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

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|description=
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A cancelable shoulder charge with below average speed, range and active frames but good priority and great recovery. Mostly useful to be whiff canceled into a spaced {{Hover|qcf+A|236A}} to eventually beat an opposing poke meant to stuff said {{Hover|qcf+A|236A}}.<br>
A cancelable shoulder charge with below average speed, range and active frames but good priority and great recovery. Mostly useful to be whiff canceled into a spaced {{Hover|qcf+A to eventually beat an opposing poke meant to stuff said qcf+A|236A to eventually beat an opposing poke meant to stuff said 236A}}.<br>
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* Cancelable on hit/whiff.
* Cancelable on hit/whiff.
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* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A|2B/A, 2A}} you can delay cancel into {{Hover|f+B to get the raw f+B|6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B|6B}}. Off the previous mix-up, you can max bypass {{Hover|f+B|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>
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Like most standing overheads, canceling {{Hover|f+B|6B}} out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's {{Hover|f+B|6B}} that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.<br>
Like most standing overheads, canceling {{Hover|f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B|6B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's 6B}} that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.<br>
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br>
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br>
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|description2=
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With the same reversal qualities as {{Hover|dp+A|623A}} but being worse on block, {{Hover|dp+C|623C}} is typically left aside although having better vertical range and priority is useful for anti-airing some jump arcs. Having the same speed and properties otherwise, using {{Hover|dp+C|623C}} over {{Hover|dp+A|623A}} in neutral mostly comes down to how sure you are you'll connect since {{Hover|dp+C|623C}} has poor pushback an is much easier to punish.<br>
With the same reversal qualities as {{Hover|dp+A but being worse on block, dp+C|623A but being worse on block, 623C}} is typically left aside although having better vertical range and priority is useful for anti-airing some jump arcs. Having the same speed and properties otherwise, using {{Hover|dp+C over dp+A|623C over 623A}} in neutral mostly comes down to how sure you are you'll connect since {{Hover|dp+C|623C}} has poor pushback an is much easier to punish.<br>
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{{Hover|dp+C|623C}} shines most for its combo usage. Its solid damage and speed make it a decent combo ender and it giving [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] means you can also spend meter to super cancel into {{Hover|qcb,hcf+P|2141236P}} for some extra damage. That ability comes particularly handy in max combos where {{Hover|dp+C|623C}} can support a juggle or end it with a fast and damaging super cancel.<br>
{{Hover|dp+C|623C}} shines most for its combo usage. Its solid damage and speed make it a decent combo ender and it giving [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] means you can also spend meter to super cancel into {{Hover|qcb,hcf+P|2141236P}} for some extra damage. That ability comes particularly handy in max combos where {{Hover|dp+C|623C}} can support a juggle or end it with a fast and damaging super cancel.<br>
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The weak version makes Kyo do a low invincible spin jump to a punch that launches the opponent in the air. {{Hover|hcb+B|63214B}}'s mediocre damage and deceptively short range would be a minor issue if not for being so slow that any hope to use it as a low reversal is lost. Just about any low would recover in time to block.<br>
The weak version makes Kyo do a low invincible spin jump to a punch that launches the opponent in the air. {{Hover|hcb+B|63214B}}'s mediocre damage and deceptively short range would be a minor issue if not for being so slow that any hope to use it as a low reversal is lost. Just about any low would recover in time to block.<br>
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{{Hover|Hcb+B|63214B}} makes up for all its flaws by being Kyo's main juggle tool. A launcher with [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] but without being limited to one use per combo like his {{Hover|qcf+D>K|236D>K}} that it instead complements really well. Almost every juggle combo Kyo has relies on {{Hover|hcb+B|63214B}} launching the opponent up for conversion at least once, always with the option to super cancel it into {{Hover|qcb,hcf+P|2141236P}} to dump damage.<br>
