Capcom vs SNK 2/Kyo: Difference between revisions

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= Introduction =
== Introduction ==
{{CvS2 Character Subnav|char=Kyo|short=Kyo}}
<div>
[[File:CVS2_Kyo_Data.png|right|500px]]


[[Image:Kyostance.gif|right]]
== Story ==
Kyo Kusanagi, the face of the famous King of Fighters series and the main protagonist of it's first saga, the Orochi Saga. Kyo is the heir to the Kusanagi clan, one of 3 legendary clans in possession of the three Sacred Treasures. The Kusanagi clan weilds powerful fire, and Kyo uses it very well. Kyo is a master of the Kusanagi flame, taught by his father Saisyu. Outside of his martial art skill and legendary family name, Kyo is a highschool dropout who enters the King of Fighters tournaments mostly to stop the evil guys behind them or for the fun of fighting when there are no evil guys. He has a girlfriend he loves named Yuki. In the first saga of KOF, he teamed up with his best friends Benimaru and Daimon to form Team Japan. In KOF 97', Kyo and the other Sacred Treasures Chizuru and Iori are forced to confront Team Orochi, who eventually resummon Orochi. Kyo and Iori seal Orochi back into the Earth, hopefully destroying it forever.


This is Kyo. He IS stylin.
== Gameplay ==
Kyo is the epitome of a rushdown character. His ability to mix and punish the opponent is almost unmatched, with massive damage output off any starter. He has a solid low confirm, a few great overheads, one of the best normal throws, and two very ambiguous crossups. Mix that with his signature rekka special Aragami, which can be followed up in multiple ways or done to leave Kyo safe at the end of a blockstring, and Kyo gets a vortex of guesses that can close out a round quick. He also has stellar defense, with great normals for mashing and a very scary DP, and plenty of good anti-airs.


This isn't without sacrifice though. Kyo struggles very hard in neutral, lacking any kind of projectile or even a consistent rewarding poke. Kyo has to take a risk to get in, whether by jumping or running or rolling, as he gets beaten in neutral by almost everyone. While he does have decent reach with normals like 5HK and 3HK, these have various weaknesses such as being crouchable or having a lot of endlag. Kyo can very rarely convert a poke into knockdown either, forcing him to rely on his up-close game to secure rounds.


If you like a character who can get in the opponents face and spin the wheel of mix until they die, you'll love Kyo. Especially if you're willing to put up with his underwhelming neutral.


=== Groove Selection ===
'''Best - K:''' Kyo can be run well with almost any groove, but shines mostly in K groove. While rolls do help him, JD and rage turn the already high damage Kyo into a punish machine, dishing out damage from almost any starter. Rage also makes his already scary oki mixup even scarier, as it only takes a few good hits for Kyo to win, and he can easily combo into level 3 Orochinagi in the corner for massive damage.
Just Defense helps Kyo punish certain pokes that are normally safe and score a knockdown when used too close due to JD eliminating pushback and making pokes unsafe in some cases (example, Blanka c.fp done too close) and allowing Kyo to score a rekka knockdown uses standing or crouching medium punch.
'''Useful - C/N/A/P:''' The other grooves are all varying in usefulness but generally are good. C-Kyo gets access to damaging and flashy level 2 combos and can more easily end combos in his autocombo super, alongside airblock and Alpha Counters that aid his defense. N-Kyo is sort of a lesser K-Kyo, with roll giving him a good defensive tool and RC specials for neutral use. You lose out on a lot of meter potential however, as Kyo's level 1 supers are very weak. A big plus is popping stock for 20% damage on already painful combos for big punishes. A-Kyo gets access to the powerful Custom Combo mechanic, and in classic Kyo style his CC is highly damaging and puts your opponent in the corner where you want them, as well as having access to repeated DP chip/guard CC for amazing damage. P-Kyo is shockingly good, as his meterless punishes are devastating and his level 3 punishes even more so. One good parry from P-Kyo puts your opponent deep in the corner.
'''Worst - S:''' Despite his usefulness in other grooves, S-Kyo has very little going for him. Kyo has decent but underwhelming and combo-oriented supers, so having infinite level 1s means nothing to him. S-Kyo also has to actively give up space to build meter, which harms his heavily aggro gameplan.
{{StrengthsAndWeaknesses
|intro=
---------------------------
'''Kyo''' is a close range brawler with stellar mixup and some of the highest damage in the game. His pressure and ability to open up opponents make him terrifying up close, and his combo potential is much higher than the average character. He has play neutral to get there, though, and that's a lot easier said than done. Kyo is best in '''K-Groove'''.
'''Difficulty''': Hard<br>'''Tier''': B+
|pros=
* '''Vortex:''' Incredible mixups up close, with overheads and lows and an amazing normal throw that all can lead into another knockdown and another mixup
* '''High Damage:''' One of the highest average damage characters, his meterless damage output is incredibly rewarding and leads to great oki.
* '''Hard Knockdowns:''' Easy access to hard knockdowns from his throw, j.2HP, and 623HK
* '''Brawling Normals:''' Great up close normals for brawling and catching bad movement
* '''Anti-Air:''' Stellar anti-air options and an amazing DP, with extreme damage trade options
|cons=
* '''Weak Neutral:''' Lacks a projectile, and is often played in K-Groove where he has no rolls, meaning Kyo has to commit a lot harder to win. His best pokes can be ducked by already bad matches (Athena, Iori) and not safe if just defended or parried. His farthest reaching normal, cr.MK, has a very vulnerable hurtbox vs. better pokes.
* '''Weak Level 1s:''' Level 1 supers are combo unfriendly, limiting his use in Grooves without easy access to level 3s
* '''Low Range:''' Lack of many long range buttons means he struggles to contest some of the most powerful buttons in the game
* '''Weak to Zoning:''' Committal gameplan leads to a huge weakness to zoning and patient opponents who don't get opened up easily
}}
=== Players to Watch ===
{| class="wikitable"
|-
! Name !! Country !! Groove !! Accounts !! Notes
|-
| Daidouraku || Japan || A/N-Groove || Twitter: @DAIDOURAKU || Has two very different playstyles depending on the groove. His A-Kyo is slower with more read based fundamentals while his N-Kyo is rushdown heavy and brute forces the opponent to make very untimely decisions. <br> [https://youtu.be/K39Ld6fZ1bA?t=96 A-Groove Sample Match] <br> [https://youtu.be/BWJY0HbN6FM?t=369 N-Groove Sample Match]
|-
| Yamamoto || Japan || A-Groove || Twitter: N/A || A very methodical Kyo, but uses Kyo's restand CCs and various mixups to great effect.<br> [https://youtu.be/2gUEuQoDczE?si=T3Xs4ZXKec5x6AFx Sample Match]
|-
| Bean || Japan || P-Groove || N/A || One of Japan's best P-Groovers. Has a dominant Kyo who pulls off crazy parry punish combos. <br> [https://youtu.be/1lniWTuAMuY Sample Match]
|-
| Makoto || Japan || P-Groove || N/A || Not only is he a titan with Kyo, He also manages to turn almost every parry to a damaging punish combo. <br> [https://youtu.be/MnOH9zcByfY Sample Match]
|-
| OTK || Japan || K-Groove || Twitter: @Den_ta9 || Once Hailed as Japan's best Rock and best K-Groove player, OTK has a JD crazy Kyo that punished seemingly everything and had mega-mind reads. <br> [https://youtu.be/aiSUteo7sMU Sample Match]
|-
|}
<br><br>
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Light Punch
| image    = CVS2_Kyo_5LP.PNG
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 5
  | recovery    = 7
  | total      = 15
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = A quick light jab. Crouchable but has decent range and is very fast.
*
}}
}}
=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Medium Punch
| image    = CVS2_Kyo_5MP.PNG
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 6
  | recovery    = 22
  | total      = 32
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
  | description = 5MP is a strong button for whiff punishing as it combos into Kyo's 236MP and reaches quite far for a Kyo normal. Sees less use than his 2MP however, which is essentially the same button but cannot be crouched. This is ideal combo tool for rekkas against characters that can not duck it due to having more range and same start up as c.mp. A key tool to ranged punishes for a knockdown and good damage such as max range lp dp blocks, 2 hit knee press, etc.
*
}}
}}
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Heavy Punch
| image    = CVS2_Kyo_5HP.PNG
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 6
  | recovery    = 17
  | total      = 31
  | advHit      = +1
  | advBlock    = +1
  | invul      = None
  | description = Kyo sticks out his fist in front of him. Crouchable again, and not cancellable like 5MP. While it is fairly damaging it sees basically no use except as an occassional anti-air.
*
}}
}}
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Light Kick
| image    = CVS2_Kyo_5LK.PNG
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 4
  | recovery    = 14
  | total      = 23
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = A quick little kick. Useful to prod opponents with, and as a safer standing poke. Only cancels into supers, however, and only 236236P will combo from it.
*
}}
}}
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Medium Kick
| image    = CVS2_Kyo_5MK.PNG
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 5
  | recovery    = 19
  | total      = 32
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Kyo kicks up into the air. A great anti-air that works against cross-ups very well.
*
}}
}}
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Heavy Kick
| image    = CVS2_Kyo_5HK.PNG
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 7
  | active      = 7
  | recovery    = 24
  | total      = 38
  | advHit      = -5
  | advBlock    = -5
  | invul      = Low
  | description = One of Kyo's best moves in neutral. 5HK reaches far and starts up fast, and Kyo's foot hurtbox is gone. His lower hurtbox in general retracts far back, meaning this cleanly beats a lot of popular low pokes. One of your farthest reaching normals in general, poke around in neutral with this. This can work guard very well and punish whiffs. This move cancels into Serpent Wave, but only lvl 2 works from most ranges, lvl 3 any range. Lvl 1 will not work in most cases.
*
}}
}}
=== Close Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP / cl5LP
| subtitle = Close Light Punch
| image    = CVS2_Kyo_clLP.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      = 6
  | recovery    = 6
  | total      = 14
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = A very fast standing jab. Good get-off-me button, and would be useful for links but it can be crouched under.
*
}}
}}
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP / cl5MP
| subtitle = Close Medium Punch
| image    = CVS2_Kyo_clMP.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    = 3
  | active      = 12
  | recovery    = 11
  | total      = 26
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = A medium normal with plenty of active frames. Extremely meaty normal that allows links into most anything. A good alternative to c.mp, but is 0 normally vs c.mp +6. Plus frames will vary on player timing. This most shines most as a meaty vs P-Groove where it must be parried high and not low, vs c.mp which can be parried down. Mix up between the two for best success.
*
}}
}}
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP / cl5HP
| subtitle = Close Heavy Punch
| image    = CVS2_Kyo_5HP.PNG
| caption  =
| linkname = clHP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 6
  | recovery    = 17
  | total      = 31
  | advHit      = +1
  | advBlock    = +1
  | invul      = None
  | description = Identical to the far version, which makes it basically useless up close.
*
}}
}}
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK / cl5LK
| subtitle = Light Kick
| image    = CVS2_Kyo_clLK.PNG
| caption  =
| linkname = clLK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 4
  | recovery    = 11
  | total      = 19
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = A low hitting kick that does not actually hit low. Not a bad button but is usually outshined by his other lights up close. Useful for c.lk, s.lk xx HP DP since close s.lk will always combo to dp, vs crouching can be iffy if slightly far.
*
}}
}}
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK / cl5MK
| subtitle = Close Medium Kick
| image    = CVS2_Kyo_5MK.PNG
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 5
  | recovery    = 16
  | total      = 25
  | advHit      = +1
  | advBlock    = +1
  | invul      = None
  | description = Despite having the same animation, MK does have a close version! It does 100 more damage and gains the ability to cancel. This is niche, as 5MK is mostly an anti-air and very niche otherwise.
*
}}
}}
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK / cl5HK
| subtitle = Close Heavy Kick
| image    = CVS2_Kyo_clHK.PNG
| caption  =
| linkname = cl.HK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 4
  | recovery    = 21
  | total      = 29
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Kyo's main close normal for combos. Mainly, you'll cancel this into 236MK or 236HK and juggle from there. Used after any jump-in or to start punishes on negative moves that recover close, like DPs. A great move to go into lp rekka vs P-Groove since it must be parried high vs low parry which covers lows and mids.
*
}}
}}
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouching Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2_Kyo_2LP.PNG
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 3
  | active      = 4
  | recovery    = 7
  | total      = 14
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = A standard and good 2LP. Fast, mashable, and links into Kyo's strong medium normals. Usually outshined by 2LK, as they have the exact same data but 2LK is a low.
*
}}
}}
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouching Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2_Kyo_2MP.PNG
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 7
  | recovery    = 9
  | total      = 20
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = One of your best normals, and perhaps your best one. Kyo's 2MP is a key normal for poking, linking, pressure, and punishing. As it's 4 frames, it'll link from a majority of things (including itself!) and is a very consistent punish after parry/JD. It reaches farther than you might expect as well, and even at max range it will combo into 236MP for a knockdown. It can be fairly hard to contest as well, as it recovers very quick and is easy to whiff. This also makes it an effective meter builder. A good do-it-all normal held back almost only by average range.
*
}}
}}
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouching Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    = CVS2_Kyo_2HP_First.PNG
| caption  = Starting Hitbox
| image2  = CVS2_Kyo_2HP_Second.PNG
| caption2 = Anti-Air Hitbox
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200, 1100
  | stun        = 12, 11
  | cancel      = SP/SU, SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 6
  | recovery    = 29
  | total      = 40
  | advHit      = -11
  | advBlock    = -11
  | invul      = None
  | description = Another good anti-air in Kyo's moveset. It reaches quite high, and the hurtbox on the arm is very small, meaning it's good at beating people above you. Usually you want to use 623P on opponents at this range, but this is good in situations where you can't react in time to do the full input.
*
}}
}}
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouching Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    = CVS2_Kyo_2LK.PNG
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 3
  | active      = 4
  | recovery    = 7
  | total      = 14
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Your main crouching light, and main light in general. Fast, very plus, and a low. Links into 2MP even after doing two, allowing Kyo to do long low confirms. On it's own, it combos into some faster specials and confirms into his supers.
*
}}
}}
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouching Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2_Kyo_2MK.PNG
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = SU
  | guard      = Low
  | parry      = Low
  | startup    = 7
  | active      = 9
  | recovery    = 16
  | total      = 32
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
  | description = A far reaching low poke. Not special cancellable and only combos into supers at close range, but not bad to toss in at the end of a blockstring for a surprise low. Even then it's outshined by 2HK. Occassionally useful but you usually have a better option, and Kyo isn't gonna win from pokes usually anyway
*
}}
}}
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouching Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick / Sweep
| image    = CVS2_Kyo_2HK.PNG
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 6
  | active      = 6
  | recovery    = 22
  | total      = 34
  | advHit      = -DWN
  | advBlock    = -2
  | invul      = None
  | description = Kyo's sweep. Fairly standard but a bit committal since it can't be cancelled. Still can be nice to get a far knockdown or whiff punish into oki, but watch whiffing this. Very safe on block at any range and can be made plus up close. At close range you can start a custom combo or combo Lvl 3 Serpent Wave. Vital tool vs some pokes such as Sagat c.fp.
*
}}
}}
=== Jumping Normals ===
=== <span class="invisible-header">8LP</span> ===
{{MoveData
| name    = Jumping Jab
| input    = j.LP / 8LP
| subtitle = Jumping Light Punch
| image    = CVS2_Kyo_jLP.PNG
| caption  =
| linkname = 8LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 22
  | recovery    = 0
  | total      = 26
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = A fast jump normal. Has a lot of active frames, and can be useful in some ways to intercept air utilities like Bison headstomp, but has very little use otherwise.
*
}}
}}
=== <span class="invisible-header">8MP</span> ===
{{MoveData
| name    = Jumping Strong
| input    = j.MP / 8MP
| subtitle = Jumping Medium Punch
| image    = CVS2_Kyo_jMP.PNG
| caption  =
| linkname = 8MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 10
  | recovery    = 0
  | total      = 14
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = A weaker but faster j.HP. Not much purpose.
*
}}
}}
=== <span class="invisible-header">8HP</span> ===
{{MoveData
| name    = Jumping Fierce
| input    = j.HP / 8HP
| subtitle = Jumping Heavy Punch
| image    = CVS2_Kyo_jHP.PNG
| caption  =
| linkname = 8HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 10
  | recovery    = 0
  | total      = 16
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = One of Kyo's heavy air normals. Does good damage, but is generally outshined by jHK both in neutral and diagonal jumps.
*
}}
}}
=== <span class="invisible-header">8LK</span> ===
{{MoveData
| name    = Jumping Short
| input    = j.LK / 8LK
| subtitle = Jumping Light kick
| image    = CVS2_Kyo_njLK.PNG
| caption  = Neutral Jump
| image2  = CVS2_Kyo_jLK.PNG
| caption2 = Diagonal Jump
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|u}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 22
  | recovery    = 0
  | total      = 26
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = Kyo sticks out his knee. Similar to jLP with high active frames and fast startup, but similarly niche, especially since it's a neutral jump normal.
}}
{{AttackData-CvS2
  | version    = {{Motion|ub}},{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 22
  | recovery    = 0
  | total      = 26
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = A knee with lots of active frames. Also has a clean crossup hitbox, which is great to set up hop crossups after knockdowns. Surprisingly hard to contest because of how active it is.
*
}}
}}
=== <span class="invisible-header">8MK</span> ===
{{MoveData
| name    = Jumping Forward
| input    = j.MK / 8MK
| subtitle = Jumping Medium Kick
| image    = CVS2_Kyo_jMK.PNG
| caption  =
| linkname = 8MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 7
  | recovery    = 0
  | total      = 12
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = A decent air-to-air as it's one of his farthest reaching air normals.
*
}}
}}
=== <span class="invisible-header">8HK</span> ===
{{MoveData
| name    = Jumping Roundhouse
| input    = j.HK / 8HK
| subtitle = Jumping Heavy Kick
| image    = CVS2_Kyo_jHK.PNG
| caption  =
| linkname = 8HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|u}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 10
  | recovery    = 0
  | total      = 16
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = Kyo kicks outwards. Kyo's njHK is arguably his best air-to-air, but it is a bit slow.
}}
{{AttackData-CvS2
  | version    = {{Motion|ub}},{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = 0
  | total      = 12
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = Kyo's main all purpose jump in. Long reach, highest damage, and decent frame data. Not much to explain, just a good air normal.
*
}}
}}
== Command Normals ==
===== <span class="invisible-header">6HP</span> =====
{{MoveData
| name    = Blowback
| input    = 6HP
| subtitle = Shoulder Ram
| image    = CVS2_Kyo_6HP.PNG
| caption  =
| linkname = 6HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 14
  | active      = 13
  | recovery    = 20
  | total      = 47
  | advHit      = -DWN
  | advBlock    = -3
  | invul      = None
  | description = Kyo rams his opponent with his shoulder. Knocks them far away on hit, and can be special cancelled. Midscreen not much use as it sends too far for meaningful oki, but it's a useful meaty in the corner due to its high active frame count. Always cancel into 236LP/MP on hit to keep yourself safe. Has some use in a few combo routes. His best juggle ender in the corner into OTG rekka ground pound for max damage.
*
}}
}}
===== <span class="invisible-header">3HK</span> =====
{{MoveData
| name    = 88 Shiki
| input    = 3HK
| subtitle = Low Kicks
| image    = CVS2_Kyo_3HK_First.PNG
| caption  = First Kick
| image2  = CVS2_Kyo_3HK_Second.PNG
| caption2 = Second Kick
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|df}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 400+800
  | stun        = 4+8
  | cancel      = None
  | guard      = Mid, Low
  | parry      = Low
  | startup    = 11
  | active      = 4(8)4
  | recovery    = 20
  | total      = 47
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = A double kick that aims low and reaches far. An important footsies normal for Kyo, as it's fast and safe. It can be good to toss these out when in range to keep opponents from trying to approach you, and keep the pace of the match in Kyo's favor. Be careful not to whiff though as it has a decent bit of endlag. 0 on block and good move to RC Rekka after.
*
}}
}}
===== <span class="invisible-header">6MK</span> =====
{{MoveData
| name    = Ge Shiki: Goufu You
| input    = 6MK
| subtitle = Overhead Kick
| image    = CVS2_Kyo_6MK.PNG
| caption  = The one missing hitbox in a sea of hitbox data...
| linkname = 6MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|f}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 32
  | active      = 3
  | recovery    = 22
  | total      = 55
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
  | description = A long, committal, reactable overhead. Not the best overhead, as it's negative on hit and a full 32 frame startup means it's more than reactable. Still, Kyo has many lows from many ranges. If an opponent is scared to stand up vs Kyo pressure, this can be slipped in.
*
*
}}
}}


