The King of Fighters 2002 UM/Kyo Kusanagi
cr.B, cr.A, df+D = 17%
cr.Bx1~2, st.A/cr.A, qcfx2+A = 27%
(optional jump-in/cross-up), cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P = 40%
(optional jump-in/cross-up), cl.C, qcf+D>K, qcb,hcf+AC = 45%
- cl.A/B/C/D are cancel-able.
- cl.A/B are chain-able .
- cl.B hits low, the only guaranteed attack afterward is another standing low or a weak dp.
- cl.C despite it's short range is a great combo starter and comes out very quickly (3 frames).
- cl.D can still be used to start combos but it's a bit slower than his close C, can be spaced.
- Far A is whiff/cancel-able
- Far B can be used as a quick poking tool but can still be punished if anticipated
- Far C has okay reach but can still be punished by a crouching normal or a special attack
- Far D has good reach, Kyo is also airborne when he uses this normal so can make him evade crouching attacks or ground projectiles
- cr.A/C/D are whiff/cancel-able
- Crouch A/B are chain-able
- Crouch B hits low, comes out at the same speed at his crouch A
- Crouch C can be used as an anti-air because of it's vertical hitbox, to whiff cancel it you have to cancel it right before he stretches his arm up into the air, very early
- Crouch D knocks the opponent down, to whiff it has to be done right before he sticks his leg out
- Jump B/C/D all cross up
- Jump B can be used as a quick jump-in attack
- Jump C is an instant overhead
- Jump D has a long start-up but it's a really good jump-in meaty attack and air-to-air, for the best results use it during a hyper hop
- CD come out really slow, can be whiff canceled to trick your opponent, gives Kyo some nice frame advantage on block
- Jump CD is his best air-to-air, short range but very strong
Hachi Tetsu - (b/f+C) close
- Grabs the opponent and performs a shoulder attack
- Can be broken
- Regular knockdown
Issetsu Seoi - (b/f+D) close
- Kyo slams the opponent onto the ground then does an elbow drop.
- Can be broken
- Reverse knockdown
Advice: Reverse Knockdown gives Kyo a ton of options, mainly run-up j.d+C to cross-up BnB to combo ender, practice timing it so that you'll catch them as soon as they get up backward.
Ge Shiki Goufu You - (f+B)
- Kyo lifts his leg then does a quick heel drop, very simple command but doesn't have too many uses. On paper it sounds great but this command normal is really lacking compared to his other. On it's own it does one hit and is slow (not slower than Iori's f+B though) of 20 frames. Of course when you cancel it from a normal (which makes the animation look like his 98 Goufu You instead for some reason) it cuts the frames down to 12 making it easy to combo with along of the hit-stun stacked on top of it. Much like the other Kyo's this move does 2 hits but that's where the limitations come in, the two hits only work when the opponent is at least as close as Kyo's knee when the command comes out. To get the two hits out you can use it after a close low normal but it will most likely be blocked, it will also work after a really close cross-up (e.g. j/hh.d+C) to a cl. strong X then the f+B follow-up. Since this command is limited the best special attack links are either of his punch rekkas starters.
- Overhead Attack
Max Mode Advice: It can be used as a Max mode starter. You can use it on it's own (f+B [BC] run cl.C~) or as a Max Bypass link (cl.C, f+B, qcf+BC~).
Ge Shiki Naraku Otoshi - j/sj/hh.d+C
- Kyo does quick haymaker in the air, it's fast and beats the hell out of just about anything that dares to challenge it. This move is very important to Kyo as it really pulls his air game and combo opportunities together. It's a great meaty attack and can be used to start combos from cross-ups to just plain jump-ins, it can also be used to punish really fast ground attacks like Angel's hcb+K during his back dash (bb.d+C). Can be used as a meaty jump-in too but it's not advised to be spammed because despite it's priority it can still trade and even be beaten by a few characters CD's and dp's.
- Hard Knockdown on air opponents
Cross-up Advice: Aim it so that his legs hits the opponent in the head then he will cross them up.
