Capcom vs SNK 2/Kyosuke: Difference between revisions

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= Introduction =
== Introduction ==
[[File:Kyosuke_CvS2_colors.png]]
{{CvS2 Character Subnav|char=Kyosuke|short=Kyosuke}}
<div>
[[File:CVS2_Kyosuke_Data.png|right|500px]]
 
== Story ==
'''Kyosuke Kagami''' is a teenager enrolled in Taiyo Gaiden high school. He's calm and level headed, and can calculate a plan even in a dire situation. When his friend Batsu's mom gets kidnapped, Kyosuke agrees to help find her. It turns out, a bunch of people in their city are being kidnapped. Together with their friend Hinata, Batsu and Kyosuke fight with the other schools to find out whats going on. Eventually, they find out that an elite school called Justice High is behind all the kidnappings. The three fight the principal, Raizo Iwamano, to free all the kidnapped citizens. The true fight isn't over yet, as the principal wasn't the true mastermind. It was actually Kyosuke's twin brother, Hyo Imawano, who wanted to create a utopian society in the town. Kyosuke is revealed to have been also behind all of the kidnappings, but had since changed his ways during his adventure with Batsu and Hinata, and had redeemed himself. Together, the three of them defeated Kyosuke's brother and saved the town.
 
== Gameplay ==
Kyosuke is widely considered to be the worst character in CvS2. Depending on who you ask, he's either better or worse than Dan, but regardless he's bottom 2. He sadly has very little going for him, between his low health, relatively useless specials, and situational combos. What he does have is a few good pokes and flashy air combos. Kyosuke has a unique mechanic where he can launch the opponent into the air and continue his combo by cancelling air normals into eachother. These are both flashy and damaging, and make for a very unique and fun style of combos. Sadly, he only has two ways to start these: a weak launcher command normal and a super. This makes it so he can't consistently do his air combos, and without them, his damage is very weak.
 
Kyosuke is a character with plenty of flaws, but if his air combos truly speak to you, or you just really like Rival Schools, don't feel too afraid to play him. Just make sure your other two characters are top tiers, and be ready to play with mostly them usually.
 
=== Groove Selection ===
'''Best - K/C:''' K-Kyosuke gets access to run, hop, and Rage. Rage makes his air combo potential a lot scarier, as he can confirm into a level 3 launcher super or end his damaging air combos with a level 3 air super for big damage. JD allows him to punish a bit more often with his 3HK launcher, and overall the mobility aids his rushdown a lot. C-Kyosuke sacrifices the movement for more ways to combo into his launcher super, stabilizing his air combos a lot. He can also launch with launcher super and end with air super, and still have a bar left when he lands. Alpha Counters and rolls do assist a lot as well, and roll cancelling his 214K specials makes them much better as anti-airs.
 
'''Useful - N:''' N-Kyosuke gets a bit of both K and C. He gets the movement of K, and the super usage of C. Infinite level 1 launcher super makes his combos a lot more stable, and generally helps his damage game. Rolls also give him RC Kick, which is a much better anti-air. He still struggles in most situations, but he can at least use his supers more often.
 
'''Worst - P/S/A:''' P-Kyosuke would be useful on paper, but 3HK has pretty pitiful range, and never having a super to launch with means P-Kyosuke has a horrible time off of parries. S-Kyosuke has a similar issue, and while infinite level 1's help, being at that low health with a character this fragile means you won't get to play with them for long. A-Kyosuke is very bad, his Custom Combos are very low damage compared to the rest despite being very flashy. Kyosuke would rather spend the meter on a launcher super or an air super than Custom Combo anyway.


= Moves List =
{{StrengthsAndWeaknesses
|intro=
---------------------------
'''Kyosuke''' is a unique air-combo character who struggles with most aspects of the game, having weak neutral, a bad projectile, poor anti-airs, and situational combos. His flashy air combos are damaging and cool, and he has some decent supers to use, but is overall one of the weakest characters in the game. Kyosuke is best in '''K-Groove''' or '''C-Groove'''.


