The King of Fighters 2002/Kyo

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International singing sensation Kyō Kusanagi

General Info

Kyo is the prom queen and everyone wants to fuck him.

Crouch height: Medium
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/15/3
Wakeup: 26 frames
Recovery roll: 23 frames

Stand Crouch Jump Grab Run
Kyo02 stand.png Kyo02 crouch.png Kyo02 jump.png Kyo02 grab.png Kyo02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Kyo02 colorA.png Kyo02 colorB.png Kyo02 colorC.png Kyo02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/4/5 +3/+1 R,C,S,Su HL
Kyo02 clA.png
Snkb.gif 6/4/8 0/-2 R,C,S,Su L
Kyo02 clB.png
Snkc.gif 2/2+8/9 +1/-1 C,S,Su HL
Kyo02 clC1.png
Kyo02 clC2.png
Snkd.gif 4/3/22 -5/-7 C,S,Su HL
Kyo02 clD.png
Standing Far
Snka.gif 4/4/5 +3/+1 R,C,S,Su HL
Kyo02 stA.png
Snkb.gif 7/3/14 -5/-7 HL
Kyo02 stB.png
Snkc.gif 12/2/17 +1/-1 HL
Kyo02 stC.png
Snkd.gif 12/5/17 -2/-4 HL
Kyo02 stD.png
Avoids lows
Snkc.gif + Snkd.gif 19/4/16 KD/+2 S,Su HL
Kyo02 stCD.png
Crouching
Snka.gif 4/4/5 +3/+1 R,C,S,Su HL
Kyo02 crA.png
Snkb.gif 4/4/5 +3/+1 R L
Kyo02 crB.png
Snkc.gif 5/2+4/21 -7/-9 C,S,Su HL
Kyo02 crC1.png
Kyo02 crC2.png
Snkd.gif 11/3/19 KD/-4 C,S,Su L
Kyo02 crD.png
Jump
Snka.gif 4/6/- -/- H
Kyo02 jA.png
Snkb.gif 4/5/- -/- H
Kyo02 jB.png
Snkc.gif 5/4/- -/- H
Kyo02 jC.png
Snkd.gif 8/5/- -/- H
Kyo02 jD.png
Snkc.gif + Snkd.gif 13/4/- KD/- HL
Kyo02 jCD.png
Neutral Jump
Snka.gif 4/7/- -/- H
Kyo02 jA.png
Snkb.gif 4/11/- -/- H
Kyo02 juB.png
Snkc.gif 5/4/- -/- H
Kyo02 jC.png
Snkd.gif 10/11/- -/- H
Kyo02 juD.png
Hop
Snka.gif 4/8/- -/- H
Kyo02 hA.png
Snkb.gif 4/4/- -/- H
Kyo02 hB.png
Snkc.gif 5/4/- -/- H
Kyo02 hC.png
Snkd.gif 8/5/- -/- H
Kyo02 hD.png
Command Normals
f + Snkb.gif 22/2/27 -9/-11 H
Kyo02 fB.png
f + Snkb.gif (cancel) 11/5(2)7/18 -5/-7 S,Su HL,HL
Kyo02 fB2.png
Kyo02 fB.png
df + Snkd.gif 2/3(12)4/24 -8/-10 L,L
Kyo02 dfD1.png
Kyo02 dfD2.png
j.d + Snkc.gif 6/5/- -/- H
Kyo02 jdC.png
Hard KD on airborne opponent
Special Moves
dp + Snka.gif 5/4*13/16+11 KD/-22 Su,Fo HL
Kyo02 dpA1.png
Kyo02 dpA2.png
100 Shiki: Oniyaki - dp + P
  • Invincibility: A: First active period. C: Startup and first active period.