{{Hover|Hcb+B|63214B}} makes up for all its flaws by being Kyo's main juggle tool. A launcher with [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|full juggle]] but without being limited to one use per combo like his {{Hover|qcf+D>K|236D>K}} that it instead complements really well. Almost every juggle combo Kyo has relies on {{Hover|hcb+B launching the opponent up for conversion at least once, always with the option to super cancel it into qcb,hcf+P|63214B launching the opponent up for conversion at least once, always with the option to super cancel it into 2141236P}} to dump damage.<br>
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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>
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The same logic applies to {{Hover|rdp+D|421D}} being '''-4''' at worst because even the tallest characters can't reach the first hitbox. A bad consequence of being so high is that it whiffs against a lot of characters crouching in the corner if Kyo is too close.<br>
The same logic applies to {{Hover|rdp+D|421D}} being '''-4''' at worst because even the tallest characters can't reach the first hitbox. A bad consequence of being so high is that it whiffs against a lot of characters crouching in the corner if Kyo is too close.<br>
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Neither of them are all that combo friendly although {{Hover|rdp+B|421B}} can be used after {{Hover|qcf+D>K|236D>K}} for a solid hard knockdown ender when away from the corner where you'd use rekka instead.<br>
Neither of them are all that combo friendly although {{Hover|rdp+B can be used after qcf+D>K|421B can be used after 236D>K}} for a solid hard knockdown ender when away from the corner where you'd use rekka instead.<br>
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<ul><li> '''Mix-up Advice''': {{Hover|rdp+B|421B}} is Kyo's best hard knockdown to setup a {{Hover|j.d+C|j.2C}} cross-up off of. Variable wake-up timings make it tedious but it's certainly worth practising.</li></ul>
<ul><li> '''Mix-up Advice''': {{Hover|rdp+B is Kyo's best hard knockdown to setup a j.d+C|421B is Kyo's best hard knockdown to setup a j.2C}} cross-up off of. Variable wake-up timings make it tedious but it's certainly worth practising.</li></ul>
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It only launches on the second hit, lifting the opponent fairly high but only in a [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|half juggle]] state, thus generally limiting the possible conversions to an early jump-in or a {{Hover|dp+C|623C}}. Worse than that, the fact the first kick doesn't knockdown coupled with the second's hitbox being fairly high as Kyo is in the air is why {{Hover|qcf+B > K|236B > K}} will fail to combo on almost every crouching character making the already hard to land move also punishable on hit.<br>
It only launches on the second hit, lifting the opponent fairly high but only in a [[The_King_of_Fighters_2002_UM/Miscellaneous#Juggle_States|half juggle]] state, thus generally limiting the possible conversions to an early jump-in or a {{Hover|dp+C|623C}}. Worse than that, the fact the first kick doesn't knockdown coupled with the second's hitbox being fairly high as Kyo is in the air is why {{Hover|qcf+B > K|236B > K}} will fail to combo on almost every crouching character making the already hard to land move also punishable on hit.<br>
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All these reasons only serve to highlight how much better {{Hover|qcf+D > K|236D > K}} is combowise and why you should never really use {{Hover|qcf+B > K|236B > K}} in comparison. However {{Hover|qcf+B>K|236B>K}} can still be an okay pre-emptive anti-air as described with its phases.
All these reasons only serve to highlight how much better {{Hover|qcf+D > K is combowise and why you should never really use qcf+B > K in comparison. However qcf+B>K|236D > K is combowise and why you should never really use 236B > K in comparison. However 236B>K}} can still be an okay pre-emptive anti-air as described with its phases.
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Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekka, a singular route as opposed to Aragami. By itself its very impressive range for being a rekka is somewhat impaired by a rather slow start-up. Similar to {{Hover|qcf+A|236A}}, its start-up is vulnerable despite 3f of autoguard and limits its usage as it'll be proned to being stuffed by quick pokes pre-emptively on the move's path.<br>
Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekka, a singular route as opposed to Aragami. By itself its very impressive range for being a rekka is somewhat impaired by a rather slow start-up. Similar to {{Hover|qcf+A|236A}}, its start-up is vulnerable despite 3f of autoguard and limits its usage as it'll be proned to being stuffed by quick pokes pre-emptively on the move's path.<br>
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Although a bit less safe than {{Hover|qcf+A|236A}} for having more recovery and less pushback, spacing {{Hover|qcf+C|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|236C}} in neutral a slower and less damaging {{Hover|qcf+A|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>
