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The King of Fighters 2002 UM/Kyo Kusanagi: Difference between revisions
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[[File:Kyo.jpg]] | [[File:Kyo.jpg]] | ||
==Normals== | |||
'''Close''' | |||
*cl.A/B/C/D are cancel-able. | |||
*cl.A/B are chain-able . | |||
*cl.B hits low, the only guaranteed attack afterward is another standing low or a weak dp. | |||
*cl.C despite it's short range is a great combo starter and comes out very quickly (3 frames). | |||
*cl.D can still be used to start combos but it's a bit slower than his close C, can be spaced. | |||
'''Stand''' | |||
*Far A is whiff/cancel-able | |||
*Far B can be used as a quick poking tool but can still be punished if anticipated | |||
*Far C has okay reach but can still be punished by a crouching normal or a special attack | |||
*Far D has good reach, Kyo is also airborne when he uses this normal so can make him evade crouching attacks or ground projectiles | |||
'''Crouch''' | |||
*cr.A/C/D are whiff/cancel-able | |||
*Crouch A/B are chain-able | |||
*Crouch B hits low, comes out at the same speed at his crouch A | |||
*Crouch C can be used as an anti-air because of it's vertical hitbox, to whiff cancel it you have to cancel it right before he stretches his arm up into the air, very early | |||
*Crouch D knocks the opponent down, to whiff it has to be done right before he sticks his leg out | |||
'''Jump''' | |||
*Jump B/C/D all cross up | |||
*Jump B can be used as a quick jump-in attack | |||
*Jump C is an instant overhead | |||
*Jump D has a long start-up but it's a really good jump-in meaty attack and air-to-air, for the best results use it during a hyper hop | |||
'''Blowback Attack''' | |||
*CD come out really slow, can be whiff canceled to trick your opponent, gives Kyo some nice frame advantage on block | |||
*Jump CD is his best air-to-air, short range but very strong | |||
==Throws== | ==Throws== | ||
Hachi Tetsu - | '''Hachi Tetsu''' - (b/f+C) close | ||
*Grabs the opponent and performs a shoulder attack | |||
* Can be broken | |||
* Regular knockdown | |||
Issetsu | |||
'''Issetsu Seoi''' - (b/f+D) close | |||
* Kyo slams the opponent onto the ground then does an elbow drop. | |||
* Can be broken | |||
* Reverse knockdown | |||
*'''Advice''': Reverse Knockdown gives Kyo a ton of options, mainly run-up j.d+C to cross-up BnB to combo ender, practice timing it so that you'll catch them as soon as they get up backward. | |||
==Command Moves== | ==Command Moves== | ||
Ge Shiki Goufu You - f + B | '''Ge Shiki Goufu You''' - (f+B) | ||
Ge Shiki Naraku Otoshi - in air, d + C | Ge Shiki Naraku Otoshi - in air, d + C |
Revision as of 04:20, 24 January 2011
Normals
Close
- cl.A/B/C/D are cancel-able.
- cl.A/B are chain-able .
- cl.B hits low, the only guaranteed attack afterward is another standing low or a weak dp.
- cl.C despite it's short range is a great combo starter and comes out very quickly (3 frames).
- cl.D can still be used to start combos but it's a bit slower than his close C, can be spaced.
Stand
- Far A is whiff/cancel-able
- Far B can be used as a quick poking tool but can still be punished if anticipated
- Far C has okay reach but can still be punished by a crouching normal or a special attack
- Far D has good reach, Kyo is also airborne when he uses this normal so can make him evade crouching attacks or ground projectiles
Crouch
- cr.A/C/D are whiff/cancel-able
- Crouch A/B are chain-able
- Crouch B hits low, comes out at the same speed at his crouch A
- Crouch C can be used as an anti-air because of it's vertical hitbox, to whiff cancel it you have to cancel it right before he stretches his arm up into the air, very early
- Crouch D knocks the opponent down, to whiff it has to be done right before he sticks his leg out
Jump
- Jump B/C/D all cross up
- Jump B can be used as a quick jump-in attack
- Jump C is an instant overhead
- Jump D has a long start-up but it's a really good jump-in meaty attack and air-to-air, for the best results use it during a hyper hop
Blowback Attack
- CD come out really slow, can be whiff canceled to trick your opponent, gives Kyo some nice frame advantage on block
- Jump CD is his best air-to-air, short range but very strong
Throws
Hachi Tetsu - (b/f+C) close
- Grabs the opponent and performs a shoulder attack
- Can be broken
- Regular knockdown
Issetsu Seoi - (b/f+D) close
- Kyo slams the opponent onto the ground then does an elbow drop.
