2k2 UM - Kyo Kusanagi

Guides / FAQs / Tutorials with Videos per character for Tougeki Arcade/ 360, Ps2 and Neogeo
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2k2 UM - Kyo Kusanagi

Post by PenPen » Sat Nov 06, 2010 08:17

So...why the heck isn't Kyo having a thread? Iie I expect you to contribute your uncanny knowledge of him NAO. >:O

= Command Moves =

fwd .B : Ge Shiki: Goufu You
- Overhead when not cancelled into, loses overhead if cancelled into
- Animation changes when cancelled into
- If done by cancelling, can cancel into special moves/DM

Air dwn .C : Ge Shiki Naraku Otoshi
- Overhead attack
- Forced knockdown if hits airborne opponents

df .D : 88 Shiki
- Hits low on both hits
- Not cancellable (you're not using Kusanagi or playing XI/XIII!)

= Special Moves =
DP .P : 100 Shiki: Oniyaki
- A version hits once, C version hits twice, flies higher
- Has some invincibility, but no autoguard
- Super cancellable (1st hit on C version)

RDP .K : R.E.D. Kick
- B version has a smaller arc, D version goes almost 3/4ths of a fullscreen

qcf .K .K : 75 Shiki Kai
- Second hit launches opponent for free hit
- Second hit is delayable
- B version throws opponent into the air higher, but juggle point is also higher

HCB .B : 412 Shiki: Hikigane (weak)
- Lower body invincibility, goes through ground fireballs
- Launches opponent for free hit
- Super cancellable

HCB .D : 412 Shiki: Hikigane (strong)
- Some upper body invincibility
- Stuns opponent for half second on ground (ala 2k)
- Super cancellable

- Aragami Chain -
qcf .A : 114 Shiki: Aragami
- Aragami chain starter
- Has autoguard
- Followups: 128 Shiki: Konokizu and 127 Shiki: Yanosabi

qcf .P after 114 Shiki: Aragami: 128 Shiki: Konokizu
- Knocks opponent into the air

HCB .P after 114 Shiki: Aragami: 127 Shiki: Yanosabi
- Overhead
- Force knockdown

.P after 128 Shiki: Konokizu: 127 Shiki: Yanosabi
- Overhead
- Force knockdown

.K after 128 Shiki: Konokizu or HCB .P 127 Shiki: Yanosabi: 125 Shiki: Nanase
- Kicks away opponent
- May miss shorter crouching characters

.P after HCB .P 127 Shiki: Yanosabi: Geshiki: Migiri Ugachi
- Hits low
- OTG

HCB .K after HCB .P 127 Shiki: Yanosabi: 212 Shiki: Kototsuki You
- Blockable grab move
- OTG

- Dokugami Chain -
qcf .C : 115 Shiki: Dokugami
- Dokugami chain starter
- Autoguard mid-move

HCB .P after 115 Shiki: Dokugami: 401 Shiki: Tsumi Yomi
- No special properties

fwd .P after 401 Shiki: Tsumi Yomi: 402 Shiki: Batsu Yomi
- After this, you can do a qcf .K to help delay the DP .P afterwards, which will help knock the opponent higher into the air. Thread here for reference.

DP .P after 402 Shiki: Batsu Yomi: 100 Shiki: Oniyaki
- No special properties

= Desperation Moves =
QCBHCF .P (chargeable): Ura 108 Shiki: Orochinagi
- A version has lower body invincibility, C version has upper body invincibility
- Hold a bit longer to have the move come out faster (eg. close .C -> fwd .B -> QCBHCF .C)

qcf qcf .P (chargeable) : 182 Shiki
- A version links from weak attacks, comes out much faster
- C version comes out slower, but has full invincibility
- Unblockable when fully charged

= Super Desperation Moves =
QCBHCF .A .C (chargeable): Ura 108 Shiki: Orochinagi
- Charging negates projectiles
- While charging, if Kyo touches the opponent, it juggles (up to 3 hits)

= HSDM =
HCB HCB .A .C 524 Shiki: Kamukura
- Instant grab move
- If opponent doesn't recovery roll afterwards, can do qcf .A -> HCB .P -> HCB .K for additional damage

= Misc notes =

- Far .D is fast, and can avoid low attacks while it's out
- .D throw will have opponent wake up facing the other way for a split second
- Low .B can link into close .C
- Close .B hits low

= Starter combos =
qcf .D .D -> RDP .B - this sets you up nicely because Kyo thrives on knocked down opponents for more fun
(corner) qcf .D .D -> HCB .B -> qcf .A -> HCB .P -> HCB .K
dwn .B -> dwn .A -> qcf qcf .A
(enter Max mode first) qcf .A -> qcf .C (x N) -> (qcf .D .D -> whatever) or super cancel into qcf qcf .A
dwn .B -> .C -> qcf .C chain

= Advanced combos =
Crossover jump dwn .C -> standing .C -> df .D (1 hit) -> .B .C -> fwd fwd .C -> DP .C (1 hit)-> HCB .D -> qcf .C -> qcf .A -> qcf .C -> qcf .D .D -> (whatever)

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= Vids Section =
http://www.youtube.com/watch?v=aV03711OQGM#t=1m40s - SNKP's Kyo combos

Kyo combo:


l33t Kyo combo:


How Kyo should be played (basically):

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Re: 2k2 UM - Kyo Kusanagi

Post by Dark_Chaotix » Sat Nov 06, 2010 10:09

Ill do a kyo vid next I think.

