |||
|hitbox=02UM_Kyo_recoveryroll.gif | |||
|hitboxSize=x250px | |||
|description2= | |description2= | ||
}} | }} | ||
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==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
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* Chains into every lights but cl.A/B. | * Chains into every lights but cl.A/B. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=148px> | ||
File:02UM_Kyo_st.A_1.png|'''Startup''' | File:02UM_Kyo_st.A_1.png|'''Startup''' | ||
File:02UM_Kyo_st.A_2.png|'''Active''' | File:02UM_Kyo_st.A_2.png|'''Active''' | ||
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{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_stc | |moveId=kyo_stc | ||
| | |imageCaptions=''It may look fine but'' | ||
|hitboxCaptions=''This is not okay.'' | |||
|description= | |description= | ||
<br> | <br> | ||
Very lackluster range for such a slow button with a severe lack of active frames, an unsettling tendency to be whiff punished and no conversion whatsoever. To put it bluntly this move could do double the damage with double the speed and it would still be pretty bad but it doesn't even have that. Mostly appears when messing up cl.C's spacing, frustration usually ensues. | Very lackluster range for such a slow button with a severe lack of active frames, an unsettling tendency to be whiff punished and no conversion whatsoever. To put it bluntly this move could do double the damage with double the speed and it would still be pretty bad but it doesn't even have that. Mostly appears when messing up cl.C's spacing, frustration usually ensues. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=164px> | ||
File:02UM_Kyo_st.C_1.png|Frames '''4~9''' | File:02UM_Kyo_st.C_1.png|Frames '''4~9''' | ||
File:02UM_Kyo_st.C_2.png|Frames '''10~12''' | File:02UM_Kyo_st.C_2.png|Frames '''10~12''' | ||
Line 311: | Line 254: | ||
</gallery> | </gallery> | ||
}} | }} | ||
==== ==== | ==== ==== | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
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File:02UM_Kyo_st.D_2.png|'''Active''' | File:02UM_Kyo_st.D_2.png|'''Active''' | ||
File:02UM_Kyo_st.D_3.png|'''Early Recovery''' | File:02UM_Kyo_st.D_3.png|'''Early Recovery''' | ||
</gallery> | |||
}} | |||
<br> | |||
===Close Standing Normals=== | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
| moveId = kyo_cla | |||
| description = | |||
<br> | |||
A cancelable standing elbow with too poor priority and average speed to make up for its short range. Can be used as a meaty against [[The_King_of_Fighters_2002_UM/Advanced_Strategy#Reversal_Superjump|wake-up super jump]] to then link the more rewarding but riskier cl.C after it.<br> | |||
<br> | |||
* Cancelable on hit/whiff. | |||
* Chains into every light. | |||
| phases = | |||
<gallery mode=packed-hover heights=182px> | |||
File:02UM_Kyo_cl.A_1.png|'''Startup''' | |||
File:02UM_Kyo_cl.A_2.png|'''Active''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
| moveId = kyo_clb | |||
| description = | |||
<br> | |||
A cancelable standing low kick with limited range and especially much too slow to warrant ever using over {{Hover|cr.B. Can be used afer cr.B|2B. Can be used afer 2B}} for a short range 2 hitconfirm starter.<br> | |||
<br> | |||
* Cancelable on hit/whiff. | |||
* Chains into every light. | |||
| phases = | |||
<gallery mode=packed-hover heights=152px> | |||
File:02UM_Kyo_cl.B_1.png|'''Startup''' | |||
File:02UM_Kyo_cl.B_2.png|'''Active''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=kyo_clc | |||
|description= | |||
<br> | |||
A very fast and cancelable uppercut with deceptively good range that serves as Kyo's main combo starter and then extends higher for a good secundary grounded anti-air against hops. Can be 1f linked off {{Hover|cr.B|2B}} for a good frametrap on block but a somewhat limited conversion on hit without max mode.<br> | |||
<br> | |||
* Only the first part is cancelable so a whiff cancel needs to be done very fast. | |||
|phases= | |||
<br> | |||
<br> | |||
<gallery mode=packed-hover heights=300px> | |||
File:02UM_Kyo_cl.C_1.png|'''Startup''' | |||
File:02UM_Kyo_cl.C_2.png|Frames '''3~4''' | |||
File:02UM_Kyo_cl.C_3.png|Frames '''5~12''' | |||
</gallery> | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=kyo_cld | |||
|description= | |||
<br> | |||
A cancelable high kick with decent range and speed but poor priority that is entirely overshadowed by cl.C in every way except damage. Won't see much use in real match outside of being a risky occasional substitute for cl.C when the situation allows it.<br> | |||
<br> | |||
* Cancelable on hit/whiff. | |||
|phases= | |||
<gallery mode=packed-hover heights=170px> | |||
File:02UM_Kyo_cl.D_1.png|'''Startup''' | |||
File:02UM_Kyo_cl.D_2.png|'''Active''' | |||
File:02UM_Kyo_cl.D_3.png|'''Early Recovery''' | |||
</gallery> | </gallery> | ||
}} | }} | ||
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* Chains into every lights. | * Chains into every lights. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=139px> | ||
File:02UM_Kyo_cr.A_0.png|'''Idle''' | File:02UM_Kyo_cr.A_0.png|'''Idle''' | ||
File:02UM_Kyo_cr.A_1.png|'''Startup''' | File:02UM_Kyo_cr.A_1.png|'''Startup''' | ||
