Kyo-2 (KoF '02 UM)

From SuperCombo Wiki
Kyo-2.jpg

Normals

Close

  • cl.A/B/C/D are cancel-able

Stand

  • Standing B good poke,Whiff on crouching opponents.
  • Standing A prevents short jump-ins

Crouch

  • cr.D Two hits, First hit Cancel-able, and second hit sweeps opponent.

Jump

  • Jumping D cross-up
  • Jumping B chains into jumping d+C(Drop to Naraku)

Blowback Attack

  • Comes out slow and has little range
  • CD Input

Throws

Anvil Slam - b/f + C

  • Grabs the opponent and performs a shoulder attack
  • Normal throw
  • Can be broken


Swift Shoulder Throw - b/f + D

  • Flips the opponent and then performs an elbow drop.
  • Standard reverse throw
  • Can be broken


Command Moves

Drop to Naraku - in air, d + C

  • Kyo-2's primary BnB starter. Drop to Naraku has good hitstun,good damage,and comes out very fast. One of the small "Cons" about this command move is that its hitbox is very small and could easily whiff when normal/hyper jumping. It is best to cancel into Drop into Naraku from Kyo-2's jumping B(u + B~d + C). Keep in mind that jumping B will not cancel into d + C when performing a short/hyper short hop.
  • Can cross up


Thundering Axe Burst - f + B

  • Kyo-2's main overhead. Thundering Axe Burst is two hits,overhead,comes out fast, and it is super cancel-able. Although Thunder Axe Burst seems like a perfect command move there are some set-backs. It is punishable when blocked and if the opponent blocks the first hit(Not an overhead)then they can block the second hit.
  • Free Cancel-able (1st hit only)
  • Overhead Attack (2nd hit only)


Special Moves

Fireball - dp + A/C

  • Kyo-2 surrounds himself in flames and jumps in the air doing a 360 motion(A/C versions dictate how high he jumps). Fireball is a standard Dp(623 + A/C),it has some invincibility on start up,and the C version can cancel into both DM's and SDM. Fireball can be used as an anti-air, on wake up, and stop short hops. If fireball is baited Kyo-2(like all Dp's)will be vulnerable so try not to be predictable.
  • Super Cancel-able


Crescent Slash - hcb + B/D

  • Kyo-2 dashes towards the opponent and strikes with his elbow(like Kusanagi or original Kyo)then picks up the opponent with his other arm and explodes. Although the move animation is very similar to Kyo Kusanagi and Kusanagi the difference is very vivid. Crescent Slash is slower,does more damage,and cannot combo from any of his command moves. Crescent Slash is best used as a tool to punish(cl C or d + D, hcb + B/D). NOTE: do NOT use when you are mid/Full screen away from opponent.
  • Super Cancel-able


R.E.D. Kick - rdp + B/D

  • Kyo-2 vaults toward the opponent using his leg as a hammer(Like Fireball B/D versions determine how far/distance he closes between you and the opponent. R.E.D. Kick is one of the most devastating moves Kyo-2 have if utilized correctly. It is an overhead,Beats most air normals,and best of all its safe on block. R.E.D. kick is best utilized when anticipating a jump in or projectile. The few cons that this special move has is that it can be punished with a well timed anti-air or a DM/SDM/HSDM and cannot combo into most things without the use of max mode.


Poison Gnaw Fest - qcf + C

  • Kyo-2 spins and strikes with his arm covered in flames. Poison Gnaw Fest has good range,invincibility when Kyo-2 spins,and can be used as a poke.
  • Rekka Starter


> Recitation of Sins - During Poison Gnaw Fest, hcb + A/C

  • Kyo-2 continues the special moves by additionally using his burning arm to strike the opponent again.
  • Mid Rekka


>> Verdict - During Recitation of Sins, f + P

  • Kyo-2 ends the rekka by additionally striking with his shoulder while rising.
  • Rekka Ender


Wicked Chew - qcf + A

  • Kyo-2 strikes with arm that is swiftly ignited(Same properties as the original). Wicked chew is primarily used in all of Kyo-2 BnB's.
  • Rekka Starter


> Masticate - During Wicked Chew, qcf + A/C

  • Kyo-2 uppercuts the opponent and it acts as a launcher to set up the next part of the rekka.
  • Mid Rekka


>> Oxidation 1 - During Masticate, A/C

  • Kyo-2 uses his elbow to slam the opponent down to the ground.
  • Super Cancel-able
  • Hard Knockdown


>> Rapids of Rage - During Masticate, B/D

  • Kyo-2 swings his leg forward to kick the opponent to the other end the screen.
  • Super Cancel-able


> Oxidation 2 - During Wicked Chew, hcb + A/C

  • Kyo-2 instead of launching the opponent performs an overhead attack by striking downward with his ignited elbow.
  • Overhead Attack


>> Instantaneous Smash - During Oxidation 2, A/C

  • Kyo-2 strikes downward on his knees to hit the opponents feet (mimics Kyo-1)
  • Despite the look of the hitbox it can still be blocked high.


>> Phantom Mauler - During Oxidation 2, B/D

  • Kyo-2 lifts his arm upward knocking the opponent into the air,
  • Guard breaks if opponent blocks
  • Super Cancel-able


Desperation Moves

Final Showdown - qcf x 2 + A/C

  • Kyo-2 throws a flame to the ground creating a large pillar of flames then rushing through it with his whole body on fire performing multiple Poison Gnaw fists. Final Showdown can cancel into a majority of Kyo-2's attacks and combos. Final Showdown instantly breaks the opponent guard if blocked and is a good punishing tool.


