Difference between revisions of "The King of Fighters 2002 UM/Kyo Kusanagi"
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Kyo steps forward and performs a flaming hook punch. This is the start of his branching Aragami rekka which it gets the most of its combo usage out of. By itself however, this is his most crucial special poke to support his pressure.<br> | Kyo steps forward and performs a flaming hook punch. This is the start of his branching Aragami rekka which it gets the most of its combo usage out of. By itself however, this is his most crucial special poke to support his pressure.<br> | ||
<br> | <br> | ||
Its main usage is to sit near the tip of its range and use its generous priority and decent height to pre-emptively stuff the opponent out of any movement. Carrying little risk on block due to its pushback and short recovery it aims to limit the opponent's initiative, pinning them down for Kyo to then approach and impose his own close-up pressure. A fairly heavy duty despite its | Its main usage is to sit near the tip of its range and use its generous priority and decent height to pre-emptively stuff the opponent out of any movement. Carrying little risk on block due to its pushback and short recovery it aims to limit the opponent's initiative, pinning them down for Kyo to then approach and impose his own close-up pressure. A fairly heavy duty despite its light damage, lack of knockdown and conversion at that range.<br> | ||
Secondary usages for it include dealing with projectiles and anti-airing at tip range, both fairly unreliable without a decent amount of prediction, an effort that could put into using his better tools for either job, rdp+B and dp+P respectively.<br> | Secondary usages for it include dealing with projectiles and anti-airing at tip range, both fairly unreliable without a decent amount of prediction, an effort that could put into using his better tools for either job, rdp+B and dp+P respectively.<br> | ||
<br> | <br> | ||
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|moveId=kyo_qcf+A>qcf+P | |moveId=kyo_qcf+A>qcf+P | ||
|description= | |description= | ||
This followup looks like an uppercut with emphasis on Kyo's elbow. On hit it results in a soft knockdown from which Kyo doesn't get much outside of the next follow-up ideally. On block, the Kono Kizu is very unsafe, even the amount of push back it grants the player (which isn't much) can not help from certain punishment from the opponent.<br> | |||
<br> | <br> | ||
You can delay this move after qcf+A to sort of frame trap anyone trying to punish or pressure after blocking Aragami but the risk is great compared to a mediocre reward. Stopping at qcf+A will be preferred more often than not. | You can delay this move after qcf+A to sort of frame trap anyone trying to punish or pressure after blocking Aragami but the risk is great compared to a mediocre reward. Stopping at qcf+A will be preferred more often than not. | ||
}} | }} | ||
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|moveId=kyo_qcf+a>qcf+p>p,kyo_qcf+a>hcb+p | |moveId=kyo_qcf+a>qcf+p>p,kyo_qcf+a>hcb+p | ||
|description2= | |description2= | ||
Kyo thrusts his elbow hard down for an overhead hit. The first version is after Kono Kizu (qcf+A>qcf+P) ending the Aragami chain. Outside of corner, it only combos from Kono Kizu near point-blank, heavily limited any combo usage for it on top of not being the preferred route in juggles. It being an overhead is also hardly a help since the opponent would be expecting it after Kono Kizu.<br> | |||
Kyo thrusts his elbow hard down for an overhead hit. The first version is after Kono Kizu (qcf+A>qcf+P) ending the Aragami chain. Outside of corner, it only combos from Kono Kizu near point-blank, heavily limited any combo usage for it on top of not being the preferred route in juggles. It being an overhead is also hardly a help since the opponent would be expecting it after Kono Kizu. Good points extend to providing decent oki from its hard knockdown and being surprisingly not so bad on block thanks to the pushback of the entire chain.<br> | Good points extend to providing decent oki from its hard knockdown and being surprisingly not so bad on block thanks to the pushback of the entire chain.<br> | ||