dp + Snkc.gif 5/4*16/22+13 KD/-33 Su,Fo HL
Kyo02 dpC1.png
Kyo02 dpC2.png
qcf + Snkb.gif 13/5/27 -12/-14 Fi HL
Kyo02 qcfK.png
Kyo02 qcfKK.png
75 Shiki Kai - qcf + K,K
  • Can be cancelled from the 3rd active frame onwards.
> Snkb.gif 7/6~9/0~3+11 KD/+1~-5 HL
qcf + Snkd.gif 17/5/27 KD/-14 Fi HL
> Snkd.gif 7/6~9/0~3+11 KD/+1~-5 HL
hcb + Snkb.gif 19/3/31 KD/-16 Su,Fi,Fo HL
Kyo02 hcbB.png
412 Shiki: Hikigane - hcb + K
  • B version: Lower body invincibility: Complete startup. C version: Upperbody invincbility: Frame 3-12.
hcb + Snkd.gif 14/2[1]3/25 KD/-13 Fi,Fo HL
Kyo02 hcbD1.png
Kyo02 hcbD2.png
rdp + Snkb.gif 18/2+2+2/3+15 KD/-4 HL
Kyo02 rdpB1.png
Kyo02 rdpB2.png
Kyo02 rdpB3.png
R.E.D. Kick - rdp + K
rdp + Snkd.gif 29/2+2+2/2+16 KD/-2 HL
Kyo02 rdpD1.png
Kyo02 rdpD2.png
Kyo02 rdpD3.png
qcf + Snka.gif 11/2+6/24 -12/-14 >qcf + P,>hcb + P,Fi,Fo HL
Kyo02 qcfA1.png
Kyo02 qcfA2.png
Kyo02 qcfA3.png
114 Shiki: Aragami - qcf + A
  • Guard point: Frame 10-11.
> qcf + Punch.gif 8/4+4/31 KD/-21 >>P,>>K,Fo HL
Kyo02 qcfAqcfP.png
Kyo02 qcfAqcfP2.png
128 Shiki: Konokizu - qcf + P (after qcf + A)
>> Punch.gif 11/3/30 KD/-15 H
Kyo02 qcfAqcfPP.png
127 Shiki: Yanosabi - P (after qcf + A qcf + P)
>> Kick.gif 14/3/24 KD/-9 HL
Kyo02 qcfAqcfPK.png
125 Shiki: Nanase - K (after qcf + A qcf + P)
> hcb + Punch.gif 23/4/35 KD/-21 >>P,>>K,>>HCB + K,Fo H
Kyo02 qcfAhcbP.png
127 Shiki: Yanosabi - hcb + P (after qcf + A)
>> Punch.gif 19/14/22 KD/-18 Fo HL
Kyo02 qcfAhcbPP.png
Geshiki: Migiri Ugachi - P (after qcf + A hcb + P)
>> Kick.gif 17/3/24 KD/-9 HL
Kyo02 qcfAhcbPK.png
125 Shiki: Nanase - K (after qcf + A hcb + P)
>> hcb + Kick.gif 9/3+2/38 KD/-25 HL
Kyo02 qcfAhcbPhcbK1.png
Kyo02 qcfAhcbPhcbK2.png
212 Shiki: Kototsuki You - hcb + K (after qcf + A hcb + P)
qcf + Snkc.gif 17/6/21 -7/-9 >hcb + P,Fi,Fo HL
Kyo02 qcfC.png
115 Shiki: Dokugami - qcf + C
> hcb + Punch.gif 11/3/34 -17/-19 >>f + P,Fo HL
Kyo02 qcfChcbP.png
401 Shiki: Tsumi Yomi - hcb + P (after qcf + C)
>> f + Punch.gif 13/4/21+21 KD/-28 >>>dp + P HL
Kyo02 qcfChcbPfP.png
402 Shiki: Batsu Yomi - f + P (after qcf + C hcb + P)
>>> dp + Punch.gif 1/14/10+14 KD/-20 HL
Kyo02 dpA2.png
100 Shiki: Oniyaki - dp + P (after qcf + C hcb + P dp + P)
DM