= Moves List =
===== <span class="invisible-header">j2HP</span> =====
== Normal Moves ==
{{MoveData
| name    = Ge Shiki: Naraku Otoshi
| input    = j2HP
| subtitle = Dunk, Axe Hands
| image    = CVS2_Kyo_j2HP.PNG
| caption  = Dunk On Em
| linkname = j2HP
| data  =
{{AttackData-CvS2
  | version    = In Air {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 8
  | active      = 6
  | recovery    = 0
  | total      = 14
  | advHit      = -DWN
  | advBlock    = Varies
  | invul      = None
  | description = Kyo dunks on the opponent with a two-fisted downward punch. Very very scary attack, especially when combined with low jumps. Most aerials in CvS2 do not give a knockdown on their own, and need to be linked into grounded attacks or specials. This move, however, gives an immediate and potent hard knockdown. This makes it a very scary overhead option, especially in low jump where it can be done early on giving the opponent very little time to react. After some knockdowns, Kyo can even have this setup to crossup or fake crossup, making it a key part of his vortex. This normal is especially potent vs tall characters, namely the feared top tier Sagat, as they cannot crouch under it as easily.
*
}}
}}
== Throws ==


These numbers aren't accurateCopy'd pasted from Hibiki's section.
===== <span class="invisible-header">4/6HP</span> =====
I do know Kyo's numbers and command normals though so I'll update later.
{{MoveData
| name    = Hachi Tetsu
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    = CVS2_Kyo_PThrow.PNG
| caption =
| linkname = 4/6HP
| data  =
{{AttackData-CvS2
  | version    = Near Opponent {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1700
  | stun        = 0
  | cancel      = None
  | guard      = Grab
  | parry      = Grab
  | startup    = 3
  | active      = 1
  | recovery    = 13
  | total      = 17
  | advHit      = -DWN
  | advBlock    = Grab
  | invul      = None
  | description = Kyo shoulders the opponent and tosses them away. Not a bad throw, but almost completely outshined by his amazing kick throw. It is however the faster throw, and one of Kyo's fastest attacks in general, making it a nice punish against certain things.
*
}}
}}


===== <span class="invisible-header">4/6HK</span> =====
{{MoveData
| name    = Issetsu Seio Nage
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    = CVS2_Kyo_KThrow.PNG
| caption  = He needs it
| linkname = 4/6HK
| data  =
{{AttackData-CvS2
  | version    = Near Opponent {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1900
  | stun        = 0
  | cancel      = None
  | guard      = Grab
  | parry      = Grab
  | startup    = 5
  | active      = 1
  | recovery    = 13
  | total      = 19
  | advHit      = -DWN
  | advBlock    = Grab
  | invul      = None
  | description = A beast of a normal throw. Higher than average throw range makes it so Kyo can threaten tic throws and walk up throws more than most characters, and the knockdown this gives is amazing. Some of Kyo's best knockdown oki will come from his kick throw. It helps that it also does a chunk of damage, making it a tool worth fearing. It goes without saying, but a character like Kyo who already has good mixup really appreciates having a scary throw as well. Allow for side switching by rolling or low jumping and still having time to meaty.


<table style="width:400px;border:1px solid silver" cellborder="1">
Extremely useful vs a character with lots of stun built up, as they recover fast enough from the throw to be forced to block again, causing stun to not go away. This allows a very scary throw/counter hit mix up.
<tr>
*
  <th>Name</th>
}}
  <th>State</th>
}}
  <th>Spc</th>
  <th>Sup</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Jab</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>3</td>
  <td>4</td>
  <td>8</td>
  <td>200</td>
</tr>
<tr>
  <td>Far</td>
  <td>y</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>3</td>
  <td>4</td>
  <td>8</td>
  <td>200</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>4</td>
  <td>5</td>
  <td>12</td>
  <td>400</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>3</td>
  <td>16</td>
  <td>-</td>
  <td>500</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Strong</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+2</td>
  <td>+2</td>
  <td>4</td>
  <td>4</td>
  <td>18</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>6</td>
  <td>4</td>
  <td>17</td>
  <td>800</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>y</td>
  <td>+1</td>
  <td>+1</td>
  <td>5</td>
  <td>4</td>
  <td>19</td>
  <td>700</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>3</td>
  <td>8</td>
  <td>-</td>
  <td>700</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=5>Fierce</td>
  <td>Close</td>
  <td>n</td>
  <td>y</td>
  <td>-17</td>
  <td>-17</td>
  <td>3</td>
  <td>8</td>
  <td>41</td>
  <td>1000</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>n</td>
  <td>-15</td>
  <td>-15</td>
  <td>7</td>
  <td>4</td>
  <td>41</td>
  <td>1000</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>n</td>
  <td>-6</td>
  <td>-6</td>
  <td>5</td>
  <td>4</td>
  <td>32</td>
  <td>1100</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>4</td>
  <td>-</td>
  <td>1200</td>
</tr>
<tr>
  <td>Cl. Hold</td>
  <td>-</td>
  <td>-</td>
  <td>-8</td>
  <td>-8</td>
  <td>8</td>
  <td>2</td>
  <td>35</td>
  <td>1000</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Short</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+2</td>
  <td>+2</td>
  <td>5</td>
  <td>8</td>
  <td>7</td>
  <td>300</td>
</tr>
<tr>
  <td>Far</td>
  <td>y</td>
  <td>y</td>
  <td>+2</td>
  <td>+2</td>
  <td>5</td>
  <td>8</td>
  <td>7</td>
  <td>300</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>3</td>
  <td>4</td>
  <td>10</td>
  <td>200</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>14</td>
  <td>-</td>
  <td>400</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Forward</td>
  <td>Close</td>
  <td>n</td>
  <td>n</td>
  <td>+6</td>
  <td>+6</td>
  <td>5</td>
  <td>6</td>
  <td>11</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>n</td>
  <td>DWN</td>
  <td>-8</td>
  <td>13</td>
  <td>3</td>
  <td>28</td>
  <td>700</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>y</td>
  <td>-6</td>
  <td>-6</td>
  <td>5</td>
  <td>6</td>
  <td>20</td>
  <td>700</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>8</td>
  <td>-</td>
  <td>700</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Roundhouse</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>-9</td>
  <td>-9</td>
  <td>8</td>
  <td>6</td>
  <td>27</td>
  <td>1300</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>n</td>
  <td>-8</td>
  <td>-8</td>
  <td>12</td>
  <td>4</td>
  <td>40</td>
  <td>1100</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>n</td>
  <td>DWN</td>
  <td>-8</td>
  <td>8</td>
  <td>4</td>
  <td>34</td>
  <td>1100</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>9</td>
  <td>4</td>
  <td>-</td>
  <td>1100</td>
</tr>
</table>


