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The King of Fighters 2002 UM/Kyo-2
Movelist
Gameplay Overview
Kyo-2 is a character returning from KoF '99. Being a clone, he is loosely based on Kyo's moveset from 97–98 (rekka Kyo), but with some changes and "weirdnesses" that sometimes bend the game's system. Generally, he is a very popular candidate for 2nd/3rd team slot due to his easy and damaging max mode combos, as well as other great uses for meter such as his DMs and HSDM. However, when it comes to meterless play, things aren't so straightforward for him.
At a glance, Kyo-2's tools may seem exceptionally strong or even overpowered. He has the only sweep in the game that one can combo off (akin to Street Fighter's cr.MK), paired with high meterless damage, great crossup, and a bunch of other tricks up his sleeve. However, this is complicated by the fact that his moves are generally much less safe on block than Kyo's, basically removing his key "poke" tools, and with a lack of good confirms, it suddenly turns into quite a big burden for him. That said, it is possible to make up for this with a good use of his "unorthodox" tools, but overall this keeps the meterless gameplay for Kyo-2 surprisingly tricky for a seemingly "basic" character, which is why it's usually better to have some bar when playing him.
Normals
Close
- cl.A/B/C/D are cancel-able.
- cl.B hits low.
- cl.C's 4th frame of start-up has auto-guard, which can be useful in frametraps. Standard combo starter.
- cl.D has a special property: if it hits an airborne opponent, it will launch them, allowing for a juggle afterward—but, this is risky though because it can get beaten. Can be used instead of cl.C in combos, it deals a bit more damage but is slower and less safe on block.
Stand
- st.A/C are cancel-able
- Standing A prevents short jump-ins
- Standing B is a quick long poke. Will whiff on low crouchers.
- Standing D starts up really fast, but doesn't go very far and a bit slow on recovery.
Crouch
- cr.D is unique: it's the only sweep in the game you can combo from (think of Street Fighter's cr.MK). Two hits, first hit is the cancelable part, the 2nd hit knocks down and is not very safe on block. The 1st hit doesn't cause any pushback, allowing for some specific combos; the caveat, however, is that there's not much to cancel it into for safety, other than rdp+B. Also, despite cr.D looks like Kyo's df+D, it's not as fast.
Jump
- Jumping B has a special property: the full jump (i.e. not hop) version can be canceled into jumping d+C (Naraku Otoshi/Drop to Naraku) on hit. This can be used for pressure, but it's risky because j.B needs to be early for d+C to combo and this can be low profiled easily. Still, this can be a strong tool when used as a 2-hit air confirm (something Kyo-2 really wants), or a mixup tool to add variety to pressure and blockstrings.
- Jump D is Kyo-2's main jump button for virtually any purpose. Fast, long reach, hits deep and works amazingly well as crossup. Best damage out of his jumping buttons too.
Blowback Attack
- st.CD is a little short/slow but causes hard knockdown on hit and counterwires.
- j.CD is standard, similar to Kyo's with a bit more range but slower.
Throws
Hachi Tetsu / Anvil Slam - b/f + C
- Grabs the opponent and performs a shoulder attack
- Normal throw
- Soft knockdown
- Can be broken
Issetsu Seoi / Swift Shoulder Throw - b/f + D
- Flips the opponent and then performs an elbow drop.
- Standard reverse throw
- Hard knockdown
- Reverse knockdown
- Can be broken
Command Moves
Naraku Otoshi / Drop to Naraku - in air, d + C
- Similar to Kyo's. This command normal comes out very fast and causes longer hitstun than normal. However, it also causes more pushback on hit than regular jump attacks. If it hits an airborne opponent, it will ground slam. One of the small "Cons" about this command move is that its hitbox is very small and could easily whiff when normal/super jumping. Sadly, it also has smaller crossup box than Kyo's d+C, so it's quite hard to crossup with it from a jump, although it still works ok from hyperhop. d+C can be canceled into from Kyo-2's full jump B (u + B~d + C).
- Can cross up
- Ground slam (on airborne opponent)
- Combo Advice: To combo off of it, either do it early if you want cl.C after, or land it late and use cr.D instead. After j.B, d+C, only cr.D will combo anyway.
Goufu You / Thundering Axe Burst - f + B
- 2-hit kick. 2nd hit is an overhead when done raw. Not exactly great as an overhead since it's slow and the first hit gives a clue to block standing, although it may work from further distance. However, f+B first hit comboes from light attacks, making it useful for combos, especially for max mode ones.