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* Chains into every lights. | * Chains into every lights. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=125px> | ||
File:02UM_Kyo_cr.B_0.png|'''Idle''' | File:02UM_Kyo_cr.B_0.png|'''Idle''' | ||
File:02UM_Kyo_cr.B_1.png|'''Startup''' | File:02UM_Kyo_cr.B_1.png|'''Startup''' | ||
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{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_crc | |moveId=kyo_crc | ||
|description= | |description= | ||
<br> | <br> | ||
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* Only the first part is cancelable so a whiff cancel needs to be done very fast. | * Only the first part is cancelable so a whiff cancel needs to be done very fast. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <br> | ||
<br> | |||
<gallery mode=packed-hover heights=300px> | |||
File:02UM_Kyo_cr.C_0.png|'''Idle''' | File:02UM_Kyo_cr.C_0.png|'''Idle''' | ||
File:02UM_Kyo_cr.C_1.png|'''Startup''' | File:02UM_Kyo_cr.C_1.png|'''Startup''' | ||
Line 391: | Line 400: | ||
<br> | <br> | ||
* Cancelable on hit/whiff. | * Cancelable on hit/whiff. | ||
<br> | |||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=151px> | ||
File:02UM_Kyo_cr.D_0.png|'''Idle''' | File:02UM_Kyo_cr.D_0.png|'''Idle''' | ||
File:02UM_Kyo_cr.D_1.png|'''Startup''' | File:02UM_Kyo_cr.D_1.png|'''Startup''' | ||
Line 459: | Line 469: | ||
|description= | |description= | ||
<br> | <br> | ||
A cancelable shoulder charge with below average speed, range and active frames but good priority and great recovery. Mostly useful to be whiff canceled into a spaced {{Hover|qcf+A | A cancelable shoulder charge with below average speed, range and active frames but good priority and great recovery. Mostly useful to be whiff canceled into a spaced {{Hover|qcf+A to eventually beat an opposing poke meant to stuff said qcf+A|236A to eventually beat an opposing poke meant to stuff said 236A}}.<br> | ||
<br> | <br> | ||
* Cancelable on hit/whiff. | * Cancelable on hit/whiff. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=135px> | ||
File:02UM_Kyo_st.CD_1.png|'''Late Startup''' | File:02UM_Kyo_st.CD_1.png|'''Late Startup''' | ||
File:02UM_Kyo_st.CD_2.png|'''Active''' | File:02UM_Kyo_st.CD_2.png|'''Active''' | ||
Line 520: | Line 530: | ||
<br> | <br> | ||
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]]. | * [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]]. | ||
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A | <ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li> | ||
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B | <li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/Kyo_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul> | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=208px> | ||
File:02UM_Kyo_raw_f+B_1.png|'''Startup''' | File:02UM_Kyo_raw_f+B_1.png|'''Startup''' | ||
File:02UM_Kyo_raw_f+B_2.png|'''Active''' | File:02UM_Kyo_raw_f+B_2.png|'''Active''' | ||
File:02UM_Kyo_raw_f+B_3.png|'''Early Recovery''' | File:02UM_Kyo_raw_f+B_3.png|'''Early Recovery''' | ||
</gallery> | </gallery> | ||
|description2= | |description2= | ||
Like most standing overheads, canceling {{Hover|f+B | Like most standing overheads, canceling {{Hover|f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B|6B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's 6B}} that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.<br> | ||
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br> | It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br> | ||
<br> | <br> | ||
Line 537: | Line 547: | ||
<ul><li> '''Combo Advice''': The go-to meterless option on hit is <b>cl.C, {{Hover|f+B, qcf+A|6B, 236A}}</b>, it's mostly very safe on block but {{Hover|qcf+A can whiff on block so using qcf+C|236A can whiff on block so using 236C}} instead is a bit less safe but more consistent. The same max bypass as with raw {{Hover|f+B|6B}} is still possible.</li></ul> | <ul><li> '''Combo Advice''': The go-to meterless option on hit is <b>cl.C, {{Hover|f+B, qcf+A|6B, 236A}}</b>, it's mostly very safe on block but {{Hover|qcf+A can whiff on block so using qcf+C|236A can whiff on block so using 236C}} instead is a bit less safe but more consistent. The same max bypass as with raw {{Hover|f+B|6B}} is still possible.</li></ul> | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=247px> | ||
File:02UM_Kyo_can_f+B_1.png|'''1st hit''' | File:02UM_Kyo_can_f+B_1.png|'''1st hit''' | ||
File:02UM_Kyo_can_f+B_2.png|'''Gap''' | File:02UM_Kyo_can_f+B_2.png|'''Gap''' | ||
Line 604: | Line 614: | ||
* Reversal anti-air | * Reversal anti-air | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=183px> | ||
File:02UM_Kyo_dp+A_1.png|'''Startup''' | File:02UM_Kyo_dp+A_1.png|'''Startup''' | ||
File:02UM_Kyo_dp+A_2.png|'''1st hit''' | File:02UM_Kyo_dp+A_2.png|'''1st hit''' | ||
Line 610: | Line 620: | ||
</gallery> | </gallery> | ||
|description2= | |description2= | ||
