Difference between revisions of "The King of Fighters 2002 UM/Kyo Kusanagi"
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<gallery mode=packed-hover heights=232px> | <gallery mode=packed-hover heights=232px> | ||
File:02UM_Kyo_qcbhcf+A_1.png|Frames '''1~2''' | File:02UM_Kyo_qcbhcf+A_1.png|Frames '''1~2''' | ||
File:02UM_Kyo_qcbhcf+A_2.png|'''A Charge''' | File:02UM_Kyo_qcbhcf+A_2.png|'''<u>IF</u> A Charge''' | ||
File:02UM_Kyo_qcbhcf+C_2.png|'''C Charge''' | File:02UM_Kyo_qcbhcf+C_2.png|'''<u>IF</u> C Charge''' | ||
File:02UM_Kyo_qcbhcf+A_3.png|Frames '''3~8''' | File:02UM_Kyo_qcbhcf+A_3.png|Frames '''3~8''' | ||
File:02UM_Kyo_qcbhcf+A_4.png|'''Late Startup''' | File:02UM_Kyo_qcbhcf+A_4.png|'''Late Startup''' | ||
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|input=qcfx2 + A/C, Hold to charge | |input=qcfx2 + A/C, Hold to charge | ||
|hitbox=02UM_Kyo_qcfx2+A_3.png | |hitbox=02UM_Kyo_qcfx2+A_3.png | ||
|hitbox2 | |hitbox2=02UM_Kyo_qcfx2+A_4.png | ||
|description2= | |description2= | ||
Kyo charges up then spins around and rushes the opponent ending with a short ranged uppercut. The light version lacks enough full invuln to be a good reversal but it shines as a metered punish and combo filler instead. Being his only tool of this speed with this much range, it widens his punish options, such as being his ony consistent punish to GCCD's, while acting as a metered ender and an easy substitute for Orochinagi in some grounded max combos.<br> | Kyo charges up then spins around and rushes the opponent ending with a short ranged uppercut. The light version lacks enough full invuln to be a good reversal but it shines as a metered punish and combo filler instead. Being his only tool of this speed with this much range, it widens his punish options, such as being his ony consistent punish to GCCD's, while acting as a metered ender and an easy substitute for Orochinagi in some grounded max combos.<br> | ||
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It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable, doing 57%. The damage is appealing but the charge phase being fully vulnerable, getting anything past the level 2 damage is hardly realistic. The charge phase for qcfx2+A starts at frame 6, after its normal full invuln while the one for qcfx2+C starts at frame 7, interrupting the move's full invuln, to charge before being full invuln up to hit again.<br> | It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable, doing 57%. The damage is appealing but the charge phase being fully vulnerable, getting anything past the level 2 damage is hardly realistic. The charge phase for qcfx2+A starts at frame 6, after its normal full invuln while the one for qcfx2+C starts at frame 7, interrupting the move's full invuln, to charge before being full invuln up to hit again.<br> | ||
<br> | <br> | ||
On hit the super's soft knockdown is fairly bad for keeping pressure but the damage is decent. | On hit the super's soft knockdown is fairly bad for keeping pressure but the damage is decent. On block, both versions of the move are fairly unsafe on block, weighing on the decision to use qcfx2+C as reversal as despite its good full invuln, it's slow enough to miss a punish window and get blocked.<br> | ||
On block, both versions of the move are fairly unsafe on block, weighing on the decision to use qcfx2+C as reversal as despite its good full invuln, it's slow enough to miss a punish window and get blocked.<br> | |||
<br> | <br> | ||
* '''Combo Advice:''' The level 2 charge can be reached very fast, so fast that depending on range you can still combo off a special hitstun making qcfx2+A do more damage than Orochinagi in a ground max combo where you have enough range and the proper spacing to charge it. | * '''Combo Advice:''' The level 2 charge can be reached very fast, so fast that depending on range you can still combo off a special hitstun making qcfx2+A do more damage than Orochinagi in a ground max combo where you have enough range and the proper spacing to charge it. | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=159px> | ||
