Difference between revisions of "The King of Fighters 2002 UM/Kyo-2"

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(→‎Throws: added info on knockdown states)
(expanded/fixed most descriptions)
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==Throws==
==Throws==
Hachi Tetsu/Anvil Slam - b/f + C
'''Hachi Tetsu / Anvil Slam''' - b/f + C
*Grabs the opponent and performs a shoulder attack
*Grabs the opponent and performs a shoulder attack
*Normal throw
*Normal throw
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Swift Shoulder Throw - b/f + D
'''Issetsu Seoi / Swift Shoulder Throw''' - b/f + D
*Flips the opponent and then performs an elbow drop.
*Flips the opponent and then performs an elbow drop.
*Standard reverse throw
*Standard reverse throw
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*Reverse knockdown
*Reverse knockdown
*Can be broken
*Can be broken


==Command Moves==
==Command Moves==
Ge Shiki Naraku Otoshi/Drop to Naraku - in air, d + C
'''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, so to combo off of it, either do it early if you want cl.C, or do if done late use cr.D. 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).  
*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, so to combo off of it, either do it early if you want cl.C, or do if done late use cr.D. 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
*Can cross up
*Ground slam (on airborne opponent)




Ge Shiki Goufu You/Thundering Axe Burst - f + B
'''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 to max mode ones.
*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 to max mode ones.
*Free Cancel-able (1st hit only)
*Free Cancel-able (1st hit only)
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==Special Moves==
==Special Moves==
Fireball - dp + A/C
'''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),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.
*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 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 hit. C version is supercancelable on 1st hit.
*Soft knockdown
*Super Cancel-able
*Super Cancel-able
   
   


Crescent Slash -  hcb + B/D
'''Kototsuki You / 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.
*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
*Super Cancel-able




R.E.D. Kick - rdp + B/D
'''R.E.D. Kick'''' - rdp + B/D
*Kyo-2 vaults toward the opponent using his leg as a hammer(Like Fireball B/D versions determine how far/distance he closes between you and the opponent. R.E.D. Kick is one of the most devastating moves Kyo-2 have if utilized correctly. It is an overhead,Beats most air normals,and best of all its safe on block. R.E.D. kick is best utilized when anticipating a jump in or projectile. The few cons that this special move has is that it can be punished with a well timed anti-air or a DM/SDM/HSDM and cannot combo into most things without the use of max mode.  
*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




Poison Gnaw Fest - qcf + C
'''Dokugami / Poison Gnaw Fest''' - qcf + C
*Kyo-2 spins and strikes with his arm covered in flames. Poison Gnaw Fest has good range,invincibility when Kyo-2 spins,and can be used as a poke.  
*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
*Rekka Starter
:>'''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




> Recitation of Sins - During Poison Gnaw Fest, hcb + A/C
'''Aragami / Wicked Chew''' - qcf + A
*Kyo-2 continues the special moves by additionally using his burning arm to strike the opponent again.
*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.
*Mid Rekka
 
 
>> Verdict - During Recitation of Sins, f + P
*Kyo-2 ends the rekka by additionally striking with his shoulder while rising.
*Rekka Ender
 
 
Wicked Chew - qcf + A
*Kyo-2 strikes with arm that is swiftly ignited(Same properties as the original). Wicked chew is primarily used in all of Kyo-2 BnB's.  
*Rekka Starter
*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.
> Masticate - During Wicked Chew, qcf + A/C
:*Soft knockdown
*Kyo-2 uppercuts the opponent and it acts as a launcher to set up the next part of the rekka.
:*Mid Rekka
*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
>> Oxidation 1 - During Masticate, A/C
::*Hard Knockdown
*Kyo-2 uses his elbow to slam the opponent down to the ground.
::>> '''Nana Se / Rapids of Rage''' - During Masticate, B/D
*Super Cancel-able
::*Kyo-2 swings his leg forward to kick the opponent to the other end the screen.
*Hard Knockdown
::*Super Cancel-able
 
::*Soft knockdown
 
:> '''Yano Sabi 2 / Oxidation 2''' - During Wicked Chew, hcb + A/C
>> Rapids of Rage - During Masticate, B/D
:*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.
*Kyo-2 swings his leg forward to kick the opponent to the other end the screen.
:*Overhead Attack
*Super Cancel-able
:*Hard knockdown
 
:*Ground slam
 
::>> '''Nuetsumami / Instantaneous Smash''' - During Oxidation 2, A/C
> Oxidation 2 - During Wicked Chew, hcb + 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.
*Kyo-2 instead of launching the opponent performs an overhead attack by striking downward with his ignited elbow.
::*Despite the look of the hitbox it can still be blocked high.
*Overhead Attack
::*Hard knockdown
 
