Difference between revisions of "The King of Fighters 2002 UM/Kyo Kusanagi/Data"

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==Move Data==
{{CharNavbox 02UM}}
===Normals===
{{TOClimit|3}}
=====cl.A=====
==Idle==
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_cla
===Stand===
| name = close A
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_st0
| input = cl.A
| name = Stand
| images = 02UM Kyo cl.A 2 ima.png
| version = Stand
| hitboxes = 02UM_Kyo_cl.A_2.png
| idle  = yes
| damage = 25
| orderId = 1
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| images = 02UM_Kyo_st.0.gif
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| rank  = Middle
| startup = 5
}}
| active = 4
===Crouch===
| recovery = 5
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cr0
| hitadv = +3
| name = Crouch
| blockadv = +1
| version = Crouch
| invul =  
| idle  = yes
| header  = no
| orderId = 2
| images = 02UM_Kyo_cr.0.png
| rank  = Middle
}}
===Hop===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hop
| name = Hop
| version = Hop
| idle  = yes
| orderId = 1
| images = 02UM_Kyo_hop.gif
| startup = 4
| active = 23
| recovery = 1
}}
===Jump===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jump
| name = Jump
| version = Jump
| idle  = yes
| header  = no
| orderId = 2
| images = 02UM_Kyo_jump.gif
| display  = x350px
| startup = 4
| active = 31
| recovery = 1
}}
===Walk===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_walk
| name = Walk
| version = Walk
| idle  = yes
| orderId = 1
| rank  = 12 out of 34
| input  = b/f, Hold to maintain
| input2  = 4/6, Hold to maintain
| images = 02UM_Kyo_walk.gif
}}
}}
 
===Run===
=====cl.B=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_run
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_clb
| name = Run
| name = close B
| version = Run
| input = cl.B
| idle  = yes
| images = 02UM_Kyo_cl.B_2_ima.png
| header  = no
| hitboxes = 02UM_Kyo_cl.B_2.png
| orderId = 2
| damage = 25
| rank  = 13 out of 31
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| input  = f,f , Hold to maintain
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| input2  = 66, Hold to maintain
| startup = 7
| images = 02UM_Kyo_run.gif
| active = 4
| startup = 3
| recovery = 8
| active = 10 ~ ∞
| hitadv = 0
| recovery = 2
| blockadv = -2
| invul =
}}
}}
=====cl.C=====
===Backdash===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_clc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_backdash
| name = close C
| name = Backdash
| input = cl.C
| idle  = yes
| images = 02UM_Kyo_cl.C_2_ima.png,02UM_Kyo_cl.C_3_ima.png
| input  = b, b
| hitboxes = 02UM_Kyo_cl.C_2.png,02UM_Kyo_cl.C_3.png
| input2  = 44
| damage = 67
| images = 02UM_Kyo_backdash.gif
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| display  = x300px
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 3
| startup = 3
| active = 10
| active = 15
| recovery = 9
| recovery = 3
| hitadv = +1
}}
| blockadv = -1
===Wake-up===
| invul =  
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_wakeup
| name = Wake-up
| version = Wake-up
| idle  = yes
| orderId = 1
| rank  = 0f
| images = 02UM_Kyo_wakeup.gif
| startup = 0
| active = 26
| recovery = 0
}}
}}
=====cl.D=====
===Recovery Roll===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_cld
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_recoveryroll
| name = close D
| name = Recovery roll
| input = cl.D
| version = Recovery roll
| images = 02UM_Kyo_cl.D_2_ima.png
| idle  = yes
| hitboxes = 02UM_Kyo_cl.D_2.png
| input  = AB when hitting the ground
| damage = 100
| header  = no
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| orderId = 2
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| rank  = 0f
| startup = 5
| images = 02UM_Kyo_recoveryroll.gif
| active = 3
| startup = 0
| recovery = 22
| active = 23
| hitadv = -5
| recovery = 0
| blockadv = -7
| invul =
}}
}}
=====st.A=====
 
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_sta
==Normals==
| name = standing A
 
===Far Standing Normals===
====st.A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_sta
| name = stand A
| input = st.A
| input = st.A
| input2 = A
| images = 02UM_Kyo_st.A_2_ima.png
| images = 02UM_Kyo_st.A_2_ima.png
| hitboxes = 02UM_Kyo_st.A_2.png
| hitboxes = 02UM_Kyo_st.A_2.png
Line 82: Line 130:
| invul =  
| invul =  
}}
}}
=====st.B=====
====st.B====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_stb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_stb
| name = standing B
| name = stand B
| input = st.B
| input = st.B
| input2  = B
| images = 02UM_Kyo_st.B_2_ima.png
| images = 02UM_Kyo_st.B_2_ima.png
| hitboxes = 02UM_Kyo_st.B_2.png
| hitboxes = 02UM_Kyo_st.B_2.png
Line 98: Line 147:
| invul =  
| invul =  
}}
}}
=====st.C=====
====st.C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_stc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_stc
| name = standing C
| name = stand C
| input = st.C
| input = st.C
| input2  = C
| images = 02UM_Kyo_st.C_3_ima.png
| images = 02UM_Kyo_st.C_3_ima.png
| hitboxes = 02UM_Kyo_st.C_3.png
| hitboxes = 02UM_Kyo_st.C_3.png
Line 114: Line 164:
| invul =  
| invul =  
}}
}}
=====st.D=====
====st.D====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_std
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_std
| name = standing D
| name = stand D
| input = st.D
| input = st.D
| input2  = D
| images = 02UM_Kyo_st.D_2_ima.png
| images = 02UM_Kyo_st.D_2_ima.png
| hitboxes = 02UM_Kyo_st.D_2.png
| hitboxes = 02UM_Kyo_st.D_2.png
Line 128: Line 179:
| hitadv = -2
| hitadv = -2
| blockadv = -4
| blockadv = -4
| invul = (2~18)_'''Hit'''_(Right Knee and below)
| invul = (2~18)_'''Hit'''_(Lower body)
}}
}}