<br> | <br> | ||
The second version is a good overhead follow-up with new enders. Although too slow to combo, coming right after Aragami can occasionally catch someone blocking low expecting Kono Kizu. Its main appeal is completing Kyo's near corner juggles into a hard knockdown ender for good damage and oki. On block, it's more unsafe than the first version although the reward is somewhat appealing. | The second version is a good overhead follow-up with new enders. Although too slow to combo, coming right after Aragami can occasionally catch someone blocking low expecting Kono Kizu. Its main appeal is completing Kyo's near corner juggles into a hard knockdown ender for good damage and oki. On block, it's more unsafe than the first version although the reward is somewhat appealing. | ||
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|moveId=kyo_qcf+a>qcf+p>k,kyo_qcf+a>hcb+p>k | |moveId=kyo_qcf+a>qcf+p>k,kyo_qcf+a>hcb+p>k | ||
|description2= | |description2= | ||
Kyo peforms a fast, high inside roundhouse kick. For how cool it looks this Aragami ender is sadly not Kyo's most useful. It sends the opponent flying across the screen on hit with okay damage but a somewhat underwhelming soft knockdown with little hope for any oki if not already close to the corner.<br> | |||
Kyo peforms a fast, high inside roundhouse kick. For how cool it looks this Aragami ender is sadly not Kyo's most useful. It sends the opponent flying across the screen on hit with okay damage but a somewhat underwhelming soft knockdown with | |||
<br> | <br> | ||
The version after Kono Kizu only combos in corner or point-blank and the one after Yano Sabi whiffs entirely since the opponent is knocked down. The kick's only redeeming quality is being the safer ender in both cases thanks to the kick's short recovery, but since it lacks any pushback whatsoever, any move fast enough will still be a sure punish. | The version after Kono Kizu only combos in corner or point-blank and the one after Yano Sabi whiffs entirely since the opponent is knocked down. The kick's only redeeming quality is being the safer ender in both cases thanks to the kick's short recovery, but since it lacks any pushback whatsoever, any move fast enough will still be a sure punish. | ||
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|moveId=kyo_qcf+a>hcb+p>hcb+k | |moveId=kyo_qcf+a>hcb+p>hcb+k | ||
|description= | |description= | ||
Kyo scoops the opponent up after knocking them down with Yano Sabi, then blasts them in the air with a fire explosion. Making amends for the disappointing kick ender, Kyo's coolest Aragami ender is also his most useful. The blast results in a hard knockdown with good damage plenty of oki time.<br> | |||
<br> | <br> | ||
Even though you can use it after a simple Yano Sabi against a grounded opponent, it's most useful when completing Kyo's corner juggle with good damage and no need to risk Yano Sabi getting blocked.<br> | |||
While great on hit this is very punishable on block and should be kept for combos.<br> | While great on hit this is very punishable on block and should be kept for combos.<br> | ||
<br> | <br> | ||
* '''Combo Advice''': Best to use as the ender for Kyo's main meterless corner juggle '''qcf+D > K, hcb+B, qcf+A > hcb+P > hcb+K'''. An easy string Kyo can safely defaults to when close enough to the corner. | * '''Combo Advice''': Best to use as the ender for Kyo's main meterless corner juggle '''qcf+D > K, hcb+B, qcf+A > hcb+P > hcb+K'''. An easy string Kyo can safely defaults to when close enough to the corner. | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=211px> | ||
File:02UM_Kyo_qcf+A_hcb+P_hcb+K_1.png|Frames '''10~12''' | File:02UM_Kyo_qcf+A_hcb+P_hcb+K_1.png|Frames '''10~12''' | ||
File:02UM_Kyo_qcf+A_hcb+P_hcb+K_2.png|Frames '''13~14''' | File:02UM_Kyo_qcf+A_hcb+P_hcb+K_2.png|Frames '''13~14''' | ||
