EX Kyo(KOFXI)

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EX Kyo
EX 草薙 京
KOFXI ex kyo full.png
Tiers & Ranking
Tier: ???
Ratio Cost: N/A
Properties
Damage Modifier: ???
Stun Modifier: ???
Crouch height (Tier): ???

Colors

KOFXI exkyo S.png KOFXI exkyo X.png KOFXI exkyo T.png KOFXI exkyo C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI exkyo R1S.png KOFXI exkyo R1X.png KOFXI exkyo R1T.png KOFXI exkyo R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI exkyo L1S.png KOFXI exkyo L1X.png KOFXI exkyo L1T.png KOFXI exkyo L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
5A(c) 6 4 +2 +1 SC
5A(f) 6 4 +1 +0 SC
5B(c) 8 4 +2 +1 Low hit, self-chain
5B(f) 9 3 -3 -4 SC
5C(c) 4 2+8 -1 -2 SC
5C(f) 14 2 +3 +2
5D(c) 6 3 +1 +0 SC
5D(f) 14 5 +0 -1 SC. airborne F12-20. Standing recovery F21-34 (until end).
5E 18 4 KD -8 Hitbox of attack moves forward during active frames.
6A 22 2 -7 -8 Overhead.
6A(can) 7/15* 5+5 -1 -2 Has 2 hits, 2nd has special cancel. *=first/second hit (3F pause between hits).
GC ? ? KD -9
Saving Shift ? n* / / Active until landing. 4F/6F recovery (hit/whiff), less than most other characters.
2A 5 4 +3 +2 SC
2B 5 4 +1 +0 SC
2C 7 2+4 -5 -6 SC
2D 13 3 KD -1 SC
3D 4/19* 3+4 -5 -6 No special cancel. *=2nd hit.
small A 6 7 / /
j.A 6 7 / /
small up B 6 11 / /
small B 6 5 / /
j. up B 6 11 / /
j.B 6 5 / /
small C 7 4 / /
j.C 7 4 / /
small j.2C 8 5 / /
j.2C 8 5 / /
small D 10 5 / /
j.D 10 5 / /
small E 13 4 / /
j.E 13 4 / /
623A 7 3+14 KD -21 Juggle anywhere. Legs invul F1-9, feet invul & airborne F10-39. F40-51 recovery (12F).
623C 9 3+17 KD -32 Super Cancel. Invul above feet F1-11, feet invul & airborne F12-50. F51-64 recovery (14F).
62314B 21 3 KD -13 Launcher, allows juggles. Legs invul F1; full invul F2-13; Legs invul F14-20. Negates projectiles during active time.
62314D 14/17* 2+3 KD -10 Launcher, does not allow juggles (except juggle anywhere). Super cancel on first hit. Negates projectiles F14-19. *=2nd hit.
421B 20/22/24* 2+2+1 KD -6* Airborne F7-28. 19F landing recovery. *first/second/third hitbox. 1st one hits in air, 2nd against standing, 3rd against crouching opponents. *2= tested with 2nd hitbox against standing EX Kyo.
421D 31/33/35* 2+2+2 KD -5* Airborne F9-39. 20F landing recovery. *first/second/third hitbox. 1st one hits in air, 2nd against standing, 3rd against crouching opponents. *2= tested with 2nd hitbox against standing EX Kyo.
j.214B 12/14/16* 2+2+2 KD -9* Not in counterhit-state F1-3. Counterhit-state F4-17 (until end of active time). 25F landing recovery. *first hitbox, earliest possible timing after jumping.
j.214D 13/15/17* 2+2+2 KD -8* Counterhit-state F1-18 (until end of active time). 25F landing recovery. *first hitbox, earliest possible timing after jumping.
236B 9 6 -9 -10 Counterhit-state F1.18. Airborne F9-30. 11F landing recovery.
236B-B 8 9 KD -5/+4* Does not allow juggles (except 623A juggle anywhere). Counterhit-state F1-16 (until end of active time). *=no delay / max delay. 11F landing recovery.
236D 17 6 KD -10 Counterhit-state F1-26. Airborne F17-39. 11F landing recovery.
236D-D 8 9 KD -5/+4* Allows juggles. Counterhit-state F1-16 (until end of active time). *=no delay / max delay. 11F landing recovery.
236A 13 2 -1 -2 Rekka starter. Negates projectiles during active time. Guard Point F11+12. Counterhit-state F1-20. F21-38 regular recovery.
>63214A 24 4 KD -1 Overhead. Followup to 236A, almost identical to 236A>236A>A. Negates projectiles during active time. Counterhit-state F1-35. F36-39 only body in counterhit-state (NOT the head). F40-48 regular recovery.
>>A 18 11 KD +0 Low hit & OTGs. Followup to 236A>63214A. Counterhit-state F1-28 (until end of active time). Negates projectiles F23-28. F29-41 recovery.
