Difference between revisions of "The King of Fighters 2002 UM/Kyo - 1"

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(Throws)
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==Throws==
 
==Throws==
Hatsu Gane - b/f + C close
+
Hatsu Gane(Anvil Slam) - b/f + C close
 +
*Kyo-1 grabs the opponent and performs a shoulder thrust knocking them back.
 +
*Standard knockdown
 +
*Can be broken
  
Issestu Seoi Nage - b/f + D close
+
Issestu Seoi Nage(Swift Shoulder Throw) - b/f + D close
 +
*Kyo-1 flips the opponent and follows up with an elbow drop.
 +
*Standard grab
 +
*Can be broken
  
 
==Command Moves==
 
==Command Moves==

Revision as of 17:20, 29 December 2010

Kyo1.jpg

Throws

Hatsu Gane(Anvil Slam) - b/f + C close

  • Kyo-1 grabs the opponent and performs a shoulder thrust knocking them back.
  • Standard knockdown
  • Can be broken

Issestu Seoi Nage(Swift Shoulder Throw) - b/f + D close

  • Kyo-1 flips the opponent and follows up with an elbow drop.
  • Standard grab
  • Can be broken

Command Moves

Kurogami - f + A

Arashin - f + B

Geshiki: Migiri Ugachi - ;df + C

Special Attacks

108 Shiki Yami Barai - qcf + A/C

101 Shiki Oboro Guruma - dp + B/D

75 Shiki Kai - qcf + B/D,  B/D

910 Shiki Nue Tumi - qcb + A/C

DM

Ura 108 Shiki Orochinagi - qcb, hcf + A/C

Akei Ten Barai - qcf x 2 + A/C

Super DM

Ura 108 Shiki Orochinagi - qcb, hcf + A/C

HSDM

Tenuuzan - qcb, hcf + BD

Combos

0 stock

  • j.X, s.C, f+A, qcb+A or dp+D (standing only)
  • c.B, c.B, c.A/s.B, qcb+A
  • c.B, c.B, c.A/s.B, dp+D (standing only)
  • s.C, qcf+D.D, dp+D, OTG qcf+C or df+C (OTG only possible in the corner)
  • c.A, s.C (link)

1 stock

  • j.X, s.D, f+A, qcfx2+A DM
  • c.B, c.B, c.A/s.B, qcfx2+A DM
  • s.C, qcf+D.D, run qcfx2+A DM
  • s.C, qcf+D.D, dp+D, OTG qcfx2+A DM (only possible in the corner)

2 stock

  • j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, run up qcb+C [1 or 2 hit] SC to qcb,hcf+C DM (midscreen)
  • j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, run up qcb+C [1 hit], dp+D, qcfx2+A DM (approaching corner)
  • j.X, s.C, f+A, BC run, s.C, qcb+A [2 hit], qcf+D.D, backdash, qcb+A [2 hit], qcf.B.B, walk back, qcb+A [2 hit], qcf.B.B, dp+D, qcfx2+A DM (corner)

Any combo ending in qcb+A [2 hit] SC to qcfx2+A DM. Can start these from f+B instead for an overhead.

3 stock

midscreen BC combo using SDM instead (supercancel from the second hit of qcb+C, you have the option of holding it to hit them with the flame a little first)

  • any BC combo... qcf+D.D, qcb,hcf+BD HSDM
  • j.X, s.C, f+A, qcb,hcf+BD HSDM
  • c.B, c.B, s.B, df+C, qcb+BC, hcf+BD HSDM (max bypass)

Note that s.D does more damage than s.C but also pushes back further which makes it iffy for certain combos. You can activate after a qcf+D.D in the corner and loop qcb+A, qcf+B.B multiple times and then finish the combo, but it's ridiculously hard to do so I would say it's not practical.

Misc

  • j.A, j.B and j.C can all be used to crossup. j.C only works on standing or large crouchers. j.A is the most consistent.
  • qcfx2+C DM will stun the opponent allowing a followup if only the fireball part hits them (hits low). qcfx2+C has invincibility.
  • qcb,hcf+BD has complete invincibility until you let it go (can be held by holding BD)
  • qcb,hcf+A has lower body invincibility, C version has upper body.

Videos

http://zoome.jp/LKH/diary/66/

Training Mode Video

http://www.nicovideo.jp/watch/sm7794573 >copy and paste here, http://mmcafe.com/nico.html


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