=====cr.A=====
===Close Standing Normals===
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_cra
====cl.A====
| name = crouching A
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cla
| name = close A
| input = cl.A
| images = 02UM_Kyo_cl.A_2_ima.png
| hitboxes = 02UM_Kyo_cl.A_2.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 5
| active = 4
| recovery = 5
| hitadv = +3
| blockadv = +1
| invul =
}}
====cl.B====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_clb
| name = close B
| input = cl.B
| images = 02UM_Kyo_cl.B_2_ima.png
| hitboxes = 02UM_Kyo_cl.B_2.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 7
| active = 4
| recovery = 8
| hitadv = 0
| blockadv = -2
| invul =
}}
====cl.C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_clc
| name = close C
| input = cl.C
| images = 02UM_Kyo_cl.C_2_ima.png, 02UM_Kyo_cl.C_3_ima.png
| hitboxes = 02UM_Kyo_cl.C_2.png, 02UM_Kyo_cl.C_3.png
| damage = 67
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]](1)
| startup = 3
| active = 2, 8
| recovery = 9
| hitadv = +1
| blockadv = -1
| invul =
}}
====cl.D====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cld
| name = close D
| input = cl.D
| images = 02UM_Kyo_cl.D_2_ima.png
| hitboxes = 02UM_Kyo_cl.D_2.png
| damage = 100
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 5
| active = 3
| recovery = 22
| hitadv = -5
| blockadv = -7
| invul =
}}
 
===Crouch Normals===
====cr.A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cra
| name = crouch A
| input = cr.A
| input = cr.A
| input2  = 2A
| images = 02UM_Kyo_cr.A_2_ima.png
| images = 02UM_Kyo_cr.A_2_ima.png
| hitboxes = 02UM_Kyo_cr.A_2.png
| hitboxes = 02UM_Kyo_cr.A_2.png
Line 147: Line 266:
| invul =  
| invul =  
}}
}}
=====cr.B=====
====cr.B====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_crb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_crb
| name = crouching B
| name = crouch B
| input = cr.B
| input = cr.B
| input2  = 2B
| images = 02UM_Kyo_cr.B_2_ima.png
| images = 02UM_Kyo_cr.B_2_ima.png
| hitboxes = 02UM_Kyo_cr.B_2.png
| hitboxes = 02UM_Kyo_cr.B_2.png
Line 163: Line 283:
| invul =  
| invul =  
}}
}}
=====cr.C=====
====cr.C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_crc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_crc
| name = crouching C
| name = crouch C
| input = cr.C
| input = cr.C
| images = 02UM_Kyo_cr.C_2_ima.png,02UM_Kyo_cr.C_3_ima.png
| input2  = 2C
| hitboxes = 02UM_Kyo_cr.C_2.png,02UM_Kyo_cr.C_3.png
| images = 02UM_Kyo_cr.C_2_ima.png, 02UM_Kyo_cr.C_3_ima.png
| hitboxes = 02UM_Kyo_cr.C_2.png, 02UM_Kyo_cr.C_3.png
| damage = 110
| damage = 110
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]](1)
| startup = 6
| startup = 6
| active = 6
| active = 2, 4
| recovery = 21
| recovery = 21
| hitadv = -7
| hitadv = -7
Line 179: Line 300:
| invul =  
| invul =  
}}
}}
=====cr.D=====
====cr.D====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_crd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_crd
| name = crouching D
| name = crouch D
| input = cr.D
| input = cr.D
| input2  = 2D
| images = 02UM_Kyo_cr.D_2_ima.png
| images = 02UM_Kyo_cr.D_2_ima.png
| hitboxes = 02UM_Kyo_cr.D_2.png
| hitboxes = 02UM_Kyo_cr.D_2.png
Line 195: Line 317:
| invul =  
| invul =  
}}
}}
=====j.A=====
 
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_ha
===Jump Normals===
====j.A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_ha
| name = hop A
| name = hop A
| header = yes
| header = yes
Line 204: Line 328:
| images = 02UM_Kyo_j.A_ima.png
| images = 02UM_Kyo_j.A_ima.png
| hitboxes = 02UM_Kyo_h.A.png
| hitboxes = 02UM_Kyo_h.A.png
| damage = 41
| damage = 42
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =  
| cancel =  
Line 214: Line 338:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_ja
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_ja
| name = jump A
| name = jump A
| header = no
| header = no
Line 222: Line 346:
| images = 02UM_Kyo_j.A_ima.png
| images = 02UM_Kyo_j.A_ima.png
| hitboxes = 02UM_Kyo_j.A.png
| hitboxes = 02UM_Kyo_j.A.png
| damage = 41
| damage = 42
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =  
| cancel =  
Line 232: Line 356:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_nja
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_nja
| name = neutral jump A
| name = neutral jump A
| header = no
| header = no
Line 240: Line 364:
| images = 02UM_Kyo_j.A_ima.png
| images = 02UM_Kyo_j.A_ima.png
| hitboxes = 02UM_Kyo_nj.A.png
| hitboxes = 02UM_Kyo_nj.A.png
| damage = 41
| damage = 42
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =  
| cancel =  
Line 250: Line 374:
| invul =  
| invul =  
}}
}}
 
====j.B====
=====j.B=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_hb
| name = hop B
| name = hop B
| header = yes
| header = yes
Line 270: Line 393:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jb
| name = jump B
| name = jump B
| header = no
| header = no
Line 288: Line 411:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_njb
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_njb
| name = neutral jump B
| name = neutral jump B
| header = no
| header = no
Line 306: Line 429:
| invul =  
| invul =  
}}
}}
 
====j.C====
=====j.C=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_hc
| name = hop C
| name = hop C
| header = yes
| header = yes
Line 326: Line 448:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jc
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jc
| name = jump C
| name = jump C
| header = no
| header = no
Line 344: Line 466:
| invul =  
| invul =  
}}
}}
 
====j.D====
=====j.D=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_hd
| name = hop D
| name = hop D
| header = yes
| header = yes
Line 364: Line 485:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jd
| name = jump D
| name = jump D
| header = no
| header = no
Line 382: Line 503:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_njd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_njd
| name = neutral jump D
| name = neutral jump D
| header = no
| header = no
Line 400: Line 521:
| invul =  
| invul =  
}}
}}
=====st.CD=====
 
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_stcd
===Blowback Normals===
| name = standing CD
====st.CD====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_stcd
| name = stand CD
| input = st.CD
| input = st.CD
| input2  = CD
| images = 02UM_Kyo_st.CD_2_ima.png
| images = 02UM_Kyo_st.CD_2_ima.png
| hitboxes = 02UM_Kyo_st.CD_2.png
| hitboxes = 02UM_Kyo_st.CD_2.png
Line 416: Line 540:
| invul =  
| invul =  
}}
}}
 
====j.CD====
=====j.CD=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hcd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_hcd
| name = hop CD
| name = hop CD
| header = yes
| header = yes
Line 436: Line 559:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jcd
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jcd
| name = jump CD
| name = jump CD
| header = no
| header = no
Line 454: Line 577:
| invul =  
| invul =  
}}
}}
=====f+B=====
 
