2k2 UM - Kyo Kusanagi
Posted: 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 =
: 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
: Ge Shiki Naraku Otoshi
- Overhead attack
- Forced knockdown if hits airborne opponents
: 88 Shiki
- Hits low on both hits
- Not cancellable (you're not using Kusanagi or playing XI/XIII!)
= Special Moves =
: 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)
: R.E.D. Kick
- B version has a smaller arc, D version goes almost 3/4ths of a fullscreen
: 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
: 412 Shiki: Hikigane (weak)
- Lower body invincibility, goes through ground fireballs
- Launches opponent for free hit
- Super cancellable
: 412 Shiki: Hikigane (strong)
- Some upper body invincibility
- Stuns opponent for half second on ground (ala 2k)
- Super cancellable
- Aragami Chain -
: 114 Shiki: Aragami
- Aragami chain starter
- Has autoguard
- Followups: 128 Shiki: Konokizu and 127 Shiki: Yanosabi
after 114 Shiki: Aragami: 128 Shiki: Konokizu
- Knocks opponent into the air
after 114 Shiki: Aragami: 127 Shiki: Yanosabi
- Overhead
- Force knockdown
after 128 Shiki: Konokizu: 127 Shiki: Yanosabi
- Overhead
- Force knockdown
after 128 Shiki: Konokizu or
127 Shiki: Yanosabi: 125 Shiki: Nanase
- Kicks away opponent
- May miss shorter crouching characters
after
127 Shiki: Yanosabi: Geshiki: Migiri Ugachi
- Hits low
- OTG
after
127 Shiki: Yanosabi: 212 Shiki: Kototsuki You
- Blockable grab move
- OTG
- Dokugami Chain -
: 115 Shiki: Dokugami
- Dokugami chain starter
- Autoguard mid-move
after 115 Shiki: Dokugami: 401 Shiki: Tsumi Yomi
- No special properties
after 401 Shiki: Tsumi Yomi: 402 Shiki: Batsu Yomi
- After this, you can do a
to help delay the
afterwards, which will help knock the opponent higher into the air. Thread here for reference.
after 402 Shiki: Batsu Yomi: 100 Shiki: Oniyaki
- No special properties
= Desperation Moves =
(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
->
->
)
(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 =
(chargeable): Ura 108 Shiki: Orochinagi
- Charging negates projectiles
- While charging, if Kyo touches the opponent, it juggles (up to 3 hits)
= HSDM =
524 Shiki: Kamukura
- Instant grab move
- If opponent doesn't recovery roll afterwards, can do
->
->
for additional damage
= Misc notes =
- Far
is fast, and can avoid low attacks while it's out
-
throw will have opponent wake up facing the other way for a split second
- Low
can link into close
- Close
hits low
= Starter combos =
->
- this sets you up nicely because Kyo thrives on knocked down opponents for more fun
(corner)
->
->
->
->
->
->
(enter Max mode first)
->
(x N) -> (qcf
-> whatever) or super cancel into
->
->
chain
= Advanced combos =
Crossover jump
-> standing
->
(1 hit) ->
->
->
(1 hit)->
->
->
->
->
-> (whatever)
(your ad here)
= 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):
= Command Moves =


- 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


- Overhead attack
- Forced knockdown if hits airborne opponents


- Hits low on both hits
- Not cancellable (you're not using Kusanagi or playing XI/XIII!)
= Special Moves =


- A version hits once, C version hits twice, flies higher
- Has some invincibility, but no autoguard
- Super cancellable (1st hit on C version)


- B version has a smaller arc, D version goes almost 3/4ths of a fullscreen



- 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


- Lower body invincibility, goes through ground fireballs
- Launches opponent for free hit
- Super cancellable


- Some upper body invincibility
- Stuns opponent for half second on ground (ala 2k)
- Super cancellable
- Aragami Chain -


- Aragami chain starter
- Has autoguard
- Followups: 128 Shiki: Konokizu and 127 Shiki: Yanosabi


- Knocks opponent into the air


- Overhead
- Force knockdown

- Overhead
- Force knockdown



- Kicks away opponent
- May miss shorter crouching characters



- Hits low
- OTG




- Blockable grab move
- OTG
- Dokugami Chain -


- Dokugami chain starter
- Autoguard mid-move


- No special properties


- After this, you can do a






- No special properties
= Desperation Moves =


- 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








- 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 =



- Charging negates projectiles
- While charging, if Kyo touches the opponent, it juggles (up to 3 hits)
= HSDM =




- Instant grab move
- If opponent doesn't recovery roll afterwards, can do






= Misc notes =
- Far

-

- Low


- Close

= Starter combos =





(corner)


















(enter Max mode first)














= Advanced combos =
Crossover jump























(your ad here)
= 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):