Kyo Kusanagi(KOFXI)

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Kyo Kusanagi
草薙 京
KOFXI kyo full.png
Tiers & Ranking
Tier: B+ to A
Ratio Cost: 4 Points
Properties
Damage Modifier: 1.0
Stun Modifier: 1.0
Crouch height (Tier): C

Quick Guide

Kyo is a good, well-rounded character with a versatile move set.
He has good juggle combo synergy and is particularly good as a shift combo starter.
His defense is generally OK to good, with his reverals having pronounced weaknesses.
He is best played in point position, as he requires no meter to be effective other than shift stock. He can occasionally be seen as a Leader, since his command grab LDM makes his offense much more scary.

Neutral

On range, either use projectiles or approach with j.D (which is not a great option, but Kyo does not have any great long-range air attacks).
Once a little closer, j.B & j.C are excellent jump in attacks that can also both cross up.

Offense

Once in close range, use a mix of 2B (massive frame advantage), walk up 6C (for either the 5C(c)>236D-D starter, or throw) or j.B & j.C.
j.B in particular is very strong because of its speed, and when used from small jumps, as it can easily cross up crouching opponents.
5B(c) hits low & chains into 3D(1), which can be hit-confirmed into 236C (from further away) or 236D-D (only up close).
After 236-D-D midscreen, reset your opponent with hyperhop j.D > land > rejump crossup / fake crossup j.C for a 50/50.
Kyo is at his best in the corner. Try to go into 5C>236D-D combos to maximize his damage and shift synergy: 236D-D, link 236A, link 236A delay 63214B, link 623C > Quick Shift.
Kyo's throw makes opponents wake up facing the other way. This can be used to cross them up in the corner with j.B and j.C and should be exploited as much as possible. To turn this into a 50/50, simply delay the attack and it will not crossup.
Kyo's Rekkas have some limited applications for poking & attacking, particularly if the opponent does not have any stock to guard cancel roll through longer strings.

Defense

Use 5A(f) to stop smalljump attempts - the attack only has 5F startup, which is very fast.
Against more obvious jump ins, use 623C.
Kyo's 623A/C can also be used as reversals, but 623C tends to not hit fully, frequently leading to a full punish for the opponent.
236236P can be used as a reversal, but is very slow.
LDM works as a reversal, but is rarely worth the risk (2 stocks meter lost).