== Special Moves ==
== Special Moves ==
=== <span class="invisible-header">Aragami</span> ===
'''Kyo's Rekka series can be intimidating at first, but the tree is fairly simple! Here is a quick rundown.'''</br>
'''Aragami > Konokizu > Nanase/Yanosabi'''</br>
'''Aragami > Yanosabi > Nanase/Migiri Ugachi'''</br>
'''There are different reasons to use either of these two trees and the two possible enders for each, but memorizing the order is simple.'''</br>
{{MoveData
| name    = 114 Shiki: Aragami
| input    = 236LP/MP
| subtitle = Rekka Starter
| image    = CVS2_Kyo_236LMP.PNG
| caption  = Bodega!!
| linkname = 236LMP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 500
  | stun        = 2
  | cancel      = Into Rekka Followups
  | guard      = Mid
  | parry      = High
  | startup    = 15
  | active      = 3
  | recovery    = 11 (cancel), 29 (raw)
  | total      = 47
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
}}
{{AttackData-CvS2
  | version    = {{Motion|236}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 600
  | stun        = 2
  | cancel      = Into Rekka Followups
  | guard      = Mid
  | parry      = High
  | startup    = 18
  | active      = 4
  | recovery    = 14 (cancel), 34 (raw)
  | total      = 56
  | advHit      = -10
  | advBlock    = -10
  | invul      = None
  | description = The first hit of Kyo's rekka series. Important tools for combos and pressure, but not as good for neutral as they are in the classic KOF games. They are notably unsafe, especially the MP version, and while pushback usually makes you fairly safe from punishment you still can't threaten much after an empty Aragami. The real strength lies in making your opponent scared of what you do after. The followups make for potent frametraps, one of which being an overhead as well, meaning opponents will often standblock. This is when you can catch them with surprise lows, which Kyo has plenty of. Mix up your options after this move to keep your opponent on their toes and score knockdowns. Typically the light version is always safe except from fast supers (Same data as Iori's 1st rekka on block). This sets up a mix up with RC rekka again on block (in roll grooves) or delay 2nd rekka to counter hit and anti air.
Rekka series loops into itself infinitely if someone keeps quick rising.
If the opponent ever rolls when doing a rekka, finish the series ending in kick to create huge distance and avoiding a punish.
*
}}
}}
=== <span class="invisible-header">Konokizu</span> ===
{{MoveData
| name    = 128 Shiki: Konokizu
| input    = After Aragami, 236P
| subtitle = Rekka Bridge
| image    = CVS2_Kyo_236P_Followup.PNG
| caption  = Combo Tool and Risky Frametrap
| linkname = 236P Followup
| data  =
{{AttackData-CvS2
  | version    = After Aragami, {{Motion|236}}+{{Icon-Capcom|P}}
  | subtitle    =
  | damage      = 600
  | stun        = 2
  | cancel      = Into {{Icon-Capcom|P}}/{{Icon-Capcom|K}} Finishers
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 3
  | recovery    = 10 (cancel), 26 (raw)
  | total      = 37
  | advHit      = -2
  | advBlock    = -11
  | invul      = None
  | description = The combo bridge off of Aragami. Mostly you'll use this to finish combos from Aragami hitting, as the other bridge does not combo. It can also be used as a risky frametrap, and a tool to catch people jumping over Aragami. Very unsafe and not much pushback, so if this is blocked you will get punished. Distance can make some normals whiff, while completing with another rekka series make counter hit, causing an opponent to hesitate a punish.
*
}}
}}
=== <span class="invisible-header">Yanosabi</span> ===
{{MoveData
| name    = 127 Shiki: Yanosabi
| input    = After Aragami, 63214P/After Konokizu, P
| subtitle = Rekka Overhead/Overhead Finisher
| image    = CVS2_Kyo_63214P_Followup.PNG
| caption  = Surprise Overhead
| linkname = 63214P Followup
| data  =
{{AttackData-CvS2
  | version    = After Aragami, {{Motion|63214}}+{{Icon-Capcom|P}}/After Konokizu, {{Icon-Capcom|P}}
  | subtitle    =
  | damage      = 900
  | stun        = 4
  | cancel      = Into {{Icon-Capcom|P}}/{{Icon-Capcom|K}} Finishers
  | guard      = High
  | parry      = High
  | startup    = 16
  | active      = 4
  | recovery    = 2 (cancel), 22 (raw)
  | total      = 42
  | advHit      = -DWN
  | advBlock    = -7
  | invul      = None
  | description = Overhead followup to Aragami. Only barely reactable, but predictable if used too much. A smart opponent will standblock Aragami always and react to whether or not you did the overhead, rather than react to you doing the overhead itself. You should still represent this tool against opponents crouchblocking, as it does give a decent knockdown on hit and is a part of why blocking Aragami is scary. As a finisher, this is used in a few juggles to knockdown, but is rare. Moreso it's used as another surprise overhead at the end of an Aragami bridge. One set up to use this is after rekka knockdown, do another rekka (leaves you close and covers quick rise), into delayed 2nd rekka follow up or normal oki.
You can do a high/low/throw mix up after rekka series hits (qcf+p, p, k), by doing another rekka (which covers quick rise) then doing a delayed qcb+p, p to knock them down again, or going with c.lk or throw instead.
*
}}
}}
=== <span class="invisible-header">Nanase</span> ===
{{MoveData
| name    = 127 Shiki: Nanase
| input    = After Konokizu/Yanosabi, K
| subtitle = Kick Ender
| image    = CVS2_Kyo_KEnder.PNG
| caption  =
| linkname = K Ender
| data  =
{{AttackData-CvS2
  | version    = After Konokizu/Yanosabi {{Icon-Capcom|K}}
  | subtitle    =
  | damage      = 700
  | stun        = 2
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = 8
  | recovery    = 27
  | total      = 47
  | advHit      = -DWN
  | advBlock    = -20
  | invul      = None
  | description = The kick ender for the Aragami chain. Combos from the 236P followup and gives a good knockdown with lots of corner carry. This is your preferred ender after long hitconfirms, as it's easy to combo into. Make sure that it hits however, as if this is blocked you're left open for your opponents favorite combo.
You can do this ender to counter hit a punish attempt if your previous counter hit attempt fails, but will be open to huge damage.
*
}}
}}
=== <span class="invisible-header">Migiri Ugachi</span> ===
{{MoveData
| name    = Ge Shiki Migiri Ugachi: 127 Shiki Yano Sabi
| input    = After Yanosabi Bridge, P
| subtitle = OTG Ender
| image    = CVS2_Kyo_PEnder.PNG
| caption  =
| linkname = P Ender
| data  =
{{AttackData-CvS2
  | version    = After Yanosabi Bridge {{Icon-Capcom|P}}
  | subtitle    =
  | damage      = 1300
  | stun        = 5
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 15
  | active      = 4
  | recovery    = 36
  | total      = 55
  | advHit      = -DWN
  | advBlock    = -21
  | invul      = None
  | description = Ender specifically for the Overhead bridge. Hits OTG (Off The Ground) so it can be used after the overhead bridge knockdown to add more damage. After some corner combos, you can whiff the first parts of the rekka (236P > 63214P > P) and this will hit for extra damage. Even more unsafe than the Kick ender, so watch for this being blocked. Useable after close lvl 3 anti airs, certain customs, and close MP DP trades.
*
}}
}}
=== <span class="invisible-header">Dokugami</span> ===
{{MoveData
| name    = 115 Shiki: Dokugami
| input    = 236HP
| subtitle = Heavy Rekka Starter
| image    = CVS2_Kyo_236HP.PNG
| caption  =
| linkname = 236HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 700
  | stun        = 3
  | cancel      = Into Followup
  | guard      = Mid
  | parry      = High
  | startup    = 20
  | active      = 3
  | recovery    = 5 (cancel), 32 (raw)
  | total      = 55
  | advHit      = -11
  | advBlock    = -11
  | invul      = 4 (autoguard)
  | description = A heavier version of Kyo's Aragami rekka. Unlike Aragami, this only has one tree to follow through. Dokugami is mostly useful for combos, as while it does have a few autoguard frames they're minor, and you're left unsafe on hit and block. The followups can whiff if this is done from farther out, but can be delayed to counter hit and be +1 on hit. While this would be a useful combo tool, it only combos from heavies, and Kyo has better options from heavies. Dokugami sees very little use because where it does work, Kyo has a better option. Very good RC vs fireballs and as a CC anti-fireball starter.
*
}}
}}
=== <span class="invisible-header">Tsumiyomi</span> ===
{{MoveData
| name    = 401 Shiki: Tsumiyomi
| input    = After Dokugami, 63214P
| subtitle = Heavy Rekka Bridge
| image    = CVS2_Kyo_63214_Heavy_Bridge.PNG
| caption  =
| linkname = 63214P Heavy Bridge
| data  =
{{AttackData-CvS2
  | version    = After Dokugami {{Motion|63214}}+{{Icon-Capcom|P}}
  | subtitle    =
  | damage      = 700
  | stun        = 2
  | cancel      = Into Finisher
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 3
  | recovery    = 4 (cancel), 20 (raw)
  | total      = 29
  | advHit      = +1
  | advBlock    = -8
  | invul      = None
  | description = Bridge after Dokugami. Basically only used for combos, as it leaves you unsafe on block. Only use on block for badly used starters to attempted counter hit when a punish is inevitable otherwise.
*
}}
}}
=== <span class="invisible-header">Batsuyomi</span> ===
{{MoveData
| name    = 401 Shiki: Batsuyomi
| input    = After Tsumiyomi, 6P
| subtitle = Heavy Rekka Ender
| image    = CVS2_Kyo_6P_Ender_First.PNG
| caption  = First Hitbox
| image2  = CVS2_Kyo_6P_Ender_Second.PNG
| caption2 = Last Hitbox
| linkname = 6P Ender
| data  =
{{AttackData-CvS2
  | version    = After Tsumiyomi {{Motion|f}}+{{Icon-Capcom|P}}
  | subtitle    =
  | damage      = 500+300
  | stun        = 2+1
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 14
  | recovery    = 41
  | total      = 61
  | advHit      = -DWN
  | advBlock    = -36
  | invul      = None
  | description = Heavy rekka ender. Only to be used as a combo ender after heavy rekkas, as it has no purpose in Kyo's gameplan otherwise. Just like his other rekka enders, if this gets blocked, be prepared to see yourself in a combo video later.
*
}}
}}
=== <span class="invisible-header">Oniyaki</span> ===
{{MoveData
| name    = 100 Shiki: Oniyaki
| input    = 623P
| subtitle = DP
| image    = CVS2_Kyo_623P_First.PNG
| caption  = Startup Invuln
| image2  = CVS2_Kyo_623P_Second.PNG
| caption2 = First Active Frames
| image3  = CVS2_Kyo_623P_Third.PNG
| caption3 = Anti-Air Hitbox
| linkname = Oniyaki
| data  =
{{AttackData-CvS2
  | version    = {{Motion|623}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 1000, 800
  | stun        = 10, 8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 8
  | recovery    = 38
  | total      = 50
  | advHit      = -DWN
  | advBlock    = -31
  | invul      = 4 (Full), 4 (Lower)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|623}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1700, 800
  | stun        = 17, 8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 8
  | recovery    = 49
  | total      = 61
  | advHit      = -DWN
  | advBlock    = -42
  | invul      = 4 (Full), 4 (Lower)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|623}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100+800
  | stun        = 11+8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 9
  | recovery    = 60
  | total      = 73
  | advHit      = -DWN
  | advBlock    = -50
  | invul      = 8 (Full), 5 (Lower)
  | description = Kyo's powerful Oniyaki DP series. Very high damage reversal and anti-air specials, but majorly risky. The HP version is the happy medium combo ender to juggles (1 less stun than dp+k, but more damage) and his best anti air being fully invincible. MP dp is best damage potential as it is one hit (counter hits do much more damage than hp dp) and on trades you can juggle any serpent wave or custom combo. MP version will trade often as the invincibility runs out right before the first active frame.
RC for massive range increase (good vs far neutral jumps and corner)
*
}}
}}
=== <span class="invisible-header">RED Kicks</span> ===
{{MoveData
| name    = R.E.D. Kick
| input    = 421K
| subtitle = Overhead Kicks
| image    = CVS2_Kyo_421K_First.PNG
| caption  = Rising Hitbox
| image2  = CVS2_Kyo_421K_Second.PNG
| caption2 = Falling Hitbox
| linkname = 421K
| data  =
{{AttackData-CvS2
  | version    = {{Motion|421}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 1300, 1100
  | stun        = 13, 11
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 24
  | active      = 14
  | recovery    = 15
  | total      = 53
  | advHit      = -DWN
  | advBlock    = -3
  | invul      = None
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|421}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1400, 1100
  | stun        = 14, 11
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 31
  | active      = 12
  | recovery    = 14
  | total      = 57
  | advHit      = -DWN
  | advBlock    = -2
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|421}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1500, 1200
  | stun        = 15, 12
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 38
  | active      = 10
  | recovery    = 13
  | total      = 61
  | advHit      = -DWN
  | advBlock    = -1
  | invul      = None
  | description = Overhead hitting flip kicks. Opponents have to anti-air this like a jump. This can catch opponents who are waiting to block moves like Aragami by surprise, and even if they do react to block, your turn isn't necessarily over. These are still risky however, as you are wide open for high damage anti-airs. Can be used as a neutral "skip" but this carries more risk than a surprise overhead cancel as the opponent will be watching to anti-air you. They have overall good hitboxes.
These can cross up (easiest way is point blank, example cross up j.lk, immediate lk RED kick.
NOTE: Despite the frame data listed (its the official data) these are very much more like dive kicks, they are not safe as listed unless you hit them deep near the feet. A standing opponent can punish pretty easily if blocked high near the head.
c.lk, c.lk, c.mp xx lk RED kick is safe
c.lk, c.lk, c.fp xx mk RED kick is safe
Cross up RED kick is safe
}}
}}
=== <span class="invisible-header">Kai</span> ===
{{MoveData
| name    = 75 Shiki: Kai
| input    = 236K
| subtitle = Upkicks, Launcher
| image    = CVS2_Kyo_236K_First.PNG
| caption  =
| linkname = 236K
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = Followup
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = 11
  | recovery    = 5 (cancel), 32 (raw)
  | total      = 55
  | advHit      = -DWN
  | advBlock    = -17
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = Followup
  | guard      = Mid
  | parry      = High
  | startup    = 18
  | active      = 12
  | recovery    = 5 (cancel), 35 (raw)
  | total      = 65
  | advHit      = -DWN
  | advBlock    = -20
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = Followup
  | guard      = Mid
  | parry      = High
  | startup    = 22
  | active      = 13
  | recovery    = 5 (cancel), 38 (raw)
  | total      = 73
  | advHit      = -DWN
  | advBlock    = -23
  | invul      = None
  | description = The first hit of Kyo's two part launcher series. On it's own, very unsafe and easily punished. Always do the followup K move, as in combos its what gives him juggles and on block it can be safer.
*
}}
}}
=== <span class="invisible-header">Kai Followup</span> ===
{{MoveData
| name    = 75 Shiki: Kai Followup
| input    = 236KK
| subtitle =
| image    = CVS2_Kyo_236K_Second.PNG
| caption  =
| linkname = 236KK
| data  =
{{AttackData-CvS2
  | version    = {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 6
  | recovery    = 16
  | total      = 27
  | advHit      = -DWN
  | advBlock    = Varies
  | invul      = None
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 6
  | recovery    = 19
  | total      = 30
  | advHit      = -DWN
  | advBlock    = Varies
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 6
  | recovery    = 22
  | total      = 33
  | advHit      = -DWN
  | advBlock    = Varies
  | invul      = None
  | description = Launcher followup to Kai. Followups can only be used with the version you started with (i.e. HK followup can only be used after 236HK).
This move leaves heavy frame advantage vs characters you can not duck it (Sagat, Raiden, Geese, etc). This makes it a good RC and in block strings that cause the first hit to whiff. Caution using it too close, if the first hit is blocked, the second hit will always whiff on a crouching opponent.
This SAFE when just defended, but you are at a slight disadvantage.
}}
}}
=== <span class="invisible-header">Oboroguruma</span> ===
{{MoveData
| name    = 101 Shiki: Oboro Guruma
| input    = 623K
| subtitle = Spinning Kicks
| image    = CVS2_Kyo_623K_First.PNG
| caption  = First Kick
| image2  = CVS2_Kyo_623K_Second.PNG
| caption2 = Second Kick
| image3  = CVS2_Kyo_623K_Third.PNG
| caption3 = Final Kick
| linkname = 623K
| data  =
{{AttackData-CvS2
  | version    = {{Motion|623}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 8
  | recovery    = 31
  | total      = 47
  | advHit      = -DWN
  | advBlock    = Varies
  | invul      = None
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|623}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 500+1100
  | stun        = 5+11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 6(17)6
  | recovery    = 31
  | total      = 68
  | advHit      = -DWN
  | advBlock    = Varies
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|623}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 300+500+1200
  | stun        = 3+5+12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 6(17)6(12)2
  | recovery    = 38
  | total      = 89
  | advHit      = -DWN
  | advBlock    = Varies
  | invul      = None
  | description = Kyo rises up into the air and kicks once for LK, twice for MK, and three times for HK. Powerful tools for combos, as the LK and MK versions allow for some followups after. The HK version is a fearsome combo ender, as it gives ridiculous corner carry and a great untechable knockdown. Generally, you'll only use these during combos and only after 236KK. This ender is used mainly for MAX stun output.
MK double version, after qcf+k, k, allows for Lvl 3 super or CC juggle in the corner.
}}
}}
=== <span class="invisible-header">Kototsuki You</span> ===
{{MoveData
| name    = 212 Shiki: Kototsuki You
| input    = 63214K
| subtitle = Running Grab
| image    = CVS2_Kyo_63214K_First.PNG
| caption  = Elbow
| image2  = CVS2_Kyo_63214K_Second.PNG
| caption2 = Grab
| linkname = 63214K
| data  =
{{AttackData-CvS2
  | version    = {{Motion|63214}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 200+1500
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5, 4 (hit)
  | active      = 32 (run), 4 (hit)
  | recovery    = 12 (run), 20 (hit)
  | total      = 49 (run), 33 (hit)
  | advHit      = -DWN
  | advBlock    = -6
  | invul      = None
*
}}
  {{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 200+1600
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5, 4 (hit)
  | active      = 64 (run), 4 (hit)
  | recovery    = 12 (run), 20 (hit)
  | total      = 81 (run), 33 (hit)
  | advHit      = -DWN
  | advBlock    = -6
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 200+1700
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5, 4 (hit)
  | active      = 48 (run), 4 (hit)
  | recovery    = 12 (run), 20 (hit)
  | total      = 65 (run), 33 (hit)
  | advHit      = -DWN
  | advBlock    = -6
  | invul      = None
  | description = Kyo runs forward and elbows the opponent. On hit, he grabs them and blows them up. The LK version will run forward shortly, while the MK and HK versions will run fullscreen. Outside of whiffing the LK version as approach and too cover safe falls.
Mostly can be used as a combo ender for post stun combos since it causes 0 stun for normal combos (where OTG is better), RC vs fireballs (where RC Rekka is better), or custom combo starter vs fireballs (where walk up s.hk or rekka is better).
}}
}}