File:02UM_Kyo_qcfx2+A_1.png|Frames '''1~5''' | File:02UM_Kyo_qcfx2+A_1.png|Frames '''1~5''' | ||
File:02UM_Kyo_qcfx2+A_1c.png|'''Charge''' | File:02UM_Kyo_qcfx2+A_1c.png|'''<u>IF</u> Charge''' | ||
File:02UM_Kyo_qcfx2+A_2.png|'''Late Startup''' | File:02UM_Kyo_qcfx2+A_2.png|'''Late Startup''' | ||
File:02UM_Kyo_qcfx2+A_3.png|'''1st hit''' | File:02UM_Kyo_qcfx2+A_3.png|'''1st hit''' | ||
File:02UM_Kyo_qcfx2+A_4.png|'''2nd hit''' | File:02UM_Kyo_qcfx2+A_4.png|'''2nd hit''' | ||
</gallery><gallery mode=packed-hover heights= | </gallery><gallery mode=packed-hover heights=178px> | ||
File:02UM_Kyo_qcfx2+C_1.png|Frames '''1~6''' | File:02UM_Kyo_qcfx2+C_1.png|Frames '''1~6''' | ||
File:02UM_Kyo_qcfx2+ | File:02UM_Kyo_qcfx2+C_1c.png|'''<u>IF</u> Charge''' | ||
File:02UM_Kyo_qcfx2+C_3.png|'''1st hit''' | File:02UM_Kyo_qcfx2+C_3.png|'''1st hit''' | ||
File:02UM_Kyo_qcfx2+C_4.png|'''Gap''' | File:02UM_Kyo_qcfx2+C_4.png|'''Gap''' | ||
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|input=qcb,hcf + AC, Hold to charge | |input=qcb,hcf + AC, Hold to charge | ||
|description= | |description= | ||
This beefed up version of Kyo's Orochinagi features flames surrounding his body | This beefed up version of Kyo's Orochinagi features flames surrounding his body for as long as he keeps charging, causing decreasing damage to the opponent at each contact, 83 on the first touch then 40 and finally 2 for a total of 125 (12.5%) at three touches. After that, Kyo lets out three bursts of short range fire waves projectiles traveling in-front of him after the release.<br> | ||
Charging doesn't increase the move's damage nor its range. It's only necessary for his flames to surround him and damage the opponent which is one source of Kyo's very damaging corner 3+ bar max combos.<br> | |||
<br> | <br> | ||
While his "flamebody" appears as soon as frame 3 giving room to be used as a quick shield, the true start-up is slow. Said shield is also limited in that the only true invincibility is below his knees so a move with enough priority can trade if not beat his flamebody, making it a poor reversal.<br> | |||
This SDM has good pushback and is surprisingly safe on block but the opponent can easily [[The_King_of_Fighters_2002_UM/Defense#Guard_Cancel_AB,_GCRoll_(Break_Roll/Guard_Roll/Guard_Cancel_Roll)|GCRoll]] behind Kyo and punish him. It's also possible to just normal roll through it before contact so it's imperative to make sure it hits.<br> | |||
<br> | <br> | ||
* '''Combo Advice:''' The SDM easily fits in the same spots as the DM but offers remarkably more damage naturally plus the flamebody hits. More notably you can time it for '''the third, least damaging hit to whiff making Kyo able to juggle after the super''', this -mostly- difficult task is the base of Kyo's most damaging combos. | |||
* '''Combo Advice:''' | |||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=170px> | ||
File:02UM_Kyo_qcbhcf+AC_1.png|Frames '''1~2''' | File:02UM_Kyo_qcbhcf+AC_1.png|Frames '''1~2''' | ||
File:02UM_Kyo_qcbhcf+AC_2.png|'''Charge''' | File:02UM_Kyo_qcbhcf+AC_2.png|'''Charge''' | ||
File:02UM_Kyo_qcbhcf+AC_3.png|Frames '''3~9''' | File:02UM_Kyo_qcbhcf+AC_3.png|Frames '''3~9''' | ||
File:02UM_Kyo_qcbhcf+AC_4.png|'''Late Startup''' | File:02UM_Kyo_qcbhcf+AC_4.png|'''Late Startup''' | ||
</gallery><gallery mode=packed-hover heights=170px> | |||
File:02UM_Kyo_qcbhcf+AC_5.png|'''Active(1)''' | File:02UM_Kyo_qcbhcf+AC_5.png|'''Active(1)''' | ||
File:02UM_Kyo_qcbhcf+AC_6.png|'''Active(2)''' | File:02UM_Kyo_qcbhcf+AC_6.png|'''Active(2)''' | ||
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|moveId=kyo_hcbx2+ac | |moveId=kyo_hcbx2+ac | ||
|description= | |description= | ||