88 Shiki - (df+D)
- Kyo swings both his legs on the ground to trip his opponent, nothing too special but it compliments his moveset really well. No it still isn't cancel-able, but it works well after his close C or either of his crouch low to give him that extra boost for his high/low mix-up game. It's also really fast but really mediocre on block, a lot of people are likely to GCA you out of the way or throw out a DM but if that ever happens you do have the option to Max Cancel the second hit (df+D  BC) to quickly revert Kyo back to normal over-looking the recovery completely.
- Hits low
- Max Mode Advice: It can be used as a Max mode starter. (cl.C, df+D, qcf+BC) is the most trusted and easiest way to Bypass your way right into a nice Max Mode combo.
100 Shiki Oniyaki - (dp+A/C)
- Kyo does a quick rising flaming uppercut, a standard dp with the usual options. Weak version goes slightly into the air while the strong version goes much higher and does two hits. It has some invincibility (about 9 frames) but can be easily punished if done on block or whiffed altogether. The combo options are there but don't expect anything that will wow you unless you enter Max Mode. Has a variety of super cancel points but most of it involves him using his 75 Shiki Kai launcher first.
- Super Cancel-able on hit
SC Advice: 182 Shiki is almost always guaranteed as a follow-up, a great juggle SC ender.
427 Shiki Hikigane - (hcb+B/D)
- The weak version makes Kyo do a low invincible spin jump to a punch that launches them into the air, while the strong variant makes him lower his head in a high invincible stance then a quick punch in place. Despite the look of the flames at the end of his elbows they are just for show and do not extend the active hit-box any further, that and neither version of the move are guaranteed when dealing with grounded opponents because the start-ups are too long. However both versions of this move work extremely well after his strong Kai launcher and will juggle the opponent on contact.
- Super Cancel-able on Hit
SC Advice: The SC points are on hit for both, but to get the most out of it try a launcher (qcf+D~D) then Hikigane (hcb+B, or hcb+D in corner) then you can freely SC into any of his DM's, 182 Shiki DM requires you to hold it for a little bit otherwise you'll whiff.
RED Kick - (rdp+B/D)
- Kyo jumps and swings his leg down to kick the opponent on the head, good move for the right situations. Weak version has a smaller jump arch than the strong version. Neither of them are all that combo friendly although they do have a few set-ups. It's a good move for Kyo but it's still prone to trade with dp's, jump CD's, and air normals that exceed the height of Kyo's hit-box.. You can play around with the weak version at it's not as restricted as the strong one, use in moderation with back-dashing and such to throw your opponent off. The strong version also whiffs on opponents that are crouching and guarding in the corner.
- Hard Knockdown
Combo Advice: Works well after simple BnB's (e.g. cl.C, qcf+D~D, rdp+B) at any range.
75 Shiki Kai - (qcf+B>B/D or qcf+D>B/D)
- Kyo does a jumping kick, if you press another button after the first hit he will do another kick to launch them into the air. Easily one of Kyo's best moves as it opens up a lot of options for juggle combos, SC options etc. The weak variant launches them but not too high so you have to be quick with the combo ender. The strong variant launches them high that they can be hit with almost anything afterward. Use in moderation after a cl.strong X or even as am anti-air, weak version can also connect after using the strong kicks but only in the corner.
- Upper Body then lower body invincibility
- Combo Advice: Just about anything will connect after the D~D launcher, qcf+A/rdp+B/qcfx2+P/qcb hcf+A/C/AC/qcf+B~B/hh.d+C
114 Shiki Aragami - (qcf + A)
- Kyo steps forward and performs a flaming hook punch. This is the start of his branching Aragami special moves. By itself it has a good amount of autoguard frames which can stop and counter against incoming pokes and even certain projectiles if timed correctly. You can use this punch by itself as a poke to stop opponents from dashing into your close range space or even trying to hop towards you. On hit, it doesn't knock the opponent down, they are just briefly inflamed, then they recover while standing. On block it really isn't very safe but it provides a good amount of push back to keep you out of certain harms way.
- Combo Advice: This punch connects well after close C, crouching C and close D. You can juggle with it after the qcf+D~D launcher but be careful of the timing.
- 128 Shiki Kono Kizu - after Aragami, (qcf + P)
- * This followup looks like an uppercut with emphasis on Kyo's elbow. On contact this uppercut ::will give the opponent a techable knockdown. 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. You can use this move as sort of a frame trap if you delay it after a blocked Aragami (qcf+A).