With the same reversal qualities as {{Hover|dp+A | With the same reversal qualities as {{Hover|dp+A but being worse on block, dp+C|623A but being worse on block, 623C}} is typically left aside although having better vertical range and priority is useful for anti-airing some jump arcs. Having the same speed and properties otherwise, using {{Hover|dp+C over dp+A|623C over 623A}} in neutral mostly comes down to how sure you are you'll connect since {{Hover|dp+C|623C}} has poor pushback an is much easier to punish.<br> | ||
<br> | <br> | ||
{{Hover|dp+C|623C}} shines most for its combo usage. Its solid damage and speed make it a decent combo ender and it giving [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] means you can also spend meter to super cancel into {{Hover|qcb,hcf+P|2141236P}} for some extra damage. That ability comes particularly handy in max combos where {{Hover|dp+C|623C}} can support a juggle or end it with a fast and damaging super cancel.<br> | {{Hover|dp+C|623C}} shines most for its combo usage. Its solid damage and speed make it a decent combo ender and it giving [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] means you can also spend meter to super cancel into {{Hover|qcb,hcf+P|2141236P}} for some extra damage. That ability comes particularly handy in max combos where {{Hover|dp+C|623C}} can support a juggle or end it with a fast and damaging super cancel.<br> | ||
Line 617: | Line 627: | ||
<ul><li> '''Combo Advice''': To cancel {{Hover|dp+C into qcb,hcf+P; longcut the dp as hcb,f+C then just add qcf+P|623C into 2141236P; longcut the dp as 632146C then just add 236P}} for the super cancel.</li></ul> | <ul><li> '''Combo Advice''': To cancel {{Hover|dp+C into qcb,hcf+P; longcut the dp as hcb,f+C then just add qcf+P|623C into 2141236P; longcut the dp as 632146C then just add 236P}} for the super cancel.</li></ul> | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=232px> | ||
File:02UM_Kyo_dp+C_1.png|'''Startup''' | File:02UM_Kyo_dp+C_1.png|'''Startup''' | ||
File:02UM_Kyo_dp+C_2.png|'''1st hit''' | File:02UM_Kyo_dp+C_2.png|'''1st hit''' | ||
Line 636: | Line 646: | ||
<ul><li> '''Combo Advice''': When canceling {{Hover|hcb+B into qcb,hcf+P|63214B into 2141236P}} you have to charge it slightly to avoid whiffing.</li></ul> | <ul><li> '''Combo Advice''': When canceling {{Hover|hcb+B into qcb,hcf+P|63214B into 2141236P}} you have to charge it slightly to avoid whiffing.</li></ul> | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=147px> | ||
File:02UM_Kyo_hcb+B_1.png|Frames '''1~2''' | File:02UM_Kyo_hcb+B_1.png|Frames '''1~2''' | ||
File:02UM_Kyo_hcb+B_2.png|Frames '''3~13''' | File:02UM_Kyo_hcb+B_2.png|Frames '''3~13''' | ||
Line 642: | Line 652: | ||
File:02UM_Kyo_hcb+B_4.png|'''Active''' | File:02UM_Kyo_hcb+B_4.png|'''Active''' | ||
</gallery> | </gallery> | ||
Kyo is grounded for 2f before jumping, meaning a high meaty can easily stuff and combo a wake-up {{Hover|hcb+B|63214B}}. One more reason to the pile of why not use it as a reversal. | Kyo is grounded for 2f before jumping, meaning a high meaty can easily stuff and combo a wake-up {{Hover/Alt|hcb+B|63214B}}. One more reason to the pile of why not use it as a reversal. | ||
|description2= | |description2= | ||
The strong version has Kyo lower his head in a high invincible stance then a quick punch in place. Despite being a good amount faster and more damaging than {{Hover|hcb+B, hcb+D|63214B, 63214D}} rocks the feet of being even worse in neutral by having even less range and being '''punishable on hit''' if 2 bars aren't spent for a super cancel. Any hope to use the high invincibility for anti-air is laughed at when compared to any other option, especially {{Hover|dp+A|623A}}.<br> | The strong version has Kyo lower his head in a high invincible stance then a quick punch in place. Despite being a good amount faster and more damaging than {{Hover|hcb+B, hcb+D|63214B, 63214D}} rocks the feet of being even worse in neutral by having even less range and being '''punishable on hit''' if 2 bars aren't spent for a super cancel. Any hope to use the high invincibility for anti-air is laughed at when compared to any other option, especially {{Hover|dp+A|623A}}.<br> | ||
Line 650: | Line 660: | ||
<ul><li> '''Combo Advice''': When super canceling into {{Hover|qcb,hcf+AC in the corner it's important to do hcb+D|2141236AC in the corner it's important to do 63214D}} as low as possible so you can hold AC and get extra damage from the super's flamebody.</li></ul> | <ul><li> '''Combo Advice''': When super canceling into {{Hover|qcb,hcf+AC in the corner it's important to do hcb+D|2141236AC in the corner it's important to do 63214D}} as low as possible so you can hold AC and get extra damage from the super's flamebody.</li></ul> | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=205px> | ||
File:02UM_Kyo_hcb+D_1.png|'''Startup''' | File:02UM_Kyo_hcb+D_1.png|'''Startup''' | ||
File:02UM_Kyo_hcb+D_2.png|'''Active(1)''' | File:02UM_Kyo_hcb+D_2.png|'''Active(1)''' | ||
Line 662: | Line 672: | ||
|input= rdp + B/D | |input= rdp + B/D | ||
|input2= 421 B/D | |input2= 421 B/D | ||
|image= 02UM_Kyo_rdp+B_4_ima.png | |||
|imageSize= 168x240px | |||
|hitbox= 02UM_Kyo_rdp+B_4.png | |||
|hitboxSize= 168x240px | |||
|hitbox2= 02UM_Kyo_rdp+D_4.png | |||
|hitboxSize2= 174x282px | |||
|description2= | |description2= | ||