- There's one weird caveat about this move that should to be explained:
- - when f+B is done raw, the 1st hit is cancelable, the 2nd one is not.
- - when f+B is canceled into, the 1st hit is not cancelable, the 2nd is.
- Free Cancel-able
- Overhead Attack (2nd hit only)
- Combo Advice: In meterless routes, the only thing that will normally combo after canceled 2nd hit f+B is qcf+C (only the first hit of the rekka, the rest won't reach, even in the corner). So f+B is best reserved for max mode activation starter (cr.B, cr.A, f+B (1), BC, or cl.C/cl.D, f+B (1), BC).
Special Moves
Oniyaki / 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), i.e. anti-air/reversal. A version has a short window of invincibility on start up but can get beaten (no autoguard/armor here); C version is fully invincible on start-up and high invincible on the 1st hit so it's preferable for reversals. As with any other DP, this move can be used as an anti-air vs jump/hop, and on wake up as reversal, but if it gets baited Kyo-2 will be vulnerable so try not to be predictable with it. C version is supercancelable on 1st hit.
- Soft knockdown
- Super Cancel-able
- Combo Advice: This move is useful sometimes to combo from light attacks to get a knockdown, because Kyo-2 lacks other options for this. Still, its best use is perhaps in Max Mode combos, where the C version helps deal some chunky damage.
Kototsuki You / Crescent Slash - hcb + B/D
- Kyo-2 dashes towards the opponent and strikes with his elbow (like Kusanagi or '95–98 Kyo) then picks up the opponent with his other arm and explodes. This move is usable for combos or punishers, but to be blunt, Kyo-2 has better options for both purposes. However, this move causes hard knockdown, which may be useful.
- Hard knockdown
- Super Cancel-able
- Combo Advice: Like mentioned above, this can be used for standard combos from cl.C, although lack of confirms and lower damage make other options preferable to it. May help with some specific routes in Max Mode, although the damage it deals there is too small.
R.E.D. Kick' - rdp + B/D
- Kyo-2 vaults toward the opponent using his leg as a hammer, B/D versions determine how far he goes. The kick starts slow and won't combo from pretty much anything, but causes hard knockdown/ground slam and deals good damage. Pretty useful move for neutral and blockstrings as it covers a good area and is tough to punish on block (which is not often case with Kyo-2's moves). Works to catch jumps, and can be used to go over projectiles too, but may get beaten with a well timed DP or air-to-air.
- Hard knockdown
- Ground slam
- Combo Advice: Not really a combo move, but still may be useful for blockstrings, as Kyo-2 is very short on options here. Also OK in cases where you get a launcher, e.g. after counterwire st.CD or anti-air cl.D.
Dokugami / Poison Gnaw Fest - qcf + C
- Kyo-2 spins and strikes with his arm covered in flames. Virtually same to Kyo's version of the move. This is the start to his Doku Kami rekkas series. Mainly used for BnBs midscreen. By itself, qcf+C covers a good distance, but has pretty slow start-up. It does have auto-guard frames during the start-up, but its rather brief (during the part of the animation where it looks like Kyo is turning around or winding up his punch). This slow start-up can cause this move to be beaten out by simple attacks like a quick jab or any other move that can reach him in time before attacks anyone. It's best to use this move during a combo because it is rather unsafe and risky to perform alone, even on block, and it doesn't knock the opponent down by itself, although it works ok when landed on the very tip.
- Rekka Starter
- Combo Advice: Most consistent damage from midscreen. Best used after a confirm because all 3 parts of the rekka are not safe on block. The only special that will combo after a canceled f+B. Key part of Kyo-2's max mode combos.
- >Tsumi Yomi / Recitation of Sins - During Poison Gnaw Fest, hcb + P
- Kyo-2 continues the special moves by additionally using his burning arm to strike the opponent again. Can be delayed. Unsafe on block.
- Mid Rekka
- >> Batsu Yomi / Verdict - During Recitation of Sins, f + P
- Kyo-2 ends the rekka by additionally striking with his shoulder while rising. Can be delayed. Unsafe on block. The timing for this move can be tricky to get, which may result in it coming out late, so one way to get it is to just mash f+A/C after hcb+P.
