Move List
Standing Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 4 | 2 | 6 | - | |
A short elbow jab, the speed and recovery on this bad boy is insane, it has no chains but due to how fast it is it can link into every other standing or crouching normal she has. The range is also much better than what it looks like, albeit still a short jab. Special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 5 | 2 | 13 | - | |
A long front kick, one of Kyoko's best space control and harassment tools as it has quick startup, good range (for a light), and she can link into itself or special cancel it (although linking multiple times will put you out of range for an Ominaeshi). |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 9 | 2 | 16 | - | |
A reverse kick, kinda useless as it actually has less range than stLK and has so much pushback that special cancelling it into Ominaeshi will whiff anywhere but point blank. This will move Kyoko forward a little bit after recovering. |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 4 | 2 | 4 | - | |
A quick punch, much like its standing version it too can link into every other standing or crouching normal and is special cancellable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | 3 | 2 | 11 | - | |
A quick low kick with good range and good recovery, can link into itself and 2LP but does not offer enough hitstun for anything else. Is special cancellable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | 8 | 2 | 14 | - | |
A good sweep, acceptable range, special cancellable, and is her OTG pickup. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | 4 | 14 | 4 | - | |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | 8 | 6 | 9 | - | |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | 6 | 4 | 22 | - | |
A short-range hook slap, slightly less range than stLP (partially due to the back input). Special cancels, but doesn't really do a whole lot for you compared to any other button that hits at the same range. |
Throws
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Kyoko throws wrist lock then throws the opponent away from her, does not allow OTG extensions and the recovers slower than most. Useful as a defensive option if you don't want to risk EX Ominaeshi being baited or taking time to input Jinchouge. |
Guard Cancels
Special Moves
Version | Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|---|
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Mid | 8 | 4 | 14 | ||
A short-range lackadaisical uppercut attack. Has an advancing elbow follow-up called Otokoeshi, performed by pressing P again. The strength of Otokoeshi is determined by the version of Ominaeshi used. The LP version stays in place. Can also be performed with SP1, but the follow up still requires pressing P. Otokoeshi is 7f start 4 act 34 rec 38 rec | ||||||
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Mid | 9 | 5 | 16 | - | |
The HP version moves forward slightly. You want to use HP Ominaeshi in combos. Near and at max range, Otokoeshi will not connect on the ground. Otokoeshi is 7f start 4 act 34 rec 38 rec | ||||||
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Mid | 1 + 6 | 4, (6), 4 | 40 | - | |
EX version has both hits come out automatically, deals strong damage and is your LDP unblockable, so it's worth keeping a bar stocked for this if you need it. | ||||||
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X, 1 | Mid | 8 | 8 | 7 | - |
SECRET (No Flash): Essentially HP Ominaeshi, but with a notable difference to Otokoeshi: in exchange for incredibly reduced damage (only dealing 1pt!), it builds significantly more meter than other versions of the move -- a quarter of a bar on whiff, and half a bar on hit! Unlike most other secret moves, this is extremely useful for Kyoko, since meter is so important to the rest of her gameplan. It will also play a special sound effect to signify you did the secret version, besides the absurd amount of meter built. However, bear in mind that, Jinchouge will take priority over this move when in range. Also unlike a lot of other secret moves, this does not overlap with an EX or Super, meaning you can continue to use it after you build 1 bar. This version also has some oddities to it. Firstly, you can not cancel into it and must instead link into it, the best scenario for this is off of a jump in. Secondly, the Otokoeshi followup does not hit opponents in a juggle state and, even more oddly, will not grant *any* meter. Lastly, the Otokoeshi followup only has 1 frame of blockstun so... try to only use this version for combos or when the opponent is not in range to punish you. Otokoeshi is 7f startup, 4 active, 38 recovery, KD on hit and genuine death for you on block. |
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | 1 | N/A | N/A | - | |
1F command grab super that's unjumpable after the flash. Because of the way the final group of hits work, the best damage will often come from landing this in the center of the screen (not the center of the stage). However, you can combo after this in the corner by following up with Ominaeshi (it will whiff, but Otokoeshi will hit), which you can then extend with a super cancel if you feel like dumping meter. Can also be performed with SP1+SP2. |