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<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><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><br>
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|moveId=kyo_qcf+c>hcb+p>f+p>dp+p
|moveId=kyo_qcf+c>hcb+p>f+p>dp+p
|description=
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Kyo performs his {{Hover|dp+P|623P}} (the A version comes out) to end the Doku Kami ({{Hover|qcf+C|236C}}) rekka line. It's always best to end with this finisher rather than just Tumi Yomi (which looks like its proper finisher but isn't) to maximize its damage.<br>
Kyo performs his {{Hover|dp+P (the A version comes out) to end the Doku Kami (qcf+C)|623P (the A version comes out) to end the Doku Kami (236C)}} rekka line. It's always best to end with this finisher rather than just Tumi Yomi (which looks like its proper finisher but isn't) to maximize its damage.<br>
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An important thing to note is that while the other follow-ups allow for some leniency, this ender needs to be done asap after Batu Yomi or it won't come out. The only issue with this is the resulting soft knockdown offers decent oki only if the opponent doesn't tech it.<br>
An important thing to note is that while the other follow-ups allow for some leniency, this ender needs to be done asap after Batu Yomi or it won't come out. The only issue with this is the resulting soft knockdown offers decent oki only if the opponent doesn't tech it.<br>
However, for some reason inputting <b>{{Hover|qcf+K|236K}}</b> after {{Hover|f+P|6P}} makes you able to then delay {{Hover|dp+P|623P}}. While this doesn't offer much help on block, the delay on hit gives you much better frame advantage on the soft knockdown.<br>
However, for some reason inputting {{Hover|<b>qcf+K</b> after f+P makes you able to then delay dp+P|<b>236K</b> after 6P makes you able to then delay 623P}}. While this doesn't offer much help on block, the delay on hit gives you much better frame advantage on the soft knockdown.<br>
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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>
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Orochinagi is normally too slow to combo off anything on the ground but if you charge it to get the speed boost and let go in time to fit the hitstun window, you can then combo into it. Learning to time this is very useful but {{Hover|qcfx2+A|236236A}} can make for a nice and easy substitute in some cases.<br>
Orochinagi is normally too slow to combo off anything on the ground but if you charge it to get the speed boost and let go in time to fit the hitstun window, you can then combo into it. Learning to time this is very useful but {{Hover|qcfx2+A|236236A}} can make for a nice and easy substitute in some cases.<br>
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<ul><li> '''Combo Advice''': Orochinagi after {{Hover|qcf+D>K|236D>K}} is decent damage for 1 bar midscreen. Charging it slightly after canceling from his {{Hover|qcf+C|236C}} will end his grounded max combo. Read more about the timing in the combo section.</li></ul>
<ul><li> '''Combo Advice''': Orochinagi after {{Hover|qcf+D>K is decent damage for 1 bar midscreen. Charging it slightly after canceling from his qcf+C|236D>K is decent damage for 1 bar midscreen. Charging it slightly after canceling from his 236C}} will end his grounded max combo. Read more about the timing in the combo section.</li></ul>
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Although it lacks speed to be a good combo filler, the heavy version's range and full invincibility up to hit make it a fairly decent reversal or simply a tool to win a trade. {{Hover|qcfx2+A|236236A}} is however preferred when its shorter full invincibility is enough.<br>
Although it lacks speed to be a good combo filler, the heavy version's range and full invincibility up to hit make it a fairly decent reversal or simply a tool to win a trade. {{Hover|qcfx2+A|236236A}} is however preferred when its shorter full invincibility is enough.<br>
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It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable, doing 57%. The damage is appealing but the charge phase being fully vulnerable, getting anything past the level 2 damage is hardly realistic. The charge phase for {{Hover|qcfx2+A|236236A}} starts at frame 6, after its normal full invuln while the one for {{Hover|qcfx2+C|236236C}} starts at frame 7, interrupting the move's full invuln, to charge before being full invuln up to hit again.<br>
It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable, doing 57%. The damage is appealing but the charge phase being fully vulnerable, getting anything past the level 2 damage is hardly realistic. The charge phase for {{Hover|qcfx2+A starts at frame 6, after its normal full invuln while the one for qcfx2+C|236236A starts at frame 6, after its normal full invuln while the one for 236236C}} starts at frame 7, interrupting the move's full invuln, to charge before being full invuln up to hit again.<br>
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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>