- Rekka Ender
- Soft knockdown
Aragami / Wicked Chew - qcf + A
- Kyo-2 strikes with arm that is swiftly ignited (Same properties as the original). Acts similar to Kyo's version of the move, but alas it is much worse on block, so using it as a poke is much riskier. As a combo tool, it works only from close range (although doing it from cr.D works a bit better). Has a short window of autoguard on startup and negates projectiles.
- Rekka Starter
- > Kono Kizu / Masticate - During Wicked Chew, qcf + A/C
- Kyo-2 uppercuts the opponent and it acts as a launcher to set up the next part of the rekka. Quite unsafe on block.
- Soft knockdown
- Mid Rekka
- >> Yano Sabi 1 / Oxidation 1 - During Masticate, A/C
- Kyo-2 uses his elbow to slam the opponent down to the ground. Reaches only if you comboed the rekka from very close.
- Super Cancel-able
- Hard Knockdown
- >> Nana Se / Rapids of Rage - During Masticate, B/D
- Kyo-2 swings his leg forward to kick the opponent to the other end the screen.
- Super Cancel-able
- Soft knockdown
- > Yano Sabi 2 / Oxidation 2 - During Wicked Chew, hcb + A/C
- Kyo-2 instead of launching the opponent performs an overhead attack by striking downward with his ignited elbow. This is a delayed overhead. Doesn't form a true blockstring from qcf+A, so the opponent can can hit a button or reversal before it.
- Overhead Attack
- Hard knockdown
- Ground slam
- >> Nuetsumami / Instantaneous Smash - During Oxidation 2, A/C
- Kyo-2 strikes downward on his knees to hit the opponents feet. Delayed hit that will strike the opponent on the ground if they got hit by hcb+P. Doesn't form a true blockstring from qcf+A, so the opponent can can hit a button or reversal before it.
- Despite the look of the hitbox it can still be blocked high.
- Hard knockdown
- can hit OTG
- >> Migiri Ugachi / Phantom Mauler - During Oxidation 2, B/D
- Kyo-2 lifts his arm upward knocking the opponent into the air. This is a trick move that causes guard crush on hit, and the interesting part is that it can be supercanceled to combo after the guard crush. A bit expensive for 2 bar, but may be worth it if the opponent gets caught by it. If it isn't supercanceled, it can be punished very easily.
- Guard breaks if opponent blocks
- Super Cancel-able
Desperation Moves
Mu-Shiki / Final Showdown - qcf x 2 + A/C
- Kyo-2 throws a flame to the ground creating a large pillar of flames then rushing through it with his whole body on fire performing multiple Poison Gnaw fists. A decent combo tool and a very nice punisher. Fast on startup, will reach far in short time. Sends the opponent flying across the screen on hit. Causes guard crush, but still is very unsafe on block. If you press any buttons after it hits, Kyo will end the animation in a taunt (not recommended as it increases the recovery). This DM is not good as a reversal, because while it has some invincibility, it doesnt kick in right away, so it's better to use qcfx2+K or dp+C for reversals instead.
- Soft knockdown
- Combo Advice: will combo from light attacks and any heavy attacks. OK to end max mode combos with, although qcfx2+K deals more damage and causes hard knockdown.
Futsu no Mitama - qcf x 2 + B/D
> Additional attack - dp + B/D
- Futsu no Mitama is similar to Kyo-2 Dp motion(FireBall) but is extended from him doing a 360 to a 720 rotation surrounded by flames and if the attack connects Kyo-2 can follow up with an extra attack. This is a great reversal because of its invincibility on start up, may also work as anti-air. It's best to time the followup on the very last hit to get the most damage.
- Follow-up will only come out on hit.
- Anti-Air DM
- Soft knockdown
- Combo Advice: best used as ender for 2 bar max mode combos if you're in range for it (use D version).
Super Desperation Moves
Mu-Shiki / 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". Basically almost same as the DM version, except longer and more damage.
- Combo Advice: best used as ender for 3 bar max mode combos.
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. This is an extremely fast move that is amazing as a punisher. Because of its speed and reach, it may punish even those moves that normally are considered "safe". It also will combo from virtually any starter Kyo-2 has. For some reason, you can also cancel/whiff cancel pretty much any normal into it even as far as during their recovery which makes for a weird case of just 1hit-confirm into it.