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_rawf+b
==Throws==
====C throw====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cthrow
| name = Hachi Tetsu
| input = b/f+C when close to the opponent
| input2  = 4/6C when close to the opponent
| images = 02UM_Kyo_Cthrow_ima.png
| hitboxes = 02UM_Kyo_Cthrow.png
| damage = 83
| guard =
| cancel =
| startup = 1
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = Becomes cl.C on block
| invul =
}}
====D throw====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_dthrow
| name = Issetsu Seoi
| input = b/f+D when close to the opponent
| input2  = 4/6D when close to the opponent
| images = 02UM_Kyo_Dthrow_ima.png
| hitboxes = 02UM_Kyo_Dthrow.png
| damage = 83
| guard =
| cancel =
| startup = 1
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = Becomes cl.D on block
| invul =
}}
 
==Command Normals==
====f+B====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_rawf+b
| name = Ge Shiki Goufu You
| name = Ge Shiki Goufu You
| version = Raw
| version = Raw
| orderId = 1
| orderId = 1
| input = f+B
| input = f+B
| input2  = 6B
| images = 02UM_Kyo_raw_f+B_2_ima.png
| images = 02UM_Kyo_raw_f+B_2_ima.png
| hitboxes = 02UM_Kyo_raw_f+B_2.png
| hitboxes = 02UM_Kyo_raw_f+B_2.png
Line 472: Line 634:
| invul =  
| invul =  
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_canf+b
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cancelf+b
| name = Ge Shiki Goufu You
| name = Ge Shiki Goufu You
| version = Canceled into
| version = Canceled into
| orderId = 2
| orderId = 2
| input = f+B
| input = f+B
| images = 02UM_Kyo_can_f+B_1_ima.png,02UM_Kyo_can_f+B_3_ima.png
| input2  = 6B
| hitboxes = 02UM_Kyo_can_f+B_1.png,02UM_Kyo_can_f+B_3.png
| images = 02UM_Kyo_cancel_f+B_1_ima.png, 02UM_Kyo_cancel_f+B_3_ima.png
| hitboxes = 02UM_Kyo_cancel_f+B_1.png, 02UM_Kyo_cancel_f+B_3.png
| damage = 67 (33+34)
| damage = 67 (33+34)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]](2)
| startup = 12
| startup = 12
| active = 5,(2),7
| active = 5, (2), 7
| recovery = 18
| recovery = 18
| hitadv = -5
| hitadv = -5
Line 489: Line 652:
| invul =  
| invul =  
}}
}}
 
====df+D====
=====df+D=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_df+d
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_df+d
| name = 88 Shiki
| name = 88 Shiki
| input = df+D
| input = df+D
| images = 02UM_Kyo_df+D_2_ima.png,02UM_Kyo_df+D_5_ima.png
| input2  = 3D
| hitboxes = 02UM_Kyo_df+D_2.png,02UM_Kyo_df+D_5.png
| images = 02UM_Kyo_df+D_2_ima.png, 02UM_Kyo_df+D_4_ima.png
| hitboxes = 02UM_Kyo_df+D_2.png, 02UM_Kyo_df+D_4.png
| damage = 133 (66+67)
| damage = 133 (66+67)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| cancel =  
| cancel =  
| startup = 3
| startup = 3
| active = 3,(12),4
| active = 3, (12), 4
| recovery = 24
| recovery = 24
| hitadv = '''1st=''' -23 ; '''2nd=''' -8
| hitadv = '''1st=''' -23 ; '''2nd=''' -8
Line 506: Line 669:
| invul =  
| invul =  
}}
}}
 
====j.d+C====
=====j.d+C=====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_jd+c
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_jd+C
| name = Ge Shiki Naraku Otoshi
| name = Ge Shiki Naraku Otoshi
| input = j.d+C
| input = j.d+C
| input2 = j.2C
| images = 02UM_Kyo_j.d+C_ima.png
| images = 02UM_Kyo_j.d+C_ima.png
| hitboxes = 02UM_Kyo_j.d+C.png
| hitboxes = 02UM_Kyo_j.d+C.png
Line 518: Line 681:
| startup = 7
| startup = 7
| active = 5
| active = 5
| recovery =  
| recovery = 5 (Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]] on airborne opponent
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]] on airborne opponent
| blockadv =  
| blockadv =  
| invul =  
| invul =  
}}
}}
===Specials===
 
=====qcf+K>K=====
==Special Moves==
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_qcf+B>K
====dp+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_dp+a
| name = 100 Shiki Oniyaki
| version = dp+A
| version2 = 623A
| orderId = 1
| input = dp+A
| input2  = 623A
| images = 02UM_Kyo_dp+A_2_ima.png, 02UM_Kyo_dp+A_3_ima.png
| hitboxes = 02UM_Kyo_dp+A_2.png, 02UM_Kyo_dp+A_3.png
| damage = 58 (58,42)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]](1)
| startup = 6
| active = 4, 13
| recovery = 27 (11 Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''1st=''' -26 ; '''2nd=''' -22
| invul = (Startup + 1st hit)_'''Hit+Throw'''_(Full)
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_dp+c
| name = 100 Shiki Oniyaki
| version = dp+C
| version2 = 623C
| orderId = 2
| input = dp+C
| input2  = 623C
| images = 02UM_Kyo_dp+A_2_ima.png, 02UM_Kyo_dp+A_3_ima.png
| hitboxes = 02UM_Kyo_dp+C_2.png, 02UM_Kyo_dp+C_3.png
| damage = 108 (75+33)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]](1)
| startup = 6
| active = 4, 16
| recovery = 35 (13 Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -33
| invul = (Startup + 1st hit)_'''Hit+Throw'''_(Full)
}}
 
====hcb+K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hcb+b
| name = 427 Shiki Hikigane
| version = hcb+B
| version2 = 63214B
| orderId = 1
| input = hcb+B
| input2  = 63214B
| images = 02UM_Kyo_hcb+B_4_ima.png
| hitboxes = 02UM_Kyo_hcb+B_4.png
| damage = 58
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]]
| startup = 20
| active = 3
| recovery = 31
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -16
| invul = (Startup - 1)_'''Hit'''_(Lower body)
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hcb+d
| name = 427 Shiki Hikigane
| version = hcb+D
| version2 = 63214D
| orderId = 2
| input = hcb+D
| input2  = 63214D
| images = 02UM_Kyo_hcb+D_2_ima.png
| hitboxes = 02UM_Kyo_hcb+D_2.png
| damage = 108 (108,108)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]]
| startup = 15
| active = 2, (1), 3
| recovery = 25
| hitadv = -11
| blockadv = -13
| invul = (Startup - 1)_'''Hit'''_(Upper body)
}}
 