- 127 Shiki Yano Sabi - after Aragami, (hcb + P)
- * Kyo thrusts his elbow hard down after the Aragami. This is an overhead follow to his Aragami series. It doesn't combo from his Aragami so it's more like a delayed followup just incase the opponent is committed to blocking low. It causes a hard knockdown for you can follow with the next Aragami attack, or for you can cross-up with a jump or hop meaty attack or any other okizeme options. On block, this is very unsafe as well, so it's rather risky to throw out there unless you are sure your opponent will not block it.
- 125 Shiki Nana Se - after Kono Kizu or Yano Sabi, (K)
- *Kyo peforms a fast, high inside roundhouse kick. This is one of Kyo's last branches to the Aragami series. On contact, it sends the opponent FLYING across the screen for a techable knockdown. It only combos after the Kono Kizu followup, while misses (and causes you to be vulnerable) if you use the Yano Sabi instead. On block it is actually quite safe but you can be punished by 1 frame command throws and special move a few frames less faster. You can try to employ a frame trap using this kick on block by using dp+C which will beat out any opponents attempting to punish you with a normal attack, or a very slow special move but use that with caution, and only if you witness any forms of attempted punishment from your opponent. This kick is actually more safe and pushes back farther on block if done after the Yano Sabi rather than the Kono Kizu which places you a bit more close to the opponent.
- Combo Advice: This kick will combo only after the Kono Kizu follow up.
- 212 Shiki Kototsuki You - Aragami, Yano Sabi, then: (hcb + K)
- *Kyo scoops the opponent up after knocking them down with Yano Sabi, then blasts them in the air with a fire explosion. This is another finisher to the Aragami series. The blast give the opponent a hard knockdown which is possible for you to quickly follow-up with any viable wake-up option. Even though you can follow up this move after a successful connected Yano Sabi, you can also combo this fully in the corner with qcf+D~D as a launcher. On block, this move is very unsafe, even with the amount of push back it gets. It's best to use this move after a juggle combo; to use it to finish a block string is very risky.
- Combo Advice: Best to use at the end of a juggle with qcf+D~D as the launcher.
- Ge Shiki Migiri Ugachi - Aragami, Yano Sabi, then: (P)
- *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 purpose as the Kotosuki You follow up but the damage is a bit lower. It still give the opponent a hard knockdown, and their body is placed directly next to Kyo instead of a half screen away. The hit property on this move is a low attack, so it might surprise some defending opponents when they have finished blocking the Yano Sabi (which is an overhead). On block this move does push Kyo a good and safe distance away, but the opponent can actually roll or attack Kyo before it hits them. Similar to the Kototsuki You, it's best to use this finsiher during a juggle that has qcf+D~D as the launcher.
115 Shiki Doku Kami - (qcf + C)
- Kyo throws out a heavy flame imbued haymaker. This is the start to his Doku Kami rekkas series. By itself it covers a good distance but it has rather slow start-up. It does have auto-guard frames during the start-up, but its rather brief (during the part of the animation where it looks like Kyo is turning around or winding up his punch). This slow start-up can cause this move to be beaten out by simple attacks like a quick jab or any other move that can reach him in time before attacks anyone. It's best to use this move during a combo because it is rather unsafe and risky to perform alone, even on block and it doesn't knock the opponent down by itself. If you must indulge, use his qcf+A to try to poke around with in mid-range.
- 401 Shiki Tumi Yomi - Domu Kami, then: (hcb + P)
- This follow-up looks sort of like a quick back-hand Kyo strikes on the opponent. It's very unsafe on block, so be sure to properly hit confirm the Doku Kami first. If you connect with it by itself, it's just asking to be followed up as it doesn't provide much damage and doesn't knockdown at all.
- 402 Shiki Batu Yomi - Tumi Yomi, then: (f + P)
- * After the Tumi Yomi back-hand hits, a short shoulder looking uppercut is followed. It gives the opponent a tech-able knockdown on hit in which they land near a half screen away. If this whiffs or is blocked, Kyo can be punished when he lands back to the ground. Only use it when confirmed properly.