- Combo Advice: can be used for some really easy combos, but not exactly the best spending of meter. far D being very fast with good priority but bad recovery, confirming it into this move is a pretty effective 1 hit confirm.
Combos
- Always use qcfx2+A instead of qcfx2+C, no reason to ever not.
- For an unknown reason, to SC dp+C into qcfx2+X, the f,qcf+C (SC) qcf+X shortcut has a condition. You need a standalone f before/after C is read and then do qcf+X or the SC won't happen.
- Simply making a very brief pause between f,qcf and C is my recommended solution.
- Another way to get around this is TK'ing the f,qcf as f,qcf,uf. It's not a mechanic but would simply force you to do f,qcf and then uf+C, you keep a f alone and thus it'll work.
0 Stock
Anywhere
- cr.B, cr.A, dp+C
- Use dp+A instead on crouching (Bao, Mature, Vice, Jhun) for more consistency.
★ cr.B, cr.A, f+B, qcf+C
- Doesn't work on crouching Bao (f+B doesn't combo) nor on crouching Vice/Mature (the second hit of f+B whiffs).
- j.X, cl.C/D, f+B, qcf+C
★ (j.X, cl.C) or (j.B > j.d+C, cr.D(1)), (qcf+A > qcf+P > K) / (qcf+C > hcb+P > f+P) / hcb+K
- hcb+K for hard knockdown, A rekka for better damage and carry, and C rekka for slightly less damage but a safer option on block. Your preferred meterless bnb.
- cl.D (Air Hit), (super jump) d+C/rdp+D
- rdp+D does more damage and offers better oki but you need to cancel into it so it's also much riskier.
1 Stock
Anywhere
★ cr.B, cr.A, qcfx2+A
- You can shortcut it as cr.B, qcf,d+A, qcf+A.
★ (j.X, cl.C) or (j.B > j.d+C, cr.D(1)), qcfx2+A
2 Stocks
- NOTHING works on crouching Bao, except the max combo with (F.Bao) at the end
- You can replace cr.D(1) by cl.D for a bit more damage, though you'll then need to BC run to continue the combo.
- Similarly you can replace cr.A by cl.B but it has more pushback, making the combos tighter, avoid it.
- If you wanna add a non cross-up jump-in to cr.B, cr.A/cl.B, f+B(1), cr.B must be omitted.
- qcfx2+D(8) > dp+K is a better max mode ender as it does slightly more damage than qcfx2+P and is a hard knockdown so better oki. You can use it when DM is written but you can't use it after hcb+P rekka follow-up. For the other combos, you should use it :
- Anywhere, on Chang, crouching (Chin, Xiangfei) and everyone else backturned.
- In the corner, on everyone standing but only crouching (Kensou -and Ex-, Seth, Ramon, Kim, Lin, Billy).
- cr.B, cr.A, dp+C(1), (SC) DM
- qcfx2+D will whiff on crouching (Vice, Mature, Jhun). Dp whiffs on crouching Bao.
- j.X, cl.C, dp+C(1), (SC) qcfx2+A
- dp whiffs on crouching Bao.
- cr.B, cr.A, f+B(1), qcf+BC > hcb+P, (C) hcb+B(1), (C) qcf+C > hcb+P, (C) hcb+D(1), (C) dp+C(1), (SC) DM
- Doesn't work on crouching (Vice, Mature, Jhun)
★ cr.B, cr.A, f+B(1), qcf+BC > hcb+P, (C) hcb+B(1), (C) qcf+C, (C) dp+C(1)/hcb+D(1), (C) qcf+C (> hcb+P), (SC) qcfx2+A
- Use dp+C(1) on crouching Jhun and hcb+D(1) on crouching (Vice, Mature).
- cr.B, cr.A, f+B(1), dp+BC(1), [(C) qcf+C > hcb+P, (C) hcb+D(1)]x2, (SC) qcfx2+A
- Replace both dp+BC and the first hcb+D by hcb+B on crouching (Mature, Vice, Jhun). Using the one above on them is preferred.
★ cr.D(1), (BC) cr.D(1), qcf+A/dp+C(1), [(C) qcf+C > hcb+P, (C) hcb+D(1)]x2, (SC) qcfx2+A (F.Bao)
- These four are the basic max combos to use. Easy and good damage.
- cr.B, cr.A, f+B(1), dp+BC(1), [(C) qcf+C, (C) dp+C(1)]×2, (SC) DM
- Doesn't work on crouching (Mature, Vice, Jhun).