==Supers==
==Supers==


= The Basics =
=== <span class="invisible-header">Final Showdown</span> ===
== Bread and Butter Combos ==
{{MoveData
| name    = Final Showdown
| input    = 236236P
| subtitle = Beatdown Super
| image    = CVS2_Kyo_236236P.PNG
| caption  =
| linkname = 236236P
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 2800
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:8
  | active      = 56
  | recovery    = 35
  | total      = 104
  | advHit      = -DWN
  | advBlock    = -17
  | invul      = 9 (Full)
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 4400
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5:8
  | active      = 56
  | recovery    = 30
  | total      = 99
  | advHit      = -DWN
  | advBlock    = -12
  | invul      = 15 (Full)
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 5800
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:8
  | active      = 56
  | recovery    = 30
  | total      = 99
  | advHit      = -DWN
  | advBlock    = -12
  | invul      = 23 (Full)
  | description = Kyo summons a huge pillar of fire, and lunges at the opponent with a hook like his Aragami. Level 1 ends with one punch, level 2 adds another punch, and level 3 adds a high damage Oniyaki ender. Easier to combo into than Orochinagi midscreen for good damage. Will combo off of lights and quick buffers, but requires a bit of close range. Gains a lot more utility in C-Groove where it can cancel into 236HKK, leading to an Orochinagi for big damage. Despite the ridiculously tall hitbox, air opponents will not get hit by this fully, making it useless as an anti-air.
 
You can spam it in S-Groove as anti air, but just doing hp dp is better. Comboable off two light attacks up close.
 
This super is better than Orochinagi combos in the corner post stun due to higher base damage.
*
}}
}}
 
=== <span class="invisible-header">Orochinagi</span> ===
{{MoveData
| name    = Ura 108 Shiki: Orochinagi
| input    = 2141236P
| subtitle = Flame Super
| image    = CVS2_Kyo_2141236P_First.PNG
| caption  = Charging
| image2  = CVS2_Kyo_2141236P_Second.PNG
| caption2 = The Classic
| linkname = 2141236P
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}}{{Motion|41236}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 2500
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:1~15
  | active      = 1~53
  | recovery    = 53
  | total      = 73
  | advHit      = -DWN
  | advBlock    = -20
  | invul      = 9 (full)
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}}{{Motion|41236}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 3700
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5:1~15
  | active      = 1~53
  | recovery    = 53
  | total      = 73
  | advHit      = -DWN
  | advBlock    = -17
  | invul      = 15 (Full)
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}}{{Motion|41236}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000+4700
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:1~15
  | active      = 1~53
  | recovery    = 53
  | total      = 73
  | advHit      = -DWN
  | advBlock    = -14
  | invul      = 23 (Full)
  | description = Kyo's signature super where he charges up his fire and then throws out a cloud of flame. Can be held, but unlike in KOF this does not increase it's damage and the max hold version is still blockable. With the level 3 version, Kyo will be covered in an active flame hitbox that can be used to make juggles consistent. Holding it is just for mindgames and to ensure max damage in juggles. These are high damage, and what you usually want to end combos in, but they can be a bit situational to land in comparison to Final Showdown. Almost always you'll land these after a Kai in the corner.
 
The level 1 and 2 versions are difficult to combo into, so you especially want to land the level 3 version. To land all hits of the level 3, you have to get a hit in the corner into 236HKK. Buffer the super to immediately do it as you land, and hold so they can bounce off of Kyo's body once. Then, release the super as they fall.
 
The level one can be used as a strong meaty vs non reversal character on certain knockdowns, which is a waste in any groove not S. The level 2 version is Kyo's bread and butter go to off certain combos in C. Main ender for juggle A Groove customs (if not doing OTG).
*
}}
}}
 
== Strategy ==
 
'''C- Groove'''
 
''Pros:''
 
- Great meter building
 
- Stored meter is great to choose what level super to use on demand
 
- Access to roll cancel, gives moves more range
 
- Amazing level 2 damage
 
- Huge stun output with level 2, especially in the corner
 
- Easy to land damage up close
 
- Trade combo off MP DP near corner close to 9.5k
 
- Access to air block/chicken guard can help some bad matches
 
''Cons:''
 
- Roll cancel rekka must be spaced properly, can be punished by fast supers
 
- Bad roll
 
- LP rekka is safest at -5, hard to execute due to overlapping kick special
 
- Level one supers are near useless
 
- Can have a difficult time getting in without low jump
 
- Loses low jump instant overhead D+HP vs big characters
 
- Can be difficult to whiff punish due to short range, s.rh xx super can be hard to do during a intense match (SNK motion)
 
- Dash is mediocre, can not corpse hop
 
- Can struggle vs characters with superior pokes and zoning
 
'''A-Groove'''
 
''Pros:''
 
- Great meter building
 
- Access to roll cancel, gives moves more range
 
- Great CC damage
 
- Access to two overheads in CC
 
- Able to force re-stand in juggles for more damage
 
- Easy to land damage up close
 
- Trade combo off MP dp in CC does great damage
 
- CC versatility allows for true AA CC as well fireball punishes
 
- MP DP chip CC does great damage and guardbreaks (guaranteed vs P/K)
 
''Cons:''
 
- Roll cancel rekka must be spaced properly, can be punished by fast supers
 
- LP rekka is safest at -5, hard to execute due to overlapping kick special
 
- Level one supers are useless outside of kill combo (CC too valuable)
 
- Can have a difficult time getting in without low jump
 
- Loses low jump instant overhead D+HP vs big characters
 
- Can be difficult to whiff punish due to short range, no access to s.rh xx super reliably
 
- Dash is mediocre, can not corpse hop
 
- Can struggle vs characters with superior pokes and zoning
 
'''P- Groove'''
 
''Pros:''
 
- Great meter building
 
- Access to parry allows for easy combo to knockdown with good damage (s.mp or c.mp xx rekka)
 
- Easy to land damage up close
 
- Trade combo off MP dp into super does good damage
 
- Access to low jump help with poking (low jump j.mk) and mix ups (empty jump throw/low)
 
- Low jump gives access to instant overhead D+HP vs tall crouchers/fatties
 
- Parry allows for more air approach depending on player's parry skills
 
- LP rekka is safest at -5, but punishable by fast supers. Parry allow it to become safe (-4) due to being able to parry 1-frame prior to blocking
 
''Cons:''
 
- Weak guard bar, vs character with good guard and better pokes, Kyo is more open to being guard crushed
 
- Can have a difficult time getting in without low jump
 
- Can be difficult to whiff punish due to short range, no access to s.rh xx super reliably
 
- Dash is mediocre, can not corpse hop
 
- Can struggle vs characters with superior pokes and zoning
 
- P-Groove is a skill heavy groove, can become overwhelmed if unable to parry on top of being a hard character to play
 
- Not Kyo specific, but A-Groove can get free damage in some cases (block Sakura s.lp, she activates and shosho's)
 
- No access to RC, must parry (fireballs, pokes, etc) and if wrong will take damage
 
'''S-Groove'''
 
''Pros:''
 
- Very good Kick dodge attack
 
- Good run
 
- Easy to land damage up close
 
- Access to low jump help with poking (low jump j.mk) and mix ups (empty jump throw/low)
 
- Low jump gives access to instant overhead D+HP vs tall crouchers/fatties
 
- Full meter bonus damage is great bonus for his damaging combos
 
Cons:
 
- Meter tied to a timer
 
- Very mediocre dodge punch
 
- Level one supers are not easy to land when in desperation (flashing red life/infinite level ones)
 
- Can not take advantage of great meter building
 
- Charge mechanic works against his playstyle (have to choose knock down to mix up/Oki or charge)
 
- Can struggle vs characters with superior pokes and zoning
 
- MP DP juggle to level one cant be taken advantage much of in red life (trade damage may kill you)
 
- No access to RC, must dodge (fireballs, pokes, etc) which is not advancing
 
- Rare to get a level 3 if meter isnt built far when hitting desperation, have to give up oki if wanting a level 3 (flashing red life/infinite level ones)
 
'''N-Groove'''
 
''Pros:''
 
- Great meter building
 
- Good run
 
- Access to roll cancel, gives more range
 
- Easy to land damage up close
 
- Access to low jump help with poking (low jump j.mk) and mix ups (empty jump throw/low)
 
- Low jump gives access to instant overhead D+HP vs tall crouchers/fatties
 
- Breaking stock is great bonus for his damaging combos
 
- Can break stock for access to more damage or a level 3 after a knock down and continue pressure
 
- Counter roll punishes can be very damaging
 
''Cons:''
 
- No instant access to level 3
 
- Bad roll which limits his guard cancel roll punishes
 
- Meter tied to a timer
 
 
'''K-Groove'''
 
''Pros:''
 
- Good run
 
- Access to Just Defend allows for easy combo to knockdown with good damage (s.mp or c.mp xx rekka) on certain heavy normals (ex. Blanka c.fp)
 
- Nature of Just Defend being safe allows it to be used freely in neutral helping vs more dominant pokes and grants health
 
- Easy to land damage up close
 
- Access to low jump help with poking (low jump j.mk) and mix ups (empty jump throw/low)
 
- Low jump gives access to instant overhead D+HP vs tall crouchers/fatties
 
- Rage drastically improves his already high damage (about 35% overall) and gives defense buff (12.5%)
 
- Even though rage is timed, K-timer is longer than N and S, not being as much of a con due to easily landed supers
 
- Unlike N and S, Kyo will get access to two level 3 supers, up to 3 if player can Just Defend well
 
- Unlike parry, a wrong guess just means Kyo will block
 
''Cons:''
 
- Weak guard bar, vs character with good guard and better pokes, Kyo is more open to being guard crushed, but not as much as P-Groove since Just Defending is easy
 
- Meter tied to a timer (although not as bad as S/N due to gauranteed two level 3's)
 
- Can struggle vs characters with superior pokes and zoning
 
- Not Kyo specific, but A-Groove can get free damage in some cases (block Sakura s.lp, she activates and shosho's)
 
- No access to RC, must Just Defend (fireballs, pokes, etc)
 
 
'''''Why play Kyo?'''''
 
Kyo is a very fun character who can quickly destroy an opponent once he gets in. He has high damage, high stun output, and great guard damage. His roll cancels are not abusable, but great use tactically or as punishes for obvious moves. He is made to rush down, mix up, or break guard and land big combos. He has many juggles as well as OTG combos. Good for players who like:
 
- Rush down
- High damage
- Mix ups
- Combos with links
 
== Safe Fall Punishes Midscreen ==
 
Sweep - Kyo can punish safe falls vs most characters off even a max range sweep with RC HP rekka. From closer ranges you can use mp rekka or running grab.
 
LP/MP Rekka - Use Rekka to punish safe falls from Rekka. Rekka always loops into itself. If you have meter or want to change sides you lk double kick. If they safe fall you can juggle super, if they don't you switch sides and have oki.
 
Uppercut - None
 
LK Double upkicks - HK running grab, delay a few frames or he may stop early.
 
HP throw - running grab if close to corner
 
== Combos ==
 
'''****Meterless Bread and Butter****'''


c.lk, c.lp, c.mp xx mp Rekka series - Your main go to combo that leads to great knockdown that can not be quick rised, another Rekka after will cover the knock down. This leads to many option as well for oki.


'''Three most basic combos done on reaction:'''
c.lk, c.lp, s.mp xx mp Rekka series - An alternate version on his bnb that uses s.mp for extra range and generally better for combos if they can't duck it.


-d.LK, d.MP xx qcf+LP, qcf+P, K
c.lk, c.lk, c.lk xx lk upkicks - A beginner-friendly combo that can lead to big damage with meter.
The standard low hitting combo into beatdown punches.


-jump in HP, d.MP xx qcf+LP, qcf+P, K
The standard combo off a jump in attack.


-low jump HK, dp+HP
The standard combo off a low jump attack.


------
'''****Advanced meterless****'''


'''d.MP gives you frame advantage to link combo after:'''
c.lk, close s.hk xx mk upkicks - Big boy combo for max damage that has different routes depending on what you goal is (1 thru 5).


-d.MP, d.MP xx qcf+LP, qcf+P, K
1. HP DP ender - Best mixture of damage and stun, can't pressure after vs quick rise mid screen.


-d.MP, d.LK xx qcf+LK, LK, super
2. HK DP ender - Best corner carry and stun, but slightly less damage than HP DP in longer combos.