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Re: 2k2 UM - Kyo Kusanagi

Post by Dark_Chaotix » Tue Sep 06, 2011 12:49



*Note - This is a trial run at visual hand notations. It was hard to sync them both. Feedback would be appreciated if it could make things better in the future.*

Vs combos for Kyo Kusanagi ranging from BnB to damaging Maxmode combos. Transcript below

1 - cB, cB, cB, sB (standard poke string)

2 - jDown+C, sC, qcf+DD, rdp+B (anywhere combo)

3 - jDown+C, cB, sC, qcf+C, hcb+C, f+C, dp+C (standard link combo for kyo, can be done anywhere)

4 - jDown+C, sC, qcf+DD, qcf+BB, dp+C

5 - jDown+C, sC, qcf+DD, hcb+B, qcf+A, hcb+A, A (knockdown so they cant tech roll)

6 - jDown+C, sC, qcf+DD, hcb+B, qcf+BB, dp+C (slight variation to combo 4, for more added damage)

7 - jDown+C, sC, qcf+DD, qcbhcf+A DM (Decent damage from a 1 stock combo)

8 - cB, sC, qcbhcf+C (Showcasing that you can combo into this DM via sB, sC link. The trick is to do the shortcut which is cB, qcb+C, hcf+C and when you do the hcf+C hold it for a bit to get the DM to come out quicker)

9 - cB, sC, qcfx2 +C (same as the above but with his other DM. Shortcut is cB, qcf~b+C, qcf+C)

10 - jDown+C, sC, qcf+DD, hcb+B SC qcbhcf+A DM (Similar to combo 7, just with the added hcb+B SC for added damage)

11 - jDown+C, sC, qcf+DD, hcb+B SC qcbhcf+AC SDM (Same as above just with SDM)

12 - jDown+C cB, cA, df+D (1hit) qcf+BC, qcf+A, qcf+C, qcf+A, qcf+C, qcbhcf+A DM (Combo with BC bypass. Its so good with kyo and easy to do. Just do the delay to link the DM at the end)

13 - jDown+C cB, cA, df+D (1hit) qcf+BC, qcf+A, qcf+C, qcf+A, qcf+C, qcfx2 +C DM (Same as above just with his other DM)

14 - cB, cA, df+D (1hit) qcf+BC, qcf+A, qcf+C, qcf+A, qcf+C, qcf+DD, BC, dp+C (1hit) hcb+B, qcf+A, qcbhcf+A DM (Corner combo. You have to do a delay with the second D in the qcf+DD to hit them higher and with that allows you to doa stand alone BC activation. This is what I do since it can work on anyone)

15 - jDown+C, sC, df+D (1hit), BC, sC, df+D (1hit), qcf+C, qcf+A qcf+C, qcf+A, qcf+C, hcb+C, f+C dp+C (BC combo without DM finish)

16 - sC, df+D (1hit) BC, sC, df+D (1hit) qcf+C, qcbhcf+C DM (A BC combo that can be done anywhere)

17 - sC, df+D (1hit) BC, sC, df+D (1hit) qcf+C, qcf+A, qcf+C, qcf+DD, qcf+A, qcbhcf+AC SDM (If you are leading the opponent into corner, good damage BC combo with SDM. Just have to hold the SDM so you get more hits)

18 - cB, cA, df+D (2hits), BC, jDown+C, sC, dp+C, hcb+D, qcf+C, qcf+A, qcf+C, qcf+DD, BC, dp+C, hcb+B, [qcf+A, dp+C, hcb+B] x2 , qcf+A, qcbhcf+A DM (Only reason why I added this combo is if someone wants to get flashy. It only works on mid / large characters. It easiest on Yamizaki since he has a large hitbox but to do this combo on other characters you have to be more precise. You have to delay the second D in qcf+DD, the dp+C and qcf+A all have to timed quite close to the floor.)

19 - cB, sC, hcbx2 +AC HSDM (Can link HSDM from a low attack)

20 - jDown+C, sB, sA, hcbx2 AC HSDM (Link HSDM from a crossup and easy to do)

Any question, let me know.

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