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|moveId=kyo_qcf+a>hcb+p>p | |moveId=kyo_qcf+a>hcb+p>p | ||
|description= | |description= | ||
Kyo punches the opponent while they are on the ground after being plummeted by the Yano Sabi. This is the last finisher to the Aragami series. It serves the same combo purpose as the Kototsuki You follow up(qcf+A>hcb+P>hcb+K) but the damage is a bit lower so the latter in preferred in most cases.<br> | Kyo punches the opponent while they are on the ground after being plummeted by the Yano Sabi. This is the last finisher to the Aragami series. It serves the same combo purpose as the Kototsuki You follow up(qcf+A>hcb+P>hcb+K) but the damage is a bit lower so the latter in preferred in most cases.<br> | ||
<br> | <br> | ||
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|moveId=kyo_qcf+C | |moveId=kyo_qcf+C | ||
|description= | |description= | ||
Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekka, a singular route as opposed to Aragami. By itself its very impressive range for being a rekka is somewhat impaired by a rather slow start-up. Similar to qcf+A, its start-up is vulnerable despite 3f of autoguard and limits its usage as it'll be proned to being stuffed by quick pokes pre-emptively on the move's path.<br> | |||
<br> | <br> | ||
Kyo | Although a bit less safe than qcf+A for having more recovery and less pushback, spacing qcf+C out can still leave Kyo in a very safe position. Issue being the lack of knockdown and conversion at said spacing. All this makes qcf+C in neutral a slower and less damaging qcf+A with more range but overall worse as a mid-range poke.<br> | ||
<br> | |||
* '''Combo Advice''': It's best to use this move during a combo, its rekka line is more suited for midscreen conversion off a jump-in and a bit safer than qcf+D>K on block. Its lesser pushback is also helpful in some max combos.<br> | |||
|phases= | |phases= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=154px> | ||
File:02UM_Kyo_qcf+C_1.png|Frames '''6~9''' | File:02UM_Kyo_qcf+C_1.png|Frames '''6~9''' | ||
File:02UM_Kyo_qcf+C_2.png|'''Active''' | File:02UM_Kyo_qcf+C_2.png|'''Active''' | ||
</gallery> | </gallery> | ||
Disappointingly qcf+C's projectile collision on its hitbox is able to destroy projectiles but is much too slow with too much forward momentum to do it on reaction. A meager 3f of autoguard are good but not enough to help that. | |||
}} | }} | ||
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File:02UM_Kyo_qcbhcf+C_2.png|'''C Charge''' | File:02UM_Kyo_qcbhcf+C_2.png|'''C Charge''' | ||
File:02UM_Kyo_qcbhcf+A_3.png|Frames '''3~8''' | File:02UM_Kyo_qcbhcf+A_3.png|Frames '''3~8''' | ||
File:02UM_Kyo_qcbhcf+A_4.png| | File:02UM_Kyo_qcbhcf+A_4.png|'''Late Startup''' | ||
File:02UM_Kyo_qcbhcf+A_5.png|'''Active''' | File:02UM_Kyo_qcbhcf+A_5.png|'''Active''' | ||
</gallery> | </gallery> | ||
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|moveId=kyo_qcfx2+a,kyo_qcfx2+c | |moveId=kyo_qcfx2+a,kyo_qcfx2+c | ||
|input=qcfx2 + A/C, Hold to charge | |input=qcfx2 + A/C, Hold to charge | ||
| | |description2= | ||
Kyo charges up briefly, then spins around and charges at the opponent with a short ranged looking uppercut. This super should be only used in max mode combos because it can't seem to connect fluidly from any normals or special moves, even super cancelled. It has slow start-up, doesn't have any invincibility (he can be hit during his charge towards the opponent), and has bad recovery too. The light version can punish moves with bad recovery, including GCCDs after baiting them but it still fails as a reversal option.<br> | Kyo charges up briefly, then spins around and charges at the opponent with a short ranged looking uppercut. This super should be only used in max mode combos because it can't seem to connect fluidly from any normals or special moves, even super cancelled. It has slow start-up, doesn't have any invincibility (he can be hit during his charge towards the opponent), and has bad recovery too. The light version can punish moves with bad recovery, including GCCDs after baiting them but it still fails as a reversal option.<br> | ||
