A cancelable standing jab with poor priority but decent range and speed. Can be used to stuff hops early but a well timed st.B is generally preferred.
- Cancelable on hit/whiff.
- Chains into every lights but cl.A/B.
{{FrameDataCargo-KOF02UM | moveId = | description = | phases = }}
This template provides a direct and simple way to display the data stored in the MoveData_KOF02UM cargo table via Template:MoveData-KOF02UM. It uses Template:FrameData-KOF02UM and is based on the Template:MoveData format.
Secondary parameters are mainly supposed to change default options depending on the situation's needs.
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{{FrameDataCargo-KOF02UM |moveId=kk_sta |description= <br> A cancelable standing jab with poor priority but decent range and speed. Can be used to stuff hops early but a well timed st.B is generally preferred.<br> <br> * Cancelable on hit/whiff. * Chains into every lights but cl.A/B. |phases= <gallery mode=packed-hover heights=150px> File:02UM_Kyo_st.A_1.png|'''Startup''' File:02UM_Kyo_st.A_2.png|'''Active''' </gallery> }}
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{{FrameDataCargo-KOF02UM |moveId=kk_stc |captions=''This is not okay.'' |description= <br> Very lackluster range for such a slow button with a severe lack of active frames, an unsettling tendency to be whiff punished and no conversion whatsoever. To put it bluntly this move could do double the damage with double the speed and it would still be pretty bad but it doesn't even have that. Mostly appears when messing up cl.C's spacing, frustration usually ensues. |phases= <gallery mode=packed-hover heights=150px> File:02UM_Kyo_st.C_1.png|Frames '''4~9''' File:02UM_Kyo_st.C_2.png|Frames '''10~12''' File:02UM_Kyo_st.C_3.png|'''Active''' File:02UM_Kyo_st.C_4.png|'''Early Recovery''' </gallery> }}
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{{FrameDataCargo-KOF02UM |moveId=kk_clc |image=02UM_Kyo_cl.C_2_ima.png |hitbox=02UM_Kyo_cl.C_2.png |description= <br> A very fast and cancelable uppercut with deceptively good range that serves as Kyo's main combo starter and then extends higher for a good secundary grounded anti-air against hops. Can be 1f linked off cr.B for a good frametrap on block but a somewhat limited conversion on hit without max mode.<br> <br> * Only the first part is cancelable so a whiff cancel needs to be done very fast. |phases= <gallery mode=packed-hover heights=180px> File:02UM_Kyo_cl.C_1.png|'''Startup''' File:02UM_Kyo_cl.C_2.png|Frames '''3~4''' File:02UM_Kyo_cl.C_3.png|Frames '''5~12''' </gallery> }}
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{{FrameDataCargo-KOF02UM |moveId=kk_ha,kk_ja,kk_nja |description3= <br> The only good thing to note is hop A has a good chunk of active frames for a hop, though it isn't deep enough to hit crouching(Bao, Chin, Choi) unlike j.A or neutral j.A. Mediocre and outshone by other jump-ins. }}
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qcf+B>K or qcf+D>K
qcf+B>K or qcf+D>K
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