====rdp+K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_rdp+b
| name = RED Kick
| version = rdp+B
| version2 = 421B
| orderId = 1
| input = rdp+B
| input2  = 421B
| images = 02UM_Kyo_rdp+B_4_ima.png
| hitboxes = 02UM_Kyo_rdp+B_4.png
| damage = 108
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 19
| active = 2, 2, 2
| recovery = 18 (15 Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -6 ~ -2
| invul =
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_rdp+d
| name = RED Kick
| version = rdp+D
| version2 = 421D
| orderId = 2
| header = no
| input = rdp+D
| input2  = 421D
| images = 02UM_Kyo_rdp+B_4_ima.png
| hitboxes = 02UM_Kyo_rdp+D_4.png
| damage = 150
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 30
| active = 2, 2, 2
| recovery = 18 (14 Landing)
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -4 ~ -2
| invul =
}}
====qcf+K>K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+b>k
| name = 75 Shiki Kai
| name = 75 Shiki Kai
| version = qcf+B > K
| version = qcf+B > K
| version2  = 236B > K
| orderId = 1
| orderId = 1
| input = qcf+B > K
| input = qcf+B > K
| images = 02UM_Kyo_qcf+D_3_ima.png,02UM_Kyo_qcf+D_4_ima.png
| input2  = 236B > K
| hitboxes = 02UM_Kyo_qcf+B_3.png,02UM_Kyo_qcf+B_4.png
| images = 02UM_Kyo_qcf+D_3_ima.png, 02UM_Kyo_qcf+D_4_ima.png
| hitboxes = 02UM_Kyo_qcf+D_3.png, 02UM_Kyo_qcf+D_4.png
| damage = 40 (30+10)
| damage = 40 (30+10)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
Line 540: Line 826:
| hitadv = '''1st=''' -12~-10 ; '''2nd=''' [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| hitadv = '''1st=''' -12~-10 ; '''2nd=''' [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''1st=''' -14~-12 ; '''2nd=''' -5~+3
| blockadv = '''1st=''' -14~-12 ; '''2nd=''' -5~+3
| invul = (10~13)_'''Hit'''_(Thighs and below)
| invul = (10~13)_'''Hit'''_(Lower body)
}}
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kk_qcf+D>K
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+d>k
| name = 75 Shiki Kai
| name = 75 Shiki Kai
| version = qcf+D > K
| version = qcf+D > K
| version2  = 236D > K
| orderId = 2
| orderId = 2
| input = qcf+D>K
| input = qcf+D > K
| images = 02UM_Kyo_qcf+D_3_ima.png,02UM_Kyo_qcf+D_4_ima.png
| input2  = 236D > K
| hitboxes = 02UM_Kyo_qcf+D_3.png,02UM_Kyo_qcf+D_4.png
| images = 02UM_Kyo_qcf+D_3_ima.png, 02UM_Kyo_qcf+D_4_ima.png
| hitboxes = 02UM_Kyo_qcf+D_3.png, 02UM_Kyo_qcf+D_4.png
| damage = 40 (30+10)
| damage = 40 (30+10)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
Line 557: Line 845:
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''1st=''' -14~-12 ; '''2nd=''' -5~+3
| blockadv = '''1st=''' -14~-12 ; '''2nd=''' -5~+3
| invul = (14~17)_'''Hit'''_(Thighs and below)
| invul = (14~17)_'''Hit'''_(Lower body)
}}
====qcf+A====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a
| name = 114 Shiki Aragami
| input = qcf+A
| input2  = 236A
| images = 02UM_Kyo_qcf+A_2_ima.png
| hitboxes = 02UM_Kyo_qcf+A_2.png
| damage = 58
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 12
| active = 6
| recovery = 18
| hitadv = -4
| blockadv = -6
| invul =
}}
====qcf+A>qcf+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>qcf+p
| name = 128 Shiki Kono Kizu
| input = qcf+A > qcf+P
| input2  = 236A > 236P
| images = 02UM_Kyo_qcf+A_qcf+P_ima.png
| hitboxes = 02UM_Kyo_qcf+A_qcf+P.png
| damage = 42
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 8
| active = 8
| recovery = 31
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -21
| invul =
}}
}}
====qcf+A>qcf+P>P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>qcf+p>p
| name = 127 Shiki Yano Sabi
| version = qcf+A > qcf+P > P
| version2 = 236A > 236P > P
| orderId = 1
| input = qcf+A > qcf+P > P
| input2  = 236A > 236P > P
| images = 02UM_Kyo_qcf+A_qcf+P_P_ima.png
| hitboxes = 02UM_Kyo_qcf+A_qcf+P_P.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =
| startup = 14
| active = 3
| recovery = 31
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -15
| invul =
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>hcb+p
| name = 127 Shiki Yano Sabi
| version = qcf+A > hcb+P
| version2 = 236A > 63214P
| orderId = 2
| header = no
| input = qcf+A > hcb+P
| input2  = 236A > 63214P
| images = 02UM_Kyo_qcf+A_qcf+P_P_ima.png
| hitboxes = 02UM_Kyo_qcf+A_hcb+P.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#High_.2F_Overhead|High]]
| cancel =
| startup = 21
| active = 4
| recovery = 35
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -21
| invul =
}}
====qcf+A>qcf+P>K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>qcf+p>k
| name = 125 Shiki Nana Se
| version = qcf+A > qcf+P > K
| version2 = 236A > 236P > K
| orderId = 1
| input = qcf+A > qcf+P > K
| input2  = 236A > 236P > K
| images = 02UM_Kyo_qcf+A_qcf+P_K_ima.png
| hitboxes = 02UM_Kyo_qcf+A_qcf+P_K.png
| damage = 67
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 17
| active = 3
| recovery = 24
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -9
| invul =
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>hcb+p>k
| name = 125 Shiki Nana Se
| version = qcf+A > hcb+P > K
| version2  = 236A > 63214P > K
| orderId = 2
| header = no
| input = qcf+A > hcb+P > K
| input2  = 236A > 63214P > K
| images = 02UM_Kyo_qcf+A_qcf+P_K_ima.png
| hitboxes = 02UM_Kyo_qcf+A_qcf+P_K.png
| damage = 67
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 20
| active = 3
| recovery = 24
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -9
| invul =
}}
====qcf+A>hcb+P>hcb+K====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>hcb+p>hcb+k
| name = 212 Shiki Kototsuki You
| input = qcf+A > hcb+P > hcb+K
| input2  = 236A > 63214P > 63214K
| images = 02UM_Kyo_qcf+A_hcb+P_hcb+K_2_ima.png
| hitboxes = 02UM_Kyo_qcf+A_hcb+P_hcb+K_1.png
| damage = 83
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 10
| active = 3, 2
| recovery = 38
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -22
| invul =
}}