== Normal Moves ==
'''Difficulty''': Pretty Hard<br>'''Tier''': F
|pros=
* '''Air Combos:''' Kyosuke's unique launchers that lead into his cancellable air normals give him flashy and freeform combos that deal good damage
* '''Supers:''' Between his launcher super and his air supers, Kyosuke has a few good ways to utilize his meter
* '''Normals:''' Kyosuke actually has a few good pokes, like 2MK, 2MP, and 5HK
* '''Air Specials:''' His j.236P hops him in the air and is good for baiting anti-airs or ending air combos, and his j.236K halts his air momentum which can be used to bait uppercuts or laggy anti-airs
|cons=
* '''Low Health:''' Kyosuke is very low health, and is in the lowest stun bracket, meaning he can die with a few good hits
* '''Neutral:''' With a pitiful fireball, no invincible anti-air without roll cancel and a mediocre one when RC'd, and no real way to approach safely at all, Kyosuke struggles a lot to win neutral
* '''Situational Combos:''' His air combos are the core part of his character, but he can only start them from his 3HK which has very short range, or his 214214P super which costs meter
* '''Poor Defense:''' With no reversal outside of RC specials, and poor, low reward mashing normals, Kyosuke can struggle a lot when put on the backfoot
* '''Weak Mixup:''' While his air combos do end with a strong knockdown, Kyosuke needs hop to have any threat of a fast overhead present, and his hop combo is pretty weak. Even with hop, he only has high/low, and a somewhat ambiguous crossup.
}}


Jab - LP
=== Players to Watch ===
{| class="wikitable"
|-
! Name !! Country !! Groove !! Accounts !! Notes
|-
| DESORA || Japan || K-Groove || Twitter: @desora24 || Dug deep into his large character pool and turns out he uses Kyosuke really well. <br> [https://youtu.be/fQAmpXSo50M?t=106 Sample Match]
|-
|}


Strong - MP
<br><br>


Fierce - HP
'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!'''


Short - LK
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    = CVS2 Kyosuke 5LP.png
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 4
  | recovery    = 7
  | total      = 13
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Placeholder
}}
}}


Forward - MK
=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    = CVS2 Kyosuke 5MP.png
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 2
  | recovery    = 21
  | total      = 29
  | advHit      = -3
  | advBlock    = -3
  | invul      = None
  | description = Placeholder
}}
}}


Roundhouse - HK
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    = CVS2 Kyosuke 5HP.png
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 7
  | active      = 3
  | recovery    = 31
  | total      = 41
  | advHit      = -10
  | advBlock    = -10
  | invul      = None
  | description = Placeholder
}}
}}


== Command Moves ==
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    = CVS2 Kyosuke 5LK.png
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 2
  | recovery    = 16
  | total      = 24
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Placeholder
}}
}}


df + HK
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    = CVS2 Kyosuke 5MK.png
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 7
  | active      = 5
  | recovery    = 30
  | total      = 42
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke twists and extends his leg diagonally upwards. The opponent will be launched when hit and will be open to mid-air combos (see [[Kyosuke (CvS2)#Air Chain Combos|Advanced Strategy Section]]). This attack launches fairly fast but has slow recovery and lacks some horizontal range. It also cannot be comboed from normal attacks except jump-ins. Recommended only when the opponent is open or as a possible anti-air.
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    = CVS2 Kyosuke 5HK.png
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = 4
  | recovery   = 22
  | total      = 38
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = Placeholder
}}
}}


== Special Moves ==
=== Close Standing Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    = CVS2 Kyosuke cLP.png
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 4
  | recovery    = 7
  | total      = 13
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


Cross Cutter - qcf + P
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle = Close Medium Punch
| image    = CVS2 Kyosuke cMP.png
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 4
  | recovery    = 17
  | total      = 27
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke launches two small projectiles, each arching upwards and downwards respectively and converge at the middle in a certain distance. Button used determines the height and distance of the projectiles; LP launches the highest and closest while HP launches the shortest and furthest. Neither buttons can reach full screen. If the projectiles haven't converged yet, they are considered as two projectiles and either one can negate a non-super projectile while the other still passes through. When the projectiles converge, it becomes considered as one projectile only and can be treated like any other projectile. The move has some start-up delay as well as recovery delay. Because of this, it is not recommended against projectile battles. Use especially for zoning and pressuring opponents.
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    = CVS2 Kyosuke cHP.png
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200, 1100
  | stun        = 12, 11
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 4
  | recovery    = 30
  | total      = 39
  | advHit      = -10
  | advBlock    = -10
  | invul      = None
  | description = Placeholder
}}
}}


Lightning Upper - f,d,df + P
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    = CVS2 Kyosuke cLK.png
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 2
  | recovery    = 13
  | total      = 119
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke swipes his hand upwards while lightning strikes from the ground up. Button used determines the distance of the attack; LP launches the closest while HP launches the furthest. The attack launches the opponents in mid-air and can combo into the Shadow Cut Kick or, in the corner, the Double Shadow Cut Kick. It launches fairly quickly but has low priority, usually trading hits from a jump-in attack. Recommended for combos only.
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    = CVS2 Kyosuke cMK.png
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 2
  | recovery    = 22
  | total      = 27
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}