qcb,hcf + Snka.gif

20/17/27 KD/-15 HL
Kyo02 qcbhcfP.png
Ura 108 Shiki: Orochi Nagi - qcb,hcf + P
  • 28 frames of blockstun.
  • Can combo off a heavy attack if charged slightly.
  • Invincibility: Frame 1-8 Charged: Frame: 1-2 and 4 frames after charge. Lower body invincible during charge.

qcb,hcf + Snkc.gif

19/17/31 KD/-19 HL
qcb,hcf + Punch.gif
(held)
2+1~90+4+7/17/30 KD/-18 HL
SDM
qcb,hcf + Snka.gif + Snkc.gif 2/0~90(17)-/52 KD/+1 HL
Kyo02 SDM1.png
Kyo02 SDM2.png
Ura 108 Shiki: Orochi Nagi - qcb,hcf + AC
  • During the charge of 90 frames, the attackbox surrounding Kyo flashes with the following framedata: 2(3)14x[3(3)]1.
  • Framedata of the three fireballs after buttons release are: 14 active frames, after 11 frames: 14 active frames, after 22 frames: 17 frames active.
  • Invincibility: Complete startup and 7 frames after charge. Lower body invincibility during charge.
Kyo02 SDM3.png
Kyo02 SDM4.png
HSDM
hcbx2+Snka.gif + Snkc.gif 5/1/30 KD/- Grab
Kyo02 HSDM.png
524 Shiki: Kamukura - hcbx2+AC
  • Invincibility: Complete startup and active period.

Short Movelist

  • air d + C
  • f + B (Overhead (2) if not cancelled into.)
  • df + D (Low.)


  • qcf + A
    • qcf + P
      • P (Overhead.)
      • K
    • hcb + P (Overhead.)
      • P (Low. May OTG.)
      • K
      • hcb + K (May OTG.)


  • qcf + C
    • hcb + C
      • f + C
        • dp + C


  • dp + P


  • qcf + K
    • K


  • hcb + B
  • hcb + D


  • rdp + K


  • DM qcb hcf + P (May charge.)


  • SDM qcb hcf + AC (May charge.)


  • HSDM hcb hcb + AC (Throw.)

Notes

Cancellable moves

  • Close: A, B, C, D
  • Far: A
  • Crouch: A, C, D


  • CD is cancellable into specials and DMs.


  • f + B (2) is cancellable only when you cancel into it.

Super cancellable moves

  • hcb + B
  • dp + C (1)

Free cancellable into moves

  • dp + P
  • qcf + A
  • qcf + C
  • hcb + B
  • qcf + K
  • rdp + K

Free cancellable out-of moves

  • f + B
  • df + D
  • qcf + A
  • qcf + A > ... (Except qcf + A > hcb + P > hcb + K)
  • qcf + C
  • qcf + C > hcb + C
  • hcb + B
  • dp + P (1)

Moves with Invincibility

  • dp + A (Full: active (1st part).)
  • dp + C (Full: startup & active (1st part).)
  • hcb + B (Lower: startup.)
  • hcb + D (Upper: startup (middle).)
  • DM qcb hcf + P (Full: startup (1st part) & "after charge" (1st part). Lower: "charge".)
  • SDM qcb hcf + AC (Full: startup & "after charge" (1st part). Lower: "charge".)
  • HSDM hcb hcb + AC (Full: startup.)

Moves with autoguard

  • qcf + A (startup (last part).)
  • qcf + C (startup (??).)

Other Notes

  • cl.B is a low attack.


  • st.D can evade low attacks.

Combos

Basic Combos

  • (cr.B, cr.A) / st.A >
    • df + D
    • dp + A


  • cl.C >
    • DM qcb hcf + C (Charge slightly. Timing Required.) {1 Stock}
    • qcf + C > hcb + C > f + C > dp + C [25%]
    • qcf + A > qcf + P > P / K (Corner. Point Blank.) [22%/26%]
    • qcf + D > D, (Very close)
      • DM qcb hcf + C [39%] {1 Stock}
      • hcb + B,
        • qcf + A {25%}
        • >> DM qcb hcf + C (Charge for some time.) [44.5%] {2 Stock}
      • rdp + B [26%]
    • f + B (2) >
      • DM qcb hcf + C (Charge slightly. Timing Required.)
      • rdp + B {23%} (only on Yamazaki, Goro, Chang, Yashiro, Maxima, Seth)
      • qcf + C > hcb + C > [18%]
        • f + C > dp + C (Corner. Point blank.) [27.5]
      • qcf + A [19%]
    • df + D [22.5%]
    • dp + A [14%]


  • cl.A > HSDM hcb hcb + AC, [47%] {Max Mode + 1 Stock}
    • qcf + A (Miss.) > hcb + P (Miss.) > P / hcb + K (Corner. OTG.) [54%/59%]


  • df + D (2) / f + B (2) >> BC ~ DM qcb hcf + C (Charge slightly. Timing Required.)