Revision as of 19:29, 27 August 2022

The King of Fighters 2002 UM

OverviewStrategyDataCombosReplays

Movelist

Throws

Hachi Tetsu - close, / +

Issetsu Seoi Swimming - close, / +

Command Moves

Ge Shiki Goufu You - +

Ge Shiki Naraku Otoshi - in air, / / +

88 Shiki - +

Special Moves

100 Shiki Oniyaki - + /

427 Shiki Hikigane - + /

RED Kick - + /

75 Shiki Kai - + / , /

114 Shiki Aragami - +

128 Shiki Kono Kizu - + /
127 Shiki Yano Sabi - /
125 Shiki Nana Se - /
127 Shiki Yano Sabi - + /
125 Shiki Nana Se - /
212 Shiki Kototsuki You - + /
Ge Shiki Migiri Ugachi - /

115 Shiki Dokugami - +

401 Shiki Tumi Yomi - + /
402 Shiki Batu Yomi - + /
100 Shiki Oniyaki - + /

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

524 Shiki Kamichiri - +

Quick Starter Combo Reference

Notation

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


Very Close

cr.B, st.A/cr.A, qcfx2+A 2B, 5A/2A, 236236A = 27%
• Note: Do it as cr.B, qcf, st.A/cr.A, qcf+A 2B, 236, 5A/2A, 236A.

(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%
(optional cross-up), cl.C, df+D(2), qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcfx2+A 3D(2), 236BC, [(C)236A, (C)236C]x2 (SC) 236236A = 50%

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

Idle
Action RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.

Stand Stand

Middle - - -

Crouch Crouch

Middle - - -

 

Hop/Jump

Hop/Jump
Action RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.

Hop Hop

- 4 23 1

Jump Jump

- 4 31 1


Jump arcs with good height and speed. Hyper hop able to go over middle height standing characters which helps for cross-ups. Note that if j.d+C j.2C is used, the jump's native 1f recovery is replaced by j.d+C j.2C's own 5f landing recovery, rending it particularly weak to low profiles.

  • Unthrowable by grounded throws for the entire duration.
  • When buffered, hyper hop and super jump lose their start-up and become frame 1 airborne. Will avoid low meaties on wake-up.

Walk/Run

Walk/Run
b/f ; f,f, Hold to maintain
4/6; 66, Hold to maintain
Action RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.

Walk Walk

12 out of 34 - - -

Run Run

13 out of 31 3 10 ~ ∞ 2

 

Backdash

Backdash
b, b
44
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
- 3 15 3


Backdash arc with good height, distance and speed. The latter two are increased when using j.d+C j.2C; the earlier it's done, the bigger the boost. Doing it properly makes Kyo's backdash an incredible escape/bait option.
Note that if j.d+C j.2C is used, the backdash's native 3f recovery is replaced by j.d+C j.2C's own 5f landing recovery, making it weaker against low profiles in near corner situations.

  • Airborne while active.

Wake-up/Recovery Roll

Wake-up/Recovery Roll
/ ; AB when hitting the ground
/ ; AB when hitting the ground
Action RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.

Wake-up Wake-up

0f 0 26 0

Recovery roll Recovery roll

0f 0 23 0

 

Normals

Close Standing Normals

close A
cl.A
cl.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid Special 5 4 5 +3 +1 -

close B
cl.B
cl.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Low Special 7 4 8 0 -2 -

close C
cl.C
cl.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
67 Mid Special(1) 3 2, 8 9 +1 -1 -

close D
cl.D
cl.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
100 Mid Special 5 3 22 -5 -7 -


Far Standing Normals

stand A
st.A
A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
33 Mid Special 5 4 5 +3 +1 -

stand B
st.B
B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
42 Mid - 6 3 14 -5 -7 -

stand C
st.C
C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
75 Mid - 13 2 17 +1 -1 -

stand D
st.D
D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
100 Mid - 8 5 17 -2 -4 (2~18)_Hit_(Lower body)