Shadow Wave - air only, qcf + P
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    = CVS2 Kyosuke 5HK.png
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = 4
  | recovery    = 22
  | total      = 38
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke creates a short blade of energy diagonally downwards in front of him while in mid-air. Button used determines the damage of the attack. The move launches quickly and has a fairly high priority which makes it a good mid-air combo finisher and anti-air. However, it has some recovery delay and can be punished if it whiffs or blocked.
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2 Kyosuke 2LP.png
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 3
  | active      = 2
  | recovery   = 10
  | total      = 15
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Placeholder
}}
}}


Shadow Breaker - qcb + P
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2 Kyosuke 2MP.png
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 5
  | active      = 2
  | recovery    = 23
  | total      = 30
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke leaps fairly high then slams his opponent with energies from his hand. Button used determines the move's range and damage. It is an overhead attack that cannot be recovered from when hit. Though a good mix-up, Kyosuke once again lacks speed and can be punished if used out in the open. Also, the attack has a tendency to leap over crouching opponents if done too close.
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    = CVS2 Kyosuke 2HP.png
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage     = 1200
  | stun        = 12
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 6
  | active      = 6
  | recovery    = 29
  | total      = 41
  | advHit      = -11
  | advBlock    = -11
  | invul      = None
  | description = Placeholder
}}
}}


Shadow Cut Kick - qcf + K, useable in air
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    = CVS2 Kyosuke 2LK.png
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 3
  | active      = 4
  | recovery    = 9
  | total      = 16
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke does a somersault kick. Button used determines the strength and height of the attack. On the ground, it has excellent speed but, in spite of that, has poor priority. This makes the attack a great combo finisher but a bad anti-air. On the air, however, its priority somehow increases and will usually win in air battles. This attack can combo after Lightning Upper and Double Shadow Cut Kick.
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2 Kyosuke 2MK.png
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SU
  | guard      = Low
  | parry      = Low
  | startup    = 7
  | active      = 4
  | recovery    = 19
  | total      = 30
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Placeholder
}}
}}


== Super Moves ==
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    = CVS2 Kyosuke 2HK.png
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 12
  | active      = 2
  | recovery    = 33
  | total      = 47
  | advHit      = DWN
  | advBlock    = -11
  | invul      = None
  | description =
}}
}}


Super Cross Cutter - qcf,qcf + P
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    = CVS2 Kyosuke jLP.png
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = SP/SU
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 22
  | recovery    = -
  | total      = 26
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke launches several projectiles, which acts similar to Cross Cutter. Level 1 launches four projectiles while Level 2 and 3 launches five projectiles. Use like a normal Cross Cutter.
=== <span class="invisible-header">j.MP</span> ===
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    = CVS2 Kyosuke jMP.png
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 2
  | recovery    = -
  | total      = 6
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


Super Lightning Upper - qcb,qcb + P
=== <span class="invisible-header">j.HP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    = CVS2 Kyosuke jHP.png
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 8
  | active      = 4
  | recovery    = -
  | total      = 12
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke launches lightning from the ground up which is similar to Lightning Upper except has a taller height and can be followed into an [[Kyosuke (CvS2)#Air Chain Combos|air chain combo]]. Level determines how many hits the lightning does.
=== <span class="invisible-header">j.LK</span> ===
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    = CVS2 Kyosuke jLK.png
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = SP/SU
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 18
  | recovery    = -
  | total      = 22
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


Double Shadow Cut Kick - qcf,qcf + K, useable in air
=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    = CVS2 Kyosuke jMK.png
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 12
  | recovery    = -
  | total      = 17
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke kicks similar to his far standing MK, followed by a Shadow Cut Kick and a multiple-hitting Shadow Wave which can follow-up into a regular Shadow Cut Kick. Like Shadow Cut Kick, the move has little priority and can lose against some attacks. Use in combos only.
=== <span class="invisible-header">j.HK</span> ===
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    = CVS2 Kyosuke jHK.png
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 9
  | active      = 6
  | recovery    = -
  | total      = 15
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


Final Symphony Remix - Max Gauge, hcb,hcb + K
== Command Normals ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Launch Kick
| input    = 3HK / df.HK
| subtitle =
| image    =CVS2 Kyosuke 3HK.png
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = {{Motion|df}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = Jump
  | guard      = Mid
  | parry      = Mid
  | startup    = 5
  | active      = 5
  | recovery    = 32
  | total      = 42
  | advHit      = DWN
  | advBlock    = -10
  | invul      = None
  | description = Placeholder
}}
}}