------
3. F+HP xx Rekka, OTG ender - Best damage, lower stun output.


'''Opponent dizzy or otherwise open for big punishment:'''
4. Running Grab - Worst option, should only go for it post stun, same damage as HP DP, but 0 stun.


-(j.HK), close s.HK xx qcf+MK, K, dp+HK (three hits)
5. s.hk xx mk RED Kick - cheeky reset, but safe on block as RED Kick hits meaty '''MOVE TO RESETS'''
The last hit slams the opponent down to the ground and he isn't allowed to tech roll or slow getup. If you hit with a dp+HK juggle from midscreen, your opponent will be brought all the way to the corner.


-(j.HK), close s.HK xx qcf+MK, K, f+HP xx qcf+LP (whiff), hcb+P (whiff), P (otg)
A fancier version of the above combo that does more stun damage. Vega can tech roll the last OTG hit of the combo though, so stick with the first combo where you juggle with dp+HK instead.


-(j.HK), close s.HK xx qcf+MK, K, dp+HP
c.lk, c.lp, c.fp xx mp rekka or hp Rekka- A tougher link for bigger damage from Rekka. HP Rekka should only be used in the corner since its midscreen knockdown is bad.
Sometimes the opponent gets dizzy before the last hit of the three hit dp+HK move. To maximize the damage you do to your opponent, when you're sure the opponent will get dizzy, juggle him with the 2 hit dp+HP move instead.


------


'''Off a parry:'''


(These aren't guaranteed when your opponent uses anti-parry tactics like buffering a slow DP into whatever parry bait move he stuck out, or mashing on a command grab or super grab after the parry, but that rarely happens.)
'''****Metered Bread and Butter****'''


-parry, close s.HK xx qcf+MK, K, dp+HK
c.lk, c.lk, c.lk xx lk upkicks, juggle Lvl 3 Serpent Wave - The main go-to combo for most grooves
The number one reason P-Kyo is so deadly. Off just one parry opening from anywhere on the screen, he can bring you into the corner with a dp+HK juggle.


-parry, d.MP xx qcf+LP, qcf+P, K
c.lk, c.lk xx any level Final Showdown - An ok super, but Serpent Wave is typically better.
Do this when you see that you're out of range of your close s.HK. Also consider using d.MP xx qcf+MK, K too though.  


------
Far s.rh xx Lvl 3 Serpent Wave


'''Off a JD:'''
Point blank c.hk, juggle Lvl 3 Serpent Wave - This is just a safe option to land a lvl 3, not ideal. Sweep is only -2 and has 6 active frames for meaty.


d.MP is a four frame startup attack and cancels into the beatdown punches or launching kicks perfectly. A lot of times you get a free combo when you JD certain laggy attacks your opponent throws out (like a Blanka d.HP for example). A super fast attack like d.MP is the perfect move to take advantage of that window for a free combo.
MP DP *TRADE* any lvl Serpent Wave [https://www.youtube.com/watch?v=e0zqIW07NrU MP DP Trade options]


-JD a laggy ground move, d.MP xx combo
(C-Groove only) MP DP *TRADE* Lvl 2 Serpent Wave, HK upkicks, Lvl 1 Serpent Wave Note: Only possible due to how high up the combo puts the opponent.


==Openings==
(C-Groove only, midscreen) Far s.rh xx Lvl 2 Serpent Wave xx mk upkicks, HP DP or HK DP - from farther range cancel directly into HK DP as sometimes upkicks leave you too far away midscreen to land another juggle. Timin gon the Lvl 2 Serpent Wave juggle is very tight.
== Super Combos ==
'''Using Level 3s'''<br>
c.LK,c.LK xx qcf,qcf+P<br>
low jump HP/HK xx qcf,qcf+P<br>
c.LK,c.LK,c.LK xx qcf+LK,K -> qcb,hcf+P, release (in corner: hold, release)<br>
c.LK,c.MP xx qcf+MK,K -> dp+MK -> qcb,hcf+P, hold, release<br>
j.HK,close s.HK xx qcf+MK,K -> dp+MK -> qcb,hcf+P, hold, release<br>
far s.HK xx qcb,hcf+P, release<br>
trade dp+MP -> qcb,hcf+P, release<br>


* After combos which involve all of the level 3 cloud super connecting optional whiff qcf+LP,hcb+LP,P can be added on for extra damage (only last hit connects). This isn't hard, but requires practice. Make the first part of the super hit once (so do it deep, after dp+MK,K is easiest), then release the button right afterwards. The super should hit for 4 hits, immediately when you recover start inputting the qcf+LP and finish.
(Midscreen, C-Groove only) Point blank c.lk, c.lk OR close s.hk xx lk upkicks xx juggle lvl 2 serpent wave xx HK DP - Massive damage off a level 2 cancel, optimal midscreen.


'''Using C-Groove'''<br>
(A-Groove Only) MP DP *TRADE* (Activate CC) Anti Air CC - See A-Groove combos
c.LK,c.LK xx qcf,qcf+MP xx qcb,hcf+P
c.LK,c.LK xx qcf,qcf+MP xx qcf+MK, K -> jump forward d+HP
(corner) c.LK,c.LK xx qcf,qcf+MP xx qcf+HK,K -> [finishers]<br>
(corner) c.LK,c.LK,c.LK xx qcf+LK,K -> qcb,hcf+MP, release xx qcf+HK,K -> [finishers]<br>
far s.HK xx qcb,hcf+MP, release xx qcf+HK,K -> [finishers]<br>
j.HK,close s.HK xx qcf+HK,K -> qcf,qcf+MP (1hit) xx qcf+HK,K -> dp+HK (dizzy combo -- 66 stun)<br>
trade dp+MP -> qcb,hcf+MP, release xx qcf+HK,K -> [finishers]<br>


* ''[finishers]''<br>dp+HK (easiest)<br>f+HP, qcf+LP,hcb+P,P (only last hit connects) -- if this is done near the corner, you can usually mess it up pretty bad, and still hit your opponent if he techrolls.<br>I wouldn't worry about landing level1s at the end of these combos, the stun helps out Kyo more.
(A-Groove only) c.lk, close s.hk xx mk up kicks, (Activate CC) Anti Air CC - See A-Groove combos


== Custom Combos ==
(A-Groove, near corner only) c.lk, c.lk, c.lk xx lk upkicks, (Activate CC) Anti Air CC - See A-Groove combos
'''Combos into CC'''<br>
close s.HK xx qcf+MK,K, dp+LP/dp+MK, CC, juggle with dp+MP, df+HK whiff<br>
- start your post-CC juggle with dp+HP, df+HK whiff for a fullscreen CC<br>
c.LK/c.MP xx qcf+LK,K, CC, juggle with dp+MP, df+HK whiff (corner)<br>
RC qcf+MK,K, (dp+LP/dp+MK optional), CC, juggle with dp+MP, df+HK whiff<br>
meaty c.MP/close s.MP, CC, c.LK, continue (easy)<br>
meaty c.MP/close s.MP, CC, c.HP, continue (hard)<br>
meaty c.MP/close s.MP, CC, dp+MP, df+HK, continue (harder)<br>
c.HK, CC, juggle with dp+MP/dp+HP, df+HK whiff<br>


(A-Groove only) c.lk, c.lk, (Activate CC), Anti Air CC or c.mp xx ground CC - See A-Groove combos


'''CC setups (random activates)'''<br>
blocked close s.HK, CC<br>
blocked c.HK, CC<br>
blocked meaty rdp+LK, CC<br>
blocked meaty c.MK, CC<br>
blocked 2nd hit of qcf+LK,K, CC<br>
combo into qcf+MK,K, close s.HK xx rdp+LK (whiffs), CC<br>
CC, RC rekka<br>
CC, f+MK overhead, continue<br>
hit with qcf+HP, hcb+P, wait, CC<br>
the other obvious random activates, like empty jump, walk forward, etc<br>




'''Customs'''<br>
'''****Custom Combos****'''
CC, (c.LK), close s.HK x 2, far s.HK, df+HK (1-hit), [far s.HK x 2,
df+HK (1-hit)] x N to corner, df+HK xx qcfx2+P<br>
- you can also switch up to mashed c.LK, df+HK (2-hit) at the end,
but i find it smarter to keep it simple.<br>


CC, [dp+MP, df+HK whiff]x8 (or to 8 hits), c.HP, c.HP, qcb,hcf+P<br>
A-Kyo is very versatile with great damage, one of the better characters in A groove by a far margin who isn't Sakura or M.Bison.
- this is your combo for many things, like anti-air CC, comboing after
all sorts of juggles, or traded dp+LP/MP<br>
- start with dp+HP (1-hit), df+HK whiff if you need the range, like
after a traded dp<br>


j.HK, close s.HK xx qcf+MK,K, dp+MK, CC, [dp+MP, df+HK whiff] x 2,
'''Pros:'''
dp+MP, s.LK whiff, [j.LP x 4] x N until no meter, close s.HK/c.HP xx
qcf+HK,K, dp+HK (opponent dizzy), j.HK, close s.HK xx qcf+MK,K, dp+HK<br>
- this should dizzy all characters 70 stun and lower if you land the
qcf+HK,K correctly, without a jumpin it should dizzy 60 stun chars<br>
- the final hits after the dizzy won't do good damage because the CC
scaling will still be in effect, this is only useful for flash<br>
- it's smarter to end this combo with a super, then try to land
another combo afterwards to get some real dizzy damage<br>


Great damage
Easy ground custom
Strong advanced customs
Can go for stun post CC instead of super leading to dizzy
Overhead CC
Shosho chip CC
Overall a custom for any situation


'''Special Custom enders'''<br>
'''Cons:'''
- combo to 8 hits, juggle with hcb+HK, qcf+LP, hcb+P, P (all 3 hits),
continue with mashed ground custom into qcfx2+P super or qcf+MK,K,
dp+HK for dizzy<br>
- combo to 8 hits, juggle with c.HP x 2 (think rolento super at the
end of CC), qcf+LP, hcb+P, P (first 2 whiff), continue with mashed
ground custom into qcfx2+P super or qcf+MK,K, dp+HK for dizzy<br>
- the execution of the connected rekka chains is pretty hard in CC mode, with kara cancels and shit, sometimes you do one rekka, juggle with a jab, then do another jab when you try for the hcb+P, it's hard, i would stick to setting up whiffed chains if you're gonna really practice this<br>
- ground custom, end with qcf+MK,K, dp+HK for dizzy


= Advanced Strategy =
No low jump makes getting in and mix ups tougher, some matches become much harder
Must be able to proficiently RC


Kyo has possibly the most useful kick throw in the entire game.


The opponent is left right next to you, is unable to tech roll or slow getup, and the 52 pixel range of Kyo's kick throw even lets him do it after the pushback from a d.LK.


==Wake-Up Pressure/Knockdown Mixups==
'''****Ground Custom****''' *Note there are many variations*
==Matchups==


'''vs. Blanka'''
s.hk x5, df+hk (1 hit) xx s.hk x3 xx (df+rh 2-hits xx c.mp)xN xx Final Showdown


Make it one of your goals to get in and land a kick throw. Once you do, you put your self in a highly advantageous mixup situation. Remember that since Blanka is a charge character, it becomes extremely confusing for him on how to keep his charge if you play tricky and keep switching sides with him. After the kick throw...


-low jump forward, crossup j.LK


This is safe against RC electricity, and you actually have frame advantage when you land.
'''****Anti-Air Custom****'''


From there...
(MP DP xx DF+HK whiff)x7, MP DP xx c.fp xx Serpent Wave


-wait, kick throw again


-wait, d.LK combo to counter Blanka trying to throw you


Although it's not necessary in this instance, you can take a complete guess and try to dp+HP after the crossup low jump LK also
'''****Restand CC****'''


After the kick throw...
A few examples of restand CC


-low jump forward, land, kick throw again
c.lk, c.lk, c.lk xx lk upkicks near corner, (Activate CC) s.hk xx (Whiff) lp rekka series to otg, df+hk xN, Final Showdown
This grabs Blanka right out of his wakeup RC electricity startup.


-low jump foward, land, meaty d.MP, d.MP xx combo


The d.MP hit perfectly meaty when you do it like this.


Whenever Blanka sticks out a d.HP, you can sweep his limb from far away if he whiffed. You can even try to do far s.HK xx super if you like.
'''****Overhead blocked CC****'''


Kyo far s.HK is a guaranteed counter to Blanka's d.MK.
Kyo can do rekka otg during a blocked custom to restand. The timing do do this is very tricky since if you press buttons too fast or too slow you can mess up as you can kara cancel the rekka INTO normals on start up before rekka hits. Do this by '''doing the motion for the first two rekkas BEFORE the first rekka hits''', then double tapping punch as you see the overhead connect. Press punch too soon and you will kara cancel the overhead before it hits onto what version of punch you are pressing. The input should be all follows:


One of Kyo's most often used moves is his df+HK. Blanka knows this and will be jumping up and down with his vertical j.HK to counter you. Use your Kyo dp+HP to take him out of the air whenever you're in range.
QCF+P, HCB+P (input both during the start up animation for first rekka), 1st rekka blocked, 2nd overhead rekka hits, double tap any punch.


The counter to Blanka trying to do super jump MK to cross you up is to use your Kyo close s.MK anti-air.
Once the ground pound OTGs you can restand with df+hk.


==Random Tricks/Notes==
[https://docs.google.com/presentation/d/1vL0i-gKRLQnWZbiiZykoPfTJaBZvBrxkKm6QiymK6MY/edit#slide=id.g74222b65db_0_0 Gunter's Kyo A-Groove Collection] - Various custom combos


=Discussion=
== Colors ==
http://www.shoryuken.com/forums/forumdisplay.php?f=51
[[File:Kyo_CvS2_colors.png]]




{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Kyo Kusanagi]]
[[Category:Kyo Kusanagi]]

Latest revision as of 07:07, 2 April 2025

Introduction

CVS2 Kyo Data.png

Story

Kyo Kusanagi, the face of the famous King of Fighters series and the main protagonist of it's first saga, the Orochi Saga. Kyo is the heir to the Kusanagi clan, one of 3 legendary clans in possession of the three Sacred Treasures. The Kusanagi clan weilds powerful fire, and Kyo uses it very well. Kyo is a master of the Kusanagi flame, taught by his father Saisyu. Outside of his martial art skill and legendary family name, Kyo is a highschool dropout who enters the King of Fighters tournaments mostly to stop the evil guys behind them or for the fun of fighting when there are no evil guys. He has a girlfriend he loves named Yuki. In the first saga of KOF, he teamed up with his best friends Benimaru and Daimon to form Team Japan. In KOF 97', Kyo and the other Sacred Treasures Chizuru and Iori are forced to confront Team Orochi, who eventually resummon Orochi. Kyo and Iori seal Orochi back into the Earth, hopefully destroying it forever.

