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The King of Fighters 2002 UM/Kyo-2: Difference between revisions

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*Favorite Food: Hoki
*Favorite Food: Hoki
*Dislikes: The original Kyo
*Dislikes: The original Kyo


==Throws==
==Throws==
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*Can be broken
*Can be broken


Swift SHoulder Throw - b/f + D
Swift Shoulder Throw - b/f + D
*Flips the opponent and then performs an elbow drop.
*Flips the opponent and then performs an elbow drop.
*Standard reverse throw
*Standard reverse throw
*Can be broken
*Can be broken


==Command Moves==
==Command Moves==
Drop to Naraku - in air, d + C
Drop to Naraku - in air, d + C
*Kyo-2's primary BnB starter. Drop to Naraku has good hitstun,good damage,and comes out very fast. One of the small "Cons" about this command move is that its hitbox is very small and could easily whiff when normal/hyper jumping. It is best to cancel into Drop into Naraku from Kyo-2's jumping B(u + B, d + C). Keep in mind that jumping B will not cancel into d + C when performing a short/hyper short hop.
*Kyo-2's primary BnB starter. Drop to Naraku has good hitstun,good damage,and comes out very fast. One of the small "Cons" about this command move is that its hitbox is very small and could easily whiff when normal/hyper jumping. It is best to cancel into Drop into Naraku from Kyo-2's jumping B(u + B, d + C). Keep in mind that jumping B will not cancel into d + C when performing a short/hyper short hop.
*Can cross up


Thundering Axe Burst - f + B
Thundering Axe Burst - f + B
*Kyo-2's main overhead. Thundering Axe Burst is two hits,overhead,comes out fast,and it is super cancelable. Although Thunder Axe Burst seems like a perfect command move there are some set-backs. It is punishable when blocked and if the opponent blocks the first hit(Not an overhead)then they can block the second hit.
*Kyo-2's main overhead. Thundering Axe Burst is two hits,overhead,comes out fast, and it is super cancel-able. Although Thunder Axe Burst seems like a perfect command move there are some set-backs. It is punishable when blocked and if the opponent blocks the first hit(Not an overhead)then they can block the second hit.
*Free Cancel-able (1st hit only)
*Overhead Attack (2nd hit only)
 


==Special Moves==
==Special Moves==
Fireball - dp + A/C
Fireball - dp + A/C
*Kyo-2 surrounds himself in flames and jumps in the air doing a 360 motion(A/C versions dictate how high he jumps). Fireball is a standard Dp(623 + A/C),it has some invincibility on start up,and the C version can cancel into both DM's and SDM. Fireball can be used as an anti-air,on wake up,and stop short hops. If fireball is baited Kyo-2(like all Dp's)will be vulnerable so try not to be predictable.
*Kyo-2 surrounds himself in flames and jumps in the air doing a 360 motion(A/C versions dictate how high he jumps). Fireball is a standard Dp(623 + A/C),it has some invincibility on start up,and the C version can cancel into both DM's and SDM. Fireball can be used as an anti-air, on wake up, and stop short hops. If fireball is baited Kyo-2(like all Dp's)will be vulnerable so try not to be predictable.
*Super Cancel-able
   
   
Crescent Slash -  hcb + B/D
Crescent Slash -  hcb + B/D
*Kyo-2 dashes towards the opponent and strikes with his elbow(like Kusanagi or original Kyo)then picks up the opponent with his other arm and explodes. Although the move animation is very similar to Kyo Kusanagi and Kusanagi the difference is very vivid. Crescent Slash is slower,does more damage,and cannot combo from any of his command moves. Crescent Slash is best used as a tool to punish(cl C or d + D, hcb + B/D). NOTE: do NOT use when you are mid/Full screen away from opponent.
*Kyo-2 dashes towards the opponent and strikes with his elbow(like Kusanagi or original Kyo)then picks up the opponent with his other arm and explodes. Although the move animation is very similar to Kyo Kusanagi and Kusanagi the difference is very vivid. Crescent Slash is slower,does more damage,and cannot combo from any of his command moves. Crescent Slash is best used as a tool to punish(cl C or d + D, hcb + B/D). NOTE: do NOT use when you are mid/Full screen away from opponent.
*Super Cancel-able