<br> | <br> | ||
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<br> | <br> | ||
* '''Combo Advice:''' The level 2 charge can be reached very fast, so fast that depending on range you can still combo off a special hitstun making qcfx2+A do more damage than Orochinagi in a ground max combo where you have enough range and the proper spacing to charge it. | * '''Combo Advice:''' The level 2 charge can be reached very fast, so fast that depending on range you can still combo off a special hitstun making qcfx2+A do more damage than Orochinagi in a ground max combo where you have enough range and the proper spacing to charge it. | ||
| | |phases2= | ||
<gallery mode=packed-hover heights= | <gallery mode=packed-hover heights=150px> | ||
File:02UM_Kyo_qcfx2+A_1.png|Frames '''1~4''' | File:02UM_Kyo_qcfx2+A_1.png|Frames '''1~4''' | ||
File:02UM_Kyo_qcfx2+A_2.png|'''Late Startup''' | File:02UM_Kyo_qcfx2+A_2.png|'''Late Startup''' | ||
File:02UM_Kyo_qcfx2+A_3.png|'''1st hit''' | File:02UM_Kyo_qcfx2+A_3.png|'''1st hit''' | ||
File:02UM_Kyo_qcfx2+A_4.png|'''2nd hit''' | File:02UM_Kyo_qcfx2+A_4.png|'''2nd hit''' | ||
</gallery> | </gallery><gallery mode=packed-hover heights=150px> | ||
<gallery mode=packed-hover heights= | |||
File:02UM_Kyo_qcfx2+C_1.png|'''Early Startup''' | File:02UM_Kyo_qcfx2+C_1.png|'''Early Startup''' | ||
File:02UM_Kyo_qcfx2+C_3.png|'''1st hit''' | File:02UM_Kyo_qcfx2+C_3.png|'''1st hit''' |
Revision as of 14:40, 1 August 2022
The King of Fighters 2002 UM | |
Contents
- 1 Movelist
- 2 Quick Starter Combo Reference
- 3 Gameplay Overview
- 4 Basic Actions
- 5 Normals
- 6 Throws
- 7 Command Normals
- 8 Special Moves
- 8.1 100 Shiki Oniyaki
- 8.2 427 Shiki Hikigane
- 8.3 RED Kick
- 8.4 75 Shiki Kai
- 8.5 114 Shiki Aragami
- 8.6 128 Shiki Kono Kizu
- 8.7 127 Shiki Yano Sabi
- 8.8 125 Shiki Nana Se
- 8.9 212 Shiki Kototsuki You
- 8.10 Ge Shiki Migiri Ugachi
- 8.11 115 Shiki Doku Kami
- 8.12 401 Shiki Tumi Yomi
- 8.13 402 Shiki Batu Yomi
- 8.14 100 Shiki Oniyaki
- 9 Desperation Moves
- 10 Super Desperation Move
- 11 Hidden Super Desperation Move
- 12 Videos
- 13 External Links
- 14 Navigation
Movelist
Throws
Issetsu Seoi Swimming - close, / +
Command Moves
Ge Shiki Naraku Otoshi - in air, / / +
Special Moves
Desperation Moves
Ura 108 Shiki Orochinagi - + / (Hold to charge)
182 Shiki - + / (Hold to charge)
Super Desperation Move
Ura 108 Shiki Orochinagi - + (Hold to charge)
Hidden Super Desperation Move
0 Bar |
Low Anywhere Very Close Corner Only |
cr.B, cr.A, df+D = 17% (jump-in), cl.C, qcf+C > hcb+P > f+P > dp+P = 21% (optional cross-up), cl.C, qcf+D>K, hcb+B, qcf+A/st.D = 22-27% (jump-in), cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K = 33% |
1 Bar |
Low
|
cr.B, st.A/cr.A, qcfx2+A = 27% (optional cross-up), cl.C, qcf+D>K, qcb,hcf+P = 34% |
2 Bar |
Anywhere Very Close |
(jump-in), cl.C, df+D(1), qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcfx2+A = 43% (optional cross-up), cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P = 40% |
3 Bar |
Very Close |
(optional cross-up), cl.C, qcf+D>K, qcb,hcf+AC = 45% |
Gameplay Overview
The main main protagonist is back with the same Nests rekka style but long time fans will surely notice and enjoy some welcomed improvements. With a limited but good set of mid range tools to keep the opponent pinned down (st.B, qcf+A) Kyo then aims to force his way in (j.D/CD) to do what he's best at, pressuring and mixing up the opponent (cr.B, j.B/d+C) until landing a solid cl.C for great meterless and meter conversions.
Although the main focus is on starting his own offense, Kyo does also have some good tools to protect his space and defend himself (nj.B, dp+P). With some nice match-up coverage tools sprinkled in (st.D), Kyo proves to be a potentially very strong character with an answer to most midrange situations although still lacking when further away.