Crouch Normals

crouch A
cr.A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid Special 5 4 5 +3 +1 -

crouch B
cr.B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
17 Low - 5 4 5 +3 +1 -

crouch C
cr.C
2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
110 Mid Special(1) 6 2, 4 21 -7 -9 -

crouch D
cr.D
2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
100 Low Special 12 3 19 SKD -4 -


Jump Normals

jump A
j.A
j.A
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop A hop A

42 High - 5 8 - - - -

jump A jump A

42 High - 5 6 - - - -

neutral jump A neutral jump A

42 High - 5 7 - - - -


Mediocre and outshone by other jump-ins. The only good thing to note is hop A has a good chunk of active frames for a hop, though it isn't deep enough to hit crouching(Bao, Chin, Choi) unlike j.A or neutral j.A.

jump B
j.B
j.B
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop B hop B

50 High - 5 9 - - - -

jump B jump B

50 High - 5 9 - - - -

hop/jump B have slightly different hitboxes but keep the excellent downard reach, good chunk of active frames and priority that make it Kyo's main air-to-ground jump-in. Being able to reach any character and cross-up most of them make j.B a good j.d+C j.2C substitute.

Lacking j.d+C j.2C's hitstun, Choi is the only standing character you can cross-up with hop B and have enough time to land and link cl.C. Hop and jump B are the same for crouching characters except crouching Hinako that only hop B can cross-up.
Neither hop nor jump B can cross-up crouching(Bao, Chin, Choi).

  • Instant overhead against middle crouchers and taller.
  • Mix-up Advice: After 2 lights on hit/block point-blank, hyper hop B will cross-up a crouching character and hop B will hit in front.

neutral jump B neutral jump B

50 High - 5 4 - - - -


If any button says how much better Kusanagi's buttons can get compared to Kyo's, this is the one. That said, nj.B's decent priority, speed and active frames still do a good job at defending his vertical air space preemptively.

jump C
j.C
j.C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop C hop C

75 High - 6 4 - - - -

jump C jump C

75 High - 6 4 - - - -


Essentially a j.B with better forward reach, easier to confirm off and harder to go over while still being deep enough to hit any croucher. However being slightly slower and a bit less active and deep are what keeps it at the second place. It can also cross-up although not as reliably as j.B.

jump D
j.D
j.D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop D hop D

100 High - 9 5 - - - -

jump D jump D

100 High - 9 5 - - - -


Although more lacking in priority, hop D, especially hyper hop D, has a good angle and height to be a midway between air-to-air and air-to-ground. It's mostly meant to use its good range to forcefully occupy important space before another offensive jump/approach.

neutral jump D neutral jump D

92 High - 11 11 - - - -


Similarly to nj.B, it's mostly a preemptive button to defend Kyo's air space. It has much better reach but is also pretty slow which forces the player to use it very early, opening themselves for a low profile. This is best kept to test the waters or at least when there's enough distance to the opponent.

Blowback Normals

stand CD
st.CD
CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
117 Mid Special 20 4 16 SKD +2 -

jump CD
j.CD
j.CD
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop CD hop CD

100 Mid - 14 7 - SKD - -

jump CD jump CD

125 Mid - 14 7 - SKD - -


Although lacking in priority and speed, j.CD's low hitbox makes it especially easy to meaty an opponent for better blockstring pressure.

Throws

Hachi Tetsu

Hachi Tetsu
Close, b/f+C
Close, 4/6C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
83 - - 1 - - SKD Becomes cl.C on block -


Grabs the opponent and performs a low vertical backfist. While Kyo is left with a decent amount of frame advantage, the opponent is thrown fullscreen away, limiting the amount of oki Kyo is granted especially against characters with fast wake-up. Furthermore it's a soft knockdown so the opponent will most likely tech it, effectively reducing to zero any oki Kyo would hope to get unless the corner is very close.

A fairly good throw to create space but an overall weak throw for offense.

  • Can be broken

Issetsu Seoi

Issetsu Seoi
Close, b/f+D
Close, 4/6D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
83 - - 1 - - HKD Becomes cl.D on block -


Kyo slams the opponent onto the ground then does an elbow drop. The hard knockdown gives Kyo a ton of oki options, including his signature run-up hyper hop j.d+C j.2C to cross-up and combo the opponent on wake-up. Practice timing it so that you'll catch them as soon as they get up.