Gameplay

Kyo is the epitome of a rushdown character. His ability to mix and punish the opponent is almost unmatched, with massive damage output off any starter. He has a solid low confirm, a few great overheads, one of the best normal throws, and two very ambiguous crossups. Mix that with his signature rekka special Aragami, which can be followed up in multiple ways or done to leave Kyo safe at the end of a blockstring, and Kyo gets a vortex of guesses that can close out a round quick. He also has stellar defense, with great normals for mashing and a very scary DP, and plenty of good anti-airs.

This isn't without sacrifice though. Kyo struggles very hard in neutral, lacking any kind of projectile or even a consistent rewarding poke. Kyo has to take a risk to get in, whether by jumping or running or rolling, as he gets beaten in neutral by almost everyone. While he does have decent reach with normals like 5HK and 3HK, these have various weaknesses such as being crouchable or having a lot of endlag. Kyo can very rarely convert a poke into knockdown either, forcing him to rely on his up-close game to secure rounds.

If you like a character who can get in the opponents face and spin the wheel of mix until they die, you'll love Kyo. Especially if you're willing to put up with his underwhelming neutral.

Groove Selection

Best - K: Kyo can be run well with almost any groove, but shines mostly in K groove. While rolls do help him, JD and rage turn the already high damage Kyo into a punish machine, dishing out damage from almost any starter. Rage also makes his already scary oki mixup even scarier, as it only takes a few good hits for Kyo to win, and he can easily combo into level 3 Orochinagi in the corner for massive damage.

Just Defense helps Kyo punish certain pokes that are normally safe and score a knockdown when used too close due to JD eliminating pushback and making pokes unsafe in some cases (example, Blanka c.fp done too close) and allowing Kyo to score a rekka knockdown uses standing or crouching medium punch.

Useful - C/N/A/P: The other grooves are all varying in usefulness but generally are good. C-Kyo gets access to damaging and flashy level 2 combos and can more easily end combos in his autocombo super, alongside airblock and Alpha Counters that aid his defense. N-Kyo is sort of a lesser K-Kyo, with roll giving him a good defensive tool and RC specials for neutral use. You lose out on a lot of meter potential however, as Kyo's level 1 supers are very weak. A big plus is popping stock for 20% damage on already painful combos for big punishes. A-Kyo gets access to the powerful Custom Combo mechanic, and in classic Kyo style his CC is highly damaging and puts your opponent in the corner where you want them, as well as having access to repeated DP chip/guard CC for amazing damage. P-Kyo is shockingly good, as his meterless punishes are devastating and his level 3 punishes even more so. One good parry from P-Kyo puts your opponent deep in the corner.

Worst - S: Despite his usefulness in other grooves, S-Kyo has very little going for him. Kyo has decent but underwhelming and combo-oriented supers, so having infinite level 1s means nothing to him. S-Kyo also has to actively give up space to build meter, which harms his heavily aggro gameplan.


Kyo is a close range brawler with stellar mixup and some of the highest damage in the game. His pressure and ability to open up opponents make him terrifying up close, and his combo potential is much higher than the average character. He has play neutral to get there, though, and that's a lot easier said than done. Kyo is best in K-Groove.

Difficulty: Hard
Tier: B+
Pros Cons
  • Vortex: Incredible mixups up close, with overheads and lows and an amazing normal throw that all can lead into another knockdown and another mixup
  • High Damage: One of the highest average damage characters, his meterless damage output is incredibly rewarding and leads to great oki.
  • Hard Knockdowns: Easy access to hard knockdowns from his throw, j.2HP, and 623HK
  • Brawling Normals: Great up close normals for brawling and catching bad movement
  • Anti-Air: Stellar anti-air options and an amazing DP, with extreme damage trade options
  • Weak Neutral: Lacks a projectile, and is often played in K-Groove where he has no rolls, meaning Kyo has to commit a lot harder to win. His best pokes can be ducked by already bad matches (Athena, Iori) and not safe if just defended or parried. His farthest reaching normal, cr.MK, has a very vulnerable hurtbox vs. better pokes.
  • Weak Level 1s: Level 1 supers are combo unfriendly, limiting his use in Grooves without easy access to level 3s
  • Low Range: Lack of many long range buttons means he struggles to contest some of the most powerful buttons in the game
  • Weak to Zoning: Committal gameplan leads to a huge weakness to zoning and patient opponents who don't get opened up easily



Players to Watch

Name Country Groove Accounts Notes
Daidouraku Japan A/N-Groove Twitter: @DAIDOURAKU Has two very different playstyles depending on the groove. His A-Kyo is slower with more read based fundamentals while his N-Kyo is rushdown heavy and brute forces the opponent to make very untimely decisions.
A-Groove Sample Match
N-Groove Sample Match
Yamamoto Japan A-Groove Twitter: N/A A very methodical Kyo, but uses Kyo's restand CCs and various mixups to great effect.
Sample Match
Bean Japan P-Groove N/A One of Japan's best P-Groovers. Has a dominant Kyo who pulls off crazy parry punish combos.
Sample Match
Makoto Japan P-Groove N/A Not only is he a titan with Kyo, He also manages to turn almost every parry to a damaging punish combo.
Sample Match
OTK Japan K-Groove Twitter: @Den_ta9 Once Hailed as Japan's best Rock and best K-Groove player, OTK has a JD crazy Kyo that punished seemingly everything and had mega-mind reads.
Sample Match



Normal Moves

Far Normals

5LP

Far Jab
Light Punch
5LP / Far LP
CVS2 Kyo 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 3 5 7 15 +5 +5 None

A quick light jab. Crouchable but has decent range and is very fast.

5MP

Far Strong
Medium Punch
5MP / Far MP
CVS2 Kyo 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 900 9 SP/SU Mid High 4 6 22 32 -5 -5 None

5MP is a strong button for whiff punishing as it combos into Kyo's 236MP and reaches quite far for a Kyo normal. Sees less use than his 2MP however, which is essentially the same button but cannot be crouched. This is ideal combo tool for rekkas against characters that can not duck it due to having more range and same start up as c.mp. A key tool to ranged punishes for a knockdown and good damage such as max range lp dp blocks, 2 hit knee press, etc.

5HP

Far Fierce
Heavy Punch
5HP / Far HP
CVS2 Kyo 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 None Mid High 8 6 17 31 +1 +1 None

Kyo sticks out his fist in front of him. Crouchable again, and not cancellable like 5MP. While it is fairly damaging it sees basically no use except as an occassional anti-air.

5LK

Far Short
Light Kick
5LK / Far LK
CVS2 Kyo 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SU Mid High 5 4 14 23 -1 -1 None

A quick little kick. Useful to prod opponents with, and as a safer standing poke. Only cancels into supers, however, and only 236236P will combo from it.

5MK

Far Forward
Medium Kick
5MK / Far MK
CVS2 Kyo 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 900 9 None Mid High 8 5 19 32 -2 -2 None

Kyo kicks up into the air. A great anti-air that works against cross-ups very well.

5HK

Far Roundhouse
Heavy Kick
5HK / Far HK
CVS2 Kyo 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1300 13 SU Mid High 7 7 24 38 -5 -5 Low

One of Kyo's best moves in neutral. 5HK reaches far and starts up fast, and Kyo's foot hurtbox is gone. His lower hurtbox in general retracts far back, meaning this cleanly beats a lot of popular low pokes. One of your farthest reaching normals in general, poke around in neutral with this. This can work guard very well and punish whiffs. This move cancels into Serpent Wave, but only lvl 2 works from most ranges, lvl 3 any range. Lvl 1 will not work in most cases.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Kyo clLP.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 6 6 14 +5 +5 None

A very fast standing jab. Good get-off-me button, and would be useful for links but it can be crouched under.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Kyo clMP.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 3 12 11 26 0 0 None

A medium normal with plenty of active frames. Extremely meaty normal that allows links into most anything. A good alternative to c.mp, but is 0 normally vs c.mp +6. Plus frames will vary on player timing. This most shines most as a meaty vs P-Groove where it must be parried high and not low, vs c.mp which can be parried down. Mix up between the two for best success.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Kyo 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1400 14 None Mid High 8 6 17 31 +1 +1 None

Identical to the far version, which makes it basically useless up close.

clLK

Close Short
Light Kick
cl.LK / cl5LK
CVS2 Kyo clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SP/SU Mid Mid 4 4 11 19 +3 +3 None

A low hitting kick that does not actually hit low. Not a bad button but is usually outshined by his other lights up close. Useful for c.lk, s.lk xx HP DP since close s.lk will always combo to dp, vs crouching can be iffy if slightly far.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Kyo 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 1000 10 SP/SU Mid High 4 5 16 25 +1 +1 None

Despite having the same animation, MK does have a close version! It does 100 more damage and gains the ability to cancel. This is niche, as 5MK is mostly an anti-air and very niche otherwise.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Kyo clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1200 12 SP/SU Mid High 4 4 21 29 -1 -1 None

Kyo's main close normal for combos. Mainly, you'll cancel this into 236MK or 236HK and juggle from there. Used after any jump-in or to start punishes on negative moves that recover close, like DPs. A great move to go into lp rekka vs P-Groove since it must be parried high vs low parry which covers lows and mids.

Crouching Normals

2LP

Crouching Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Kyo 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLp.png 300 3 RF/SP/SU Mid Mid 3 4 7 14 +6 +6 None

A standard and good 2LP. Fast, mashable, and links into Kyo's strong medium normals. Usually outshined by 2LK, as they have the exact same data but 2LK is a low.

2MP

Crouching Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Kyo 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMp.png 800 8 SP/SU Mid Mid 4 7 9 20 +6 +6 None

One of your best normals, and perhaps your best one. Kyo's 2MP is a key normal for poking, linking, pressure, and punishing. As it's 4 frames, it'll link from a majority of things (including itself!) and is a very consistent punish after parry/JD. It reaches farther than you might expect as well, and even at max range it will combo into 236MP for a knockdown. It can be fairly hard to contest as well, as it recovers very quick and is easy to whiff. This also makes it an effective meter builder. A good do-it-all normal held back almost only by average range.

2HP

Crouching Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Kyo 2HP First.PNG
Starting Hitbox
CVS2 Kyo 2HP Second.PNG
Anti-Air Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHp.png 1200, 1100 12, 11 SP/SU, SU Mid High 5 6 29 40 -11 -11 None

Another good anti-air in Kyo's moveset. It reaches quite high, and the hurtbox on the arm is very small, meaning it's good at beating people above you. Usually you want to use 623P on opponents at this range, but this is good in situations where you can't react in time to do the full input.

2LK

Crouching Short
Crouching Light Kick
2LK / cr.LK
CVS2 Kyo 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLk.png 200 2 RF/SP/SU Low Low 3 4 7 14 +6 +6 None

Your main crouching light, and main light in general. Fast, very plus, and a low. Links into 2MP even after doing two, allowing Kyo to do long low confirms. On it's own, it combos into some faster specials and confirms into his supers.

2MK

Crouching Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Kyo 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMk.png 900 9 SU Low Low 7 9 16 32 -5 -5 None

A far reaching low poke. Not special cancellable and only combos into supers at close range, but not bad to toss in at the end of a blockstring for a surprise low. Even then it's outshined by 2HK. Occassionally useful but you usually have a better option, and Kyo isn't gonna win from pokes usually anyway

2HK

Crouching Roundhouse
Crouching Heavy Kick / Sweep
2HK / cr.HK
CVS2 Kyo 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHk.png 1300 13 None Low Low 6 6 22 34 -DWN -2 None

Kyo's sweep. Fairly standard but a bit committal since it can't be cancelled. Still can be nice to get a far knockdown or whiff punish into oki, but watch whiffing this. Very safe on block at any range and can be made plus up close. At close range you can start a custom combo or combo Lvl 3 Serpent Wave. Vital tool vs some pokes such as Sagat c.fp.

Jumping Normals

8LP

Jumping Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Kyo 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 600 6 None High High 4 22 0 26 Varies Varies None

A fast jump normal. Has a lot of active frames, and can be useful in some ways to intercept air utilities like Bison headstomp, but has very little use otherwise.

8MP

Jumping Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Kyo 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 900 9 None High High 4 10 0 14 Varies Varies None

A weaker but faster j.HP. Not much purpose.

8HP

Jumping Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Kyo 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 1100 11 None High High 6 10 0 16 Varies Varies None

One of Kyo's heavy air normals. Does good damage, but is generally outshined by jHK both in neutral and diagonal jumps.

8LK

Jumping Short
Jumping Light kick
j.LK / 8LK
CVS2 Kyo njLK.PNG
Neutral Jump
CVS2 Kyo jLK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 600 6 None High High 4 22 0 26 Varies Varies None

Kyo sticks out his knee. Similar to jLP with high active frames and fast startup, but similarly niche, especially since it's a neutral jump normal.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,Uf.png+Lk.png 500 5 None High High 4 22 0 26 Varies Varies None

A knee with lots of active frames. Also has a clean crossup hitbox, which is great to set up hop crossups after knockdowns. Surprisingly hard to contest because of how active it is.

8MK

Jumping Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Kyo 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 900 9 None High High 5 7 0 12 Varies Varies None

A decent air-to-air as it's one of his farthest reaching air normals.

8HK

Jumping Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Kyo jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hk.png 1100 11 None High High 6 10 0 16 Varies Varies None

Kyo kicks outwards. Kyo's njHK is arguably his best air-to-air, but it is a bit slow.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,Uf.png+Hk.png 1200 12 None High High 6 6 0 12 Varies Varies None

Kyo's main all purpose jump in. Long reach, highest damage, and decent frame data. Not much to explain, just a good air normal.

Command Normals

6HP
Blowback
Shoulder Ram
6HP
CVS2 Kyo 6HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Hp.png 1300 13 SP/SU Mid High 14 13 20 47 -DWN -3 None

Kyo rams his opponent with his shoulder. Knocks them far away on hit, and can be special cancelled. Midscreen not much use as it sends too far for meaningful oki, but it's a useful meaty in the corner due to its high active frame count. Always cancel into 236LP/MP on hit to keep yourself safe. Has some use in a few combo routes. His best juggle ender in the corner into OTG rekka ground pound for max damage.

3HK
88 Shiki
Low Kicks
3HK
CVS2 Kyo 3HK First.PNG
First Kick
CVS2 Kyo 3HK Second.PNG
Second Kick
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Df.png+Hk.png 400+800 4+8 None Mid, Low Low 11 4(8)4 20 47 0 0 None

A double kick that aims low and reaches far. An important footsies normal for Kyo, as it's fast and safe. It can be good to toss these out when in range to keep opponents from trying to approach you, and keep the pace of the match in Kyo's favor. Be careful not to whiff though as it has a decent bit of endlag. 0 on block and good move to RC Rekka after.