- 100 Shiki Oniyaki - Batu Yomi, then (dp + P)
- *Kyo performs his Oni Yaki (the light punch version) at the end of this rekka string. It's always best to end with this finisher rather than just Tumi Yomi (which looks like its proper finisher but isn't) to maximize its damage. Also, the opponent lands a bit close to you if they tech the knockdown.
Combo advice: It's best to use this rekkas after a stand C, crouching C, or a stand D. You cannot juggle using these rekkas similar to the Aragami rekkas when using qcf+D~D as a launcher.
Ura 108 Shiki Orochinagi - qcb, hcf + A/C (Hold A/C to charge)
- This Orochinagi doesn't have much difference from past KOF games. It's the more useful super outside of max mode for Kyo because it's easier to juggle with in the air after his qcf+D~D launcher, and it can be used as a risky preemptive anti-air against super jumping opponents. When charged fully, there isn't a damage increase, or a range increase either; its used mainly to time certain air juggles to make sure it connects when the opponent is falling from being launched.
Combo Advice: You can release this super raw after a qcf+D~D launcher, or as a super cancel from his hcb+B after a qcf+D~D launcher. During a max mode combo, if you delay this super slightly after cancelling from his qcf+C it will connect and combo together. Read more in the combo section.
182 Shiki - qcf, qcf + A/C (Hold A/C to charge)
- 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, but it still fails as a reversal option.
- It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable and is instantly released, doing 60%
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.
Super Desperation Moves
Ura 108 Shiki Orochinagi - (qcb, hcf + AC)
- This beefed up version of Kyo's Orochinagi features flames surrounding his body (which causes damage to the opponent upon contact) and a short range fire projectile traveling in-front of him when the fire strike is released. If timed correctly, the flames surrounding Kyo can eat fireballs, while the fire projectiles can override them and hit the opponent if close enough. When you charge the Orochinagi, Kyo can be hit before the fire strike is released. When fully charged there is not damage or distance increase to the range to the fire strike or the flames traveling in-front of him. The start-up compared to the original Orochinagi DM is the same but because the flames surround him immediately, it can give Kyo very quick shield against any attacks. You can even try to use the shield on your wake up if you briefly hold it, snuffing any meaty attacks (hops attacks might be safejumped). This SDM during its recovery is more safe than the original DM version because the flame projectiles push the opponent back a few distances. If you have the meter to use this super, be sure it's going to hit them in some form or fashion because if it misses, you will be without 3 stocks.
Combo Advice: You can Super Cancel this easily from his hcb+B which will overall cost 4 meter stocks (2 stocks in max mode). You can also perform it immediately after a qcf+D~D launch when not in max mode. This SDM can also come into play in a few of his juggled max mode combos.
524 Shiki Kamichiri - (hcb, hcb + AC)
- This is Kyo's 2f command throw HSDM. He grabs the opponent by the head, smacks them, then unleashes a flurry of rekkas covered in flames to end in a Oki Yaki dragon punch. It's good to surprise the living daylights out of your opponent by empty jumping into it, or bursting it out on your wake if they are trying to meaty attack you with a ground normal. You can combo it from his standing and crouching light punch, as well as his stand C, but beyond that there isn't many other offensive options to use this HSDM. You can use this as a quick punish option against whiffed specials or DMs during their recovery if you are close enough, or to punish certain moves that are not safe on block, as well.
Combo Advice: Try this starting from a low attack: cr. B, st. A, hcbx2+AC. It may be a bit tricky at first, but you can buffer the motions in by performing cr.B,hcb+A,hcb+AC in one swift motion.
- Learn how to properly cross-up your opponent with j.B or j.2C during an untechable, hard knockdown. Either after a heavy kick normal throw, rdp+B or after a Ge Shiki Migiri Ugachi (qcf+A, hcb+P, P). Learn the proper spacing, correct jump angles and attack timings to make the cross-up as ambiguous as possible.
- Learn Kyo's max mode combos. He has some rather easy ones that cause good damage.
- Learn how to link crouching B into stand C. This is to increase combo options from his crouching B which is very limited outside of max mode.
- As long as you keep it as written, you can add a non cross-up jump-in to every combo unless specified otherwise.