* Kyosuke launches a far standing HP. If it hits, [[Batsu (RSPJ)|Batsu]] and [[Hinata (RSPJ)|Hinata]] from [[Rival Schools]] will appear and beat up the opponent launch them into the air and all three characters will deliver their final blow. Has high priority, does massive damage and makes a great combo finisher but is open to punishment when it whiffs or is blocked.
== Throws ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Frankensteiner
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    = CVS2 Kyosuke punchthrow.png
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage     = 1700
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = 3
  | active      = 1
  | recovery    = 13
  | total      = 17
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= The Basics =
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Hizageri
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    = CVS2 Kyosuke kickthrow.png
| caption  =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1900
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = 5
  | active      = 1
  | recovery    = 13
  | total      = 19
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Pokes'''
== Special Moves ==


In order from best to worst.
=== <span class="invisible-header">X</span> ===
*c.mk (most priority; super cancelable)
{{MoveData
*s.hk
| name    = Cross Cutter
*s.hp (special/super cancelable)
| input    = 236P
*c.hk (longest but slowest normal; cannot punish as much as above)
| subtitle =
| image    = CVS2 Kyosuke 236P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400x2
  | stun        = 4x2
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 16
  | active      =
  | recovery    = 48
  | total      = 54
  | advHit      = -13
  | advBlock    = -14
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 400x2
  | stun        = 4x2
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 16
  | active      =
  | recovery    = 50
  | total      = 56
  | advHit      = -15
  | advBlock    = -16
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 400x2
  | stun        = 4x2
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 16
  | active      =
  | recovery    = 52
  | total      = 58
  | advHit      = -17
  | advBlock    = -17
  | invul      = None
  | description =  Placeholder
}}
}}


''' Anti-Airs '''
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Gen'ei Wave
| input    = j.236P
| subtitle =
| image    = CVS2 Kyosuke j236P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = In Air, {{Motion|236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 8
  | active      =
  | recovery    = 18
  | total      = 26
  | advHit      = DWN
  | advBlock    = -14
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = In Air, {{Motion|236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 8
  | active      =
  | recovery    = 18
  | total      = 26
  | advHit      = DWN
  | advBlock    = -14
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = In Air, {{Motion|236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 8
  | active      =
  | recovery    = 18
  | total      = 26
  | advHit      = DWN
  | advBlock    = -14
  | invul      = None
  | description =  Placeholder
}}
}}


Best to worst.
=== <span class="invisible-header">X</span> ===
*s.mk (fast; good vertical range)
{{MoveData
*c.hp (won't catch opponents that jump too high; special/super cancelable; I tend to follow this with a lp cross cutter)
| name    = Gen'ei Breaker
*dp + P (it will either trade or get beaten; the hp version rises about a character-length away from Kyosuke, so you can catch far away arial opponents)
| input    = 214P
*qcf + K (NEVER USE THIS, unless it's RCed. I don't think it can hit air-blockers though)
| subtitle =
*df + hk (very short ranged; use only when the opponent is open)
| image    = CVS2 Kyosuke 214P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 30
  | active      = 4
  | recovery    = 31
  | total      = 65
  | advHit      = DWN
  | advBlock    = -11
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version     = {{Motion|214}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 30
  | active      = 4
  | recovery    = 31
  | total      = 65
  | advHit      = DWN
  | advBlock    = -11
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 30
  | active      = 4
  | recovery    = 31
  | total      = 65
  | advHit      = DWN
  | advBlock    = -11
  | invul      = None
  | description =  Placeholder
}}
}}


''' Cross-up '''
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Rajin Uppercut
| input    = 623P
| subtitle =
| image    = CVS2 Kyosuke 623P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|623}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = 236K
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 23
  | recovery    = 18
  | total      = 52
  | advHit      = DWN
  | advBlock    = -2
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|623}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = 236K
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 24
  | recovery    = 18
  | total      = 52
  | advHit      = DWN
  | advBlock    = -3
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|623}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = 236K
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 24
  | recovery    = 19
  | total      = 54
  | advHit      = DWN
  | advBlock    = -4
  | invul      = None
  | description =  Placeholder
}}
}}