Kyo jumps and swings his leg down to kick the opponent on the head in a parabolic arc.<br> | Kyo jumps and swings his leg down to kick the opponent on the head in a parabolic arc.<br> | ||
Line 671: | Line 687: | ||
The same logic applies to {{Hover|rdp+D|421D}} being '''-4''' at worst because even the tallest characters can't reach the first hitbox. A bad consequence of being so high is that it whiffs against a lot of characters crouching in the corner if Kyo is too close.<br> | The same logic applies to {{Hover|rdp+D|421D}} being '''-4''' at worst because even the tallest characters can't reach the first hitbox. A bad consequence of being so high is that it whiffs against a lot of characters crouching in the corner if Kyo is too close.<br> | ||
<br> | <br> | ||
Neither of them are all that combo friendly although {{Hover|rdp+B | Neither of them are all that combo friendly although {{Hover|rdp+B can be used after qcf+D>K|421B can be used after 236D>K}} for a solid hard knockdown ender when away from the corner where you'd use rekka instead.<br> | ||
<br> | <br> | ||
<ul><li> '''Mix-up Advice''': {{Hover|rdp+B | <ul><li> '''Mix-up Advice''': {{Hover|rdp+B is Kyo's best hard knockdown to setup a j.d+C|421B is Kyo's best hard knockdown to setup a j.2C}} cross-up off of. Variable wake-up timings make it tedious but it's certainly worth practising.</li></ul> | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights=185px> | <gallery mode=packed-hover heights=185px> | ||
Line 693: | Line 709: | ||
===75 Shiki Kai=== | ===75 Shiki Kai=== | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=kyo_qcf+B>K,kyo_qcf+D>K | |moveId=kyo_qcf+B>K,kyo_qcf+D>K | ||
Line 703: | Line 718: | ||
It only launches on the second hit, lifting the opponent fairly high but only in a [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|half juggle]] state, thus generally limiting the possible conversions to an early jump-in or a {{Hover|dp+C|623C}}. Worse than that, the fact the first kick doesn't knockdown coupled with the second's hitbox being fairly high as Kyo is in the air is why {{Hover|qcf+B > K|236B > K}} will fail to combo on almost every crouching character making the already hard to land move also punishable on hit.<br> | It only launches on the second hit, lifting the opponent fairly high but only in a [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|half juggle]] state, thus generally limiting the possible conversions to an early jump-in or a {{Hover|dp+C|623C}}. Worse than that, the fact the first kick doesn't knockdown coupled with the second's hitbox being fairly high as Kyo is in the air is why {{Hover|qcf+B > K|236B > K}} will fail to combo on almost every crouching character making the already hard to land move also punishable on hit.<br> | ||
<br> | <br> | ||
All these reasons only serve to highlight how much better {{Hover|qcf+D > K | All these reasons only serve to highlight how much better {{Hover|qcf+D > K is combowise and why you should never really use qcf+B > K in comparison. However qcf+B>K|236D > K is combowise and why you should never really use 236B > K in comparison. However 236B>K}} can still be an okay pre-emptive anti-air as described with its phases. | ||
<br> | <br> | ||
<br> | <br> | ||
Line 714: | Line 729: | ||
File:02UM_Kyo_qcf+B_4.png|'''2nd hit''' | File:02UM_Kyo_qcf+B_4.png|'''2nd hit''' | ||
</gallery> | </gallery> | ||
The only use for this worth mentioning is as an anti-air. As slow as it is it'd be very preemptive but the nice forward priority of the first kick, upward priority of the second and the extra conversion, albeit weak for this version, on a successful anti-air could warrant giving it a few tries at least to see if the opponent knows how to deal with it. Being faster than {{Hover|qcf+D>K|236D>K}} is a good point but without the conversion of the latter it still pales compared to Kyo's dp. | The only use for this worth mentioning is as an anti-air. As slow as it is it'd be very preemptive but the nice forward priority of the first kick, upward priority of the second and the extra conversion, albeit weak for this version, on a successful anti-air could warrant giving it a few tries at least to see if the opponent knows how to deal with it. Being faster than {{Hover/Alt|qcf+D>K|236D>K}} is a good point but without the conversion of the latter it still pales compared to Kyo's dp. | ||
|description2= | |description2= | ||
The strong version is slower but has a much better horizontal range, well able to land both hits after a cl.C without issue, something you'll be doing a lot as Kyo since this move is the core of his juggles. Arguably as crucial to his general game plan as his {{Hover|qcf+A rekka, qcf+D > K|236A rekka, 236D > K}} is a versatile launcher great in combos that can work just as well as a pressure tool threatening for hefty conversions against an opponent lacking a projectile.<br> | The strong version is slower but has a much better horizontal range, well able to land both hits after a cl.C without issue, something you'll be doing a lot as Kyo since this move is the core of his juggles. Arguably as crucial to his general game plan as his {{Hover|qcf+A rekka, qcf+D > K|236A rekka, 236D > K}} is a versatile launcher great in combos that can work just as well as a pressure tool threatening for hefty conversions against an opponent lacking a projectile.<br> | ||
