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The King of Fighters 2002 UM/Kyo Kusanagi/Combos: Difference between revisions
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: Delay the 2nd kick of qcf+D to get more time to raw activate max. '''96%'''. This is '''hard'''. | : Delay the 2nd kick of qcf+D to get more time to raw activate max. '''96%'''. This is '''hard'''. | ||
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[[Category:The King of Fighters 2k2UM]][[Category:Kyo Kusanagi]] | [[Category:The King of Fighters 2k2UM]][[Category:Kyo Kusanagi]] |
Revision as of 14:27, 27 July 2022
Notation
General Notes
- As written, you can add a non-cross-up jump-in to every combo unless specified otherwise.
- Two possible shortcuts for dp+C(1) (SC) qcb,hcf+P are hcb,f+C(1) (SC) qcf+P and qcb,f,d,df+C(1) (SC) f+P
- qcb,hcf+P is normally too slow to combo from any grounded move's hitstun but you can make it faster by charging it briefly by holding A or C. You need to charge and release around just after the super flash or when Kyo finishes saying "Kura". Anytime you'll need that version it'll be noted as qcb,hcf+P(Charge).
- His corner max combos do require to be in the corner for the very end but he easily carries over a screen of distance so round start position is more than enough to get the combo.
- Unless specified otherwise, you can replace cl.C by cr.B,cr.A for a low starter for max combos but it makes the BC run, if there is one, tighter. You can also use f+B instead of cl.C, df+D for an overhead starter.
- cl.C, dp+C whiffs on crouching (Vice, Mature, Bao). Against those, you can replace cl.C by cl.A/cr.A or go straight into dp+C after a BC run.
- Don't use the qcb,hcf+AC(2) juggle combos on Angel, Nameless, May Lee and Maxima, simply land the full SDM.
0 Stock
Anywhere
- cr.Bx1~3, st.B
★ cr.B, cr.A / st.A, df+D / dp+C
- dp+C is a knockdown while df+D is more damage and provides max conversion while being safe on hit/block. Default to df+D.
★ cl.C, qcf+C > hcb+P > f+P > dp+P
- Most reliable. If you have any doubt about spacing, just use this.
★ cl.C, qcf+D>K, hcb+B, qcf+A / st.D / j.d+C
- More damage than the previous but you need to be almost point blank. qcf+A gives more carry, st.D more damage, j.d+C -either super jump or hyper hop- hard knockdown.
Corner
★ cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K
- cl.C, qcf+D>K, hcb+B, qcf+A/qcf+B>K, dp+C
- cl.C, qcf+D>K, qcf+A, qcf+A, dp+C
- cl.C, qcf+A > qcf+P > P/K
- The last three all do less damage and/or have less range than the first. No reason to use them over the one above unless you aren't sure cl.C is gonna land, in which case the last route is safer.
1 Stock
Anywhere
- cr.Bx1~2, st.A/cr.A, qcfx2+A
- You can shortcut it as cr.Bx1~2, qcf, st.A/cr.A, qcf+A.
- cl.C, qcf+D>K, (hcb+B,) qcb,hcf+P
- To use hcb+B, you need to delay the second kick of qcf+D and qcb,hcf+P(Charge) for it to link. 40%.
2 Stocks
Anywhere
- cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P
- If you don't want to bother with max mode, this is it. You can hardly add a jump-in if not a cross-up, not ideal. 40%.
- cl.C, dp+C(1) (SC) qcfx2+P / qcb,hcf+P(Charge)
- Please don't use this. 38%.
★ cl.C, df+D(1), qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcfx2+A
- If you use df+D(2) super whiffs on Robert and these inconsistent characters minus the st.Kyo_Jhun-tier and standing (Foxy, Leona). To add a front jump-in, use cr.B, cr.A and just more consistency altogether stick to df+D(1), keep df+D(2) for after a cross-up. 43%; 50% with df+D(2).
★ cl.C, df+D, qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P(Charge)
- A bit harder but a more consistent basic route. You can add the hcb+P follow-up on the last qcf+C but it's little extra damage for less range, avoid it. 51%.
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, qcf+A (SC) qcb,hcf+P
- The basic option when you can do a decent max run. 49%.
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C (SC) qcfx2+A / qcb,hcf+P(Charge)
- Better option with a harder max run. You can still add the hcb+P follow-up on the last qcf+C if you use qcb,hcf+P but not worth it. 52%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, [qcf+A / (C)qcf+A(whiff), dp+C(1)] (SC) qcb,hcf+P
- Works as long as you didn't start literally in the opposite corner. 56%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, (C)qcf+A(whiff), delay dp+C(1), (C)hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
- Works at the same spacing as the previous one but has a fairly tight delay. Remove the last qcf+A or dp+C(1) for complete fullscreen but a bit less damage. 58%.
Corner
- cl.C, qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+P
- Delay the second kick of qcf+D to add hcb+B and still link hcb+D. 51%.