6MK
Ge Shiki: Goufu You
Overhead Kick
6MK
CVS2 Kyo 6MK.PNG
The one missing hitbox in a sea of hitbox data...
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mk.png 1000 10 None High High 32 3 22 55 -5 -5 None

A long, committal, reactable overhead. Not the best overhead, as it's negative on hit and a full 32 frame startup means it's more than reactable. Still, Kyo has many lows from many ranges. If an opponent is scared to stand up vs Kyo pressure, this can be slipped in.

j2HP
Ge Shiki: Naraku Otoshi
Dunk, Axe Hands
j2HP
CVS2 Kyo j2HP.PNG
Dunk On Em
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air D.png+Hp.png 1400 14 None High High 8 6 0 14 -DWN Varies None

Kyo dunks on the opponent with a two-fisted downward punch. Very very scary attack, especially when combined with low jumps. Most aerials in CvS2 do not give a knockdown on their own, and need to be linked into grounded attacks or specials. This move, however, gives an immediate and potent hard knockdown. This makes it a very scary overhead option, especially in low jump where it can be done early on giving the opponent very little time to react. After some knockdowns, Kyo can even have this setup to crossup or fake crossup, making it a key part of his vortex. This normal is especially potent vs tall characters, namely the feared top tier Sagat, as they cannot crouch under it as easily.

Throws

4/6HP
Hachi Tetsu
Punch Throw
Near Opponent, 4/6HP
CVS2 Kyo PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Near Opponent B.png/F.png+Hp.png 1700 0 None Grab Grab 3 1 13 17 -DWN Grab None

Kyo shoulders the opponent and tosses them away. Not a bad throw, but almost completely outshined by his amazing kick throw. It is however the faster throw, and one of Kyo's fastest attacks in general, making it a nice punish against certain things.

4/6HK
Issetsu Seio Nage
Kick Throw
Near Opponent, 4/6HK
CVS2 Kyo KThrow.PNG
He needs it
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Near Opponent B.png/F.png+Hk.png 1900 0 None Grab Grab 5 1 13 19 -DWN Grab None

A beast of a normal throw. Higher than average throw range makes it so Kyo can threaten tic throws and walk up throws more than most characters, and the knockdown this gives is amazing. Some of Kyo's best knockdown oki will come from his kick throw. It helps that it also does a chunk of damage, making it a tool worth fearing. It goes without saying, but a character like Kyo who already has good mixup really appreciates having a scary throw as well. Allow for side switching by rolling or low jumping and still having time to meaty.

Extremely useful vs a character with lots of stun built up, as they recover fast enough from the throw to be forced to block again, causing stun to not go away. This allows a very scary throw/counter hit mix up.

Special Moves

Aragami

Kyo's Rekka series can be intimidating at first, but the tree is fairly simple! Here is a quick rundown.
Aragami > Konokizu > Nanase/Yanosabi
Aragami > Yanosabi > Nanase/Migiri Ugachi
There are different reasons to use either of these two trees and the two possible enders for each, but memorizing the order is simple.

114 Shiki: Aragami
Rekka Starter
236LP/MP
CVS2 Kyo 236LMP.PNG
Bodega!!
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lp.png 500 2 Into Rekka Followups Mid High 15 3 11 (cancel), 29 (raw) 47 -5 -5 None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Mp.png 600 2 Into Rekka Followups Mid High 18 4 14 (cancel), 34 (raw) 56 -10 -10 None

The first hit of Kyo's rekka series. Important tools for combos and pressure, but not as good for neutral as they are in the classic KOF games. They are notably unsafe, especially the MP version, and while pushback usually makes you fairly safe from punishment you still can't threaten much after an empty Aragami. The real strength lies in making your opponent scared of what you do after. The followups make for potent frametraps, one of which being an overhead as well, meaning opponents will often standblock. This is when you can catch them with surprise lows, which Kyo has plenty of. Mix up your options after this move to keep your opponent on their toes and score knockdowns. Typically the light version is always safe except from fast supers (Same data as Iori's 1st rekka on block). This sets up a mix up with RC rekka again on block (in roll grooves) or delay 2nd rekka to counter hit and anti air.

Rekka series loops into itself infinitely if someone keeps quick rising.

If the opponent ever rolls when doing a rekka, finish the series ending in kick to create huge distance and avoiding a punish.

Konokizu

128 Shiki: Konokizu
Rekka Bridge
After Aragami, 236P
CVS2 Kyo 236P Followup.PNG
Combo Tool and Risky Frametrap
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Aragami, Qcf.png+P.png 600 2 Into P.png/K.png Finishers Mid High 8 3 10 (cancel), 26 (raw) 37 -2 -11 None

The combo bridge off of Aragami. Mostly you'll use this to finish combos from Aragami hitting, as the other bridge does not combo. It can also be used as a risky frametrap, and a tool to catch people jumping over Aragami. Very unsafe and not much pushback, so if this is blocked you will get punished. Distance can make some normals whiff, while completing with another rekka series make counter hit, causing an opponent to hesitate a punish.

Yanosabi

127 Shiki: Yanosabi
Rekka Overhead/Overhead Finisher
After Aragami, 63214P/After Konokizu, P
CVS2 Kyo 63214P Followup.PNG
Surprise Overhead
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Aragami, Hcb.png+P.png/After Konokizu, P.png 900 4 Into P.png/K.png Finishers High High 16 4 2 (cancel), 22 (raw) 42 -DWN -7 None

Overhead followup to Aragami. Only barely reactable, but predictable if used too much. A smart opponent will standblock Aragami always and react to whether or not you did the overhead, rather than react to you doing the overhead itself. You should still represent this tool against opponents crouchblocking, as it does give a decent knockdown on hit and is a part of why blocking Aragami is scary. As a finisher, this is used in a few juggles to knockdown, but is rare. Moreso it's used as another surprise overhead at the end of an Aragami bridge. One set up to use this is after rekka knockdown, do another rekka (leaves you close and covers quick rise), into delayed 2nd rekka follow up or normal oki.

You can do a high/low/throw mix up after rekka series hits (qcf+p, p, k), by doing another rekka (which covers quick rise) then doing a delayed qcb+p, p to knock them down again, or going with c.lk or throw instead.

Nanase

127 Shiki: Nanase
Kick Ender
After Konokizu/Yanosabi, K
CVS2 Kyo KEnder.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Konokizu/Yanosabi K.png 700 2 None Mid High 12 8 27 47 -DWN -20 None

The kick ender for the Aragami chain. Combos from the 236P followup and gives a good knockdown with lots of corner carry. This is your preferred ender after long hitconfirms, as it's easy to combo into. Make sure that it hits however, as if this is blocked you're left open for your opponents favorite combo.

You can do this ender to counter hit a punish attempt if your previous counter hit attempt fails, but will be open to huge damage.

Migiri Ugachi

Ge Shiki Migiri Ugachi: 127 Shiki Yano Sabi
OTG Ender
After Yanosabi Bridge, P
CVS2 Kyo PEnder.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Yanosabi Bridge P.png 1300 5 None Mid Mid 15 4 36 55 -DWN -21 None

Ender specifically for the Overhead bridge. Hits OTG (Off The Ground) so it can be used after the overhead bridge knockdown to add more damage. After some corner combos, you can whiff the first parts of the rekka (236P > 63214P > P) and this will hit for extra damage. Even more unsafe than the Kick ender, so watch for this being blocked. Useable after close lvl 3 anti airs, certain customs, and close MP DP trades.

Dokugami

115 Shiki: Dokugami
Heavy Rekka Starter
236HP
CVS2 Kyo 236HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Hp.png 700 3 Into Followup Mid High 20 3 5 (cancel), 32 (raw) 55 -11 -11 4 (autoguard)

A heavier version of Kyo's Aragami rekka. Unlike Aragami, this only has one tree to follow through. Dokugami is mostly useful for combos, as while it does have a few autoguard frames they're minor, and you're left unsafe on hit and block. The followups can whiff if this is done from farther out, but can be delayed to counter hit and be +1 on hit. While this would be a useful combo tool, it only combos from heavies, and Kyo has better options from heavies. Dokugami sees very little use because where it does work, Kyo has a better option. Very good RC vs fireballs and as a CC anti-fireball starter.

Tsumiyomi

401 Shiki: Tsumiyomi
Heavy Rekka Bridge
After Dokugami, 63214P
CVS2 Kyo 63214 Heavy Bridge.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Dokugami Hcb.png+P.png 700 2 Into Finisher Mid High 6 3 4 (cancel), 20 (raw) 29 +1 -8 None

Bridge after Dokugami. Basically only used for combos, as it leaves you unsafe on block. Only use on block for badly used starters to attempted counter hit when a punish is inevitable otherwise.

Batsuyomi

401 Shiki: Batsuyomi
Heavy Rekka Ender
After Tsumiyomi, 6P
CVS2 Kyo 6P Ender First.PNG
First Hitbox
CVS2 Kyo 6P Ender Second.PNG
Last Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Tsumiyomi F.png+P.png 500+300 2+1 None Mid High 6 14 41 61 -DWN -36 None

Heavy rekka ender. Only to be used as a combo ender after heavy rekkas, as it has no purpose in Kyo's gameplan otherwise. Just like his other rekka enders, if this gets blocked, be prepared to see yourself in a combo video later.

Oniyaki

100 Shiki: Oniyaki
DP
623P
CVS2 Kyo 623P First.PNG
Startup Invuln
CVS2 Kyo 623P Second.PNG
First Active Frames
CVS2 Kyo 623P Third.PNG
Anti-Air Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lp.png 1000, 800 10, 8 None Mid High 4 8 38 50 -DWN -31 4 (Full), 4 (Lower)
Dp.png+Mp.png 1700, 800 17, 8 None Mid High 4 8 49 61 -DWN -42 4 (Full), 4 (Lower)
Dp.png+Hp.png 1100+800 11+8 None Mid High 4 9 60 73 -DWN -50 8 (Full), 5 (Lower)

Kyo's powerful Oniyaki DP series. Very high damage reversal and anti-air specials, but majorly risky. The HP version is the happy medium combo ender to juggles (1 less stun than dp+k, but more damage) and his best anti air being fully invincible. MP dp is best damage potential as it is one hit (counter hits do much more damage than hp dp) and on trades you can juggle any serpent wave or custom combo. MP version will trade often as the invincibility runs out right before the first active frame.

RC for massive range increase (good vs far neutral jumps and corner)

RED Kicks

R.E.D. Kick
Overhead Kicks
421K
CVS2 Kyo 421K First.PNG
Rising Hitbox
CVS2 Kyo 421K Second.PNG
Falling Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Rdp.png+Lk.png 1300, 1100 13, 11 None High High 24 14 15 53 -DWN -3 None
Rdp.png+Mk.png 1400, 1100 14, 11 None High High 31 12 14 57 -DWN -2 None
Rdp.png+Hk.png 1500, 1200 15, 12 None High High 38 10 13 61 -DWN -1 None

Overhead hitting flip kicks. Opponents have to anti-air this like a jump. This can catch opponents who are waiting to block moves like Aragami by surprise, and even if they do react to block, your turn isn't necessarily over. These are still risky however, as you are wide open for high damage anti-airs. Can be used as a neutral "skip" but this carries more risk than a surprise overhead cancel as the opponent will be watching to anti-air you. They have overall good hitboxes.

These can cross up (easiest way is point blank, example cross up j.lk, immediate lk RED kick.

NOTE: Despite the frame data listed (its the official data) these are very much more like dive kicks, they are not safe as listed unless you hit them deep near the feet. A standing opponent can punish pretty easily if blocked high near the head.

c.lk, c.lk, c.mp xx lk RED kick is safe

c.lk, c.lk, c.fp xx mk RED kick is safe

Cross up RED kick is safe

Kai

75 Shiki: Kai
Upkicks, Launcher
236K
CVS2 Kyo 236K First.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lk.png 400 4 Followup Mid High 12 11 5 (cancel), 32 (raw) 55 -DWN -17 None
Qcf.png+Mk.png 400 4 Followup Mid High 18 12 5 (cancel), 35 (raw) 65 -DWN -20 None
Qcf.png+Hk.png 400 4 Followup Mid High 22 13 5 (cancel), 38 (raw) 73 -DWN -23 None

The first hit of Kyo's two part launcher series. On it's own, very unsafe and easily punished. Always do the followup K move, as in combos its what gives him juggles and on block it can be safer.

Kai Followup

75 Shiki: Kai Followup
236KK
CVS2 Kyo 236K Second.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Lk.png 500 5 None Mid High 5 6 16 27 -DWN Varies None
Mk.png 600 6 None Mid High 5 6 19 30 -DWN Varies None
Hk.png 700 7 None Mid High 5 6 22 33 -DWN Varies None

Launcher followup to Kai. Followups can only be used with the version you started with (i.e. HK followup can only be used after 236HK).

This move leaves heavy frame advantage vs characters you can not duck it (Sagat, Raiden, Geese, etc). This makes it a good RC and in block strings that cause the first hit to whiff. Caution using it too close, if the first hit is blocked, the second hit will always whiff on a crouching opponent.

This SAFE when just defended, but you are at a slight disadvantage.

Oboroguruma

101 Shiki: Oboro Guruma
Spinning Kicks
623K
CVS2 Kyo 623K First.PNG
First Kick
CVS2 Kyo 623K Second.PNG
Second Kick
CVS2 Kyo 623K Third.PNG
Final Kick
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lk.png 1400 14 None Mid High 8 8 31 47 -DWN Varies None
Dp.png+Mk.png 500+1100 5+11 None Mid High 8 6(17)6 31 68 -DWN Varies None
Dp.png+Hk.png 300+500+1200 3+5+12 None Mid High 8 6(17)6(12)2 38 89 -DWN Varies None

Kyo rises up into the air and kicks once for LK, twice for MK, and three times for HK. Powerful tools for combos, as the LK and MK versions allow for some followups after. The HK version is a fearsome combo ender, as it gives ridiculous corner carry and a great untechable knockdown. Generally, you'll only use these during combos and only after 236KK. This ender is used mainly for MAX stun output.

MK double version, after qcf+k, k, allows for Lvl 3 super or CC juggle in the corner.

Kototsuki You

212 Shiki: Kototsuki You
Running Grab
63214K
CVS2 Kyo 63214K First.PNG
Elbow
CVS2 Kyo 63214K Second.PNG
Grab
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png+Lk.png 200+1500 0 None Mid High 5, 4 (hit) 32 (run), 4 (hit) 12 (run), 20 (hit) 49 (run), 33 (hit) -DWN -6 None
Hcb.png+Mk.png 200+1600 0 None Mid High 5, 4 (hit) 64 (run), 4 (hit) 12 (run), 20 (hit) 81 (run), 33 (hit) -DWN -6 None
Hcb.png+Hk.png 200+1700 0 None Mid High 5, 4 (hit) 48 (run), 4 (hit) 12 (run), 20 (hit) 65 (run), 33 (hit) -DWN -6 None

Kyo runs forward and elbows the opponent. On hit, he grabs them and blows them up. The LK version will run forward shortly, while the MK and HK versions will run fullscreen. Outside of whiffing the LK version as approach and too cover safe falls.