R.E.D. Kick - rdp + B/D
R.E.D. Kick - rdp + B/D
*Kyo-2 vaults toward the opponent using his leg as a hammer(Like Fireball B/D versions determine how far/distance he closes between you and the opponent. R.E.D. Kick is one of the most devestating moves Kyo-2 have if utilized correctly. It is an overhead,Beats most air normals,and best of all its safe on block. R.E.D. kick is best utilized when anticipating a jump in or projectile. The few cons that this special move has is that it can be punished with a well timed anti-air or a DM/SDM/HSDM and cannot combo into without the use of max mode.  
*Kyo-2 vaults toward the opponent using his leg as a hammer(Like Fireball B/D versions determine how far/distance he closes between you and the opponent. R.E.D. Kick is one of the most devastating moves Kyo-2 have if utilized correctly. It is an overhead,Beats most air normals,and best of all its safe on block. R.E.D. kick is best utilized when anticipating a jump in or projectile. The few cons that this special move has is that it can be punished with a well timed anti-air or a DM/SDM/HSDM and cannot combo into without the use of max mode.  




Poison Gnaw Fest - qcf + C
Poison Gnaw Fest - qcf + C
*Kyo-2 spins and strikes with his arm covered in flames. Poison Gnaw Fest has good range,invincibiity when kyo-2 spins,and can be used as a poke.  
*Kyo-2 spins and strikes with his arm covered in flames. Poison Gnaw Fest has good range,invincibility when Kyo-2 spins,and can be used as a poke.  
*Rekka Starter
 


> Recitation of Sins - During Poison Gnaw Fest, hcb + A/C
> Recitation of Sins - During Poison Gnaw Fest, hcb + A/C
*Kyo-2 continues the special moves by additionally using his burning arm to strike the opponent again.
*Kyo-2 continues the special moves by additionally using his burning arm to strike the opponent again.
*Mid Rekka
>> Verdict - During Recitation of Sins, f + P
>> Verdict - During Recitation of Sins, f + P
*Kyo-2 ends the rekka by additionally striking with his shoulder while rising.
*Kyo-2 ends the rekka by additionally striking with his shoulder while rising.
*Rekkas
*Rekka Ender




Wicked Chew - qcf + A
Wicked Chew - qcf + A
*Kyo-2 strikes with arm that is swiftly ignited(Same properties as the original). Wicked chew is primarily used in all of Kyo-2 BnB's.  
*Kyo-2 strikes with arm that is swiftly ignited(Same properties as the original). Wicked chew is primarily used in all of Kyo-2 BnB's.  
*Rekka Starter


> Masticate - During Wicked Chew, qcf + A/C
> Masticate - During Wicked Chew, qcf + A/C
*Kyo-2 uppercuts the opponent and it acts as a launcher to set up the next part of the rekka.
*Kyo-2 uppercuts the opponent and it acts as a launcher to set up the next part of the rekka.
*Mid Rekka
>> Oxidation 1 - During Masticate, A/C
>> Oxidation 1 - During Masticate, A/C
*Kyo-2 uses his to slam the opponent down.
*Kyo-2 uses his elbow to slam the opponent down to the ground.
* Super cancellable
* Super Cancel-able
*Hard Knockdown
 


>> Rapids of Rage - During Masticate, B/D
>> Rapids of Rage - During Masticate, B/D
*Kyo-2 kicks the opponent while airborn to the other end the screen.
*Kyo-2 swings his leg forward to kick the opponent to the other end the screen.
*Super Cancel-able
 
 
> Oxidation 2 - During Wicked Chew, hcb + A/C
> Oxidation 2 - During Wicked Chew, hcb + A/C
*Kyo-2 instead of launching the opponent performs an overhead by striking downward with his ignited elbow.
*Kyo-2 instead of launching the opponent performs an overhead attack by striking downward with his ignited elbow.
*Overhead  
*Overhead Attack
>> Intensetaneous Smash - During Oxidation 2, A/C
 
*Kyo-2 strikes downward on his knees(mimics Kyo-1)
 
>> Instantaneous Smash - During Oxidation 2, A/C
*Kyo-2 strikes downward on his knees to hit the opponents feet (mimics Kyo-1)
*Despite the look of the hitbox it can still be blocked high.
 
 
>> Phantom Mauler - During Oxidation 2, B/D
>> Phantom Mauler - During Oxidation 2, B/D
*Guard break if opponent blocks
*Kyo-2 lifts his arm upward knocking the opponent into the air,
* Super cancellable
*Guard breaks if opponent blocks
*Super Cancel-able
 


==Desperation Moves==
==Desperation Moves==
Final Showdown - qcf x 2 + A/C
Final Showdown - qcf x 2 + A/C
*Kyo-2 throws a flame to the ground creating a large pillar of flames then rushing through it with his whole body on fire performing multiple Poison Gnaw fists. Final Showdown can cancel into a majority of Kyo-2's attacks and combos. Final Showdown instantly breaks the opponent guard if blocked and is a good punishing tool.
*Kyo-2 throws a flame to the ground creating a large pillar of flames then rushing through it with his whole body on fire performing multiple Poison Gnaw fists. Final Showdown can cancel into a majority of Kyo-2's attacks and combos. Final Showdown instantly breaks the opponent guard if blocked and is a good punishing tool.