As the saying goes, with great power comes great execution. With a number of simple and decent options to fall back on, the first wall to break to become a better Kyo will be building up the execution for his optimal meter conversions that make him shine as an anchor.
Basic Actions
Idle, Jump, Dash, Wake-up
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Idle
Hop/Jump
Walk/Run
Backdash
Wake-up/Recovery Roll
|
Normals
Close Standing Normals
close A
cl.A
cl.A |
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close B
cl.B
cl.B |
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close C
cl.C
cl.C |
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close D
cl.D
cl.D |
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Far Standing Normals
stand A
st.A
A |
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stand B
st.B
B |
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stand C
st.C
C |
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stand D
st.D
D |
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Crouch Normals
crouch A
cr.A
2A |
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crouch B
cr.B
2B |
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crouch C
cr.C
2C |
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crouch D
cr.D
2D |
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Jump Normals
jump A
j.A
j.A |
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jump B
j.B
j.B |
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jump C
j.C
j.C |
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jump D
j.D
j.D |
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Blowback Normals
stand CD
st.CD
CD |
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jump CD
j.CD
j.CD |
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Throws
Hachi Tetsu
Hachi Tetsu
b/f+C when close to the opponent
4/6C when close to the opponent |
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Issetsu Seoi
Issetsu Seoi
b/f+D when close to the opponent
4/6D when close to the opponent |
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Command Normals
Ge Shiki Goufu You
Ge Shiki Goufu You
f+B
6B |
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Ge Shiki Naraku Otoshi
Ge Shiki Naraku Otoshi
j.d+C
j.2C |
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88 Shiki
88 Shiki
df+D
3D |
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Special Moves
100 Shiki Oniyaki
100 Shiki Oniyaki
dp + A/C
dp + A/C |
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427 Shiki Hikigane
427 Shiki Hikigane
hcb + B/D
hcb + B/D |
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RED Kick
RED Kick
rdp + B/D
rdp + B/D |
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75 Shiki Kai
75 Shiki Kai
qcf+B > K or qcf+D > K
qcf+B > K or qcf+D > K |
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114 Shiki Aragami
114 Shiki Aragami
qcf+A
236A |
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128 Shiki Kono Kizu
128 Shiki Kono Kizu
qcf+A > qcf+P
236A > 236P |
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127 Shiki Yano Sabi
127 Shiki Yano Sabi
qcf+A > qcf+P > P
236A > 236P > P |
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125 Shiki Nana Se
125 Shiki Nana Se
qcf+A > qcf+P > K
236A > 236P > K |
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212 Shiki Kototsuki You
212 Shiki Kototsuki You
qcf+A > hcb+P > hcb+K
236A > 63214P > 63214K |
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Ge Shiki Migiri Ugachi
Ge Shiki Migiri Ugachi
qcf+A > hcb+P > P
236A > 63214P > P |
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115 Shiki Doku Kami
115 Shiki Doku Kami
qcf+C
236C |
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401 Shiki Tumi Yomi
401 Shiki Tumi Yomi
qcf+C > hcb+P
236C > 63214P |
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402 Shiki Batu Yomi
402 Shiki Batu Yomi
qcf+C > hcb+P > f+P
236C > 63214P > 6P |
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100 Shiki Oniyaki
100 Shiki Oniyaki
qcf+C > hcb+P > f+P > dp+P
236C > 63214P > 6P > 623P |
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Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf + A/C, Hold to charge
qcb,hcf + A/C, Hold to charge |
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182 Shiki
182 Shiki
qcfx2 + A/C, Hold to charge
qcfx2 + A/C, Hold to charge |
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Super Desperation Move
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
qcb,hcf + AC, Hold to charge
qcb,hcf + AC, Hold to charge |
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Hidden Super Desperation Move
524 Shiki Kamichiri
524 Shiki Kamichiri
hcbx2+AC
6321463214AC |
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Videos
External Links
Check Kyo Kusanagi's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Discuss at ON
The King of Fighters 2002 UM | |
Navigation
The King of Fighters 2002 Unlimited Match | |
System |
FAQ • Controls • Movement • Offense • Defense • Gauges • Advanced Strategy • Miscellaneous |
Characters |
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Bosses |
|