Futsu no Mitama - qcf x 2 + B/D

> Additional attack - dp + B/D

  • Futsu no Mitama is similar to Kyo-2 Dp motion(FireBall) but is extended from him doing a 360 to a 720 rotation surrounded by flames and if the attack connects Kyo-2 can follow up with an extra attack. Futsu no Mitama is a great anti-air and has invincibility on start up.
  • Follow-up will not come if they guard the first part of the DM
  • Anti-Air DM


Super Desperation Moves

Final Showdown - qcf x 2 + AC

  • Kyo-2 creates a large pillar of flame then rushes through it with a flury of punches while on fire then finishing the SDM with his special move "Fire Ball". Unlike his desperation move his SDM version does not break the opponents guard if it is blocked, it does significantly more damage, and like his SDM version it can be combo into almost every variation of his Bnb.


HSDM

Hi no Kaguzuchi - hcb x 2 + BD

  • Kyo-2 mimics his Crescent Slash but instead of instantly exploding the opponent Kyo-2 burns the opponent by setting his body on fire while he is choking them then he explodes. Hi no Kaguzuchi is a very effective HSDM due to the fact that it is possible to combo into with most of Kyo-2's BnB also it is a perfect tool for punishing and worth the stocks it takes.


Combos

  • cr.B, cr.A, f+B, qcf+C/hcbx2+BD
  • cr.B, cr.A, qcfx2+C/dp+C
  • cl.C/cr.D (1), qcf+A~qcf+P~K/qcf+C~hcb+P~f+P/hcb+K
  • j.B~d+C, cr.D (1), qcf+C~hcb+P~f+P
  • j.B~d+C, cr.D (1), qcf+A~qcf+P~K
  • cl.D (Air Hit), (super jump) d+C
  • cl.C, (Delay) f+B (1), rdp+B

Max Mode

  • cl.C, (BC run) cl.C, dp+C (1),(DC) [qcf+C,(DC) dp+C (1)]×2(SC) DM
  • cl.C, (BC run) cl.C, qcf+C, (DC) dp+C (1), (DC) hcb+K (1), (DC) qcf+C, (DC) dp+C (1),(SC) DM
  • j.B~d+C, cr.D (1), (BC run) cr.D, qcf+A, (qcf+C~hcb+C, hcb+D)x2, qcfx2+A/C or qcfx2+AC


Frame Specifics

Frame Advantage

Close Normals

cl.A - 4F (-1F)

cl.B - 5F (-3F)

cl.C - 5F (-3F)

cl.D - 6F (-9F)


Far Normals

st.A - 4F (-1F)

st.B - 6F (-5F)

st.C - 9F (-8F)

st.D - 6F (-9F)

CD - 19F (-4F)


Crouch Normals

cr.A - 4F (+1F)

cr.B - 4F (+1F)

cr.C - 5F (-8F)

cr.D

  • [1] - 8F 
  • [2] - 36F (-15F)


Command Normals

Thundering Axe Burst (f+B)

  • [1] - 12F
  • [2] - 22F (-7F)

Thundering Axe Burst (f+B) - Canceled

  • [1] - 9F
  • [2] - 19F (-7F)


Special Attacks

Fireball (dp+A)

  • [Start-up] - 6F (-26F)
  • [Whole Guard] - (-21F)


Fireball (dp+C)

  • [Start-up] - 6F
  • [Whole Guard゙] - (-33F)


Crescent Slash (hcb+B) - 14F (-24F)


Crescent Slash (hcb+D) - 16F (-30F)


Poison Gnaw Fest (qcf+C) - 19F (-9F)


Recitation of Sins (qcf+C~hcb+P) - 11F (-19F)


Wicked Chew (qcf+A) - 14F (-15F)


Masticate (qcf+A~qcf+P) - 8F (-20)


Rapids of Rage (qcf+A~qcf+P~K) - 18F (-8F)


Oxidation 2 (qcf+A~hcb+P) - 23F (-21F)


Oxidation 2 (qcf+A~qcf+P~hcb+P) - 14F (-12F)


Rapids of Rage (qcf+A~hcb+P~K) - 14F (-4F)→Guard Crash


Instantaneous Smash (qcf+A~hcb+P~P) - 27F (-16F)


R.E.D Kick (rdp+B) - 19F

  • Choi sized characters, stand guard (-3F)
  • Standard sized characters, stand guard (-5F)
  • Tall characters, stand guard - (-7F)
  • Standard sized characters, crouch guard (-3F)
  • Daimon sized characters, crouch guard (-5F)


R.E.D (rdp+D) - ?F

  • Choi sized characters, stand guard "spaced" (-6F)
  • crouch guard - (-4F)
  • Choi sized characters, stand guard (-4F)


DM's

Final Showdown (qcfx2+A) - 6F (-27F)→Guard Crash


Final Showdown (qcfx2+C) - 8F (-27F)→Guard Crash


Futsu no Mitama (qcfx2+K) - 7F


SDM's

Final Showdown (qcfx2+AC) - 8F


HSDM

Hi no Kaguzuchi (hcbx2+BD) - 3F (-8F)


Videos

<a rel="nofollow" class="external text" href="http://www.youtube.com/watch?v=CBmNJvUeN3U">Kyo - 2 Master Class Tutorial Video</a>