Line 733: | Line 748: | ||
File:02UM_Kyo_qcf+D_4.png|'''2nd hit''' | File:02UM_Kyo_qcf+D_4.png|'''2nd hit''' | ||
</gallery> | </gallery> | ||
Just like the previous version, {{Hover|qcf+D>K|236D>K}}'s priority makes it an interesting preemptive anti-air. Its slower speed hinders it but having a better conversion plus carry and doubling as a plus on block pressure tool against a grounded opponent keep it relevant, especially at lower level. | Just like the previous version, {{Hover/Alt|qcf+D>K|236D>K}}'s priority makes it an interesting preemptive anti-air. Its slower speed hinders it but having a better conversion plus carry and doubling as a plus on block pressure tool against a grounded opponent keep it relevant, especially at lower level. | ||
}} | }} | ||
Line 747: | Line 762: | ||
{{Hover|qcf+A|236A}}'s main limitation is its speed, being on the slow side for a rekka, and despite the initial step-in contributing a good amount to its range it's very vulnerable until the hitbox is out. Honorable mention to a meager 2f of upperbody autoguard that serve more as a lucky hope than any real protection. All reasons why {{Hover|qcf+A|236A}} is prone to being pre-emptively stuffed and why it's vital to mind its spacing and not abuse it without some frame advantage.<br> | {{Hover|qcf+A|236A}}'s main limitation is its speed, being on the slow side for a rekka, and despite the initial step-in contributing a good amount to its range it's very vulnerable until the hitbox is out. Honorable mention to a meager 2f of upperbody autoguard that serve more as a lucky hope than any real protection. All reasons why {{Hover|qcf+A|236A}} is prone to being pre-emptively stuffed and why it's vital to mind its spacing and not abuse it without some frame advantage.<br> | ||
<br> | <br> | ||
<ul><li> '''Combo Advice''': Kyo can't complete any Aragami chain off his normals outside of the corner so besides max combos, it's preferable to only use it after {{Hover|qcf+D>K, hcb+B|236D>K, 63214B}} instead for damage and pushback, even able to even finish a chain into hard knockdown if he reaches the corner.</li></ul> | |||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=170px> | ||
File:02UM_Kyo_qcf+A_1.png|Frames '''4~5''' | File:02UM_Kyo_qcf+A_1.png|Frames '''4~5''' | ||
File:02UM_Kyo_qcf+A_2.png|Frames '''12~13''' | File:02UM_Kyo_qcf+A_2.png|Frames '''12~13''' | ||
Line 757: | Line 772: | ||
Interesting to note that {{Hover|qcf+A|236A}} has projectile collision on the first two frames of its hitbox, making it able to destroy projectiles. It's a short window although the range is decent, making it somewhat unreliable when responding to faster projectiles anywhere that isn't fullscreen away.<br> | Interesting to note that {{Hover|qcf+A|236A}} has projectile collision on the first two frames of its hitbox, making it able to destroy projectiles. It's a short window although the range is decent, making it somewhat unreliable when responding to faster projectiles anywhere that isn't fullscreen away.<br> | ||
<br> | <br> | ||
Over these few perks {{Hover|qcf+A|236A}} shows good priority retaining even after the hitbox is gone, added to its short recovery, meaning it's not so easy to whiff punish without risking at least a trade. | Over these few perks {{Hover/Alt|qcf+A|236A}} shows good priority retaining even after the hitbox is gone, added to its short recovery, meaning it's not so easy to whiff punish without risking at least a trade. | ||
}} | }} | ||
Line 799: | Line 814: | ||
<ul><li> '''Combo Advice''': Best to use as the ender for Kyo's main meterless corner juggle <b>{{Hover|qcf+D > K, hcb+B, qcf+A > hcb+P > hcb+K|236D > K, 63214B, 236A > 63214P > 63214K}}</b>. An easy string Kyo can safely defaults to when close enough to the corner.</li></ul> | <ul><li> '''Combo Advice''': Best to use as the ender for Kyo's main meterless corner juggle <b>{{Hover|qcf+D > K, hcb+B, qcf+A > hcb+P > hcb+K|236D > K, 63214B, 236A > 63214P > 63214K}}</b>. An easy string Kyo can safely defaults to when close enough to the corner.</li></ul> | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=205px> | ||
File:02UM_Kyo_qcf+A_hcb+P_hcb+K_1.png|Frames '''10~12''' | File:02UM_Kyo_qcf+A_hcb+P_hcb+K_1.png|Frames '''10~12''' | ||
File:02UM_Kyo_qcf+A_hcb+P_hcb+K_2.png|Frames '''13~14''' | File:02UM_Kyo_qcf+A_hcb+P_hcb+K_2.png|Frames '''13~14''' | ||
Line 822: | Line 837: | ||
Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekka, a singular route as opposed to Aragami. By itself its very impressive range for being a rekka is somewhat impaired by a rather slow start-up. Similar to {{Hover|qcf+A|236A}}, its start-up is vulnerable despite 3f of autoguard and limits its usage as it'll be proned to being stuffed by quick pokes pre-emptively on the move's path.<br> | Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekka, a singular route as opposed to Aragami. By itself its very impressive range for being a rekka is somewhat impaired by a rather slow start-up. Similar to {{Hover|qcf+A|236A}}, its start-up is vulnerable despite 3f of autoguard and limits its usage as it'll be proned to being stuffed by quick pokes pre-emptively on the move's path.<br> | ||