Kyo grabs the opponent by the head, smacks them, then unleashes a flurry of rekkas covered in flames to end in a dragon punch. Despite a fairly small range, it's a great surprise tool to break through the opponent's defense as Kyo doesn't have any other command throw to worry about. After an empty jump, a run-up or on wake-up against an opposing meaty, it's a very expensive but very handy and damaging tool for Kyo whose only real weak point is its low combo utility.<br> | |||
You can combo it from his cancelable normals but the damage for meter is mostly very low when compared to his max combos where his HSDM sadly doesn't fit as super ender. As it's not particularly easy to properly cancel into it either, there's little reason to ever use this HSDM in combos.<br> | |||
<br> | |||
Beyond that, the timing to pick up the downed opponent after it with Kototsuki You is so perfect that it being a soft knockdown only feels like a tease. If the opponent dosn't tech it there's that extra damage to take but any decent player will, leaving you not only without said damage but also without much oki if not close to the corner.<br> | |||
<br> | <br> | ||
* '''Combo Advice | * '''Combo Advice''': Knowing how to use it may be handy but not something you'll want to do any often. It'll mostly be as a surprise option or a punish to remind the opponent that you do have a grab in this game. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=200px> | ||
File:02UM_Kyo_hcbx2+AC_1.png|Frame '''1''' | File:02UM_Kyo_hcbx2+AC_1.png|Frame '''1''' | ||
File:02UM_Kyo_hcbx2+AC_2.png|Frame '''2''' | File:02UM_Kyo_hcbx2+AC_2.png|Frame '''2''' | ||
File:02UM_Kyo_hcbx2+AC_3.png|'''Recovery''' | File:02UM_Kyo_hcbx2+AC_3.png|'''Recovery''' | ||
</gallery> | </gallery> | ||
The purple range of the throw is on the small end which means it's important to mind Kyo's spacing when using it as his recovery leaves him wildly open for more than enough time for the opponent to realize and heavily punish Kyo. | |||
}} | }} | ||
Revision as of 13:45, 3 August 2022
The King of Fighters 2002 UM | |
Contents
- 1 Movelist
- 2 Quick Starter Combo Reference
- 3 Gameplay Overview
- 4 Basic Actions
- 5 Normals
- 6 Throws
- 7 Command Normals
- 8 Special Moves
- 8.1 100 Shiki Oniyaki
- 8.2 427 Shiki Hikigane
- 8.3 RED Kick
- 8.4 75 Shiki Kai
- 8.5 114 Shiki Aragami
- 8.6 128 Shiki Kono Kizu
- 8.7 127 Shiki Yano Sabi
- 8.8 125 Shiki Nana Se
- 8.9 212 Shiki Kototsuki You
- 8.10 Ge Shiki Migiri Ugachi
- 8.11 115 Shiki Doku Kami
- 8.12 401 Shiki Tumi Yomi
- 8.13 402 Shiki Batu Yomi
- 8.14 100 Shiki Oniyaki
- 9 Desperation Moves
- 10 Super Desperation Move
- 11 Hidden Super Desperation Move
- 12 Videos
- 13 External Links
- 14 Navigation
Movelist
Throws
Issetsu Seoi Swimming - close, / +
Command Moves
Ge Shiki Naraku Otoshi - in air, / / +
Special Moves
Desperation Moves
Ura 108 Shiki Orochinagi - + / (Hold to charge)
182 Shiki - + / (Hold to charge)
Super Desperation Move
Ura 108 Shiki Orochinagi - + (Hold to charge)
Hidden Super Desperation Move
0 Bar |
Low Anywhere Very Close Corner Only |
cr.B, cr.A, df+D = 17% (jump-in), cl.C, qcf+C > hcb+P > f+P > dp+P = 21% (optional cross-up), cl.C, qcf+D>K, hcb+B, qcf+A/st.D = 22-27% (jump-in), cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K = 33% |
1 Bar |
Low
|
cr.B, st.A/cr.A, qcfx2+A = 27% (optional cross-up), cl.C, qcf+D>K, qcb,hcf+P = 34% |
2 Bar |
Anywhere Very Close |
(jump-in), cl.C, df+D(1), qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcfx2+A = 43% (optional cross-up), cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P = 40% |
3 Bar |
Very Close |
(optional cross-up), cl.C, qcf+D>K, qcb,hcf+AC = 45% |
Gameplay Overview
The main main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down (st.B, qcf+A) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent (cr.B, j.B/d+C) until landing a solid cl.C for great meterless and meter conversions.
