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The King of Fighters 2002 UM/Kyo Kusanagi: Difference between revisions
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* Chains into every light. | * Chains into every light. | ||
| phases = | | phases = | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=182px> | ||
File:02UM_Kyo_cl.A_1.png|'''Startup''' | File:02UM_Kyo_cl.A_1.png|'''Startup''' | ||
File:02UM_Kyo_cl.A_2.png|'''Active''' | File:02UM_Kyo_cl.A_2.png|'''Active''' | ||
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* Chains into every light. | * Chains into every light. | ||
| phases = | | phases = | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=152px> | ||
File:02UM_Kyo_cl.B_1.png|'''Startup''' | File:02UM_Kyo_cl.B_1.png|'''Startup''' | ||
File:02UM_Kyo_cl.B_2.png|'''Active''' | File:02UM_Kyo_cl.B_2.png|'''Active''' | ||
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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=142px> | ||
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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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=157px> | ||
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''' | ||
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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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<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''' | ||
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* 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''' | ||
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<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> | <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=210px> | ||
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''' | ||
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* 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''' | ||
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<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''' | ||
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<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 650: | Line 651: | ||
<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)''' | ||
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{{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''' | ||
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<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''' | ||
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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> | 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''' | ||
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<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''' | ||
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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:''' The level 2 charge can be reached very fast, so fast that depending on range you can still combo off a special hitstun making {{Hover|qcfx2+A|236236A}} do more damage than Orochinagi in a ground max combo where you have enough range and the proper spacing to charge it.</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''' | ||
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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 945: | ||
<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)''' | ||
Line 971: | Line 973: | ||
* '''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''' |
Revision as of 20:31, 27 August 2022
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
0 Bar |
Low Anywhere Very Close Corner Only |
cr.B, cr.A, df+D
2B, 2A, 236D = 17% (jump-in), cl.C,
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P = 21% (optional cross-up), cl.C,
qcf+D>K, hcb+B, qcf+A/st.D
236D>K, 63214B, 236A/5D = 22-27% (jump-in), cl.C,
qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K
236D>K, 63214B, 236A > 63214P > 63214K = 33% |
1 Bar |
Low
|
cr.B, st.A/cr.A, qcfx2+A
2B, 5A/2A, 236236A = 27% (optional cross-up), cl.C,
qcf+D>K, qcb,hcf+P
236D>K, 2141236P = 34% |
2 Bar |
Anywhere Very Close |
(jump-in), cl.C,
df+D(1), qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcfx2+A
3D(1), 236BC, [(C)236A, (C)236C]x2 (SC) 236236A = 43% (optional cross-up), cl.C,
qcf+D>K, hcb+B (SC) qcb,hcf+P
236D>K, 63214B (SC) 2141236P = 40% |
3 Bar |
Very Close |
(optional cross-up), cl.C,
qcf+D>K, qcb,hcf+AC
236D>K, 2141236AC = 45% |
Gameplay Overview
The main main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down (
st.B, qcf+A
B, 236A) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent (
cr.B
2B, j.B/d+C) 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.
As the saying goes, with great power comes great execution. With a number of simple and decent options to fall back on, the first wall to break to become a better Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor.
Basic Actions
Idle, Jump, Dash, Wake-up
| ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Idle
Hop/Jump
Walk/Run
Backdash
Wake-up/Recovery Roll
|
Normals
Close Standing Normals
close A
cl.A
cl.A
|
---|
close B
cl.B
cl.B
|
---|
close C
cl.C
cl.C
|
---|
close D
cl.D
cl.D
|
---|
Far Standing Normals
stand A
st.A
A
|
---|
stand B
st.B
B
|
---|
stand C
st.C
C
|
---|
stand D
st.D
D
|
---|
Crouch Normals
crouch A
cr.A
2A
|
---|
crouch B
cr.B
2B
|
---|
crouch C
cr.C
2C
|
---|
crouch D
cr.D
2D
|
---|
Jump Normals
jump A
j.A
j.A
|
---|
jump B
j.B
j.B
|
---|
jump C
j.C
j.C
|
---|
jump D
j.D
j.D
|
---|
Blowback Normals
stand CD
st.CD
CD
|
---|
jump CD
j.CD
j.CD
|
---|
Throws
Hachi Tetsu
Hachi Tetsu
b/f+C when close to the opponent
4/6C when close to the opponent
|
---|
Issetsu Seoi
Issetsu Seoi
b/f+D when close to the opponent
4/6D when close to the opponent
|
---|
Command Normals
Ge Shiki Goufu You
Ge Shiki Goufu You
f+B
6B
|
---|
Ge Shiki Naraku Otoshi
Ge Shiki Naraku Otoshi
j.d+C
j.2C
|
---|
88 Shiki
88 Shiki
df+D
3D
|
---|
Special Moves
100 Shiki Oniyaki
100 Shiki Oniyaki
dp + A/C
623 A/C
|
---|
427 Shiki Hikigane
427 Shiki Hikigane
hcb + B/D
63214 B/D
|
---|
RED Kick
RED Kick
rdp + B/D
421 B/D
|
---|
75 Shiki Kai
75 Shiki Kai
qcf+B > K or qcf+D > K
236B > K or 236D > K
|
---|
114 Shiki Aragami
114 Shiki Aragami
qcf+A
236A
|
---|
128 Shiki Kono Kizu
128 Shiki Kono Kizu
qcf+A > qcf+P
236A > 236P
|
---|
127 Shiki Yano Sabi
127 Shiki Yano Sabi
qcf+A > qcf+P > P
236A > 236P > P
|
---|
125 Shiki Nana Se
125 Shiki Nana Se
qcf+A > qcf+P > K
236A > 236P > K
|
---|
212 Shiki Kototsuki You
212 Shiki Kototsuki You
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K
|
---|
Ge Shiki Migiri Ugachi
Ge Shiki Migiri Ugachi
qcf+A > hcb+P > P
236A > 63214P > P
|
---|
115 Shiki Doku Kami
115 Shiki Doku Kami
qcf+C
236C
|
---|
401 Shiki Tumi Yomi
401 Shiki Tumi Yomi
qcf+C > hcb+P
236C > 63214P
|
---|
402 Shiki Batu Yomi
402 Shiki Batu Yomi
qcf+C > hcb+P > f+P
236C > 63214P > 6P
|
---|
100 Shiki Oniyaki
100 Shiki Oniyaki
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P
|
---|
Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf + A/C, Hold to charge
2141236 A/C, Hold to charge
|
---|
182 Shiki
182 Shiki
qcfx2 + A/C, Hold to charge
236236 A/C, Hold to charge
|
---|
Super Desperation Move
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf+AC, Hold to charge
2141236AC, Hold to charge
|
---|
Hidden Super Desperation Move
524 Shiki Kamichiri
524 Shiki Kamichiri
hcbx2+AC
6321463214AC
|
---|
Videos
External Links
Check Kyo Kusanagi's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Discuss at ON