*j.hp (good cross-up though tends to knock down jumping opponents)
=== <span class="invisible-header">X</span> ===
*j.hk (good cross-up though tends to knock down jumping opponents)
{{MoveData
*j.mk (not too good because of its mostly vertical range; may often miss)
| name    = Gen'ei Kick
| input    = 236K
| subtitle =
| image    = CVS2 Kyosuke 236K.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 1300, 600
  | stun        = 13, 6
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 9
  | active      = 2
  | recovery    = 44
  | total      = 55
  | advHit      = DWN
  | advBlock    = -22
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1400, 700
  | stun        = 14, 7
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 9
  | active      = 2
  | recovery    = 49
  | total      = 60
  | advHit      = DWN
  | advBlock    = -27
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1500, 800
  | stun        = 15, 8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 9
  | active      = 2
  | recovery    = 54
  | total      = 65
  | advHit      = DWN
  | advBlock    = -32
  | invul      = None
  | description =  Placeholder
}}
}}


= Advanced Strategy =
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Air Gen'ei Kick
| input    = j.236K
| subtitle =
| image    = CVS2 Kyosuke j236K.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = In Air, {{Motion|236}} + {{Icon-Capcom|K}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 7
  | active      = 2
  | recovery    = Landing + 12
  | total      = Varies
  | advHit      = DWN
  | advBlock    = Varies
  | invul      = None
}}
}}


== Air Chain Combos ==
== Super Moves ==


Kyosuke has the ability to chain multiple normal moves up in the air. However, it requires either of two launchers for startup. The '''df + HK''' command move is the easiest executable launcher but it lacks range and can cause Kyosuke to be open for punishment. The other, and often better, launcher is his '''Super Lightning Upper'''. A level 3 Super Lightning Upper is the trickiest, however, since it does more hits, leaving Kyosuke to delay a bit before jumping.
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Kakusan Cross Cutter
| input    = 236236P
| subtitle =
| image    = CVS2 Kyosuke 236236P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 2000
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup     = 4
  | active      = 4
  | recovery    = 54
  | total      = 62
  | advHit      = DWN
  | advBlock    = -17
  | invul      = 8 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 3000
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 4
  | recovery    = 54
  | total      = 62
  | advHit      = DWN
  | advBlock    = -17
  | invul      = 14 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 4200
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 4
  | recovery    = 54
  | total      = 62
  | advHit      = DWN
  | advBlock    = -17
  | invul      = 22 (Full)
  | description =  Placeholder
}}
}}


Once the opponent is launched in the air and starts to fall down, immediately jump towards the opponent (or jump up if the opponent is in the corner) then press LP. During this time, Kyosuke is now able to chain normals from light attacks to medium attacks to hard attacks. Sometimes, Kyosuke can do a special or the '''Double Shadow Cut Kick''' though the player has to execute it fast. Some of the best chains would be:
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Super Rajin Upper
| input    = 214214P
| subtitle =
| image    = CVS2 Kyosuke 214214P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 1600
  | stun        = 0
  | cancel      = Jump
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 10
  | recovery    = 74
  | total      = 88
  | advHit      = DWN
  | advBlock    = -15
  | invul      = 8 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 2400
  | stun        = 0
  | cancel      = SP/SU/Jump
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 10
  | recovery    = 74
  | total      = 88
  | advHit      = DWN
  | advBlock    = +3
  | invul      = 14 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 4000
  | stun        = 0
  | cancel      = Jump
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 10
  | recovery    = 74
  | total      = 88
  | advHit      = DWN
  | advBlock    = +21
  | invul      = 22 (Full)
  | description =  Placeholder
}}
}}


*LP > LK > MP > HP > HK (HP may miss if the opponent is too high up)
=== <span class="invisible-header">X</span> ===
*LP > LK > MP > qcf + punch/kick
{{MoveData
*LP > qcf, qcf + kick
| name    = Double Gen'ei Kick
| input    = 236236K
| subtitle =
| image    = CVS2 Kyosuke 236236K.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 2400
  | stun        = 0
  | cancel      = 236K
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 2(35)21
  | recovery    =
  | total      =
  | advHit      = DWN
  | advBlock    = -39
  | invul      = 8 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 3700
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 3(35)4
  | recovery    =
  | total      =
  | advHit      = DWN
  | advBlock    = -39
  | invul      = 14 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 5600
  | stun        = 0
  | cancel      = 236K
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 11(37)4
  | recovery    =
  | total      =
  | advHit      = DWN
  | advBlock    = -39
  | invul      = 8 (Full)
  | description =  Placeholder
}}
}}
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Air Double Gen'ei Kick
| input    = j.236236K
| subtitle =
| image    = CVS2 Kyosuke j236236K.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = In Air, {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 2200
  | stun        = 0
  | cancel      = 236K
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 4(26)9
  | recovery    =
  | total      =
  | advHit      = DWN
  | advBlock    = -84
  | invul      = 8 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = In Air, {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 3400
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 8(25)8
  | recovery    =
  | total      =
  | advHit      = DWN
  | advBlock    = -88
  | invul      = 16 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = In Air, {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 4900
  | stun        = 0
  | cancel      = 236K
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 10(26)11
  | recovery    =
  | total      =
  | advHit      = DWN
  | advBlock    = -95
  | invul      = 22 (Full)
  | description =  Placeholder
}}
}}