Although the main focus is on starting his own offense, Kyo does also have some good tools to protect his space and defend himself (nj.B, dp+P). With some nice match-up coverage tools sprinkled in (st.D), Kyo proves to be a potentially very strong character with an answer to most midrange situations although still lacking when further away.
As the saying goes, with great power comes great execution. With a number of simple and decent options to fall back on, the first wall to break to become a better Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor.
Basic Actions
Idle, Jump, Dash, Wake-up
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Idle
Hop/Jump
Walk/Run
Backdash
Wake-up/Recovery Roll
|
Normals
Close Standing Normals
close A
cl.A
cl.A |
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close B
cl.B
cl.B |
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close C
cl.C
cl.C |
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close D
cl.D
cl.D |
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Far Standing Normals
stand A
st.A
A |
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stand B
st.B
B |
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stand C
st.C
C |
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stand D
st.D
D |
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Crouch Normals
crouch A
cr.A
2A |
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crouch B
cr.B
2B |
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crouch C
cr.C
2C |
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crouch D
cr.D
2D |
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Jump Normals
jump A
j.A
j.A |
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jump B
j.B
j.B |
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jump C
j.C
j.C |
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jump D
j.D
j.D |
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Blowback Normals
stand CD
st.CD
CD |
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jump CD
j.CD
j.CD |
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Throws
Hachi Tetsu
Hachi Tetsu
b/f+C when close to the opponent
4/6C when close to the opponent |
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Issetsu Seoi
Issetsu Seoi
b/f+D when close to the opponent
4/6D when close to the opponent |
|
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Command Normals
Ge Shiki Goufu You
Ge Shiki Goufu You
f+B
6B |
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Ge Shiki Naraku Otoshi
Ge Shiki Naraku Otoshi
j.d+C
j.2C |
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88 Shiki
88 Shiki
df+D
3D |
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Special Moves
100 Shiki Oniyaki
100 Shiki Oniyaki
dp + A/C
dp + A/C |
|
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427 Shiki Hikigane
427 Shiki Hikigane
hcb + B/D
hcb + B/D |
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RED Kick
RED Kick
rdp + B/D
rdp + B/D |
|
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75 Shiki Kai
75 Shiki Kai
qcf+B > K or qcf+D > K
qcf+B > K or qcf+D > K |
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114 Shiki Aragami
114 Shiki Aragami
qcf+A
236A |
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128 Shiki Kono Kizu
128 Shiki Kono Kizu
qcf+A > qcf+P
236A > 236P |
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127 Shiki Yano Sabi
127 Shiki Yano Sabi
qcf+A > qcf+P > P
236A > 236P > P |
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125 Shiki Nana Se
125 Shiki Nana Se
qcf+A > qcf+P > K
236A > 236P > K |
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212 Shiki Kototsuki You
212 Shiki Kototsuki You
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K |
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Ge Shiki Migiri Ugachi
Ge Shiki Migiri Ugachi
qcf+A > hcb+P > P
236A > 63214P > P |
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115 Shiki Doku Kami
115 Shiki Doku Kami
qcf+C
236C |
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401 Shiki Tumi Yomi
401 Shiki Tumi Yomi
qcf+C > hcb+P
236C > 63214P |
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402 Shiki Batu Yomi
402 Shiki Batu Yomi
qcf+C > hcb+P > f+P
236C > 63214P > 6P |
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100 Shiki Oniyaki
100 Shiki Oniyaki
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P |
|
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Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf + A/C, Hold to charge
qcb,hcf + A/C, Hold to charge |
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182 Shiki
182 Shiki
qcfx2 + A/C, Hold to charge
qcfx2 + A/C, Hold to charge |
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Super Desperation Move
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf + AC, Hold to charge
qcb,hcf + AC, Hold to charge |
|
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Hidden Super Desperation Move
524 Shiki Kamichiri
524 Shiki Kamichiri
hcbx2+AC
6321463214AC |
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Videos
External Links
Check Kyo Kusanagi's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Discuss at ON
The King of Fighters 2002 UM | |
Navigation
The King of Fighters 2002 Unlimited Match | |
System |
FAQ • Controls • Movement • Offense • Defense • Gauges • Advanced Strategy • Miscellaneous |
Characters |
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Bosses |
|