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The King of Fighters 2002 UM/Kyo-2
Throws
Anvil Slam - b/f + C
- Grabs the opponent and performs a shoulder attack
- Normal throw
- Can be broken
Swift SHoulder Throw - b/f + D
- Flips the opponent and then performs an elbow drop.
- Standard reverse throw
- Can be broken
Command Moves
Drop to Naraku - in air, d + C
- Kyo-2's primary BnB starter. Drop to Naraku has good hitstun,good damage,and comes out very fast. One of the small "Cons" about this command move is that its hitbox is very small and could easily whiff when normal/hyper jumping. It is best to cancel into Drop into Naraku from Kyo-2's jumping B(u + B, d + C). Keep in mind that jumping B will not cancel into d + C when performing a short/hyper short hop.
Thundering Axe Burst - f + B
- Kyo-2's main overhead. Thundering Axe Burst is two hits,overhead,comes out fast,and it is super cancelable. Although Thunder Axe Burst seems like a perfect command move there are some set-backs. It is punishable when blocked and if the opponent blocks the first hit(Not an overhead)then they can block the second hit.
Special Moves
Fireball - dp + A/C
- Kyo-2 surrounds himself in flames and jumps in the air doing a 360 motion(A/C versions dictate how high he jumps). Fireball is a standard Dp(623 + A/C),it has some invincibility on start up,and the C version can cancel into both DM's and SDM. Fireball can be used as an anti-air,on wake up,and stop short hops. If fireball is baited Kyo-2(like all Dp's)will be vulnerable so try not to be predictable.
Crescent Slash - hcb + B/D
- Kyo-2 dashes towards the opponent and strikes with his elbow(like Kusanagi or original Kyo)then picks up the opponent with his other arm and explodes. Although the move animation is very similar to Kyo Kusanagi and Kusanagi the difference is very vivid. Crescent Slash is slower,does more damage,and cannot combo from any of his command moves. Crescent Slash is best used as a tool to punish(cl C or d + D, hcb + B/D). NOTE: do NOT use when you are mid/Full screen away from opponent.
R.E.D. Kick - rdp + B/D
Poison Gnaw Fest - qcf + C
> Recitation of Sins - During Poison Gnaw Fest, hcb + A/C
>> Verdict - During Recitation of Sins, f + P
Wicked Chew - qcf + A
> Masticate - During Wicked Chew, qcf + A/C
>> Oxidation 1 - During Masticate, A/C
- Super cancellable
>> Rapids of Rage - During Masticate, B/D
> Oxidation 2 - During Wicked Chew, hcb + A/C
>> Intensetaneous Smash - During Oxidation 2, A/C
>> Phantom Mauler - During Oxidation 2, B/D
- Super cancellable
Desperation Moves
Final Showdown - qcf x 2 + A/C
Futsu no Mitama - qcf x 2 + B/D > Additional attack - dp + B/D
- Futsu no Mitama is similar to Kyo-2 Dp motion(FireBall)but is extended from him doing a 360 to a 720 rotation surronded by flames and if the attack connects Kyo-2 can follow up with an extra attack. Futsu no Mitama is a great anti-air and has invincibility on start up.
Super Desperation Moves
Final Showdown - qcf x 2 + AC
- Kyo-2 creates a large pillar of flame then rushes through it with a flury of punches while on fire then finishing the SDM with his special move "Fire Ball". Unlike his desperation move his SDM version does not break the opponents guard if it is blocked, it does significantly more damage, and like his SDM version it can be combo into almost every variation of his Bnb.
HSDM
Hi no Kaguzuchi - hcb x 2 + BD
- Kyo-2 mimics his Crescent Slash but instead of instantly exploding the opponent Kyo-2 burns the opponent by setting his body on fire while he is choking them then he explodes. Hi no Kaguzuchi is a very effective HSDM due to the fact that it is possible to combo into with most of Kyo-2's BnB also it is a perfect tool for punishing and worth the stocks it takes.
Videos
Kyo - 2 Master Class Tutorial Video
Discussion Threads
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