★ cl.C, qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
- Basic super cancel when starting close enough to the corner. 53%.
- cl.C, df+D(1), qcf+BC, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
- Easy max bypass route that you can start further away from the corner. 51%.
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
- The basic option when you can do a decent max run. 53%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, qcf+A, dp+C(1), (C) qcf+A(whiff) > fast qcf+P, (C) delay qcf+C(whiff) > fast hcb+P, (SC) qcb,hcf+P
- The rekka cancels need to be timed appropriately to avoid qcfx2+P. Not worth much if you can do the previous one or the next ones, 55%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+P
- Delay the second kick of qcf+D to add hcb+B and still link hcb+D. 58%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+A, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+P
- 58%.
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
- 59%.
3 Stocks
Anywhere
- cr.B, st.A/cr.A, hcbx2+AC
- You can shortcut it as cr.B, hcb, st.A/cr.A, hcb+AC. No reason to use this over a max combo. 41%.
- cl.C, qcf+D>K, qcb,hcf+AC
- Very basic option to just spend meter for some damage. 45%
- cl.C, df+D(1), BC run, cl.C/cr.C, hcbx2+AC
- 62%.
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, qcf+A (SC) qcb,hcf+AC
- The basic option when you can do a decent max run. 60%. If you slightly charge the super to get a flamebody hit then let go immediately you get 68%.
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (SC)qcb,hcf+AC(slight charge)
- You need to briefly charge the super for the body flame to hit the opponent and put them in juggle before you let it go, it won't combo otherwise. Great combo for how easy it is. 67%. You can get 3 flamebody(fb) hits in the corner for 72%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C (SC)qcb,hcf+AC(slight charge)
- Only backturned opponent except Chang in corner. 71% with j.C cross-up. In corner 75%. Doesn't work on the st.Kyo_Name-tier, standing(Leona, Foxy) and crouching Kensou. Stick to the previous one.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, [qcf+A / (C)qcf+A(whiff), dp+C(1)] (SC) qcb,hcf+AC
- Works as long as you didn't start literally in the opposite corner. 3fb 80%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, (C)qcf+A(whiff), delay dp+C(1), (C)hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+AC
- Works at the same spacing as the previous one but has a fairly tight delay. If you reach corner for 3fb, 82%.
Corner
★ cl.C, df+D(1), qcf+BC, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+AC
- Easy max bypass route that you can start further away from the corner. If you do qcf+A then dp+C low enough to get 3 flamebody(fb) hits, 75%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B (SC) qcb,hcf+AC(1), qcf+A, dp+C
- Don't hold the super and link the rest immediately behind it. 65%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+A, (C)hcb+B (SC) qcb,hcf+AC(1), qcf+A, dp+C
- Don't hold the super and link the rest immediately behind it. 68%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, qcf+A, dp+C(1), (C) qcf+A(whiff) > fast qcf+P, (C) delay qcf+C(whiff) > fast hcb+P, (SC) qcb,hcf+AC
- The rekka cancels need to be timed appropriately to avoid qcfx2+P. Not worth much if you can do the next ones, if you do qcf+A then dp+C low enough to get 3 flamebody(fb), 79%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, qcf+A, dp+C(1), (C) qcf+A(whiff) > fast qcf+P, (C) delay qcf+C(whiff) > fast hcb+P, (SC) qcb,hcf+AC(2), qcf+A, dp+C
- You need to land Ex Orochinagi as low as you can and get 3 flamebody hits before the super can do 2 hits and juggle. 91%
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+AC
- The basic option when you can do a decent max run. If you do qcf+A then dp+C low enough to get 3 flamebody(fb), 76%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, hcb+D (SC) qcb,hcf+AC
- 2 flamebody(fb) hits at most for 80%.
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, (dp+C(1)) (SC) qcb,hcf+AC
- Optimized version. 3 fb, without dp+C(1) 78%, with it 82%.
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+A, (C)hcb+B, qcf+A (SC) qcb,hcf+AC
- Optimized version. 3 fb, 81%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+A, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+AC(2), qcf+A, dp+C
- At a height where you can only get 2 fb, you can also delay super to only do 2 hits, which juggles so you can follow-up for a 94%. This is hard.
4 Stocks
Anywhere
- cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+AC
- 51%.
Corner
- cl.C, qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+AC
- 2 fb, 73%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC
- Delay the 2nd kick of qcf+D to get more time to raw activate max. 87%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC(1), qcf+A, dp+C
- If you release super right away, it only does one hit that juggles and you can link after it. 89%.
5 Stocks
Corner
★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+A, (C)hcb+B, (SC) qcb,hcf+AC(1), qcf+A, dp+C(1) (SC) qcb,hcf+P
- If you release super right away, it only does one hit and juggles so you can link after it. 89%.
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC(1), qcb,hcf+P(Charge)
- Delay the 2nd kick of qcf+D to get more time to raw activate max. 96%. This is hard.