Colors

KOFXI kyo S.png KOFXI kyo X.png KOFXI kyo T.png KOFXI kyo C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI kyo R1S.png KOFXI kyo R1X.png KOFXI kyo R1T.png KOFXI kyo 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 kyo L1S.png KOFXI kyo L1X.png KOFXI kyo L1T.png KOFXI kyo 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 Blk Dmg C-Dmg Stn C-Stn G-Dmg Gauge Note
Throw 1 1 +? / 16 16 0 0 0 0
5A(c) 5 4 +4 +3 4 5 6 7 5 6
5A(f) 5 4 +4 +3 4 5 6 7 5 6 5F startup, the old jp. data says 7
5B(c) 8 4 +2 +1 7 8 9 10 7 8
5B(f) 7 3 -2 -3 8 10 9 10 7 8 Leg has hurtbox for 4F after active time.
5C(c) 4 3+3 +3 +2 12 15 14 15 11 12 Arm has hurtbox for 5F after active time.
5C(f) 10 3 +3 +2 13 16 15 16 12 14
5D(c) 6 3 -3 -4 12 15 14 15 11 12
5D(f) 14 5 +0 -1 14 17 15 16 12 14 Airborne F4-24.
5E 18 4 KD -1 14 17 12 13 14 16
GC 7 6 KD -14 5 5 0 0 0 0
6B 22 2 -7 -8 10 12 8 10 4 10 Overhead.
6B(cancel) 18 5 -1 -2 8 10 4 6 0 8 No Overhead. Faster than regular 6B. Special Cancel.
Saving Shift ? n* / / ? ? ? ? ? ? Active until landing. 9F/10F recovery (hit/whiff).
2A 5 4 +5 +4 4 5 6 7 5 6
2B 5 4 +5 +4 4 5 6 7 5 6 Can be used to punish rolls (only character where this is the case).
2C 7 2+4 -5 -6 12 15 14 15 11 12
2D 13 3 KD -1 13 16 14 15 11 12
3D 12/23* 3+4 -6 -7 16 18 18 9 0 12 *= 2nd hit, if first hit whiffs.
small A 6 7 / / 6 7 8 9 6 8
up A 6 7 / / 7 8 9 10 7 8 Same hitbox as j.A.
j.A 6 6 / / 7 8 9 10 7 8 Same hitbox as up A.
small B 6 5 / / 6 7 8 9 6 8 Same hitbox as j.B.
up B 6 10 / / 7 8 9 10 7 8
j.B 6 5 / / 7 8 9 10 7 8 Same hitbox as small B.
small C 7 4 / / 11 13 13 14 10 12 Same hitbox as j.C.
j.C 7 4 / / 12 15 14 15 11 12 Same hitbox as small C.
back C 7 4 / / 13 16 15 16 12 14 Same hitbox as small C.
small D 10 3 / / 11 13 13 14 10 12 Same hitbox as j.D.
up D 11 11 / / 12 15 14 15 11 12
j.D 10 3 / / 12 15 14 15 11 12 Samehitbox as small D.
back D 10 3 / / 13 16 14 15 11 14 Same hitbox as small D.
small E 14 4 / / 11 13 9 10 11 14 Same hitbox as j.E.
j.E 14 4 / / 12 15 10 11 12 14 Same hitbox as small E.
j.2C 8 5 / / 8 10 10 12 14 14 Same for small- & normal jump.
236A 14 5 -5 -6 8 10 4 5 5 6/8 F6-9 Guard Point. F14-15 negates Projectiles.
236A>236P 7 8 KD -14 6 7 4 5 5 4/4 Launches.
236A>236P>P 12 3 KD -12 4 5 2 4 5 4/4 Overhead. Hard Knockdown.
236A>236P>63214K 33 3 KD -10 14 17 14 16 10 4/6 F1-32 invul. Airborne F8-18.
236A>236P>K 14 2 KD -3 9 11 4 6 8 4/4 Blowback.
236A>63214P 22 4 KD -18 4 5 2 4 5 4/4 Overhead. Hard Knockdown.
236A>63214P>P 20 14 KD -15 8 10 4 5 8 4/4 Low Hit. Hits OTG. No hurtbox on legs.
236A>63214P>B 24 3 KD -5 14 17 14 16 10 4/6 Overhead. Hard Knockdown.
236A>63214P>D 12/24* 6+4 -9/-21² -10/-22² 19 20 12 13 12 4/8 Low Hit. *=if first hit whiffs. ²=if second hit whiffs.
236A>63214K 11 2+3 KD -9 8 10 10 12 10 4/6 F1-10 upper feet invul. Launches. Hard Knockdown. Used for corner juggles.
236C 17 6 -5 -6 7 8 5 6 6 6/8 Negates projectiles during active frames.
236C>63214C 12 3 -15 -16 5 6 4 6 5 2/4 Invul on Feet during active time.
236C>63214C>6C 15 4 KD -27 5 6 4 6 5 2/4 Launches.
236C>63214C>6C>623C 3 14 KD -14* 8 10 5 6 5 2/4 Rekka ender. *=only connects on standing guard.
623A 7/10* 3+14 KD -21 14 17 4 6 28 12/6 Legs invul F1-9. Airborne F10-39. 12F landing recovery. *=if first hit whiffs.
623C 7/10* 3+17 KD -32 20 22 4 5 16 12/6 Upper body invul F1-9. Airborne F10-48. 14F landing recovery. *if first hit whiffs.
236B 8 6 -9 -10 18 20 12 13 12 4/8 Feet invul F1-7. Airborne F8-30. 11F landing recovery. Dmg data = 2 hits.
236B-B 8 9 KD -6/-1* 18 20 12 13 12 4/8 Does not allow juggles. *=no delay / max delay. 12F landing recovery. Dmg data = 2 hits.
236D 17 6 KD -10 16 18 12 13 12 4/8 Feet invul F13-16. Airborne F17-39. 11F landing recovery. Dmg data = 2 hits.
236D-D 8 9 KD -6/+3* 16 18 12 13 12 4/8 Allows juggles. *=no delay / max delay. 12F landing recovery. Dmg data = 2 hits.
214A 11 ? -13* -22* 12 15 10 12 12 0/12 *=Point Blank.
214C 13 ? -14* -23* 12 15 10 12 12 0/12 *=Point Blank.
421B 20 2+2+1 KD -2/-1* 15 18 12 14 14 10/6 Airborne F7-29. 16F landing recovery. *=vs standing/crouching Kyo.
421D 31 2+2+2 KD -2/-1* 18 22 12 14 14 10/6 Airborne F9-39. 17F landing recovery. *=vs standing/crouching Kyo.