::*can hit OTG
 
::>> '''Migiri Ugachi / Phantom Mauler''' - During Oxidation 2, B/D
>> Instantaneous Smash - During Oxidation 2, A/C
::*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.
*Kyo-2 strikes downward on his knees to hit the opponents feet (mimics Kyo-1)
::*Guard breaks if opponent blocks
*Despite the look of the hitbox it can still be blocked high.
::*Super Cancel-able
 
 
>> Phantom Mauler - During Oxidation 2, B/D
*Kyo-2 lifts his arm upward knocking the opponent into the air,  
*Guard breaks if opponent blocks
*Super Cancel-able




==Desperation Moves==
==Desperation Moves==
Final Showdown - qcf x 2 + A/C
'''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. Final Showdown can cancel into a majority of Kyo-2's attacks and combos. Final Showdown instantly breaks the opponent guard if blocked and is a good punishing tool.
*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).
*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
'''Futsu no Mitama''' - qcf x 2 + B/D
 
> Additional attack - dp + 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. Futsu no Mitama is a great anti-air and has invincibility on start up.
*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 not come if they guard the first part of the DM
*Follow-up will not come if they guard the first part of the DM
*Anti-Air DM
*Anti-Air DM
*Soft knockdown
*'''Combo Advice''': best used as ender for 2 bar max mode combos if you're in range for it.




==Super Desperation Moves==
==Super Desperation Moves==
Final Showdown  - qcf x 2 + AC
'''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". 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.
*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==
==HSDM==
Hi no Kaguzuchi - hcb x 2 + BD
'''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. 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.
*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.


==Combos==
==Combos==

Revision as of 16:57, 9 February 2021

Kyo2.jpg

Movelist

Kof02ummovelistkyo2.png

Normals

Close

  • cl.A/B/C/D are cancel-able
  • cl.B hits low.
  • cl.C has a short window of auto-guard on startup (frame 4), 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 afterwards—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.
  • 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. A bit slow and short range.

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, so to combo off of it, either do it early if you want cl.C, or do if done late use cr.D. 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)


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 to max mode ones.
  • Free Cancel-able (1st hit only)
  • Overhead Attack (2nd hit only)

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 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 hit. C version is supercancelable on 1st hit.
  • Soft knockdown
  • Super Cancel-able


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


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


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
>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).
  • 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 not come if they guard the first part of the DM
  • Anti-Air DM
  • Soft knockdown
  • Combo Advice: best used as ender for 2 bar max mode combos if you're in range for it.


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.

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 won't work if you press f and C at the exact same frame. You need a standalone f in the dp before C gets read 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.


  • cr.B, cr.A, dp+C/qcfx2+A
    • The dp will whiff on crouching Bao and can whiff on crouching Mature/Vice/Jhun if you don't do the combo fast enough.
  • cr.B, cr.A, f+B, qcf+C/hcbx2+BD
    • 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/hcbx2+BD
  • j.X or (j.B > j.d+C), cl.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 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.

Max Mode

  • 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.
  • 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.
  • Adding the optional (>hcb+P) to the combos noted can make them whiff on some characters if you end with qcfx2+AC. If unsure, don't use it.
  • 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/cl.B, 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 or qcfx2+AC
    • Doesn't work on crouching (Vice, Mature, Jhun)
  • cr.B, cr.A/cl.B, 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 or qcfx2+AC
    • Use dp+C(1) on crouching Jhun and hcb+D(1) on crouching (Vice, Mature).
  • cr.B, cr.A/cl.B, f+B(1), dp+BC(1), [(C) qcf+C > hcb+P, (C) hcb+D(1)]x2, (SC) qcfx2+A or qcfx2+AC
    • Replace 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 or qcfx2+AC (F.Bao)

These four are the basic max combos to use. Easy and good damage.

  • cr.B, cr.A/cl.B, f+B(1), dp+BC(1), [(C) qcf+C, (C) dp+C(1)]×2, (SC) DM or qcfx2+AC
    • 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 or qcfx2+AC
    • 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 or qcfx2+AC

These are in order the most damaging routes.

  • cr.B, cr.A/cl.B, f+B(1), qcf+BC, [(C) dp+C(1), (C) qcf+C]x2 (> hcb+P), (SC) qcfx2+A or qcfx2+AC
    • 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 or qcfx2+AC
    • 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 or qcfx2+AC
    • 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.

  • 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.

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

Nikolai-保力達 (Kyo-2 Best Rounds)
Nikolai-保力達 (Kyo-2 Best Rounds 2)
Kyo - 2 Master Class Tutorial Video

External Links

Check Kyo-2's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

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