>>K 15 2 KD -8 Followup to 236A>63214A, almost identical to 236A>236A>K. F1-16 counterhit-state (until end of active time). F17-46 regular recovery.
236A>236A 10 8 KD -5 Followup to 236A. Negates projectiles during active time.
>>A 13 3 KD +0 Overhead. Followup to 236A>236A, almost identical to 236A>63214A. Negates projectiles during active time. F1 only body in counterhit-state, F2-15 regular counterhit-state (until end of active time). F16-36 regular recovery.
>>K 15 2 KD -8 Followup to 236A>236A, almost identical to 236A>63214A>K. F1 body only in counterhit-state (not head), F2-16 counterhit-state (until end of active time). F17-46 regular recovery.
236C 17 6 -2 -3 Rekka starter. Negates projectiles during active time. Counterhit-state F1-29. F30-43 regular recovery.
>63214C 12 3 -12 -13 Followup to 236C. Counterhit-state F1-25. F26-48 regular recovery.
>>6C 12 8 KD -31 Followup to 236C>63214C. Counterhit-state F1-21. Airborne F12-41. 22F landing recovery.
>>>623C 4 14 KD -18* C-Rekka series finisher. Counterhit-state F1-17. Airborne F1-27. 15F landing recovery. *=only connects on guard against tall standing opponents.
>236C 16 2 -8 -9 Alternate Followup to 236C. Can only be cancelled into on hit. Counterhit-state F1-20. Negates projectiles during active time.
>>236A 12 ? KD ? Followup to 236C>236C. Can only be cancelled into on hit. Launches.
>>>236K 14 ? KD ? Followup to 236C>236C>236A. Can likely only be cancelled into on hit. Launches, but only allows juggle anywhere followups.
>>>>63214C 23 ? KD ? Super-Followup to 236C>236C>236A>236K (costs 1 stock). Juggle anywhere (apparently). Allows juggles after. Super Freeze F21?
2141236A 16 17 KD -14 Can be charged up. F1 invul. F2-5 legs invul.
2141236A
(charge)
? 17 KD -17 Charge version. Repeats hitbox where feet are invul, then completes the attack like above.
2141236C 17 17 KD -18 Can be charged up. F1 invul. F2-5 above feet invul.
2141236C
(charge)
? 17 KD -18 Charge version. Repeats hitbox where everything above feet are invul, then completes the attack like above.
236236A 15/17* 1+3 KD -10 Can be charged up (see below). F1-6 invul. Super Freeze occurs on F5. F7-14 feet invul. *=1st / 2nd hitbox. Both hitboxes have dream cancel.
236236A
(charge)
? 1+3 KD KD Charge version. Repeats hitbox where feet are invul, then completes the attack like above. becomes unblockable when fully charged.
236236C 24/26* 1+3 KD -10 Can be charged up (see below). F1-15 invul. Super Freeze occurs on F14. F16-23 above feet invul. *=1st / 2nd hitbox. Both hitboxes have dream cancel.
236236C
(charge)
? 1+3 KD KD Charge version. Repeats hitbox where everything above the feet are invul, then completes the attack like above. becomes unblockable when fully charged.
236263E 6 27 KD -22 Super freeze on F2. F1-6 invul. F7-12 upper feet invul.
>mash E / ? / / LDM followup. Taunts, then buffs EX Kyo.

Special Attributes & Bugs

  • EX Kyo's front ukemi roll is fully invulnerable (the only character where this is the case)
  • EX Kyo can juggle after his last rekka launcher hit, eg. with j.E, Source: Rock
  • EX Kyo can combo after guard cancel, eg. into SRK or j.E, Source
  • Has 3F more invul than normal on the front roll: invul F1-26, 6F recovery.
  • EX Kyo's front roll goes further than normal (204px instead of 160px)
  • EX Kyo's j.2C cannot be saving shifted. Source: Rock.
  • Has less landing recovery after Saving Shift: only 4F/5F (hit/whiff) instead of the usual 9F/10F
  • Like all other console exclusive characters, EX Kyo's backdash starts moving back & loses its hurtbox on the legs from F4 instead of F5.

Navigation


Combos

Clip by Tacchi