<br> | <br> | ||
Although a bit less safe than {{Hover|qcf+A | Although a bit less safe than {{Hover|qcf+A for having more recovery and less pushback, spacing qcf+C|236A for having more recovery and less pushback, spacing 236C}} out can still leave Kyo in a very safe position. Issue being the lack of knockdown and conversion at said spacing. All this makes {{Hover|qcf+C in neutral a slower and less damaging qcf+A|236C in neutral a slower and less damaging 236A}} with more range but overall worse as a mid-range poke.<br> | ||
<br> | <br> | ||
<ul><li> '''Combo Advice''': It's best to use this move during a combo, its rekka line is more suited for midscreen conversion off a jump-in and a bit safer than {{Hover|qcf+D>K|236D>K}} on block. Its lesser pushback is also helpful in some max combos.</li></ul | <ul><li> '''Combo Advice''': It's best to use this move during a combo, its rekka line is more suited for midscreen conversion off a jump-in and a bit safer than {{Hover|qcf+D>K|236D>K}} on block. Its lesser pushback is also helpful in some max combos.</li></ul> | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=147px> | ||
File:02UM_Kyo_qcf+C_1.png|Frames '''6~9''' | File:02UM_Kyo_qcf+C_1.png|Frames '''6~9''' | ||
File:02UM_Kyo_qcf+C_2.png|'''Active''' | File:02UM_Kyo_qcf+C_2.png|'''Active''' | ||
</gallery> | </gallery> | ||
Disappointingly {{Hover|qcf+C|236C}}'s projectile collision on its hitbox is able to destroy projectiles but is much too slow with too much forward momentum to do it on reaction. A meager 3f of autoguard are good but not enough to help that. | Disappointingly {{Hover/Alt|qcf+C|236C}}'s projectile collision on its hitbox is able to destroy projectiles but is much too slow with too much forward momentum to do it on reaction. A meager 3f of autoguard are good but not enough to help that. | ||
}} | }} | ||
Line 853: | Line 868: | ||
|moveId=kyo_qcf+c>hcb+p>f+p>dp+p | |moveId=kyo_qcf+c>hcb+p>f+p>dp+p | ||
|description= | |description= | ||
Kyo performs his {{Hover|dp+P | Kyo performs his {{Hover|dp+P (the A version comes out) to end the Doku Kami (qcf+C)|623P (the A version comes out) to end the Doku Kami (236C)}} rekka line. It's always best to end with this finisher rather than just Tumi Yomi (which looks like its proper finisher but isn't) to maximize its damage.<br> | ||
<br> | <br> | ||
An important thing to note is that while the other follow-ups allow for some leniency, this ender needs to be done asap after Batu Yomi or it won't come out. The only issue with this is the resulting soft knockdown offers decent oki only if the opponent doesn't tech it.<br> | An important thing to note is that while the other follow-ups allow for some leniency, this ender needs to be done asap after Batu Yomi or it won't come out. The only issue with this is the resulting soft knockdown offers decent oki only if the opponent doesn't tech it.<br> | ||
However, for some reason inputting | However, for some reason inputting {{Hover|<b>qcf+K</b> after f+P makes you able to then delay dp+P|<b>236K</b> after 6P makes you able to then delay 623P}}. While this doesn't offer much help on block, the delay on hit gives you much better frame advantage on the soft knockdown.<br> | ||
<br> | <br> | ||
<ul><li> '''Combo Advice''': Lacking the ability to juggle for the most part, it's best to use this rekka chain after a jump-in, cl.C for a fairly solid midscreen conversion. Note however that it's very unsafe on block at every point past {{Hover|qcf+C|236C}} so confirming the hit is vital.</li></ul> | <ul><li> '''Combo Advice''': Lacking the ability to juggle for the most part, it's best to use this rekka chain after a jump-in, cl.C for a fairly solid midscreen conversion. Note however that it's very unsafe on block at every point past {{Hover|qcf+C|236C}} so confirming the hit is vital.</li></ul> | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=228px> | ||
File:02UM_Kyo_qcf+C_2a.png|'''qcf+C''' | File:02UM_Kyo_qcf+C_2a.png|'''qcf+C''' | ||
File:02UM_Kyo_qcf+C_hcb+Pa.png|'''> hcb+P''' | File:02UM_Kyo_qcf+C_hcb+Pa.png|'''> hcb+P''' | ||
Line 884: | Line 899: | ||
Orochinagi is normally too slow to combo off anything on the ground but if you charge it to get the speed boost and let go in time to fit the hitstun window, you can then combo into it. Learning to time this is very useful but {{Hover|qcfx2+A|236236A}} can make for a nice and easy substitute in some cases.<br> | Orochinagi is normally too slow to combo off anything on the ground but if you charge it to get the speed boost and let go in time to fit the hitstun window, you can then combo into it. Learning to time this is very useful but {{Hover|qcfx2+A|236236A}} can make for a nice and easy substitute in some cases.<br> | ||
<br> | <br> | ||
<ul><li> '''Combo Advice''': Orochinagi after {{Hover|qcf+D>K|236D>K | <ul><li> '''Combo Advice''': Orochinagi after {{Hover|qcf+D>K is decent damage for 1 bar midscreen. Charging it slightly after canceling from his qcf+C|236D>K is decent damage for 1 bar midscreen. Charging it slightly after canceling from his 236C}} will end his grounded max combo. Read more about the timing in the combo section.</li></ul> | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights=232px> | <gallery mode=packed-hover heights=232px> | ||