====qcf+A>hcb+P>P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+a>hcb+p>p
| name = Ge Shiki Migiri Ugachi
| input = qcf+A > hcb+P > P
| input2  = 236A > 63214P > P
| images = 02UM_Kyo_qcf+A_hcb+P_P_ima.png
| hitboxes = 02UM_Kyo_qcf+A_hcb+P_P.png
| damage = 58
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]]
| cancel =
| startup = 20
| active = 14
| recovery = 22
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]]
| blockadv = -18
| invul =
}}
====qcf+C====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+c
| name = 115 Shiki Doku Kami
| input = qcf+C
| input2  = 236C
| images = 02UM_Kyo_qcf+C_2_ima.png
| hitboxes = 02UM_Kyo_qcf+C_2.png
| damage = 25
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 18
| active = 6
| recovery = 21
| hitadv = -7
| blockadv = -9
| invul =
}}
====qcf+C>hcb+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+c>hcb+p
| name = 401 Shiki Tumi Yomi
| input = qcf+C > hcb+P
| input2  = 236C > 63214P
| images = 02UM_Kyo_qcf+C_hcb+P_ima.png
| hitboxes = 02UM_Kyo_qcf+C_hcb+P.png
| damage = 33
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 11
| active = 3
| recovery = 34
| hitadv = -17
| blockadv = -19
| invul =
}}
====qcf+C>hcb+P>f+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+c>hcb+p>f+p
| name = 402 Shiki Batu Yomi
| input = qcf+C > hcb+P > f+P
| input2  = 236C > 63214P > 6P
| images = 02UM_Kyo_qcf+C_hcb+P_f+P_ima.png
| hitboxes = 02UM_Kyo_qcf+C_hcb+P_f+P.png
| damage = 33
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 14
| active = 4
| recovery = 42
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -28
| invul =
}}
====qcf+C>hcb+P>f+P>dp+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcf+c>hcb+p>f+p>dp+p
| name = 100 Shiki Oniyaki
| input = qcf+C > hcb+P > f+P > dp+P
| input2  = 236C > 63214P > 6P > 623P
| images = 02UM_Kyo_qcf+C_hcb+P_f+P_dp+P_ima.png
| hitboxes = 02UM_Kyo_qcf+C_hcb+P_f+P_dp+P.png
| damage = 58
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 2
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -20 ~ -2
| invul =
}}
==Desperation Moves==
====qcb,hcf+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcbhcf+a
| name = Ura 108 Shiki Orochinagi
| version = qcb,hcf+A
| version2 = 2141236A
| orderId = 1
| input = qcb,hcf+A, Hold to charge
| input2  = 2141236A, Hold to charge
| images = 02UM_Kyo_qcbhcf+A_1_ima.png, 02UM_Kyo_qcbhcf+A_5_ima.png
| hitboxes = 02UM_Kyo_qcbhcf+A_1.png, 02UM_Kyo_qcbhcf+A_5.png
| damage = 233
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = '''no charge=''' 21 / '''slight charge=''' 17
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''no charge=''' -15 / '''slight charge=''' -18
| invul = (1~2)_'''Hit+Throw'''_(Full), (Charge)_'''Hit'''_(Lower body), (3~8)_'''Hit'''_(Full)
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcbhcf+c
| name = Ura 108 Shiki Orochinagi
| version = qcb,hcf+C
| version2 = 2141236C
| orderId = 2
| header  = no
| input = qcb,hcf+C, Hold to charge
| input2  = 2141236C, Hold to charge
| images = 02UM_Kyo_qcbhcf+A_1_ima.png, 02UM_Kyo_qcbhcf+A_5_ima.png
| hitboxes = 02UM_Kyo_qcbhcf+A_1.png, 02UM_Kyo_qcbhcf+A_5.png
| damage = 233
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = '''no charge=''' 20 / '''slight charge=''' 17
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = '''no charge=''' -19 / '''slight charge=''' -18
| invul = (1~2)_'''Hit+Throw'''_(Full), (Charge)_'''Hit'''_(Upper body), (3~8)_'''Hit'''_(Full)
}}
====qcfx2+P====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcfx2+a
| name = 182 Shiki
| version = qcfx2+A
| version2 = 236236A
| orderId = 1
| input = qcfx2+A, Hold to charge
| input2  = 236236A, Hold to charge
| images = 02UM_Kyo_qcfx2+A_3_ima.png, 02UM_Kyo_qcfx2+A_4_ima.png
| hitboxes = 02UM_Kyo_qcfx2+A_3.png, 02UM_Kyo_qcfx2+A_4.png
| damage = 225(150+75) - 283(192+91) - 416(283+133) - 575(383+192)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]], [[The_King_of_Fighters_2002_UM/Offense#Unblockables|Unblockable]](Full charge)
| cancel =
| startup = 11
| active = 1, (9), 4
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -23
| invul = (1~5)_'''Hit'''_(Full)
}}
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcfx2+c
| name = 182 Shiki
| version = qcfx2+C
| version2 = 236236C
| orderId = 2
| header = yes
| input = qcfx2+C, Hold to charge
| input2  = 236236C, Hold to charge
| images = 02UM_Kyo_qcfx2+A_3_ima.png, 02UM_Kyo_qcfx2+A_4_ima.png
| hitboxes = 02UM_Kyo_qcfx2+C_3.png, 02UM_Kyo_qcfx2+C_5.png
| damage = 225(150+75) - 283(192+91) - 416(283+133) - 575(383+192)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]], [[The_King_of_Fighters_2002_UM/Offense#Unblockables|Unblockable]](Full charge)
| cancel =
| startup = 19
| active = 2, (9), 4
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = -23
| invul = (Startup + 1st hit)_'''Hit'''_(Full)
}}
==Super Desperation Move==
====qcb,hcf+AC====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_qcbhcf+ac
| name = Ura 108 Shiki Orochinagi
| input = qcb,hcf+AC, Hold to charge
| input2  = 2141236AC, Hold to charge
| images = 02UM_Kyo_qcbhcf+AC_1_ima.png, 02UM_Kyo_qcbhcf+AC_5_ima.png
| hitboxes = 02UM_Kyo_qcbhcf+AC_2.png, 02UM_Kyo_qcbhcf+AC_5.png
| damage = 342 (200+100+42)
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = '''no charge=''' 20 / '''charge flames=''' 3
| active =
| recovery =
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv = 1
| invul = (1~2)_'''Hit+Throw'''_(Full), (Charge)_'''Hit'''_(Lower body), (3~9)_'''Hit'''_(Full)
}}
==Hidden Super Desperation Move==
====hcbx2+AC====
{{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_hcbx2+ac
| name = 524 Shiki Kamichiri
| input = hcbx2+AC
| input2  = 6321463214AC
| images = 02UM_Kyo_hcbx2+AC_2_ima.png
| hitboxes = 02UM_Kyo_hcbx2+AC_2.png
| damage = 442
| guard =
| cancel =
| startup = 2
| active = 1
| recovery = 39
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]]
| blockadv =
| invul = (1~2)_'''Hit+Throw'''_(Full)
}}