While this is a much better offensive throw than his C, keep in mind that mixing up the throw you use is important so the opponent has a harder time breaking it.

  • Can be broken
  • Backturned hard knockdown

Command Normals

Ge Shiki Goufu You

Ge Shiki Goufu You
f+B
6B
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

Raw Raw

83 High - 20 2 27 -9 -11 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

Canceled into Canceled into

67 (33+34) Mid Special(2) 12 5, (2), 7 18 -5 -7 -

Like most standing overheads, canceling f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B 6B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's 6B that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.

Both hits properly combo on the front only on Chang, standing(Shermie) and crouching(Chin, Choi, Xiangfei). Special note that against crouching Choi cl.C, f+B, qcf+C > hcb+P > f+P > dp+P 6B, 236C > 63214P > 6P > 623P is a true and good combo.

  • Combo Advice: The go-to meterless option on hit is cl.C, f+B, qcf+A 6B, 236A, it's mostly very safe on block but qcf+A can whiff on block so using qcf+C 236A can whiff on block so using 236C instead is a bit less safe but more consistent. The same max bypass as with raw f+B 6B is still possible.

Ge Shiki Naraku Otoshi

Ge Shiki Naraku Otoshi
j.d+C
j.2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
58 High - 7 5 5 (Landing) HKD on airborne opponent - -

Kyo does a quick haymaker in the air, it's decently fast and can win a lot of air interactions to score a very advantageous hard knockdown instead of the usual air reset. This move is very important to Kyo as it really pulls his air game and mix-ups together, especially as meaty. It's also useful for positioning as doing it during his backdash will make it go much further much faster.

It has an impressive cross-up hitbox coupled with the heavy hitstun to make it very easy to combo out of it even when hopping over a standing character, a luxury fit for one of the best cross-ups the game has to offer. It does have limitations however:

  • It can't cross-up crouching(Robert, King) with a hyper hop although it can off a normal hop/jump/super jump.
  • It can't cross-up crouching Shermie off anything other than a normal jump.
  • Biggest restriction is it'll whiff when trying to cross-up low and tiny crouchers except crouching(Choi, Chris).
    The wake-up frame in KoF is always in a standing state so if j.d+C j.2C is meaty all three of these restrictions are lifted.
  • It'll also whiff when trying to cross-up standing(Kensou, Kasumi, Xiangfei, Billy, Mai, Bao).
  • It can cross-up standing(Chin, Hinako) only off a jump (or super jump), not a hop, and even then spacing that jump is very tight.

j.B always works as a more consistent but less rewarding substitute.

  • Mix-up Advice: After 2 lights on hit/block point-blank and when possible : hyper hop d+C(hh.d+C) will cross-up a crouching character; micro-walk before hh.d+C 2C(hh.2C) will cross-up a crouching character; micro-walk before hh.2C will cross-up a standing character; hop B will hit in front.

88 Shiki

88 Shiki
df+D
3D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
133 (66+67) Low - 3 3, (12), 4 24 1st= -23 ; 2nd= -8 1st= -25 ; 2nd= -10 -

Special Moves

100 Shiki Oniyaki

100 Shiki Oniyaki
dp + A/C
623 A/C
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

dp+A 623A

58 (58,42) Mid Super(1) 6 4, 13 27 (11 Landing) SKD 1st= -26 ; 2nd= -22 (Startup + 1st hit)_Hit+Throw_(Full)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

dp+C 623C

108 (75+33) Mid Super(1) 6 4, 16 35 (13 Landing) SKD -33 (Startup + 1st hit)_Hit+Throw_(Full)

427 Shiki Hikigane

427 Shiki Hikigane
hcb + B/D
63214 B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hcb+B 63214B

58 Mid Super 20 3 31 SKD -16 (Startup - 1)_Hit_(Lower body)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hcb+D 63214D

108 (108,108) Mid Super 15 2, (1), 3 25 -11 -13 (Startup - 1)_Hit_(Upper body)