- Can be broken
- Reverse knockdown
- Advice: Reverse Knockdown gives Kyo a ton of options, mainly run-up j.d+C to cross-up BnB to combo ender, practice timing it so that you'll catch them as soon as they get up backward.
Command Moves
Ge Shiki Goufu You - (f+B)
Ge Shiki Naraku Otoshi - in air, d + C
88 Shiki - df + D
Special Moves
100 Shiki Oniyaki - dp+ P
427 Shiki Hikigane - hcb + K
RED Kick - rdp + K
75 Shiki Kai - qcf + B, B or D, D
114 Shiki Aragami - qcf + A
> 128 Shiki Kono Kizu - after Aragami, qcf + P
> 127 Shiki Yano Sabi - after Aragami, hcb + P, Kono Kizu, P
> 125 Shiki Nana Se - Kono Kizu, K Aragami -> Yano Sabi, K
> 212 Shiki Kototsuki You - Aragami -> Yano Sabi, hcb + K
> Ge Shiki Migiri Ugachi - Aragami -> Yano Sabi, P
115 Shiki Doku Kami - qcf + C
> 401 Shiki Tumi Yomi - Domu Kami, hcb + P
> 402 Shiki Batu Yomi - Tumi Yomi, f + P
> 100 Shiki Oniyaki - Batu Yomi, dp + P
Desperation Moves
Ura 108 Shiki Orochinagi - qcb, hcf + A/C
- Hold A/C to charge
182 Shiki - qcf, qcf + A/C
- Hold A/C to charge
Super Desperation Moves
Ura 108 Shiki Orochinagi - qcb, hcf + AC
HSDM
524 Shiki Kamichiri - hcb, hcb + AC
Combos
Anywhere
- Close C, qcf + C, hcb + C, f + C, dp + C
- Close C, qcf + D, D, hcb + B, qcf + A
- Close C, qcf + D, D, hcb + B move towards a bit then, D
- Close C, qcf + D, D, QCB HCF + A / C
- Close C, qcf + D, D, hcb + B xx QCB HCF + A / C
- d + B, A, dp + A
- Close C, dp + C (1 hit) xx qcf x 2 + P
In the corner
- Close C, qcf + D, D, hcb + B, qcf + A, hcb + P, hcb + B
- Close C, qcf + D, D, hcb + B, dp + A / C
- Close C, qcf + D, D, hcb + B, qcf + B, B, dp + C
- Close C, QCB x 2 + AC, qcf + A, hcb + P, hcb + B (only the latest hits or OTG)
Max Mode
- Close C (BC activate, run), close C, dp + C (1 hit), hcb + D, qcf + C, qcf + A, qcf + C, qcf x 2 + A
- f + B (BC activate, run), close C, dp + C (1 hit), hcb + D, qcf + C, qcf + A, qcf + C, qcf x 2 + A
- (Corner) Close C (BC activate, run), close C, dp + C (1 hit), hcb + D, qcf + C, qcf + A, qcf + C, qcf + D, D, hcb + B, qcf + A, hcb + A, hcb + B
- Close C, df + D, qcf + BC, qcf + A, qcf + C, qcf + A, qcf + C, qcf x2 + A
Videos
http://www.youtube.com/watch?v=ub2wuQnN_C8
Discussion Threads
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