{{CharNavbox 02UM}}
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]][[Category:Kyo Kusanagi]]
[[Category:The King of Fighters 2k2UM]][[Category:Kyo Kusanagi]]

Latest revision as of 15:53, 7 June 2023

The King of Fighters 2002 UM

OverviewStrategyDataCombosReplays

Idle

Stand

Kyo Kusanagi
kyo_st0
Stand
02UM Kyo st.0.gif
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
Middle---


Crouch

Kyo Kusanagi
kyo_cr0
Crouch
02UM Kyo cr.0.png
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
Middle---


Hop

Kyo Kusanagi
kyo_hop
Hop
02UM Kyo hop.gif
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
-4231


Jump

Kyo Kusanagi
kyo_jump
Jump
02UM Kyo jump.gif
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
-4311


Walk

Kyo Kusanagi
kyo_walk
b/f, Hold to maintain
4/6, Hold to maintain
Walk
02UM Kyo walk.gif
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
12 out of 34---


Run

Kyo Kusanagi
kyo_run
f,f , Hold to maintain
66, Hold to maintain
Run
02UM Kyo run.gif
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
13 out of 31310 ~ ∞2


Backdash

Kyo Kusanagi
kyo_backdash
b, b
44
Backdash
02UM Kyo backdash.gif
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
-3153


Wake-up

Kyo Kusanagi
kyo_wakeup
Wake-up
02UM Kyo wakeup.gif
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
0f0260


Recovery Roll

Kyo Kusanagi
kyo_recoveryroll
AB when hitting the ground
AB when hitting the ground
Recovery roll
02UM Kyo recoveryroll.gif
RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included.ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for.RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover.
0f0230


Normals

Far Standing Normals

st.A

Kyo Kusanagi
kyo_sta
st.A
A
stand A
02UM Kyo st.A 2 ima.png02UM Kyo st.A 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
33MidSpecial545+3+1-


st.B

Kyo Kusanagi
kyo_stb
st.B
B
stand B
02UM Kyo st.B 2 ima.png02UM Kyo st.B 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
42Mid-6314-5-7-


st.C

Kyo Kusanagi
kyo_stc
st.C
C
stand C
02UM Kyo st.C 3 ima.png02UM Kyo st.C 3.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
75Mid-13217+1-1-


st.D

Kyo Kusanagi
kyo_std
st.D
D
stand D
02UM Kyo st.D 2 ima.png02UM Kyo st.D 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
100Mid-8517-2-4(2~18)_Hit_(Lower body)


Close Standing Normals

cl.A

Kyo Kusanagi
kyo_cla
cl.A
cl.A
close A
02UM Kyo cl.A 2 ima.png02UM Kyo cl.A 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
25MidSpecial545+3+1-


cl.B

Kyo Kusanagi
kyo_clb
cl.B
cl.B
close B
02UM Kyo cl.B 2 ima.png02UM Kyo cl.B 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
25LowSpecial7480-2-


cl.C

Kyo Kusanagi
kyo_clc
cl.C
cl.C
close C
02UM Kyo cl.C 2 ima.png
02UM Kyo cl.C 3 ima.png02UM Kyo cl.C 2.png
02UM Kyo cl.C 3.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
67MidSpecial(1)32, 89+1-1-


cl.D

Kyo Kusanagi
kyo_cld
cl.D
cl.D
close D
02UM Kyo cl.D 2 ima.png02UM Kyo cl.D 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
100MidSpecial5322-5-7-


Crouch Normals

cr.A

Kyo Kusanagi
kyo_cra
cr.A
2A
crouch A
02UM Kyo cr.A 2 ima.png02UM Kyo cr.A 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
25MidSpecial545+3+1-


cr.B

Kyo Kusanagi
kyo_crb
cr.B
2B
crouch B
02UM Kyo cr.B 2 ima.png02UM Kyo cr.B 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
17Low-545+3+1-


cr.C

Kyo Kusanagi
kyo_crc
cr.C
2C
crouch C
02UM Kyo cr.C 2 ima.png
02UM Kyo cr.C 3 ima.png02UM Kyo cr.C 2.png
02UM Kyo cr.C 3.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
110MidSpecial(1)62, 421-7-9-


cr.D

Kyo Kusanagi
kyo_crd
cr.D
2D
crouch D
02UM Kyo cr.D 2 ima.png02UM Kyo cr.D 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
100LowSpecial12319SKD-4-


Jump Normals

j.A

Kyo Kusanagi
kyo_ha
h.A
h.A
hop A
02UM Kyo j.A ima.png02UM Kyo h.A.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
42High-58----



Kyo Kusanagi
kyo_ja
j.A
j.A
jump A
02UM Kyo j.A ima.png02UM Kyo j.A.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
42High-56----



Kyo Kusanagi
kyo_nja
nj.A
nj.A
neutral jump A
02UM Kyo j.A ima.png02UM Kyo nj.A.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
42High-57----


j.B

Kyo Kusanagi
kyo_hb
h.B
h.B
hop B
02UM Kyo j.B ima.png02UM Kyo h.B.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
50High-59----



Kyo Kusanagi
kyo_jb
j.B
j.B
jump B
02UM Kyo j.B ima.png02UM Kyo j.B.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
50High-59----



Kyo Kusanagi
kyo_njb
nj.B
nj.B
neutral jump B
02UM Kyo nj.B ima.png02UM Kyo nj.B.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
50High-54----


j.C

Kyo Kusanagi
kyo_hc
h.C
h.C
hop C
02UM Kyo j.C ima.png02UM Kyo h.C.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
75High-64----



Kyo Kusanagi
kyo_jc
j.C
j.C
jump C
02UM Kyo j.C ima.png02UM Kyo j.C.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
75High-64----


j.D

Kyo Kusanagi
kyo_hd
h.D
h.D
hop D
02UM Kyo j.D ima.png02UM Kyo h.D.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
100High-95----



