Kyo Kusanagi 草薙 京
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Tiers & Ranking
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Tier:
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B+ to A
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Ratio Cost:
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4 Points
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Properties
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Damage Modifier:
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1.0
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Stun Modifier:
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1.0
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Crouch height (Tier):
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C
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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, and because his supers are not great.
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
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A
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B
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C
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D
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R1 +
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R1 +
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R1 +
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R1 +
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E+A
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E+B
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E+C
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E+D
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L1 +
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L1 +
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L1 +
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L1 +
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Start+A
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Start+B
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Start+C
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Start+D
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Frame Data
Note: Thanks to Rock for the Hit/Guard Data!
Standing Attacks
Move |
Hitbox |
Startup |
Active |
Hit |
Guard |
Note
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5A(c) |
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5 |
4 |
+4 |
+3 |
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5A(f) |
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5 |
4 |
+5 |
+4 |
5F startup, the old jp. data says 7
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5B(c) |
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8 |
4? |
+2 |
+1 |
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5B(f) |
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7 |
3 |
-2 |
-3 |
Leg has hurtbox for 4F after active time.
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5C(c) |
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4 |
3+3 |
+3 |
+2 |
Arm has hurtbox for 5F after active time.
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5C(f) |
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10 |
3 |
+4 |
+3 |
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5D(c) |
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6 |
3 |
+0 |
-1 |
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5D(f) |
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14 |
5 |
-0 |
-1 |
Airborne F4-24.
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5E |
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18 |
4 |
KD |
-1 |
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6B |
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22 |
2 |
-6 |
-7 |
Overhead.
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6B(cancel) |
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18 |
5 |
-1 |
-2 |
No Overhead. Faster than regular 6B. Special Cancel.
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Crouching Attacks
Move |
Hitbox |
Startup |
Active |
Hit |
Guard |
Note
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2A |
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5 |
4 |
+5 |
+4 |
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2B |
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5 |
4 |
+5 |
+4 |
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2C |
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7 |
2+4 |
-6 |
-7 |
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2D |
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13 |
3 |
KD |
-1 |
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3D |
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12/23* |
3+4 |
-7 |
-8 |
*= 2nd hit, if first hit whiffs.
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3D(cancel) |
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12/23* |
3+4? |
-7 |
-8 |
*= 2nd hit, if first hit whiffs. Identical to regular version.
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Jump Attacks
Move |
Hitbox |
Startup |
Active |
Note
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smalljump A |
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6 |
7 |
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jump up A |
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6 |
7 |
Same hitbox as all j.A.
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j.A |
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6 |
6 |
Same hitbox as jump up A.
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smalljump B |
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6 |
5 |
Same as all j.B.
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jump up B |
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6 |
10 |
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j.B |
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6 |
5 |
Same as all smalljump B.
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smalljump C |
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7 |
4 |
Same as all j.C.
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j.C |
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7 |
4 |
Same as all smalljump C.
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smalljump D |
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10 |
3 |
Same as all j.D.
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jump up D |
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11 |
11 |
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j.D |
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10 |
3 |
Same as all smalljump D.
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smalljump E |
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14 |
4 |
Same as all j.E.
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j.E |
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14 |
4 |
Same as all smalljump E.
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j.2C |
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8 |
5 |
Same for small- & normal jump.
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236A / 236C Rekkas
Move |
Hitbox |
Startup |
Active |
Adv |
Note
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236A |
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14 |
5 |
? |
F6-9 Guard Point. F14-15 negates Projectiles.
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236A>236P |
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7 |
8 |
? |
Launches.
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236A>236P>P |
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12 |
3 |
? |
Overhead. Hard Knockdown.
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236A>236P>63214K |
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33 |
3 |
? |
F1-32 invul.
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236A>236P>K |
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14 |
2 |
? |
Blowback.
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236A>63214P |
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22 |
4 |
? |
Overhead. Hard Knockdown.
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236A>63214P>P |
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20 |
14 |
? |
Hits OTG.
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236A>63214P>B |
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24 |
3 |
? |
Overhead. Hard Knockdown.
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236A>63214P>D |
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12/24* |
6+4 |
? |
Low Hit. *=if first hit whiffs.
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236A>63214K |
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11 |
2+3 |
? |
F1-10 upper feet invul. Launches. Used for corner juggles.
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236C |
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17 |
6 |
? |
Negates projectiles during active frames.
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236C>63214C |
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12 |
3 |
? |
Invul on Feet during active time.
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236C>63214C>6C |
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15 |
4 |
? |
Launches.
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236C>63214C>6C>623C |
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3 |
14 |
? |
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Other Specials & Supers
Move |
Hitbox |
Startup |
Active |
Adv |
Note
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623A |
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7/10* |
3+14 |
? |
Legs invul F1-9. Airborne F10. *=if first hit whiffs.
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623C |
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7/10* |
3+17 |
? |
Upper body invul F1-9. Airborne F10. *if first hit whiffs.
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236B |
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8 |
6 |
? |
Airborne from F5.
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236B-B |
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8 |
9 |
? |
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236D |
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17 |
6 |
? |
Airborne from F13.
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236D-D |
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8 |
9 |
? |
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214A |
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11 |
? |
? |
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214C |
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13 |
? |
? |
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421B |
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20* |
2+2+1 |
? |
Airborne from F7. *=20F startup, old jp. data says 22.
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421D |
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31* |
2+2+2 |
? |
Airborne from F9. *=31F startup, old jp. data says 34.
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2141236A |
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26 |
17 |
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Freeze on F3. 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.
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2141236A(min-hold) |
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17 |
17 |
? |
Freeze on F3. 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.
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2141236C |
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26 |
17 |
? |
Freeze on F3. 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.
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2141236C(min-hold) |
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17 |
17 |
? |
Freeze on F3. 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.
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236236A |
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16/18* |
1+1+2 |
? |
Same hitboxes as A-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).
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236236C |
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25/27* |
1+3 |
? |
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).
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236236P(charge) |
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Once released, behaves like regular 236236P after the one "hold" frame that is forced. Becomes unblockable on max charge.
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6321463214E |
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2 |
2 |
? |
Throw. F1-3 invul. Super Hits on F2, but during freeze, on F28 (opponent cannot act). Old jp. data says 1F startup.
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6321463214E(DC) |
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2 |
1 |
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Bigger hitbox than regular version. Super Hits on F2, but during freeze, on F28.
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Combos
- 5B(c)>3D(1)>236D-D or 236C...
- 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
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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