Futsu no Mitama - qcf x 2 + B/D
Futsu no Mitama - qcf x 2 + B/D
> Additional attack - dp + B/D
> Additional attack - dp + B/D
*Futsu no Mitama is similar to Kyo-2 Dp motion(FireBall)but is extended from him doing a 360 to a 720 rotation surronded by flames and if the attack connects Kyo-2 can follow up with an extra attack. Futsu no Mitama is a great anti-air and has invincibility on start up.
*Futsu no Mitama is similar to Kyo-2 Dp motion(FireBall) but is extended from him doing a 360 to a 720 rotation surrounded by flames and if the attack connects Kyo-2 can follow up with an extra attack. Futsu no Mitama is a great anti-air and has invincibility on start up.
*Follow-up will not come if they guard the first part of the DM
*Anti-Air DM
 


==Super Desperation Moves==
==Super Desperation Moves==
Final Showdown  - qcf x 2 + AC
Final Showdown  - qcf x 2 + AC
*Kyo-2 creates a large pillar of flame then rushes through it with a flury of punches while on fire then finishing the SDM with his special move "Fire Ball". Unlike his desperation move his SDM version does not break the opponents guard if it is blocked, it does significantly more damage, and like his SDM version it can be combo into almost every variation of his Bnb.
*Kyo-2 creates a large pillar of flame then rushes through it with a flury of punches while on fire then finishing the SDM with his special move "Fire Ball". Unlike his desperation move his SDM version does not break the opponents guard if it is blocked, it does significantly more damage, and like his SDM version it can be combo into almost every variation of his Bnb.


==HSDM==
==HSDM==
Hi no Kaguzuchi - hcb x 2 + BD
Hi no Kaguzuchi - hcb x 2 + BD
*Kyo-2 mimics his Crescent Slash but instead of instantly exploding the opponent Kyo-2 burns the opponent by setting his body on fire while he is choking them then he explodes. Hi no Kaguzuchi is a very effective HSDM due to the fact that it is possible to combo into with most of Kyo-2's BnB also it is a perfect tool for punishing and worth the stocks it takes.
*Kyo-2 mimics his Crescent Slash but instead of instantly exploding the opponent Kyo-2 burns the opponent by setting his body on fire while he is choking them then he explodes. Hi no Kaguzuchi is a very effective HSDM due to the fact that it is possible to combo into with most of Kyo-2's BnB also it is a perfect tool for punishing and worth the stocks it takes.
==Frame Specifics==
===Frame Advantage===
'''Close Normals'''
cl.A - 4F (-1F)
cl.B - 5F (-3F)
cl.C - 5F (-3F)
cl.D - 6F (-9F)
'''Far Normals'''
st.A - 4F (-1F)
st.B - 6F (-5F)
st.C - 9F (-8F)
st.D - 6F (-9F)
CD - 19F (-4F)
'''Crouch Normals'''
cr.A - 4F (+1F)
cr.B - 4F (+1F)
cr.C - 5F (-8F)
cr.D
*[1] - 8F 
*[2] - 36F (-15F)
'''Command Normals'''
単発6B[1段目]…12F
単発6B[2段目]…22F(-7F)
キャンセル6B[1段目]…9F
キャンセル6B[2段目]…19F(-7F)
弱鬼焼き[初段]…6F(-26F)
弱鬼焼き[全段ガード]…(-21F)
強鬼焼き[初段]…6F
強鬼焼き[全段ガード]…(-33F)
弱琴月…14F(-24F)
強琴月…16F(-30F)
毒咬み…19F(-9F)
罪詠み…11F(-19F)
荒咬み…14F(-15F)
九傷…8F(-20)
七瀬…18F(-8F)
八錆(荒咬み派生)…23F(-21F)
八錆(九傷派生)…14F(-12F)
鵺摘み…14F(-4F)→強制ガークラ
砌穿ち…27F(-16F)
弱REDkick…19F
チョイに立ちGされた時…(-3F)
標準キャラに立ちGされた時…(-5F)
長身キャラに立ちGされた時…(-7F)
標準キャラに屈みGされた時…(-3F)
大門などに屈みGされた時…(-5F)
強REDkick…?F
チョイ以外に立ちGされた時…(-6F)
屈みGされた時…(-4F)
チョイに立ちGされた時…(-4F)
■超必殺技/MAX超必殺技/MAX2
弱無式…6F(-27F)→強制ガークラ
強無式…8F(-27F)→強制ガークラ
MAX無式…8F
布都御魂…7F
MAX2…3F(-8F)


