Kyo Kusanagi(KOFXI)
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Kyo Kusanagi 草薙 京 | |
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 reversals 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
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
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. |
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 front rolls. He is the only character in the game that can do this, for everyone else, 2B simply misses. Note: EX Kyo cannot hit with 2B.
- If Kyo combos into his LDM and the opponent attempts to perform a Saving Shift at the moment the LDM activates, the Skill Gauge will empty but the Saving Shift will not activate. Ash has the same bug with his LDM, an example for Kyo can be seen here.
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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