★ cr.D(1), (BC) cr.D(1), dp+C(1), [(C) qcf+C, (C) dp+C(1)]×2, (SC) DM
- Doesn't work on crouching (Mature, Vice).
- cl.C/D, f+B(1), (BC run) cl.C/D, dp+C(1), [(C) qcf+C, (C) dp+C(1)]×2, (SC) DM
- These are the most damaging routes in order.
- cr.B, cr.A, f+B(1), qcf+BC, [(C) dp+C(1), (C) qcf+C]x2 (> hcb+P), (SC) qcfx2+A
- Doesn't work on crouching (Mature, Vice, Jhun).
★ cr.D(1), (BC) cr.D(1), qcf+C, [(C) dp+C(1), (C) qcf+C]x2 (> hcb+P), (SC) qcfx2+A
- Doesn't work on crouching (Mature, Vice).
- cr.D (1) (BC) cr.D (1), qcf+C, (C) dp+C (1), (C) qcf+C > hcb+P, (C) hcb+D (1), (C) dp+C(1), (SC) DM
- Remove > hcb+P against crouching Jhun. Doesn't work on crouching (Mature, Vice).
- Use these three instead if you don't like starting the loop with dp. Little damage loss.
3 Stocks
- cl.C/D, f+B(1), (BC run) cl.C/D, f+B, hcbx2+BD
- The just-do-it combo. Decent damage for how simple it is.
- Remove "(> hcb+P)" when there is one and replace DM by qcfx2+AC in the 2 stocks max combos
Frame Specifics
Frame Advantage
Close Normals
cl.A - 4F (-1F)
cl.B - 5F (-3F)
cl.C - 5F (-3F)
cl.D - 6F (-9F)
Far Normals
st.A - 4F (-1F)
st.B - 6F (-5F)
st.C - 9F (-8F)
st.D - 6F (-9F)
CD - 19F (-4F)
Crouch Normals
cr.A - 4F (+1F)
cr.B - 4F (+1F)
cr.C - 5F (-8F)
cr.D
- [1] - 8F
- [2] - 36F (-15F)
Command Normals
Thundering Axe Burst (f+B)
- [1] - 12F
- [2] - 22F (-7F)
Thundering Axe Burst (f+B) - Canceled
- [1] - 9F
- [2] - 19F (-7F)
Special Attacks
Fireball (dp+A)
- [Start-up] - 6F (-26F)
- [Whole Guard] - (-21F)
Fireball (dp+C)
- [Start-up] - 6F
- [Whole Guard゙] - (-33F)
Crescent Slash (hcb+B) - 14F (-24F)
Crescent Slash (hcb+D) - 16F (-30F)
Poison Gnaw Fest (qcf+C) - 19F (-9F)
Recitation of Sins (qcf+C~hcb+P) - 11F (-19F)
Wicked Chew (qcf+A) - 14F (-15F)
Masticate (qcf+A~qcf+P) - 8F (-20)
Rapids of Rage (qcf+A~qcf+P~K) - 18F (-8F)
Oxidation 2 (qcf+A~hcb+P) - 23F (-21F)
Oxidation 2 (qcf+A~qcf+P~hcb+P) - 14F (-12F)
Rapids of Rage (qcf+A~hcb+P~K) - 14F (-4F)→Guard Crash
Instantaneous Smash (qcf+A~hcb+P~P) - 27F (-16F)
R.E.D Kick (rdp+B) - 19F
- Choi sized characters, stand guard (-3F)
- Standard sized characters, stand guard (-5F)
- Tall characters, stand guard - (-7F)
- Standard sized characters, crouch guard (-3F)
- Daimon sized characters, crouch guard (-5F)
R.E.D (rdp+D) - ?F
- Choi sized characters, stand guard "spaced" (-6F)
- crouch guard - (-4F)
- Choi sized characters, stand guard (-4F)
DM's
Final Showdown (qcfx2+A) - 6F (-27F)→Guard Crash
Final Showdown (qcfx2+C) - 8F (-27F)→Guard Crash
Futsu no Mitama (qcfx2+K) - 7F
SDM's
Final Showdown (qcfx2+AC) - 8F
HSDM
Hi no Kaguzuchi (hcbx2+BD) - 3F (-8F)
Videos
External Links
Check Kyo-2's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel