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The King of Fighters 2002 UM/Kyo-1: Difference between revisions
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*Kyo-1 takes two steps forward and uses his elbow to perform a overhead. Honofuri is a tricky overhead that has good speed and it deals good damage. | *Kyo-1 takes two steps forward and uses his elbow to perform a overhead. Honofuri is a tricky overhead that has good speed and it deals good damage. | ||
Intensetaneous Smash - df + C | |||
*Kyo-1 strikes bends down to his knees and strikes the ground(OTG). Intensetaneous Smash is a very reliable command move. When you perform a BnB or any combo that knocks an opponent to the ground and they fail to tech, Intensetaneous Smash is the best tool to punish. Cons for this command move is nonexsistent due to the fact that it should only be used as an OTG. | |||
==Special Attacks== | ==Special Attacks== |
Revision as of 19:54, 29 December 2010
Throws
Hatsu Gane(Anvil Slam) - b/f + C close
- Kyo-1 grabs the opponent and performs a shoulder thrust knocking them back.
- Standard knockdown
- Can be broken
Issestu Seoi Nage(Swift Shoulder Throw) - b/f + D close
- Kyo-1 flips the opponent and follows up with an elbow drop.
- Standard grab
- Can be broken
Command Moves
Kurokami - f + A
- Kyo-1 steps in while shifting his body forward and strikes(Like a flameless Poison Gnaw Fest). Kurokami is a decent command move due to it being able to cancel all special moves,DM's,SDM,and HSDM. It do not come out slow nor fast, and its one of the very few pokes he has. Kurokami can be mainly utilized as an poke and pressure tool. Some cons about this move is that although it Can cancel into all of his specials, it will not combo into some specials(Dark Thrust and New wave Smash)and his SDM(Serpent Wave).
Honofuri - f + B
- Kyo-1 takes two steps forward and uses his elbow to perform a overhead. Honofuri is a tricky overhead that has good speed and it deals good damage.
Intensetaneous Smash - df + C
- Kyo-1 strikes bends down to his knees and strikes the ground(OTG). Intensetaneous Smash is a very reliable command move. When you perform a BnB or any combo that knocks an opponent to the ground and they fail to tech, Intensetaneous Smash is the best tool to punish. Cons for this command move is nonexsistent due to the fact that it should only be used as an OTG.
Special Attacks
108 Shiki Yami Barai - qcf + A/C
101 Shiki Oboro Guruma - dp + B/D
75 Shiki Kai - qcf + B/D, B/D
910 Shiki Nue Tumi - qcb + A/C
DM
Ura 108 Shiki Orochinagi - qcb, hcf + A/C
Akei Ten Barai - qcf x 2 + A/C
Super DM
Ura 108 Shiki Orochinagi - qcb, hcf + A/C
HSDM
Tenuuzan - qcb, hcf + BD
Combos
0 stock
- j.X, s.C, f+A, qcb+A or dp+D (standing only)
- c.B, c.B, c.A/s.B, qcb+A
- c.B, c.B, c.A/s.B, dp+D (standing only)
- s.C, qcf+D.D, dp+D, OTG qcf+C or df+C (OTG only possible in the corner)
- c.A, s.C (link)
1 stock
- j.X, s.D, f+A, qcfx2+A DM
- c.B, c.B, c.A/s.B, qcfx2+A DM
- s.C, qcf+D.D, run qcfx2+A DM
- s.C, qcf+D.D, dp+D, OTG qcfx2+A DM (only possible in the corner)
2 stock
- j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, run up qcb+C [1 or 2 hit] SC to qcb,hcf+C DM (midscreen)
- j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, run up qcb+C [1 hit], dp+D, qcfx2+A DM (approaching corner)
- j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, backdash, qcb+A [2 hit], qcf.B.B, walk back, qcb+A [2 hit], qcf.B.B, dp+D, qcfx2+A DM (corner)
Any combo ending in qcb+A [2 hit] SC to qcfx2+A DM. Can start these from f+B instead for an overhead.
3 stock
midscreen BC combo using SDM instead (supercancel from the second hit of qcb+C, you have the option of holding it to hit them with the flame a little first)
- any BC combo... qcf+D.D, qcb,hcf+BD HSDM
- j.X, s.C, f+A, qcb,hcf+BD HSDM
- c.B, c.B, s.B, df+C, qcb+BC, hcf+BD HSDM (max bypass)
Note that s.D does more damage than s.C but also pushes back further which makes it iffy for certain combos. You can activate after a qcf+D.D in the corner and loop qcb+A, qcf+B.B multiple times and then finish the combo, but it's ridiculously hard to do so I would say it's not practical.
Misc
- j.A, j.B and j.C can all be used to crossup. j.C only works on standing or large crouchers. j.A is the most consistent.
- qcfx2+C DM will stun the opponent allowing a followup if only the fireball part hits them (hits low). qcfx2+C has invincibility.
- qcb,hcf+BD has complete invincibility until you let it go (can be held by holding BD)
- qcb,hcf+A has lower body invincibility, C version has upper body.
Videos
Training Mode Video
http://www.nicovideo.jp/watch/sm7794573 >copy and paste here, http://mmcafe.com/nico.html
Discussion Threads
Discuss at Dream Cancel