= Match-ups =


= Trivia =
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Final Symphony Remix
| input    = 6321463214K
| subtitle =
| image    = CVS2 Kyosuke 6321463214K.png
| caption  = Initial Hit
| image2  = CVS2 Kyosuke 6321463214K 2.png
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|63214}} {{Motion|63214}} + {{Icon-Capcom|K}}
  | subtitle    =
  | damage      = 6300
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 8
  | recovery    = 39
  | total      = 51
  | advHit      = DWN
  | advBlock    = -19
  | invul      = 22 (Full)
}}
}}


* In A-Groove, it is possible to chain combo multiple Shadow Cut Kicks in the corner and ending with a Double Shadow Cut Kick. Doing so will cause both Kyosuke and the opponent go off-screen making Kyosuke the sole character who could attack the highest away from the ground in the game.
== Colors ==


[[File:Kyosuke_CvS2_colors.png]]




{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Kyosuke Kagami]]

Latest revision as of 19:43, 10 September 2024

Introduction

CVS2 Kyosuke Data.png

Story

Kyosuke Kagami is a teenager enrolled in Taiyo Gaiden high school. He's calm and level headed, and can calculate a plan even in a dire situation. When his friend Batsu's mom gets kidnapped, Kyosuke agrees to help find her. It turns out, a bunch of people in their city are being kidnapped. Together with their friend Hinata, Batsu and Kyosuke fight with the other schools to find out whats going on. Eventually, they find out that an elite school called Justice High is behind all the kidnappings. The three fight the principal, Raizo Iwamano, to free all the kidnapped citizens. The true fight isn't over yet, as the principal wasn't the true mastermind. It was actually Kyosuke's twin brother, Hyo Imawano, who wanted to create a utopian society in the town. Kyosuke is revealed to have been also behind all of the kidnappings, but had since changed his ways during his adventure with Batsu and Hinata, and had redeemed himself. Together, the three of them defeated Kyosuke's brother and saved the town.

Gameplay

Kyosuke is widely considered to be the worst character in CvS2. Depending on who you ask, he's either better or worse than Dan, but regardless he's bottom 2. He sadly has very little going for him, between his low health, relatively useless specials, and situational combos. What he does have is a few good pokes and flashy air combos. Kyosuke has a unique mechanic where he can launch the opponent into the air and continue his combo by cancelling air normals into eachother. These are both flashy and damaging, and make for a very unique and fun style of combos. Sadly, he only has two ways to start these: a weak launcher command normal and a super. This makes it so he can't consistently do his air combos, and without them, his damage is very weak.

Kyosuke is a character with plenty of flaws, but if his air combos truly speak to you, or you just really like Rival Schools, don't feel too afraid to play him. Just make sure your other two characters are top tiers, and be ready to play with mostly them usually.

Groove Selection

Best - K/C: K-Kyosuke gets access to run, hop, and Rage. Rage makes his air combo potential a lot scarier, as he can confirm into a level 3 launcher super or end his damaging air combos with a level 3 air super for big damage. JD allows him to punish a bit more often with his 3HK launcher, and overall the mobility aids his rushdown a lot. C-Kyosuke sacrifices the movement for more ways to combo into his launcher super, stabilizing his air combos a lot. He can also launch with launcher super and end with air super, and still have a bar left when he lands. Alpha Counters and rolls do assist a lot as well, and roll cancelling his 214K specials makes them much better as anti-airs.

Useful - N: N-Kyosuke gets a bit of both K and C. He gets the movement of K, and the super usage of C. Infinite level 1 launcher super makes his combos a lot more stable, and generally helps his damage game. Rolls also give him RC Kick, which is a much better anti-air. He still struggles in most situations, but he can at least use his supers more often.

Worst - P/S/A: P-Kyosuke would be useful on paper, but 3HK has pretty pitiful range, and never having a super to launch with means P-Kyosuke has a horrible time off of parries. S-Kyosuke has a similar issue, and while infinite level 1's help, being at that low health with a character this fragile means you won't get to play with them for long. A-Kyosuke is very bad, his Custom Combos are very low damage compared to the rest despite being very flashy. Kyosuke would rather spend the meter on a launcher super or an air super than Custom Combo anyway.