- Two possible shortcuts for dp+C(1) (SC) qcb,hcf+P are hcb,f+C(1) (SC) qcf+P and qcb,f,d,df+C(1) (SC) f+P
- qcb,hcf+P is normally too slow to combo from any grounded move's hitstun but by charging it briefly by holding A or C you can make it faster. You need to charge and release around just after the super flash or when Kyo finishes saying "Kura". Anytime you'll need that version it'll be noted as qcb,hcf+P(C).
- Max mode and SC damage is given for qcb,hcf+P super, the best option/bracket() move and j.C.
- His corner max combos do require to be in the corner for the very end but he easily carries over a screen of distance so round start position is more than enough to get the combo.
- You can always replace cl.C by cr.B,cr.A for a low starter for max combos but it affects spacing and makes the BC run, if there is one, tighter. You can also use f+B instead of cl.C, df+D for an overhead starter.
- cl.C, dp+C whiffs on crouching (Vice, Mature, Bao). Against those, you can replace cl.C by cl.A/cr.A or go straight into dp+C after df+D(1), BC run.
- cr.Bx1~3, st.B
- cr.B, st.A/cr.A, dp+C/df+D
- ( dp+C is a knockdown while df+D is more damage and provides max conversion while being safe on hit/block. Use df+D. )
- cl.C, qcf+C > hcb+P > f+P > dp+P
- ( Most reliable. If you have any doubt about spacing, just use this )
- cl.C, qcf+D>K, hcb+B, qcf+A/st.D/j.d+C
- ( More damage than the previous but you need to be almost point blank. qcf+A gives more carry, st.D more damage, j.d+C -either super jump or hyper hop- hard knockdown. )
- cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K
- cl.C, qcf+D>K, hcb+B, qcf+A/qcf+B>K, dp+C
- cl.C, qcf+D>K, qcf+A, qcf+A, dp+C
- cl.C, qcf+A > qcf+P > P/K
- ( The last three all do less damage and/or have less range than the first. No reason to use them over the one above unless you aren't sure cl.C is gonna land, in which case cl.C, qcf+A is safer. )
- cr.Bx1~2, st.A/cr.A, qcfx2+A
- cl.C, qcf+D>K, (hcb+B,) qcb,hcf+P
- ( To use hcb+B, you need to delay the second kick of qcf+D and qcb,hcf+P(C) for it to link. 48%)
- cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+P
- ( 48% )
- cl.C, dp+C(1) (SC) qcfx2+P / qcb,hcf+P(C)
- ( 46% )
- cl.C, df+D, qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (> hcb+P) (SC) qcfx2+A / qcb,hcf+P(C)
- ( qcfx2+A won't combo if you do the hcb+P follow-up on the last qcf+C. You need a very deep jump-in if not cross-up to use both hits of df+D and qcfx2+A. 60% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C (> hcb+P) (SC) qcfx2+A / qcb,hcf+P(C)
- ( Better version of the combo above, same damage but no issue with adding a jump-in. qcfx2+A still won't combo after hcb+P. 60% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, [qcf+A / (C)qcf+A(whiff), dp+C(1)] (SC) qcb,hcf+P
- ( Works as long as you didn't start literally in the opposite corner. 64% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, (C)qcf+A(whiff), delay dp+C(1), (C)hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
- ( Works at the same spacing as the previous one but has a fairly tight delay. Remove the last qcf+A or dp+C(1) for complete fullscreen but a bit less damage. 66% )
- cl.C, qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+P
- ( Delay the second kick of qcf+D to add hcb+B and still link hcb+D. 59% )
- cl.C, qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
- ( 61% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+P
- ( Delay the second kick of qcf+D to add hcb+B and still link hcb+D. 66% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+P
- ( 66% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P
- ( 67% )
- cr.B, st.A/cr.A, hcbx2+AC
- ( No reason to use this over a max combo. 49% )
- cl.C, qcf+D>D, qcb,hcf+AC
- cl.C, df+D(1), BC run, cl.C/cr.C, hcbx2+AC
