2k2 UM - Kyo-1

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Iie-Kyo
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2k2 UM - Kyo-1

Post by Iie-Kyo » Wed Feb 25, 2009 22:03

Kyo-1 received fewer buffs than Kyo-2 did, but they did "streamline" him a bit to make him suck less.

Normals -
All normals are the same except for:
* Down D is cancellable. Makes it easier for Kyo-1 to do simple pressure sequences like hop B, down B, down A, down D, qcf + P.

Command attacks -
f + B (the akward looking overhead) is faster and has less recovery. It still doesn't combo off of a std C but you're not left high and dry if it whiffs, and because it comes out faster it's easier to catch people off-guard with it.

Specials -

* Qcb + P has faster recovery. Possible to play some mindfuck games with the quick recovery of the A version. Also combos much more reliably - has a bigger hitbox, so you can basically use this as like a ghetto Kototsuki.

DMs -
* New move, qcf x 2 + K. It's basically a giant fire-based Power Wave. OTGs if the opponent doesn't recovery roll. It's a very good move to use if you predict a roll, as the hitbox for the thing has a trailing 'wave' behind it that makes it tricky to roll through.
* Orochinagi (gotta love this board's namesake!) C version is now much faster. Combos off of a lot of stuff. Can do Kyo's B&B 75 Shiki Kai --> Orochinagi combo. Also you can be like Iori and do std C, f + A, Orochinagi, which is great for clutch situations where you need to do damage quickly.

MAX Mode -

* MAX mode comboability is limited, as he doesn't have two special moves that are physical hits that link back into itself like Kyo-2 does. His qcb + P can be cancelled into the 75 Shiki Kai, but there's not much else you can do after that to make the combo that much longer. You can combo the first hif ot he qcb + P after the Shiki Kai and then dp + K for style points, but it isn't much.
* SDM Orochinagi is the usual fanfare. However, MAX mode allows him instant access to the Orochinagi. std C, f + A, BC cancel, std C, f + A, SDM Orochinagi = ow.

HSDM -

* Kinda crappy... forgot how it looks like since I wasn't that impressed by it. Doesn't combo off the 75 Shiki Kai (which makes no sense since it looks like a freakin Orochinagi). I'll post more on this later.

Overall, Kyo-1's kinda meh. They didn't nerf him, mind you, but they didn't make him that much better either.

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Kane317
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Re: 2k2 UM - Kyo-1

Post by Kane317 » Fri Feb 27, 2009 07:03

-(Near corner) s.C, f+A, qcb~hcf+C DM which does do 40%.

-Non-corner, s.C, f+A, qcfx2+A does ~ 50%

-The second part of the new qcfx2+P (not K, which is a typo) DM hits low. The 2nd hit of qcfx2+C will actually stun the opponent if the first part doesn't knock them down.

-Hence, Opponent in corner, Kyo-1 about half screen: qcfx2+C (1 hit whiff), dash s.C, f+A, qcb~hcf+C (only C) DM, [+OTG qcf+P]

-MaxMode:(near corner) j.C, s.C, f+A, qcb+A [2hits], qcf+D~D, qcb~hcf+AC SDM, qcf+P --> around 60%

-(corner MaxMode) j.C, s.C, f+A, qcb+A [2hits], SC into qcb~hcf+AC SDM (hold AC for [3 hits]), pause 1/2 sec and release (Total should be 11 hits) -->70%. If you do the OTG qcf+P for the 12th hit, it does 80% for 2 stocks!

EDIT: More fun. d.B, d.BC, qcb+A[2hits], SC into qcb~HCF+AC SDM, qcf+P OTG. More mind games for him now =)

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Re: 2k2 UM - Kyo-1

Post by Dark_Chaotix » Wed Nov 03, 2010 09:43


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Re: 2k2 UM - Kyo-1

Post by DarkDreamT2 » Sat Nov 06, 2010 01:06

Kyo-1 CAN combo his HSDM off of 75 Shiki Kai. The timing is different than with the Orochinagi, a little more precise. st.C, BC run st.C, qcb+a(2 hits), qcf+D D, qcb hcf+BD works for a good 65%. It only does full hits if you're far enough away from the corner, meaning in/ too close to the corner it'll do less hits. Don't count him out yet, people.

It basically looks like Original Kyo's qcf+C, then a MAX Orochinagi.

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