Line 911: | Line 926: | ||
On hit the super's soft knockdown is fairly bad for keeping pressure but the damage is decent. On block, both versions of the move are fairly unsafe on block, weighing on the decision to use {{Hover|qcfx2+C|236236C}} as reversal as despite its good full invuln, it's slow enough to miss a punish window and get blocked.<br> | On hit the super's soft knockdown is fairly bad for keeping pressure but the damage is decent. On block, both versions of the move are fairly unsafe on block, weighing on the decision to use {{Hover|qcfx2+C|236236C}} as reversal as despite its good full invuln, it's slow enough to miss a punish window and get blocked.<br> | ||
<br> | <br> | ||
<ul><li> '''Combo Advice:''' You can reach the level 2 charge fast enough for {{Hover|qcfx2+A|236236A}} to still combo off a special hitstun, doing more damage than Orochinagi in a grounded max combo with the proper spacing to reach after charge.</li></ul> | |||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=161px> | ||
File:02UM_Kyo_qcfx2+A_1.png|Frames '''1~5''' | File:02UM_Kyo_qcfx2+A_1.png|Frames '''1~5''' | ||
File:02UM_Kyo_qcfx2+A_1c.png|'''IF Charge''' | File:02UM_Kyo_qcfx2+A_1c.png|'''IF Charge''' | ||
Line 919: | Line 934: | ||
File:02UM_Kyo_qcfx2+A_3.png|'''1st hit''' | File:02UM_Kyo_qcfx2+A_3.png|'''1st hit''' | ||
File:02UM_Kyo_qcfx2+A_4.png|'''2nd hit''' | File:02UM_Kyo_qcfx2+A_4.png|'''2nd hit''' | ||
</gallery><gallery mode=packed-hover heights= | </gallery><gallery mode=packed-hover heights=185px> | ||
File:02UM_Kyo_qcfx2+C_1.png|Frames '''1~6''' | File:02UM_Kyo_qcfx2+C_1.png|Frames '''1~6''' | ||
File:02UM_Kyo_qcfx2+C_1c.png|'''IF Charge''' | File:02UM_Kyo_qcfx2+C_1c.png|'''IF Charge''' | ||
Line 944: | Line 959: | ||
<br> | <br> | ||
* '''Combo Advice:''' The SDM easily fits in the same spots as the DM but offers remarkably more damage naturally plus the flamebody hits. More notably you can time it for '''the third, least damaging hit to whiff making Kyo able to juggle after the super''', this -mostly- difficult task is the base of Kyo's most damaging combos. | * '''Combo Advice:''' The SDM easily fits in the same spots as the DM but offers remarkably more damage naturally plus the flamebody hits. More notably you can time it for '''the third, least damaging hit to whiff making Kyo able to juggle after the super''', this -mostly- difficult task is the base of Kyo's most damaging combos. | ||
<br><br> | |||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=177px> | ||
File:02UM_Kyo_qcbhcf+AC_1.png|Frames '''1~2''' | File:02UM_Kyo_qcbhcf+AC_1.png|Frames '''1~2''' | ||
File:02UM_Kyo_qcbhcf+AC_2.png|'''Charge''' | File:02UM_Kyo_qcbhcf+AC_2.png|'''Charge''' | ||
File:02UM_Kyo_qcbhcf+AC_3.png|Frames '''3~9''' | File:02UM_Kyo_qcbhcf+AC_3.png|Frames '''3~9''' | ||
File:02UM_Kyo_qcbhcf+AC_4.png|'''Late Startup''' | File:02UM_Kyo_qcbhcf+AC_4.png|'''Late Startup''' | ||
</gallery><gallery mode=packed-hover heights= | </gallery><gallery mode=packed-hover heights=177px> | ||
File:02UM_Kyo_qcbhcf+AC_5.png|'''Active(1)''' | File:02UM_Kyo_qcbhcf+AC_5.png|'''Active(1)''' | ||
File:02UM_Kyo_qcbhcf+AC_6.png|'''Active(2)''' | File:02UM_Kyo_qcbhcf+AC_6.png|'''Active(2)''' | ||
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* '''Combo Advice''': Knowing how to use it may be handy but not something you'll want to do any often. It'll mostly be as a surprise option or a punish to remind the opponent that you do have a grab in this game. | * '''Combo Advice''': Knowing how to use it may be handy but not something you'll want to do any often. It'll mostly be as a surprise option or a punish to remind the opponent that you do have a grab in this game. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=192px> | ||
File:02UM_Kyo_hcbx2+AC_1.png|Frame '''1''' | File:02UM_Kyo_hcbx2+AC_1.png|Frame '''1''' | ||
File:02UM_Kyo_hcbx2+AC_2.png|Frame '''2''' | File:02UM_Kyo_hcbx2+AC_2.png|Frame '''2''' | ||
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==Videos== | ==Videos== | ||
{{#ev:youtube|Is836tQZqw4|||'''Kyo Combo Guide [KOF02UM]'''|frame}} | |||
{{#ev:youtube|ub2wuQnN_C8|||'''Kyo 2002UM Combos'''|frame}} | {{#ev:youtube|ub2wuQnN_C8|||'''Kyo 2002UM Combos'''|frame}} | ||
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Discuss at [http://orochinagi.com/forums/viewtopic.php?f=31&t=3075 ON] | Discuss at [http://orochinagi.com/forums/viewtopic.php?f=31&t=3075 ON] | ||
{{CharNavbox 02UM | {{CharNavbox 02UM}} | ||
{{Navbox 2002UM}} | {{Navbox 2002UM}} | ||
[[Category:The King of Fighters 2k2UM]][[Category:Kyo Kusanagi]] | [[Category:The King of Fighters 2k2UM]][[Category:Kyo Kusanagi]] |
Latest revision as of 15:10, 27 July 2024
Movelist
Throws
Issetsu Seoi Swimming - close, / +
Command Moves
Ge Shiki Naraku Otoshi - in air, / / +
Special Moves
Desperation Moves
Ura 108 Shiki Orochinagi - + / (Hold to charge)
182 Shiki - + / (Hold to charge)
Super Desperation Move
Ura 108 Shiki Orochinagi - + (Hold to charge)
Hidden Super Desperation Move
Gameplay Overview