== Videos ==
== Videos ==

Revision as of 14:49, 29 December 2010


Basic Information

  • Fighting Style: The Kusanagi style of ancient arts and Personal boxing
  • Birthday: July 5
  • Weight: 75Kg
  • Height: 181cm
  • Birthplace: Japan
  • Hobby: Imitating and analyzing moves
  • Personal Treasures: DNA
  • Favorite Food: Hoki
  • Dislikes: The original Kyo


Throws

Anvil Slam - b/f + C

  • Grabs the opponent and performs a shoulder attack
  • Normal throw
  • Can be broken

Swift Shoulder Throw - b/f + D

  • Flips the opponent and then performs an elbow drop.
  • Standard reverse throw
  • Can be broken


Command Moves

Drop to Naraku - in air, d + C

  • Kyo-2's primary BnB starter. Drop to Naraku has good hitstun,good damage,and comes out very fast. One of the small "Cons" about this command move is that its hitbox is very small and could easily whiff when normal/hyper jumping. It is best to cancel into Drop into Naraku from Kyo-2's jumping B(u + B, d + C). Keep in mind that jumping B will not cancel into d + C when performing a short/hyper short hop.
  • Can cross up


Thundering Axe Burst - f + B

  • Kyo-2's main overhead. Thundering Axe Burst is two hits,overhead,comes out fast, and it is super cancel-able. Although Thunder Axe Burst seems like a perfect command move there are some set-backs. It is punishable when blocked and if the opponent blocks the first hit(Not an overhead)then they can block the second hit.
  • Free Cancel-able (1st hit only)
  • Overhead Attack (2nd hit only)


Special Moves

Fireball - dp + A/C

  • Kyo-2 surrounds himself in flames and jumps in the air doing a 360 motion(A/C versions dictate how high he jumps). Fireball is a standard Dp(623 + A/C),it has some invincibility on start up,and the C version can cancel into both DM's and SDM. Fireball can be used as an anti-air, on wake up, and stop short hops. If fireball is baited Kyo-2(like all Dp's)will be vulnerable so try not to be predictable.
  • Super Cancel-able


Crescent Slash - hcb + B/D

  • Kyo-2 dashes towards the opponent and strikes with his elbow(like Kusanagi or original Kyo)then picks up the opponent with his other arm and explodes. Although the move animation is very similar to Kyo Kusanagi and Kusanagi the difference is very vivid. Crescent Slash is slower,does more damage,and cannot combo from any of his command moves. Crescent Slash is best used as a tool to punish(cl C or d + D, hcb + B/D). NOTE: do NOT use when you are mid/Full screen away from opponent.
  • Super Cancel-able


R.E.D. Kick - rdp + B/D

  • Kyo-2 vaults toward the opponent using his leg as a hammer(Like Fireball B/D versions determine how far/distance he closes between you and the opponent. R.E.D. Kick is one of the most devastating moves Kyo-2 have if utilized correctly. It is an overhead,Beats most air normals,and best of all its safe on block. R.E.D. kick is best utilized when anticipating a jump in or projectile. The few cons that this special move has is that it can be punished with a well timed anti-air or a DM/SDM/HSDM and cannot combo into without the use of max mode.


Poison Gnaw Fest - qcf + C

  • Kyo-2 spins and strikes with his arm covered in flames. Poison Gnaw Fest has good range,invincibility when Kyo-2 spins,and can be used as a poke.
  • Rekka Starter


> Recitation of Sins - During Poison Gnaw Fest, hcb + A/C

  • Kyo-2 continues the special moves by additionally using his burning arm to strike the opponent again.
  • Mid Rekka


>> Verdict - During Recitation of Sins, f + P

  • Kyo-2 ends the rekka by additionally striking with his shoulder while rising.
  • Rekka Ender


Wicked Chew - qcf + A

  • Kyo-2 strikes with arm that is swiftly ignited(Same properties as the original). Wicked chew is primarily used in all of Kyo-2 BnB's.
  • Rekka Starter


> Masticate - During Wicked Chew, qcf + A/C

  • Kyo-2 uppercuts the opponent and it acts as a launcher to set up the next part of the rekka.
  • Mid Rekka


>> Oxidation 1 - During Masticate, A/C

  • Kyo-2 uses his elbow to slam the opponent down to the ground.
  • Super Cancel-able
  • Hard Knockdown


>> Rapids of Rage - During Masticate, B/D

  • Kyo-2 swings his leg forward to kick the opponent to the other end the screen.
  • Super Cancel-able


> Oxidation 2 - During Wicked Chew, hcb + A/C

  • Kyo-2 instead of launching the opponent performs an overhead attack by striking downward with his ignited elbow.
  • Overhead Attack


>> Instantaneous Smash - During Oxidation 2, A/C

  • Kyo-2 strikes downward on his knees to hit the opponents feet (mimics Kyo-1)
  • Despite the look of the hitbox it can still be blocked high.