Mostly can be used as a combo ender for post stun combos since it causes 0 stun for normal combos (where OTG is better), RC vs fireballs (where RC Rekka is better), or custom combo starter vs fireballs (where walk up s.hk or rekka is better).

Supers

Final Showdown

Final Showdown
Beatdown Super
236236P
CVS2 Kyo 236236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png+Lp.png 2800 0 None Mid High 5:8 56 35 104 -DWN -17 9 (Full)
Qcf.pngQcf.png+Mp.png 4400 0 SP/SU Mid High 5:8 56 30 99 -DWN -12 15 (Full)
Qcf.pngQcf.png+Hp.png 5800 0 None Mid High 5:8 56 30 99 -DWN -12 23 (Full)

Kyo summons a huge pillar of fire, and lunges at the opponent with a hook like his Aragami. Level 1 ends with one punch, level 2 adds another punch, and level 3 adds a high damage Oniyaki ender. Easier to combo into than Orochinagi midscreen for good damage. Will combo off of lights and quick buffers, but requires a bit of close range. Gains a lot more utility in C-Groove where it can cancel into 236HKK, leading to an Orochinagi for big damage. Despite the ridiculously tall hitbox, air opponents will not get hit by this fully, making it useless as an anti-air.

You can spam it in S-Groove as anti air, but just doing hp dp is better. Comboable off two light attacks up close.

This super is better than Orochinagi combos in the corner post stun due to higher base damage.

Orochinagi

Ura 108 Shiki: Orochinagi
Flame Super
2141236P
CVS2 Kyo 2141236P First.PNG
Charging
CVS2 Kyo 2141236P Second.PNG
The Classic
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.pngHcf.png+Lp.png 2500 0 None Mid High 5:1~15 1~53 53 73 -DWN -20 9 (full)
Qcb.pngHcf.png+Mp.png 3700 0 SP/SU Mid High 5:1~15 1~53 53 73 -DWN -17 15 (Full)
Qcb.pngHcf.png+Hp.png 1000+4700 0 None Mid High 5:1~15 1~53 53 73 -DWN -14 23 (Full)

Kyo's signature super where he charges up his fire and then throws out a cloud of flame. Can be held, but unlike in KOF this does not increase it's damage and the max hold version is still blockable. With the level 3 version, Kyo will be covered in an active flame hitbox that can be used to make juggles consistent. Holding it is just for mindgames and to ensure max damage in juggles. These are high damage, and what you usually want to end combos in, but they can be a bit situational to land in comparison to Final Showdown. Almost always you'll land these after a Kai in the corner.

The level 1 and 2 versions are difficult to combo into, so you especially want to land the level 3 version. To land all hits of the level 3, you have to get a hit in the corner into 236HKK. Buffer the super to immediately do it as you land, and hold so they can bounce off of Kyo's body once. Then, release the super as they fall.

The level one can be used as a strong meaty vs non reversal character on certain knockdowns, which is a waste in any groove not S. The level 2 version is Kyo's bread and butter go to off certain combos in C. Main ender for juggle A Groove customs (if not doing OTG).

Strategy

C- Groove

Pros:

- Great meter building

- Stored meter is great to choose what level super to use on demand

- Access to roll cancel, gives moves more range

- Amazing level 2 damage

- Huge stun output with level 2, especially in the corner

- Easy to land damage up close

- Trade combo off MP DP near corner close to 9.5k

- Access to air block/chicken guard can help some bad matches

Cons:

- Roll cancel rekka must be spaced properly, can be punished by fast supers

- Bad roll

- LP rekka is safest at -5, hard to execute due to overlapping kick special

- Level one supers are near useless

- Can have a difficult time getting in without low jump

- Loses low jump instant overhead D+HP vs big characters

- Can be difficult to whiff punish due to short range, s.rh xx super can be hard to do during a intense match (SNK motion)

- Dash is mediocre, can not corpse hop

- Can struggle vs characters with superior pokes and zoning

A-Groove

Pros:

- Great meter building

- Access to roll cancel, gives moves more range

- Great CC damage

- Access to two overheads in CC

- Able to force re-stand in juggles for more damage

- Easy to land damage up close

- Trade combo off MP dp in CC does great damage

- CC versatility allows for true AA CC as well fireball punishes

- MP DP chip CC does great damage and guardbreaks (guaranteed vs P/K)

Cons:

- Roll cancel rekka must be spaced properly, can be punished by fast supers

- LP rekka is safest at -5, hard to execute due to overlapping kick special

- Level one supers are useless outside of kill combo (CC too valuable)

- Can have a difficult time getting in without low jump

- Loses low jump instant overhead D+HP vs big characters

- Can be difficult to whiff punish due to short range, no access to s.rh xx super reliably

- Dash is mediocre, can not corpse hop

- Can struggle vs characters with superior pokes and zoning

P- Groove

Pros:

- Great meter building

- Access to parry allows for easy combo to knockdown with good damage (s.mp or c.mp xx rekka)

- Easy to land damage up close

- Trade combo off MP dp into super does good damage

- Access to low jump help with poking (low jump j.mk) and mix ups (empty jump throw/low)

- Low jump gives access to instant overhead D+HP vs tall crouchers/fatties

- Parry allows for more air approach depending on player's parry skills

- LP rekka is safest at -5, but punishable by fast supers. Parry allow it to become safe (-4) due to being able to parry 1-frame prior to blocking

Cons:

- Weak guard bar, vs character with good guard and better pokes, Kyo is more open to being guard crushed

- Can have a difficult time getting in without low jump

- Can be difficult to whiff punish due to short range, no access to s.rh xx super reliably

- Dash is mediocre, can not corpse hop

- Can struggle vs characters with superior pokes and zoning

- P-Groove is a skill heavy groove, can become overwhelmed if unable to parry on top of being a hard character to play

- Not Kyo specific, but A-Groove can get free damage in some cases (block Sakura s.lp, she activates and shosho's)

- No access to RC, must parry (fireballs, pokes, etc) and if wrong will take damage

S-Groove

Pros:

- Very good Kick dodge attack

- Good run

- Easy to land damage up close

- Access to low jump help with poking (low jump j.mk) and mix ups (empty jump throw/low)

- Low jump gives access to instant overhead D+HP vs tall crouchers/fatties

- Full meter bonus damage is great bonus for his damaging combos

Cons:

- Meter tied to a timer

- Very mediocre dodge punch

- Level one supers are not easy to land when in desperation (flashing red life/infinite level ones)

- Can not take advantage of great meter building

- Charge mechanic works against his playstyle (have to choose knock down to mix up/Oki or charge)

- Can struggle vs characters with superior pokes and zoning

- MP DP juggle to level one cant be taken advantage much of in red life (trade damage may kill you)

- No access to RC, must dodge (fireballs, pokes, etc) which is not advancing

- Rare to get a level 3 if meter isnt built far when hitting desperation, have to give up oki if wanting a level 3 (flashing red life/infinite level ones)

N-Groove

Pros:

- Great meter building

- Good run

- Access to roll cancel, gives more range

- Easy to land damage up close

- Access to low jump help with poking (low jump j.mk) and mix ups (empty jump throw/low)

- Low jump gives access to instant overhead D+HP vs tall crouchers/fatties

- Breaking stock is great bonus for his damaging combos

- Can break stock for access to more damage or a level 3 after a knock down and continue pressure

- Counter roll punishes can be very damaging

Cons:

- No instant access to level 3

- Bad roll which limits his guard cancel roll punishes

- Meter tied to a timer


K-Groove

Pros:

- Good run

- Access to Just Defend allows for easy combo to knockdown with good damage (s.mp or c.mp xx rekka) on certain heavy normals (ex. Blanka c.fp)

- Nature of Just Defend being safe allows it to be used freely in neutral helping vs more dominant pokes and grants health

- Easy to land damage up close

- Access to low jump help with poking (low jump j.mk) and mix ups (empty jump throw/low)

- Low jump gives access to instant overhead D+HP vs tall crouchers/fatties

- Rage drastically improves his already high damage (about 35% overall) and gives defense buff (12.5%)

- Even though rage is timed, K-timer is longer than N and S, not being as much of a con due to easily landed supers

- Unlike N and S, Kyo will get access to two level 3 supers, up to 3 if player can Just Defend well

- Unlike parry, a wrong guess just means Kyo will block

Cons:

- Weak guard bar, vs character with good guard and better pokes, Kyo is more open to being guard crushed, but not as much as P-Groove since Just Defending is easy

- Meter tied to a timer (although not as bad as S/N due to gauranteed two level 3's)

- Can struggle vs characters with superior pokes and zoning

- Not Kyo specific, but A-Groove can get free damage in some cases (block Sakura s.lp, she activates and shosho's)

- No access to RC, must Just Defend (fireballs, pokes, etc)


Why play Kyo?

Kyo is a very fun character who can quickly destroy an opponent once he gets in. He has high damage, high stun output, and great guard damage. His roll cancels are not abusable, but great use tactically or as punishes for obvious moves. He is made to rush down, mix up, or break guard and land big combos. He has many juggles as well as OTG combos. Good for players who like:

- Rush down - High damage - Mix ups - Combos with links

Safe Fall Punishes Midscreen

Sweep - Kyo can punish safe falls vs most characters off even a max range sweep with RC HP rekka. From closer ranges you can use mp rekka or running grab.

LP/MP Rekka - Use Rekka to punish safe falls from Rekka. Rekka always loops into itself. If you have meter or want to change sides you lk double kick. If they safe fall you can juggle super, if they don't you switch sides and have oki.

Uppercut - None

LK Double upkicks - HK running grab, delay a few frames or he may stop early.

HP throw - running grab if close to corner

Combos

****Meterless Bread and Butter****

c.lk, c.lp, c.mp xx mp Rekka series - Your main go to combo that leads to great knockdown that can not be quick rised, another Rekka after will cover the knock down. This leads to many option as well for oki.

c.lk, c.lp, s.mp xx mp Rekka series - An alternate version on his bnb that uses s.mp for extra range and generally better for combos if they can't duck it.

c.lk, c.lk, c.lk xx lk upkicks - A beginner-friendly combo that can lead to big damage with meter.


****Advanced meterless****

c.lk, close s.hk xx mk upkicks - Big boy combo for max damage that has different routes depending on what you goal is (1 thru 5).

1. HP DP ender - Best mixture of damage and stun, can't pressure after vs quick rise mid screen.

2. HK DP ender - Best corner carry and stun, but slightly less damage than HP DP in longer combos.

3. F+HP xx Rekka, OTG ender - Best damage, lower stun output.

4. Running Grab - Worst option, should only go for it post stun, same damage as HP DP, but 0 stun.

5. s.hk xx mk RED Kick - cheeky reset, but safe on block as RED Kick hits meaty MOVE TO RESETS


c.lk, c.lp, c.fp xx mp rekka or hp Rekka- A tougher link for bigger damage from Rekka. HP Rekka should only be used in the corner since its midscreen knockdown is bad.


****Metered Bread and Butter****

c.lk, c.lk, c.lk xx lk upkicks, juggle Lvl 3 Serpent Wave - The main go-to combo for most grooves

c.lk, c.lk xx any level Final Showdown - An ok super, but Serpent Wave is typically better.

Far s.rh xx Lvl 3 Serpent Wave

Point blank c.hk, juggle Lvl 3 Serpent Wave - This is just a safe option to land a lvl 3, not ideal. Sweep is only -2 and has 6 active frames for meaty.

MP DP *TRADE* any lvl Serpent Wave MP DP Trade options

(C-Groove only) MP DP *TRADE* Lvl 2 Serpent Wave, HK upkicks, Lvl 1 Serpent Wave Note: Only possible due to how high up the combo puts the opponent.

(C-Groove only, midscreen) Far s.rh xx Lvl 2 Serpent Wave xx mk upkicks, HP DP or HK DP - from farther range cancel directly into HK DP as sometimes upkicks leave you too far away midscreen to land another juggle. Timin gon the Lvl 2 Serpent Wave juggle is very tight.

(Midscreen, C-Groove only) Point blank c.lk, c.lk OR close s.hk xx lk upkicks xx juggle lvl 2 serpent wave xx HK DP - Massive damage off a level 2 cancel, optimal midscreen.

(A-Groove Only) MP DP *TRADE* (Activate CC) Anti Air CC - See A-Groove combos

(A-Groove only) c.lk, close s.hk xx mk up kicks, (Activate CC) Anti Air CC - See A-Groove combos

(A-Groove, near corner only) c.lk, c.lk, c.lk xx lk upkicks, (Activate CC) Anti Air CC - See A-Groove combos

(A-Groove only) c.lk, c.lk, (Activate CC), Anti Air CC or c.mp xx ground CC - See A-Groove combos


****Custom Combos****

A-Kyo is very versatile with great damage, one of the better characters in A groove by a far margin who isn't Sakura or M.Bison.

Pros:

Great damage Easy ground custom Strong advanced customs Can go for stun post CC instead of super leading to dizzy Overhead CC Shosho chip CC Overall a custom for any situation

Cons:

No low jump makes getting in and mix ups tougher, some matches become much harder Must be able to proficiently RC


****Ground Custom**** *Note there are many variations*

s.hk x5, df+hk (1 hit) xx s.hk x3 xx (df+rh 2-hits xx c.mp)xN xx Final Showdown


****Anti-Air Custom****

(MP DP xx DF+HK whiff)x7, MP DP xx c.fp xx Serpent Wave


****Restand CC****

A few examples of restand CC

c.lk, c.lk, c.lk xx lk upkicks near corner, (Activate CC) s.hk xx (Whiff) lp rekka series to otg, df+hk xN, Final Showdown


****Overhead blocked CC****

Kyo can do rekka otg during a blocked custom to restand. The timing do do this is very tricky since if you press buttons too fast or too slow you can mess up as you can kara cancel the rekka INTO normals on start up before rekka hits. Do this by doing the motion for the first two rekkas BEFORE the first rekka hits, then double tapping punch as you see the overhead connect. Press punch too soon and you will kara cancel the overhead before it hits onto what version of punch you are pressing. The input should be all follows:

QCF+P, HCB+P (input both during the start up animation for first rekka), 1st rekka blocked, 2nd overhead rekka hits, double tap any punch.

Once the ground pound OTGs you can restand with df+hk.

Gunter's Kyo A-Groove Collection - Various custom combos

Colors

Kyo CvS2 colors.png


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Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori