Capcom vs SNK 2/Kyosuke

From SuperCombo Wiki

Introduction

CVS2 Kyosuke Data.png

Story

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

Gameplay

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

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

Groove Selection

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

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

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


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

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



Players to Watch

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



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

Normal Moves

Far Normals

5LP

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

Placeholder

5MP

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

Placeholder

5HP

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

Placeholder

5LK

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

Placeholder

5MK

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

Placeholder

5HK

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

Placeholder

Close Standing Normals

clLP

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

Placeholder

clMP

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

Placeholder

clHP

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

Placeholder

clLK

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

Placeholder

clMK

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

Placeholder

clHK

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

Placeholder

Crouching Normals

2LP

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

Placeholder

2MP

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

Placeholder

2HP

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

Placeholder

2LK

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

Placeholder

2MK

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

Placeholder

2HK

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

Jumping Normals

j.LP

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

Placeholder

j.MP

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

Placeholder

j.HP

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

Placeholder

j.LK

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

Placeholder

j.MK

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

Placeholder

j.HK

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

Placeholder

Command Normals

X

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

Placeholder

Throws

X

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

Placeholder

X

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

Placeholder

Special Moves

X

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

Placeholder

X

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

Placeholder

X

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

Placeholder

X

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

Placeholder

X

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

Placeholder

X

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

Super Moves

X

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

Placeholder

X

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

Placeholder

X

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

Placeholder

X

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

Placeholder


X

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

Colors

Kyosuke CvS2 colors.png


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