2141236A 26 17 KD -14 32 40 0 0 0 0 F1-3 invul. F4-17 legs invul. Charge up extends leg invul & adds 2F full invul once Kyo moves forward.
2141236A(min) 17 17 KD -14 32 40 0 0 0 0 F1-3 invul. F4-10 legs invul. F11+12 full invul (from charge). 1F-timing to get 17F startup.
2141236C 26 17 KD -14 32 40 0 0 0 0 F1-3 invul. F4-17 upper feet invul (from the button hold).
2141236C(min) 17 17 KD -14 32 40 0 0 0 0 F1-3 invul. F4-10 legs invul. F11+12 full invul. 1F-timing to get 17F startup.
236236A 16 1+1+2 KD -10 30 37 0 0 0 0 Freeze on F7. F1-7 invul. F9-11 invul. Can be charged for more damage.
236236C 25 1+3 KD -13 30 37 0 0 0 0 Freeze on F16. F1-16 invul. F18-24 invul. Can be charged for more damage.
236236P(charge) ? ? KD KD 32/38* 40/47* 0 0 0 0 Once released, behaves like regular 236236P after the one "hold" frame that is forced. Unblockable on max charge. *=lvl2/3 charge.
6321463214E 1 2 KD / 54 54 0 0 0 0 Command throw. F1-3 invul. Super Hits on F28, during freeze.
6321463214E(DC) 1 1 KD / 35 35 0 0 0 0 Bigger hitbox than regular version. Super Hits on F28, during freeze.
Standing Attacks
Move Hitbox Startup Active Hit Guard Note
5A(c) Kofxi kyo 5A(c).png 5 4 +4 +3
5A(f) Kofxi kyo 5A(f).png 5 4 +4 +3 5F startup, the old jp. data says 7
5B(c) Kofxi kyo 5B(c).png 8 4 +2 +1
5B(f) Kofxi kyo 5B(f).pngKofxi kyo 5B(f) 2.png 7 3 -2 -3 Leg has hurtbox for 4F after active time.
5C(c) Kofxi kyo 5C(c) 1.pngKofxi kyo 5C(c) 2.pngKofxi kyo 5C(c) 3.png 4 3+3 +3 +2 Arm has hurtbox for 5F after active time.
5C(f) Kofxi kyo 5C(f).pngKofxi kyo 5C(f) 2.png 10 3 +3 +2
5D(c) Kofxi kyo 5D(c).pngKofxi kyo 5D(c) 2.png 6 3 -3 -4
5D(f) Kofxi kyo 5D(f) 1.pngKofxi kyo 5D(f) 2.png 14 5 +0 -1 Airborne F4-24.
5E Kofxi kyo 5E.png 18 4 KD -1
GC Kofxi kyo GC.png 7 6 KD -14
6B Kofxi kyo 6B.png 22 2 -7 -8 Overhead.
6B(cancel) Kofxi kyo 6B(cancel).png 18 5 -1 -2 No Overhead. Faster than regular 6B. Special Cancel.
Saving Shift Kofxi kyo saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi kyo 2A.png 5 4 +5 +4
2B Kofxi kyo 2B.png 5 4 +5 +4 Can be used to punish rolls (only character where this is the case).
2C Kofxi kyo 2C 1.pngKofxi kyo 2C 2.png 7 2+4 -5 -6
2D Kofxi kyo 2D.pngKofxi kyo 2D 2.png 13 3 KD -1
3D Kofxi kyo 3D 1.pngKofxi kyo 3D 2.png 12/23* 3+4 -6 -7 *= 2nd hit, if first hit whiffs.
Jump Attacks
Move Hitbox Startup Active Note
smalljump A Kofxi kyo smalljump A.png 6 7
jump up A Kofxi kyo jump A.png 6 7 Same hitbox as all j.A.
j.A Kofxi kyo jump A.png 6 6 Same hitbox as jump up A.
smalljump B Kofxi kyo smalljump B.png 6 5 Same as all j.B.
jump up B Kofxi kyo jumpup B.png 6 10
j.B Kofxi kyo jump B.png 6 5 Same as all smalljump B.
smalljump C Kofxi kyo smalljump C.png 7 4 Same as all j.C.
j.C Kofxi kyo jump C.png 7 4 Same as all smalljump C.
smalljump D Kofxi kyo smalljump D.pngKofxi kyo smalljump D 1.png 10 3 Same as all j.D.
jump up D Kofxi kyo jumpup D.png 11 11
j.D Kofxi kyo jump D.pngKofxi kyo jump D 2.png 10 3 Same as all smalljump D.
smalljump E Kofxi kyo smalljump E.png 14 4 Same as all j.E.
j.E Kofxi kyo jump E.png 14 4 Same as all smalljump E.
j.2C Kofxi kyo jump 2C.png 8 5 Same for small- & normal jump.
236A / 236C Rekkas
Move Hitbox Startup Active Hit Guard Note
236A Kofxi kyo 236A 1.pngKofxi kyo 236A 2.pngKofxi kyo 236A 3.pngKofxi kyo 236A gif.gif 14 5 -5 -6 F6-9 Guard Point. F14-15 negates Projectiles.
236A>236P Kofxi kyo 236A236P.png 7 8 KD -14 Launches.
236A>236P>P Kofxi kyo 236A236PP.png 12 3 KD -12 Overhead. Hard Knockdown.
236A>236P>63214K Kofxi kyo 236A236P63214K.pngKofxi kyo 236A,236P,63214K gif.gif 33 3 KD -10 F1-32 invul. Airborne F8-18.
236A>236P>K Kofxi kyo 236A236PK.png 14 2 KD -3 Blowback.
236A>63214P Kofxi kyo 236A63214P.png 22 4 KD -18 Overhead. Hard Knockdown.
236A>63214P>P Kofxi kyo 236A63214PP.png 20 14 KD -15 Low Hit. Hits OTG. No hurtbox on legs.
236A>63214P>B Kofxi kyo 236A63214PB.png 24 3 KD -5 Overhead. Hard Knockdown.
236A>63214P>D Kofxi kyo 236A63214PD 1.pngKofxi kyo 236A63214PD 2.png 12/24* 6+4 -9/-21² -10/-22² Low Hit. *=if first hit whiffs. ²=if second hit whiffs.
236A>63214K Kofxi kyo 236A63214K 1.pngKofxi kyo 236A63214K 2.pngKofxi kyo 236A63214K 3.pngKofxi kyo 236A,63214B gif.gif 11 2+3 KD -9 F1-10 upper feet invul. Launches. Hard Knockdown. Used for corner juggles.