Kyosuke is a unique air-combo character who struggles with most aspects of the game, having weak neutral, a bad projectile, poor anti-airs, and situational combos. His flashy air combos are damaging and cool, and he has some decent supers to use, but is overall one of the weakest characters in the game. Kyosuke is best in K-Groove or C-Groove.

Difficulty: Pretty Hard
Tier: F
Pros Cons
  • Air Combos: Kyosuke's unique launchers that lead into his cancellable air normals give him flashy and freeform combos that deal good damage
  • Supers: Between his launcher super and his air supers, Kyosuke has a few good ways to utilize his meter
  • Normals: Kyosuke actually has a few good pokes, like 2MK, 2MP, and 5HK
  • Air Specials: His j.236P hops him in the air and is good for baiting anti-airs or ending air combos, and his j.236K halts his air momentum which can be used to bait uppercuts or laggy anti-airs
  • Low Health: Kyosuke is very low health, and is in the lowest stun bracket, meaning he can die with a few good hits
  • Neutral: With a pitiful fireball, no invincible anti-air without roll cancel and a mediocre one when RC'd, and no real way to approach safely at all, Kyosuke struggles a lot to win neutral
  • Situational Combos: His air combos are the core part of his character, but he can only start them from his 3HK which has very short range, or his 214214P super which costs meter
  • Poor Defense: With no reversal outside of RC specials, and poor, low reward mashing normals, Kyosuke can struggle a lot when put on the backfoot
  • Weak Mixup: While his air combos do end with a strong knockdown, Kyosuke needs hop to have any threat of a fast overhead present, and his hop combo is pretty weak. Even with hop, he only has high/low, and a somewhat ambiguous crossup.



Players to Watch

Name Country Groove Accounts Notes
DESORA Japan K-Groove Twitter: @desora24 Dug deep into his large character pool and turns out he uses Kyosuke really well.
Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Kyosuke 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 400 4 SU Mid High 2 4 7 13 -1 -1 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Kyosuke 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1000 10 SU Mid High 6 2 21 29 -3 -3 None

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Kyosuke 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 SP/SU Mid High 7 3 31 41 -10 -10 None

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Kyosuke 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SU Mid High 6 2 16 24 -1 -1 None

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Kyosuke 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 SU Mid High 7 5 30 42 - - None

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Kyosuke 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200 12 None Mid High 12 4 22 38 +2 +2 None

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
CVS2 Kyosuke cLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 4 7 13 +6 +6 None

Placeholder

clMP

Close Strong
Close Medium Punch
cl.MP
CVS2 Kyosuke cMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 6 4 17 27 -1 -1 None

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Kyosuke cHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1200, 1100 12, 11 SP/SU Mid High 5 4 30 39 -10 -10 None

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
CVS2 Kyosuke cLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SP/SU Mid High 4 2 13 119 +2 +2 None

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 Kyosuke cMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 3 2 22 27 -4 -4 None

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 Kyosuke 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1200 12 None Mid High 12 4 22 38 +2 +2 None

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Kyosuke 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid Mid 3 2 10 15 +3 +3 None

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Kyosuke 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 700 7 SP/SU Mid Mid 5 2 23 30 -5 -5 None

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Kyosuke 2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200 12 SP/SU Mid Mid 6 6 29 41 -11 -11 None

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Kyosuke 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 SP/SU Low Low 3 4 9 16 +2 +2 None

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Kyosuke 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 800 8 SU Low Low 7 4 19 30 -1 -1 None

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Kyosuke 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1100 11 None Low Low 12 2 33 47 DWN -11 None

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Kyosuke jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 200 2 SP/SU High High 4 22 - 26 - - None

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Kyosuke jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 400 4 SP/SU High High 4 2 - 6 - - None

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Kyosuke jHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 600 6 None High High 8 4 - 12 - - None

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Kyosuke jLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 200 2 SP/SU High High 4 18 - 22 - - None

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Kyosuke jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 400 4 None High High 5 12 - 17 - - None

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Kyosuke jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 600 6 None High High 9 6 - 15 - - None

Placeholder

Command Normals

X

Launch Kick
3HK / df.HK
CVS2 Kyosuke 3HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Df.png+Hk.png 600 6 Jump Mid Mid 5 5 32 42 DWN -10 None

Placeholder

Throws

X

Frankensteiner
Punch Throw
Near Opponent, 4/6HP
CVS2 Kyosuke punchthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1700 - - - - 3 1 13 17 - - -

Placeholder

X

Hizageri
Kick Throw
Near Opponent, 4/6HK
CVS2 Kyosuke kickthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 1900 - - - - 5 1 13 19 - - -