- ( 70% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (SC)qcb,hcf+AC
- ( You need to briefly charge it for the body flame to hit the opponent and put them in juggle before you let it go, it won't combo otherwise. Great combo for how easy it is. 75%. You can get 3 flamebody(fb) hits in the corner for 80% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C (SC)qcb,hcf+AC
- ( Only backturned opponent except Chang in corner. 78% with j.C cross-up. In corner 83%. Not worth it, stick to the previous one. )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, [qcf+A / (C)qcf+A(whiff), dp+C(1)] (SC) qcb,hcf+AC
- ( Works as long as you didn't start literally in the opposite corner. 3fb 88% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, (C)qcf+A(whiff), delay dp+C(1), (C)hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+AC
- ( Works at the same spacing as the previous one but has a fairly tight delay. If you reach corner for 3fb, 90% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, hcb+D (SC) qcb,hcf+AC
- ( 2 flamebody(fb) hits at most for 88% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, (dp+C(1)) (SC) qcb,hcf+AC
- ( 3 fb, without dp+C(1) 86%, with it 90%)
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+AC
- ( 3 fb, 90% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+AC(2), qcf+A, dp+C
- ( At a height where you can only get 2 fb, you can also delay super to only do 2 hits, which juggles so you can follow-up for a ToD, 100%. This is hard. )
- cl.C, qcf+D>K, hcb+B (SC) qcb,hcf+AC
- ( 59% )
- cl.C, qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+AC
- ( 2 fb, 81% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC
- ( Delay the 2nd kick of qcf+D to get more time to raw activate max. 95% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC(1), qcf+A, dp+C
- ( If you release super right away, it only does one hit that juggles and you can link after it. 97% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+A, (C)hcb+B, (SC) qcb,hcf+AC(1), qcf+A, dp+C(1) (SC) qcb,hcf+P
- ( If you release super right away, it only does one hit that juggles and you can link after it. 97% )
- cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC(1), qcb,hcf+P(C)
- ( Delay the 2nd kick of qcf+D to get more time to raw activate max. ToD, 100% )
cl A - 5F (+ 1F)
cl B - 7F (-2F)
cl C - 3F (-1F)
cl D - 5F (-7F)
far A - 5F (+ 1F)
far B - 6F (-7F)
far C - 13F (-1F)
far D - 8F (-4F)
st. CD - 20F (+ 2F)
cr A - 5F (+ 1F)
cr B - 5F (+ 1F)
cr C - 6F (-9F)
cr D - 12F (-4F)
F+B - 20F (-11F)
cancel f+B 1st hit - 12F
cancel f+B 2nd hit - 19F (-7F)
df+D 1st hit - 3F (-25F)
df+D 2nd hit - 18F (-10F)
DP+A - 6F (-23F)
DP+A [ground recovery without guard] - (-22F)
DP+C ... 6F
DP+C [ground recovery without guard] - (-33F)
QCF+A - 12F (-6F)
- -> QCF P - 8F (-21F)
- -> K - 17F (-9F)
- - > P - 21F (-21F)
- -> HCB+P - 14F(- 15F)
- -> K - 20F (-9F)
- -> HCB K ... ?F (-22F)
QCF+C - 18F (-9F)
- -> HCB+C -11F (-19F)
HCB B - 20F ( -16F)
HCB D - 15F (-13F)
QCF B, B - 14F (-5F ~ + 2F) (Depending On delay)
QCF D, D [1st hit] - 18F
QCF D, D [2nd hit] - (-5F ~ + 2F) (Depending On delay)
RDP B - 19F
- Recovery is standing Choi (-2F)
- Recovery is normal characters standing (-4F)
- Recovery is standing tall characters (-6F)
- Recovery is normal characters crouching ( -2F)
- Recovery is crouching Daimon (- 4F)
RDP D ...? F
- Recovery is standing far Choi (-4F)
- Recovery is normal standard characters (-2F)
- Recovery is standing Choi (-2F)
QCFx2+A - 11F (-23F)
QCFx2+C - 19F (-23F)
QCB~HCF+A - 21F (-15F)
QCB~HCF+C - 20F C (-19F)
Delayed QCB HCF+A - 16F (-18F)
Delayed QCB HCF+C - 16F (-18F)
QCB~HCF+A+C [Body] ... 3F (Unable to guard after the flash startup)
QCB~HCF+A+C [Flames ] ... 20F (+ 1F)
HCBx2 A + C ... 1F (?)
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