236C Kofxi kyo 236C.pngKofxi kyo 236C gif.gif 17 6 -5 -6 Negates projectiles during active frames.
236C>63214C Kofxi kyo 236C63214C.png 12 3 -15 -16 Invul on Feet during active time.
236C>63214C>6C Kofxi kyo 236C63214C6C.png 15 4 KD -27 Launches.
236C>63214C>6C>623C Kofxi kyo 236C63214C6C623C.png 3 14 KD -14* Rekka ender. *=only connects on standing guard.
Other Specials & Supers
Move Hitbox Startup Active Hit Guard Note
623A Kofxi kyo 623A 1.pngKofxi kyo 623A 2.pngKofxi kyo 623A gif.gif 7/10* 3+14 KD -21 Legs invul F1-9. Airborne F10-39. 12F landing recovery. *=if first hit whiffs.
623C Kofxi kyo 623C 1.pngKofxi kyo 623C 2.pngKofxi kyo 623C gif.gif 7/10* 3+17 KD -32 Upper body invul F1-9. Airborne F10-48. 14F landing recovery. *if first hit whiffs.
236B Kofxi kyo 236B.png 8 6 -9 -10 Feet invul F1-7. Airborne F8-30. 11F landing recovery.
236B-B Kofxi kyo 236BB.png 8 9 KD -6/-1* Does not allow juggles. *=no delay / max delay. Fast possible cancel timing cancels 236B on the first active frame. 12F landing recovery.
236D Kofxi kyo 236D.png 17 6 KD -10 Feet invul F13-16. Airborne F17-39. 11F landing recovery.
236D-D Kofxi kyo 236DD.png 8 9 KD -6/+3* Allows juggles. *=no delay / max delay. Fast possible cancel timing cancels 236D on the first active frame. 12F landing recovery.
214A Kofxi kyo 214A.png 11 ? -13* -22* *=Point Blank.
214C Kofxi kyo 214C.png 13 ? -14* -23* *=Point Blank.
421B Kofxi kyo 421B 1.pngKofxi kyo 421B 2.pngKofxi kyo 421B 3.pngKofxi kyo 421B gif.gif 20* 2+2+1 KD -2/-1* Airborne F7-29. 16F landing recovery. *=20F startup, old jp. data says 22. *2=vs standing/crouching Kyo.
421D Kofxi kyo 421D 1.pngKofxi kyo 421D 2.pngKofxi kyo 421D 3.pngKofxi kyo 421D gif.gif 31* 2+2+2 KD -2/-1* Airborne F9-39. 17F landing recovery. *=31F startup, old jp. data says 34. *2=vs standing/crouching Kyo.
2141236A Kofxi kyo 2141236A 1.pngKofxi kyo 2141236A 2.png 26 17 KD -14 F1-3 invul. F4-17 legs invul. Button can be held down to delay attack. Charging up the attack extends the leg invul phase & adds 2F full invul once Kyo moves forward.
2141236A(min-hold) Kofxi kyo 2141236A minhold gif.gif 17 17 KD -14 F1-3 invul. F4-10 legs invul. F11+12 full invul (from the button hold). Hitbox is the same as regular version. Needs 1F-timing to get 17F startup, releasing earlier gives 32F startup, releasing later adds 1F startup per 1F held.
2141236C Kofxi kyo 2141236C 1.pngKofxi kyo 2141236C 2.png 26 17 KD -14 F1-3 invul. F4-17 upper feet invul (from the button hold). Button can be held down to delay attack. Charging up the attack extends the upper feet invul phase & adds 2F full invul once Kyo moves forward.
2141236C(min-hold) Kofxi kyo 2141236C minhold gif.gif 17 17 KD -14 F1-3 invul. F4-10 legs invul. F11+12 full invul. Hitbox is the same as regular version. Needs 1F-timing to get 17F startup, releasing earlier gives 32F startup, releasing later adds 1F startup per 1F held.
236236A Kofxi kyo 236236P 1.pngKofxi kyo 236236P 2.pngKofxi kyo 236236P 3.pngKofxi kyo 236236P gif.gif 16/18* 1+1+2 KD -10 Same hitboxes as C-version. Super Freeze on F7. F1-7 invul. "Hold" hurtbox is triggered on F8, even when not holding. F9-11 invul. *=first hitbox hits on F16, but hitbox is so small it does not combo from normals. 2nd hitbox has 18F startup if first hit whiffs. Old jp. data says 15F startup (wrong).
236236C Kofxi kyo 236236P 1.pngKofxi kyo 236236P 2.pngKofxi kyo 236236P 3.pngKofxi kyo 236236C gif.gif 25/27* 1+3 KD -13 Same hitboxes as A-version. Super Freeze on F16. Invul F1-16. "Hold" hurtbox is triggered on F17, even when not holding. F18-24 invul. *=*=first hit hits on F25, but hitbox is so small it does not combo from lights 2nd hit has 27F startup if first hit whiffs. Old jp. data says 24 startup (wrong).
236236P(charge) Kofxi kyo 236236P charge.png KD KD Once released, behaves like regular 236236P after the one "hold" frame that is forced. Becomes unblockable on max charge.
6321463214E Kofxi kyo 6321463214E.png 1 2 KD / Command throw. F1-3 invul. Super Hits on F28 (during freeze).
6321463214E(DC) Kofxi kyo 6321463214E(DC).png 1 1 KD / Bigger hitbox than regular version. Super Hits on F28 (during freeze).

