75 Shiki Kai
qcf+B > K or qcf+D > K
236B > K or 236D > K
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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.
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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%.
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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.
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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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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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.
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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.
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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.
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qcf+B > K
236B > K
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40 (30+10)
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Mid
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-
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14
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3, (7), 9
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14
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1st= -12~-10 ; 2nd= SKD
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1st= -14~-12 ; 2nd= -5~+3
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(10~13)_Hit_(Lower body)
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Kyo does a jumping kick and if you press a second kick he will do another one to launch the opponent in the air. This weak version is faster but has less horizontal range, especially when trying to land both hits. A simple cl.C pushes Kyo too far for it, leaving the player with pretty much no option to combo into it on the ground.
It only launches on the second hit, lifting the opponent fairly high but only in a half juggle state, thus generally limiting the possible conversions to an early jump-in or a
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
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.
All these reasons only serve to highlight how much better
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.
- Combo Advice: The only combo worth mentioning is cl.C,
qcf+D>K, hcb+B, qcf+B>K, dp+C
236D>K, 63214B, 236B>K, 623C in the corner but although decent, it's outshone by the much better rekka ender version. Other than that,
qcf+B>K
236B>K has no reasonable place in combos.
The only use for this worth mentioning is as an anti-air. As slow as it is it'd be very preemptive but the nice forward priority of the first kick, upward priority of the second and the extra conversion, albeit weak for this version, on a successful anti-air could warrant giving it a few tries at least to see if the opponent knows how to deal with it. Being faster than is a good point but without the conversion of the latter it still pales compared to Kyo's dp.
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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.
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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%.
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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.
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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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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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.
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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.
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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.
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qcf+D > K
236D > K
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40 (30+10)
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Mid
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-
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18
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3, (7), 9
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14
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SKD
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1st= -14~-12 ; 2nd= -5~+3
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(14~17)_Hit_(Lower body)
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The strong version is slower but has a much better horizontal range, well able to land both hits after a cl.C without issue, something you'll be doing a lot as Kyo since this move is the core of his juggles. Arguably as crucial to his general game plan as his
qcf+A rekka, qcf+D > K
236A rekka, 236D > K is a versatile launcher great in combos that can work just as well as a pressure tool threatening for hefty conversions against an opponent lacking a projectile.
It launches on the first kick and into a very high full juggle off the second kick for a number of different conversions to choose from.
Note that on both versions it's possible to delay the 2nd kick for better frame advantage than the no-delay version noted on the table. Delaying the second kick by the maximum 9f allowed makes it +1~+6 on block which is where this move's pressure takes root.
Kyo can flaunt it point-blank to bait a punish that the player could stuff with his 3f cl.C for a big conversion, then making the opponent hesitant of challenging it again. However, the second kick's hitbox is still high, missing on just about every croucher so regardless of delay it's always a true blockstring on standing characters but never one on crouching characters outside of Daimon, Chang, Maxima, and Hinako. Everyone else can thus crouch block the first hit then buffer a reversal to beat the second, making this more of a knowledge checkpoint if used point-blank.
A more minor use for this as pre-emptive anti-air is described with its phases.
- Combo Advice: The go-to meterless midscreen conversion is cl.C,
qcf+D>K, hcb+B, qcf+A
236D>K, 63214B, 236A for good damage and great carry, easily pushing towards the corner where you can simply continue the rekka as
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K for even more damage and hard knockdown for good oki.
Just like the previous version, 's priority makes it an interesting preemptive anti-air. Its slower speed hinders it but having a better conversion plus carry and doubling as a plus on block pressure tool against a grounded opponent keep it relevant, especially at lower level.
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