Kyo Kusanagi
kyo_jd
j.D
j.D
jump D
02UM Kyo j.D ima.png02UM Kyo j.D.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
100High-95----



Kyo Kusanagi
kyo_njd
nj.D
nj.D
neutral jump D
02UM Kyo nj.D ima.png02UM Kyo nj.D.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
92High-1111----


Blowback Normals

st.CD

Kyo Kusanagi
kyo_stcd
st.CD
CD
stand CD
02UM Kyo st.CD 2 ima.png02UM Kyo st.CD 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
117MidSpecial20416SKD+2-


j.CD

Kyo Kusanagi
kyo_hcd
h.CD
h.CD
hop CD
02UM Kyo j.CD ima.png02UM Kyo j.CD.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
100Mid-147-SKD--



Kyo Kusanagi
kyo_jcd
j.CD
j.CD
jump CD
02UM Kyo j.CD ima.png02UM Kyo j.CD.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
125Mid-147-SKD--


Throws

C throw

Kyo Kusanagi
kyo_cthrow
b/f+C when close to the opponent
4/6C when close to the opponent
Hachi Tetsu
02UM Kyo Cthrow ima.png02UM Kyo Cthrow.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
83--1--SKDBecomes cl.C on block-


D throw

Kyo Kusanagi
kyo_dthrow
b/f+D when close to the opponent
4/6D when close to the opponent
Issetsu Seoi
02UM Kyo Dthrow ima.png02UM Kyo Dthrow.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
83--1--HKDBecomes cl.D on block-


Command Normals

f+B

Kyo Kusanagi
kyo_rawf+b
f+B
6B
Ge Shiki Goufu You
02UM Kyo raw f+B 2 ima.png02UM Kyo raw f+B 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
83High-20227-9-11-



Kyo Kusanagi
kyo_cancelf+b
f+B
6B
Ge Shiki Goufu You
02UM Kyo cancel f+B 1 ima.png
02UM Kyo cancel f+B 3 ima.png02UM Kyo cancel f+B 1.png
02UM Kyo cancel f+B 3.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
67 (33+34)MidSpecial(2)125, (2), 718-5-7-


df+D

Kyo Kusanagi
kyo_df+d
df+D
3D
88 Shiki
02UM Kyo df+D 2 ima.png
02UM Kyo df+D 4 ima.png02UM Kyo df+D 2.png
02UM Kyo df+D 4.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
133 (66+67)Low-33, (12), 4241st= -23 ; 2nd= -81st= -25 ; 2nd= -10-


j.d+C

Kyo Kusanagi
kyo_jd+c
j.d+C
j.2C
Ge Shiki Naraku Otoshi
02UM Kyo j.d+C ima.png02UM Kyo j.d+C.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
58High-755 (Landing)HKD on airborne opponent--


Special Moves

dp+P

Kyo Kusanagi
kyo_dp+a
dp+A
623A
100 Shiki Oniyaki
02UM Kyo dp+A 2 ima.png
02UM Kyo dp+A 3 ima.png02UM Kyo dp+A 2.png
02UM Kyo dp+A 3.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
58 (58,42)MidSuper(1)64, 1327 (11 Landing)SKD1st= -26 ; 2nd= -22(Startup + 1st hit)_Hit+Throw_(Full)



Kyo Kusanagi
kyo_dp+c
dp+C
623C
100 Shiki Oniyaki
02UM Kyo dp+A 2 ima.png
02UM Kyo dp+A 3 ima.png02UM Kyo dp+C 2.png
02UM Kyo dp+C 3.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
108 (75+33)MidSuper(1)64, 1635 (13 Landing)SKD-33(Startup + 1st hit)_Hit+Throw_(Full)


hcb+K

Kyo Kusanagi
kyo_hcb+b
hcb+B
63214B
427 Shiki Hikigane
02UM Kyo hcb+B 4 ima.png02UM Kyo hcb+B 4.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
58MidSuper20331SKD-16(Startup - 1)_Hit_(Lower body)



Kyo Kusanagi
kyo_hcb+d
hcb+D
63214D
427 Shiki Hikigane
02UM Kyo hcb+D 2 ima.png02UM Kyo hcb+D 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
108 (108,108)MidSuper152, (1), 325-11-13(Startup - 1)_Hit_(Upper body)


rdp+K

Kyo Kusanagi
kyo_rdp+b
rdp+B
421B
RED Kick
02UM Kyo rdp+B 4 ima.png02UM Kyo rdp+B 4.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
108Mid-192, 2, 218 (15 Landing)HKD-6 ~ -2-



Kyo Kusanagi
kyo_rdp+d
rdp+D
421D
RED Kick
02UM Kyo rdp+B 4 ima.png02UM Kyo rdp+D 4.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
150Mid-302, 2, 218 (14 Landing)HKD-4 ~ -2-


qcf+K>K

Kyo Kusanagi
kyo_qcf+b>k
qcf+B > K
236B > K
75 Shiki Kai
02UM Kyo qcf+D 3 ima.png
02UM Kyo qcf+D 4 ima.png02UM Kyo qcf+D 3.png
02UM Kyo qcf+D 4.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
40 (30+10)Mid-143, (7), 9141st= -12~-10 ; 2nd= SKD1st= -14~-12 ; 2nd= -5~+3(10~13)_Hit_(Lower body)



Kyo Kusanagi
kyo_qcf+d>k
qcf+D > K
236D > K
75 Shiki Kai
02UM Kyo qcf+D 3 ima.png
02UM Kyo qcf+D 4 ima.png02UM Kyo qcf+D 3.png
02UM Kyo qcf+D 4.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
40 (30+10)Mid-183, (7), 914SKD1st= -14~-12 ; 2nd= -5~+3(14~17)_Hit_(Lower body)


qcf+A

Kyo Kusanagi
kyo_qcf+a
qcf+A
236A
114 Shiki Aragami
02UM Kyo qcf+A 2 ima.png02UM Kyo qcf+A 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
58Mid-12618-4-6-


qcf+A>qcf+P

Kyo Kusanagi
kyo_qcf+a>qcf+p
qcf+A > qcf+P
236A > 236P
128 Shiki Kono Kizu
02UM Kyo qcf+A qcf+P ima.png02UM Kyo qcf+A qcf+P.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
42Mid-8831SKD-21-


qcf+A>qcf+P>P

Kyo Kusanagi
kyo_qcf+a>qcf+p>p
qcf+A > qcf+P > P
236A > 236P > P
127 Shiki Yano Sabi
02UM Kyo qcf+A qcf+P P ima.png02UM Kyo qcf+A qcf+P P.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
25High-14331HKD-15-