The main main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down (
st.B, qcf+A
B, 236A) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent (
cr.B, j.B/d+C
2B, j.B/2C) until landing a solid cl.C for great meterless and meter conversions.
Although the main focus is on starting his own offense, Kyo does also have some good tools to protect his space and defend himself (nj.B,
dp+P
623P). With some nice match-up coverage tools sprinkled in (
st.D
D), Kyo proves to be a potentially very strong character with an answer to most midrange situations although still lacking when further away.
With great power comes great execution. With a number of simple and decent options to fall back on, a tough wall to break to master Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor.
Basic Actions
Idle, Jump, Dash, Wake-up
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Normals
Far Standing Normals
stand A
st.A
A
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stand B
st.B
B
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stand C
st.C
C
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stand D
st.D
D
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Close Standing Normals
close A
cl.A
cl.A
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close B
cl.B
cl.B
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close C
cl.C
cl.C
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close D
cl.D
cl.D
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Crouch Normals
crouch A
cr.A
2A
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crouch B
cr.B
2B
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crouch C
cr.C
2C
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crouch D
cr.D
2D
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Jump Normals
jump A
j.A
j.A
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jump B
j.B
j.B
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jump C
j.C
j.C
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jump D
j.D
j.D
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Blowback Normals
stand CD
st.CD
CD
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jump CD
j.CD
j.CD
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Throws
Hachi Tetsu
Hachi Tetsu
b/f+C when close to the opponent
4/6C when close to the opponent
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Issetsu Seoi
Issetsu Seoi
b/f+D when close to the opponent
4/6D when close to the opponent
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Command Normals
Ge Shiki Goufu You
Ge Shiki Goufu You
f+B
6B
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Ge Shiki Naraku Otoshi
Ge Shiki Naraku Otoshi
j.d+C
j.2C
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88 Shiki
88 Shiki
df+D
3D
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Special Moves
100 Shiki Oniyaki
100 Shiki Oniyaki
dp + A/C
623 A/C
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427 Shiki Hikigane
427 Shiki Hikigane
hcb + B/D
63214 B/D
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RED Kick
RED Kick
rdp + B/D
421 B/D
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75 Shiki Kai
75 Shiki Kai
qcf+B > K or qcf+D > K
236B > K or 236D > K
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114 Shiki Aragami
114 Shiki Aragami
qcf+A
236A
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128 Shiki Kono Kizu
128 Shiki Kono Kizu
qcf+A > qcf+P
236A > 236P
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127 Shiki Yano Sabi
127 Shiki Yano Sabi
qcf+A > qcf+P > P
236A > 236P > P
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125 Shiki Nana Se
125 Shiki Nana Se
qcf+A > qcf+P > K
236A > 236P > K
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212 Shiki Kototsuki You
212 Shiki Kototsuki You
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K
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Ge Shiki Migiri Ugachi
Ge Shiki Migiri Ugachi
qcf+A > hcb+P > P
236A > 63214P > P
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115 Shiki Doku Kami
115 Shiki Doku Kami
qcf+C
236C
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401 Shiki Tumi Yomi
401 Shiki Tumi Yomi
qcf+C > hcb+P
236C > 63214P
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402 Shiki Batu Yomi
402 Shiki Batu Yomi
qcf+C > hcb+P > f+P
236C > 63214P > 6P
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100 Shiki Oniyaki
100 Shiki Oniyaki
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P
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Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf + A/C, Hold to charge
2141236 A/C, Hold to charge
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182 Shiki
182 Shiki
qcfx2 + A/C, Hold to charge
236236 A/C, Hold to charge
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Super Desperation Move
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf+AC, Hold to charge
2141236AC, Hold to charge
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Hidden Super Desperation Move
524 Shiki Kamichiri
524 Shiki Kamichiri
hcbx2+AC
6321463214AC
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Videos
External Links
Check Kyo Kusanagi's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Discuss at ON