Special Attributes & Bugs

  • Kyo's throw turns the opponent around, allowing jump crossups when throwing the opponent into the corner.
  • Kyo's 2B can be used to punish rolls. He is the only character in the game that can do this, for everyone else, 2B simply misses.

Combos

236D-D Combos & Setups

  • 5A/B>3D(1)>236D-D
  • 5C(c)>236D-D
  • After any 236D-D combo midscreen:
    • hyperhop j.D, land, superjump j.B/C for crossup
    • 236236A
    • 236A(whiff)>236A (hit) > Quick Shift
  • Corner Combo in 236D-D,236A, link 236A>delay 214B, then:
    • 5C(c), reset
    • 5A(c), reset (used on back turned hits to get corner crossup jump attacks after)
    • 623C > QS or Super Cancel

Other Combos

  • [2B>5B] or [5C] > 3D(1)>236C>63214C, then:
    • 6C>623C
    • Quick Shift
  • 5C>6B, then:
    • 236263A
    • 2141236P (min hold)
    • 236C rekka series
  • Combo into 3D(1) > min hold 2141236P

LDM Setups

  • 236236A Dream Cancel 63214,63214E
  • 2B or 5B link 63214,63214E
  • Combo into 5C > 63214,63214E: LDM Setup. Difficult, best done by prebuffering the motion, eg. 63214C+D, 63214E

Shift Combos

Kyo & K

  • Midscreen Combo in 236D-D, 236A(whiff),236A(hit), delay K > Quick Shift K', j.A(whiff),\/, jump j.214D, (corner) \/, walk back, LDM. Source: BZR

Matchups

Kula

Very bad matchup according to Kyuntakuya, about an 8:2. Kyo can't do anything against Ray Spin (214B/D).

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