Corner

  • cl.C > qcf + D > D, hcb + B, qcf + B > B,
    • dp + C {35%}
    • j.CD

Max Mode Activation

  • cr.B, cr.A > df + D (2) >> BC, DM qcb hcf + C (Charge slightly.) {2 stocks}

Buffer as: df + D (2) >> qcb hcf + BC


  • Anywhere, should end up in the corner: cr.B, cr.A > df + D >> BC, qcf + C >> qcf + A >> qcf + C >> qcf + A >> qcf + C >> qcf + D > D, (S)DM qcb hcf + P/AC {65%/??%} {2/3 stocks}

Buffer as: df + D (2) >> qcf + BC


  • Corner: cl.C >> BC, run, cl.C > dp + C (1) >> qcf + C >> qcf + A >> qcf + C >> qcf + D > D, hcb + B >> (S)DM qcb hcf + P/AC {60%/80%} {3/4 stocks}


  • Corner: cl.C >> BC, run, cl.C > qcf + D D, hcb + B, qcf + A >> hcb + B, qcf + A >> hcb + B, qcf + A >> hcb + B,
    • qcf + A > qcf + A > K {2 stocks}
    • >> (S)DM qcb hcf + P/AC {3/4 stocks}


  • Corner: cl.C > df + D (1) >> BC, run, cl.C > qcf + D > D, qcf + C >> qcf + A (whiff), qcf + A >> qcf + C (whiff), hcb + B >> qcf + A (whiff), qcf + A >> hcb + B >> (S)DM qcb hcf + P/AC {3/4 stocks}

Attack Strings

  • cl.C / cl.D > qcf + A > qcf + A > K


  • cl.C > f + B > rdp + B


  • Corner: cl.C > qcf + D > D (repeat)


  • cr.D >
    • f + B > rdp + B
    • qcf + B > B
    • qcf + A
    • rdp + B

Timings

To get some of the qcb hcf + P combos to work you must use the JF timing release method.

How to do the c.B c.A df + D qcbhcf + BC combo

Surprisingly, the fastest hit possible from qcb hcf + P is not no delay, but a half second delay. It's just shortly after (like right away) Kyo says "ayeeee" when charging it up. To learn the timing, the easiest method is to practice the df + D qcb hcf + BC combo. The BC break timing is easy, it's right after the second hit, but to get it to combo, you must hold the BC (or just C) until Kyo begins to back up. As soon as you see Kyo move backwards, release. Master the timing, once you learn the timing you can now implement it in his hcb + B super cancel super, super combos.

Strategies

  • Always backdash with d + C, as it makes him go back further than normal, and can hit some opponents out of their moves (such as far reaching Billy pokes)
  • Learn to do the max mode combos. They aren't as hard as they seem, they don't require as much memory as it looks, and Kyo is much weaker without them.
  • j.d + C has amazing priority, if you use it as a jump in, hit early. It stuns and staggers very heavily. If you hit late, you will stagger too far, comboing a far version instead of a close and killing any non BC cancel combo.
  • Learn the art to comboing with Kyo instead of memorizing combos. This will make you more dangerous. Learn to BC cancel moves and combo them into qcf + C, after landing qcf + C you can push your opponent into the corner for a corner combo finish.
  • While, qcf + A and qcf + C might look like good pokes, both are punishable, do not abuse them.
  • rdp + K has high air to air priority, high air to ground priority and hops lows and fireballs, that said, don't abuse since on whiff it's very punishable. It has a nasty habit of beating late uppercuts.
  • RED kick (rdp + K) will cross up if space right. This can be very effective on wakeup, since opponents will have a tough time anti airing kyo from above and will have to block from the other side, very difficult to see since most of kyo's body will still be in front of the opponent.