RED Kick

RED Kick
rdp + B/D
421 B/D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

rdp+B 421B

108 Mid - 19 2, 2, 2 18 (15 Landing) HKD -6 ~ -2 -

rdp+D 421D

150 Mid - 30 2, 2, 2 18 (14 Landing) HKD -4 ~ -2 -

75 Shiki Kai

75 Shiki Kai
qcf+B > K or qcf+D > K
236B > K or 236D > K
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+B > K 236B > K

40 (30+10) Mid - 14 3, (7), 9 14 1st= -12~-10 ; 2nd= SKD 1st= -14~-12 ; 2nd= -5~+3 (10~13)_Hit_(Lower body)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+D > K 236D > K

40 (30+10) Mid - 18 3, (7), 9 14 SKD 1st= -14~-12 ; 2nd= -5~+3 (14~17)_Hit_(Lower body)

114 Shiki Aragami

114 Shiki Aragami
qcf+A
236A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
58 Mid - 12 6 18 -4 -6 -

128 Shiki Kono Kizu

128 Shiki Kono Kizu
qcf+A > qcf+P
236A > 236P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
42 Mid - 8 8 31 SKD -21 -

This followup looks like an uppercut with emphasis on Kyo's elbow. On hit it results in a soft knockdown from which Kyo doesn't get much outside of the next follow-up ideally. On block, the Kono Kizu is very unsafe, even the amount of push back it grants the player (which isn't much) can not help from certain punishment from the opponent.

You can delay this move after qcf+A 236A to sort of frame trap anyone trying to punish or pressure after blocking Aragami but the risk is great compared to a mediocre reward. Stopping at qcf+A 236A will be preferred more often than not.

127 Shiki Yano Sabi

127 Shiki Yano Sabi
qcf+A > qcf+P > P
236A > 236P > P
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A > qcf+P > P 236A > 236P > P

25 High - 14 3 31 HKD -15 -

qcf+A > hcb+P 236A > 63214P

25 High - 21 4 35 HKD -21 -

Kyo thrusts his elbow hard down for an overhead hit. The first version is after Kono Kizu ( qcf+A>qcf+P 236A>236P) ending the Aragami chain. Outside of corner, it only combos from Kono Kizu near point-blank, heavily limiting any combo usage for it on top of not being the preferred route in juggles. It being an overhead is also hardly a help since the opponent would be expecting it after Kono Kizu.
Good points extend to providing decent oki from its hard knockdown and being surprisingly not so bad on block thanks to the pushback of the entire chain.

The second version is a good overhead follow-up with new enders. Although too slow to combo, coming right after Aragami can occasionally catch someone blocking low expecting Kono Kizu. Its main appeal is completing Kyo's near corner juggles into a hard knockdown ender for good damage and oki. On block, it's more unsafe than the first version although the reward is somewhat appealing.

125 Shiki Nana Se

125 Shiki Nana Se
qcf+A > qcf+P > K
236A > 236P > K
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A > qcf+P > K 236A > 236P > K

67 Mid - 17 3 24 SKD -9 -

qcf+A > hcb+P > K 236A > 63214P > K

67 Mid - 20 3 24 SKD -9 -

Kyo peforms a fast, high inside roundhouse kick. For how cool it looks this Aragami ender is sadly not Kyo's most useful. It sends the opponent flying across the screen on hit with okay damage but a somewhat underwhelming soft knockdown with little hope for any oki if not already close to the corner.

The version after Kono Kizu only combos in corner or point-blank and the one after Yano Sabi whiffs entirely since the opponent is knocked down. The kick's only redeeming quality is being the safer ender in both cases thanks to the kick's short recovery, but since it lacks any pushback whatsoever, any move fast enough will still be a sure punish.

212 Shiki Kototsuki You

212 Shiki Kototsuki You
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
83 Mid - 10 3, 2 38 HKD -22 -

Ge Shiki Migiri Ugachi

Ge Shiki Migiri Ugachi
qcf+A > hcb+P > P
236A > 63214P > P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
58 Low - 20 14 22 HKD -18 -

Kyo punches the opponent while they are on the ground after being plummeted by the Yano Sabi. This is the last finisher to the Aragami series. It serves the same combo purpose as the Kototsuki You follow up( qcf+A>hcb+P>hcb+K 236A>63214P>63214K) but the damage is a bit lower so the latter in preferred in most cases.