>> Phantom Mauler - During Oxidation 2, B/D

  • Kyo-2 lifts his arm upward knocking the opponent into the air,
  • Guard breaks if opponent blocks
  • Super Cancel-able


Desperation Moves

Final Showdown - qcf x 2 + A/C

  • Kyo-2 throws a flame to the ground creating a large pillar of flames then rushing through it with his whole body on fire performing multiple Poison Gnaw fists. Final Showdown can cancel into a majority of Kyo-2's attacks and combos. Final Showdown instantly breaks the opponent guard if blocked and is a good punishing tool.


Futsu no Mitama - qcf x 2 + B/D

> Additional attack - dp + B/D

  • Futsu no Mitama is similar to Kyo-2 Dp motion(FireBall) but is extended from him doing a 360 to a 720 rotation surrounded by flames and if the attack connects Kyo-2 can follow up with an extra attack. Futsu no Mitama is a great anti-air and has invincibility on start up.
  • Follow-up will not come if they guard the first part of the DM
  • Anti-Air DM


Super Desperation Moves

Final Showdown - qcf x 2 + AC

  • Kyo-2 creates a large pillar of flame then rushes through it with a flury of punches while on fire then finishing the SDM with his special move "Fire Ball". Unlike his desperation move his SDM version does not break the opponents guard if it is blocked, it does significantly more damage, and like his SDM version it can be combo into almost every variation of his Bnb.


HSDM

Hi no Kaguzuchi - hcb x 2 + BD

  • Kyo-2 mimics his Crescent Slash but instead of instantly exploding the opponent Kyo-2 burns the opponent by setting his body on fire while he is choking them then he explodes. Hi no Kaguzuchi is a very effective HSDM due to the fact that it is possible to combo into with most of Kyo-2's BnB also it is a perfect tool for punishing and worth the stocks it takes.


Frame Specifics

Frame Advantage

Close Normals

cl.A - 4F (-1F)

cl.B - 5F (-3F)

cl.C - 5F (-3F)

cl.D - 6F (-9F)


Far Normals

st.A - 4F (-1F)

st.B - 6F (-5F)

st.C - 9F (-8F)

st.D - 6F (-9F)

CD - 19F (-4F)


Crouch Normals

cr.A - 4F (+1F)

cr.B - 4F (+1F)

cr.C - 5F (-8F)

cr.D

  • [1] - 8F 
  • [2] - 36F (-15F)


Command Normals 単発6B[1段目]…12F 単発6B[2段目]…22F(-7F) キャンセル6B[1段目]…9F キャンセル6B[2段目]…19F(-7F)

弱鬼焼き[初段]…6F(-26F) 弱鬼焼き[全段ガード]…(-21F) 強鬼焼き[初段]…6F 強鬼焼き[全段ガード]…(-33F) 弱琴月…14F(-24F) 強琴月…16F(-30F) 毒咬み…19F(-9F) 罪詠み…11F(-19F) 荒咬み…14F(-15F) 九傷…8F(-20) 七瀬…18F(-8F) 八錆(荒咬み派生)…23F(-21F) 八錆(九傷派生)…14F(-12F) 鵺摘み…14F(-4F)→強制ガークラ 砌穿ち…27F(-16F)

弱REDkick…19F チョイに立ちGされた時…(-3F) 標準キャラに立ちGされた時…(-5F) 長身キャラに立ちGされた時…(-7F) 標準キャラに屈みGされた時…(-3F) 大門などに屈みGされた時…(-5F)

強REDkick…?F チョイ以外に立ちGされた時…(-6F) 屈みGされた時…(-4F) チョイに立ちGされた時…(-4F)


■超必殺技/MAX超必殺技/MAX2 弱無式…6F(-27F)→強制ガークラ 強無式…8F(-27F)→強制ガークラ MAX無式…8F 布都御魂…7F

MAX2…3F(-8F)

Videos

Kyo - 2 Master Class Tutorial Video


Discussion Threads

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