Kyo Kusanagi
kyo_qcf+a>hcb+p
qcf+A > hcb+P
236A > 63214P
127 Shiki Yano Sabi
02UM Kyo qcf+A qcf+P P ima.png02UM Kyo qcf+A hcb+P.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
25High-21435HKD-21-


qcf+A>qcf+P>K

Kyo Kusanagi
kyo_qcf+a>qcf+p>k
qcf+A > qcf+P > K
236A > 236P > K
125 Shiki Nana Se
02UM Kyo qcf+A qcf+P K ima.png02UM Kyo qcf+A qcf+P K.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
67Mid-17324SKD-9-



Kyo Kusanagi
kyo_qcf+a>hcb+p>k
qcf+A > hcb+P > K
236A > 63214P > K
125 Shiki Nana Se
02UM Kyo qcf+A qcf+P K ima.png02UM Kyo qcf+A qcf+P K.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
67Mid-20324SKD-9-


qcf+A>hcb+P>hcb+K

Kyo Kusanagi
kyo_qcf+a>hcb+p>hcb+k
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K
212 Shiki Kototsuki You
02UM Kyo qcf+A hcb+P hcb+K 2 ima.png02UM Kyo qcf+A hcb+P hcb+K 1.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
83Mid-103, 238HKD-22-


qcf+A>hcb+P>P

Kyo Kusanagi
kyo_qcf+a>hcb+p>p
qcf+A > hcb+P > P
236A > 63214P > P
Ge Shiki Migiri Ugachi
02UM Kyo qcf+A hcb+P P ima.png02UM Kyo qcf+A hcb+P P.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
58Low-201422HKD-18-


qcf+C

Kyo Kusanagi
kyo_qcf+c
qcf+C
236C
115 Shiki Doku Kami
02UM Kyo qcf+C 2 ima.png02UM Kyo qcf+C 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
25Mid-18621-7-9-


qcf+C>hcb+P

Kyo Kusanagi
kyo_qcf+c>hcb+p
qcf+C > hcb+P
236C > 63214P
401 Shiki Tumi Yomi
02UM Kyo qcf+C hcb+P ima.png02UM Kyo qcf+C hcb+P.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
33Mid-11334-17-19-


qcf+C>hcb+P>f+P

Kyo Kusanagi
kyo_qcf+c>hcb+p>f+p
qcf+C > hcb+P > f+P
236C > 63214P > 6P
402 Shiki Batu Yomi
02UM Kyo qcf+C hcb+P f+P ima.png02UM Kyo qcf+C hcb+P f+P.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
33Mid-14442SKD-28-


qcf+C>hcb+P>f+P>dp+P

Kyo Kusanagi
kyo_qcf+c>hcb+p>f+p>dp+p
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P
100 Shiki Oniyaki
02UM Kyo qcf+C hcb+P f+P dp+P ima.png02UM Kyo qcf+C hcb+P f+P dp+P.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
58Mid-2--SKD-20 ~ -2-


Desperation Moves

qcb,hcf+P

Kyo Kusanagi
kyo_qcbhcf+a
qcb,hcf+A, Hold to charge
2141236A, Hold to charge
Ura 108 Shiki Orochinagi
02UM Kyo qcbhcf+A 1 ima.png
02UM Kyo qcbhcf+A 5 ima.png02UM Kyo qcbhcf+A 1.png
02UM Kyo qcbhcf+A 5.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
233Mid-no charge= 21 / slight charge= 17--SKDno charge= -15 / slight charge= -18(1~2)_Hit+Throw_(Full), (Charge)_Hit_(Lower body), (3~8)_Hit_(Full)



Kyo Kusanagi
kyo_qcbhcf+c
qcb,hcf+C, Hold to charge
2141236C, Hold to charge
Ura 108 Shiki Orochinagi
02UM Kyo qcbhcf+A 1 ima.png
02UM Kyo qcbhcf+A 5 ima.png02UM Kyo qcbhcf+A 1.png
02UM Kyo qcbhcf+A 5.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
233Mid-no charge= 20 / slight charge= 17--SKDno charge= -19 / slight charge= -18(1~2)_Hit+Throw_(Full), (Charge)_Hit_(Upper body), (3~8)_Hit_(Full)


qcfx2+P

Kyo Kusanagi
kyo_qcfx2+a
qcfx2+A, Hold to charge
236236A, Hold to charge
182 Shiki
02UM Kyo qcfx2+A 3 ima.png
02UM Kyo qcfx2+A 4 ima.png02UM Kyo qcfx2+A 3.png
02UM Kyo qcfx2+A 4.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
225(150+75) - 283(192+91) - 416(283+133) - 575(383+192)Mid, Unblockable(Full charge)-111, (9), 4-SKD-23(1~5)_Hit_(Full)



Kyo Kusanagi
kyo_qcfx2+c
qcfx2+C, Hold to charge
236236C, Hold to charge
182 Shiki
02UM Kyo qcfx2+A 3 ima.png
02UM Kyo qcfx2+A 4 ima.png02UM Kyo qcfx2+C 3.png
02UM Kyo qcfx2+C 5.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
225(150+75) - 283(192+91) - 416(283+133) - 575(383+192)Mid, Unblockable(Full charge)-192, (9), 4-SKD-23(Startup + 1st hit)_Hit_(Full)


Super Desperation Move

qcb,hcf+AC

Kyo Kusanagi
kyo_qcbhcf+ac
qcb,hcf+AC, Hold to charge
2141236AC, Hold to charge
Ura 108 Shiki Orochinagi
02UM Kyo qcbhcf+AC 1 ima.png
02UM Kyo qcbhcf+AC 5 ima.png02UM Kyo qcbhcf+AC 2.png
02UM Kyo qcbhcf+AC 5.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
342 (200+100+42)Mid-no charge= 20 / charge flames= 3--SKD1(1~2)_Hit+Throw_(Full), (Charge)_Hit_(Lower body), (3~9)_Hit_(Full)


Hidden Super Desperation Move

hcbx2+AC

Kyo Kusanagi
kyo_hcbx2+ac
hcbx2+AC
6321463214AC
524 Shiki Kamichiri
02UM Kyo hcbx2+AC 2 ima.png02UM Kyo hcbx2+AC 2.png
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%.
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.
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.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.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.
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.
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 when matching the frame range.
442--2139SKD-(1~2)_Hit+Throw_(Full)



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