One exception is that since it's a low attack it can serve to mix-up the opponent after they had to block the Yano Sabi overhead although if they block this as well Kyo is left far away thanks to pushback but still fairly punishable. If they read it the opponent can actually roll before having to block for a much easier punish on Kyo.
Only other exception is if you had crossed up the opponent before the start of the combo this ender will keep them backturned unlike Kototsuki You which would face them front again. A backturned hard knockdown is good for corner cross-up.

115 Shiki Doku Kami

115 Shiki Doku Kami
qcf+C
236C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid - 18 6 21 -7 -9 -

401 Shiki Tumi Yomi

401 Shiki Tumi Yomi
qcf+C > hcb+P
236C > 63214P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
33 Mid - 11 3 34 -17 -19 -


This follow-up looks sort of like a quick back-hand Kyo strikes on the opponent. It's very unsafe on block, so be sure to properly hit confirm the Doku Kami first. If you connect with it by itself, it doesn't do much damage and doesn't knockdown, punishable on hit if the chain ends here.

402 Shiki Batu Yomi

402 Shiki Batu Yomi
qcf+C > hcb+P > f+P
236C > 63214P > 6P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
33 Mid - 14 4 42 SKD -28 -


After the Tumi Yomi back-hand hits, a short shoulder looking uppercut is followed. It gives the opponent a soft knockdown on hit in which they land near a half screen away. If this whiffs or is blocked, Kyo can be punished when he lands back to the ground. Only use it when confirmed from a rather close qcf+C 236C.

100 Shiki Oniyaki

100 Shiki Oniyaki
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
58 Mid - 2 - - SKD -20 ~ -2 -


Desperation Moves

Ura 108 Shiki Orochinagi

Ura 108 Shiki Orochinagi
qcb,hcf + A/C, Hold to charge
2141236 A/C, Hold to charge
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcb,hcf+A 2141236A

233 Mid - no charge= 21 / slight charge= 17 - - SKD no charge= -15 / slight charge= -18 (1~2)_Hit+Throw_(Full), (Charge)_Hit_(Lower body), (3~8)_Hit_(Full)

qcb,hcf+C 2141236C

233 Mid - no charge= 20 / slight charge= 17 - - SKD no charge= -19 / slight charge= -18 (1~2)_Hit+Throw_(Full), (Charge)_Hit_(Upper body), (3~8)_Hit_(Full)

182 Shiki

182 Shiki
qcfx2 + A/C, Hold to charge
236236 A/C, Hold to charge
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcfx2+A 236236A

225(150+75) - 283(192+91) - 416(283+133) - 575(383+192) Mid, Unblockable(Full charge) - 11 1, (9), 4 - SKD -23 (1~5)_Hit_(Full)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcfx2+C 236236C

225(150+75) - 283(192+91) - 416(283+133) - 575(383+192) Mid, Unblockable(Full charge) - 19 2, (9), 4 - SKD -23 (Startup + 1st hit)_Hit_(Full)


Super Desperation Move

Ura 108 Shiki Orochinagi

Ura 108 Shiki Orochinagi
qcb,hcf+AC (Hold)
2141236AC (Hold)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
342 (200+100+42) Mid - no charge= 20 / charge flames= 3 - - SKD 1 (1~2)_Hit+Throw_(Full), (Charge)_Hit_(Lower body), (3~9)_Hit_(Full)


Hidden Super Desperation Move

524 Shiki Kamichiri

524 Shiki Kamichiri
hcbx2+AC
6321463214AC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
442 - - 2 1 39 SKD - (1~2)_Hit+Throw_(Full)


Videos

Kyo 2002UM Combos
2k2um Kyo Kusanagi Vs Combos (+ Hand Visuals) by Dark Chaotix
Nikolai-保力達 (Kyo Best Rounds)
Nikolai-保力達 (Kyo Best Rounds 2)
Kyo Master Class

External Links

Check Kyo Kusanagi's frame data

Discuss at 02UM Discord server

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The King of Fighters 2002 UM

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