Placeholder

Special Moves

X

Cross Cutter
236P
CVS2 Kyosuke 236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lp.png 400x2 4x2 None Mid High 16 - 48 54 -13 -14 None
Qcf.png + Mp.png 400x2 4x2 None Mid High 16 - 50 56 -15 -16 None
Qcf.png + Hp.png 400x2 4x2 None Mid High 16 - 52 58 -17 -17 None

Placeholder

X

Gen'ei Wave
j.236P
CVS2 Kyosuke j236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcf.png + Lp.png 1000 10 None High High 8 - 18 26 DWN -14 None
In Air, Qcf.png + Mp.png 1100 11 None High High 8 - 18 26 DWN -14 None
In Air, Qcf.png + Hp.png 1200 12 None High High 8 - 18 26 DWN -14 None

Placeholder

X

Gen'ei Breaker
214P
CVS2 Kyosuke 214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + Lp.png 1200 12 None High High 30 4 31 65 DWN -11 None
Qcb.png + Mp.png 1300 13 None High High 30 4 31 65 DWN -11 None
Qcb.png + Hp.png 1400 14 None High High 30 4 31 65 DWN -11 None

Placeholder

X

Rajin Uppercut
623P
CVS2 Kyosuke 623P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png + Lp.png 800 8 236K Mid High 11 23 18 52 DWN -2 None
Dp.png + Mp.png 800 8 236K Mid High 11 24 18 52 DWN -3 None
Dp.png + Hp.png 800 8 236K Mid High 11 24 19 54 DWN -4 None

Placeholder

X

Gen'ei Kick
236K
CVS2 Kyosuke 236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lk.png 1300, 600 13, 6 None Mid High 9 2 44 55 DWN -22 None
Qcf.png + Mk.png 1400, 700 14, 7 None Mid High 9 2 49 60 DWN -27 None
Qcf.png + Hk.png 1500, 800 15, 8 None Mid High 9 2 54 65 DWN -32 None

Placeholder

X

Air Gen'ei Kick
j.236K
CVS2 Kyosuke j236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcf.png + K.png 900 9 None Mid High 7 2 Landing + 12 Varies DWN Varies None

Super Moves

X

Kakusan Cross Cutter
236236P
CVS2 Kyosuke 236236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Qcf.png + Lp.png 2000 0 None Mid High 4 4 54 62 DWN -17 8 (Full)
Qcf.png Qcf.png + Mp.png 3000 0 SP/SU Mid High 4 4 54 62 DWN -17 14 (Full)
Qcf.png Qcf.png + Hp.png 4200 0 None Mid High 4 4 54 62 DWN -17 22 (Full)

Placeholder

X

Super Rajin Upper
214214P
CVS2 Kyosuke 214214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png Qcb.png + Lp.png 1600 0 Jump Mid High 4 10 74 88 DWN -15 8 (Full)
Qcb.png Qcb.png + Mp.png 2400 0 SP/SU/Jump Mid High 4 10 74 88 DWN +3 14 (Full)
Qcb.png Qcb.png + Hp.png 4000 0 Jump Mid High 4 10 74 88 DWN +21 22 (Full)

Placeholder

X

Double Gen'ei Kick
236236K
CVS2 Kyosuke 236236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Qcf.png + Lk.png 2400 0 236K Mid High 11 2(35)21 - - DWN -39 8 (Full)
Qcf.png Qcf.png + Mk.png 3700 0 SP/SU Mid High 11 3(35)4 - - DWN -39 14 (Full)
Qcf.png Qcf.png + Hk.png 5600 0 236K Mid High 8 11(37)4 - - DWN -39 8 (Full)

Placeholder

X

Air Double Gen'ei Kick
j.236236K
CVS2 Kyosuke j236236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcf.png Qcf.png + Lk.png 2200 0 236K Mid High 8 4(26)9 - - DWN -84 8 (Full)
In Air, Qcf.png Qcf.png + Mk.png 3400 0 SP/SU Mid High 8 8(25)8 - - DWN -88 16 (Full)
In Air, Qcf.png Qcf.png + Hk.png 4900 0 236K Mid High 8 10(26)11 - - DWN -95 22 (Full)

Placeholder


X

Final Symphony Remix
6321463214K
CVS2 Kyosuke 6321463214K.png
Initial Hit
CVS2 Kyosuke 6321463214K 2.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png Hcb.png + K.png 6300 0 None Mid High 4 8 39 51 DWN -19 22 (Full)

Colors

Kyosuke CvS2 colors.png


CvS2 Wiki Navigation

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