Kyo Moveset and Attributes

KamuiKamui Joined: Posts: 304
Discuss the character's entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.

Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever.
Ven - "This is scary...egotistical ol' Kamui and goofy ol' BonusKun VS. the wall of SNK otaku."

Comments

  • eightysixeightysix Team Nanpa Seiken Joined: Posts: 313
    Originally posted by kcxj

    d.HK 1300 knockdown/-2
    8/6/22

    Is Sagat countering your far s.HK with his far s.HP? Go under him with d.HK.

    36 frame sweep is excellent. If you whiff it, just do it again. What's your opponent going to do? Again, like far s.HK, Kyo leans back so it's hard to hit him whenever he does this move.

    Kyo's -2 sweep is just too good. Against Blanka, try doing 3 C.LKs which get blocked and then do a C.HK at the end of it. If he tries to C.HP you, it smacks him out of it every time.
    お前はもう死んでいる。
    You're already dead.
  • Mickey D'Mickey D' I feel for ya Mummy-B Joined: Posts: 1,828
    Originally posted by eightysix


    Kyo's -2 sweep is just too good. Against Blanka, try doing 3 C.LKs which get blocked and then do a C.HK at the end of it. If he tries to C.HP you, it smacks him out of it every time.

    Can't blanka roll through and FP throw you?
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    Originally posted by Mickey D'


    Can't blanka roll through and FP throw you?
    Psychically yeah, rc hop sounds more realistic though. If he doesn't time it right he eats c.short to big combo though.
    i don't care what the critics say, violence is a beauuutiful thing!
  • Mickey D'Mickey D' I feel for ya Mummy-B Joined: Posts: 1,828
    Full dizzy combo (no one is gonna use this just thought i'd post it here though...)

    In corner:

    j.hk, s.hk, qcf, lk, lk, qcb hcf, mp XX qcf mk, mk, dp HP

    60 dizzy
  • Legendary GokouLegendary Gokou 210Nem Joined: Posts: 2,087 ✭✭✭✭✭ OG
    Hey kcxj, you said that your friend does qcf+fierce on the opponent's wake up, right? Does it work for him? I'm just curious .... I'm having a lot of success with using it as an anti air due to the auto guard. Once you get the timing its not that hard ....
    CFN: 210Nem
    SFV Karin
  • MegaByteMegaByte Hated Greatness Joined: Posts: 28
    HUH???

    What does all that stuff mean? "qcf+fierce" means quarter-circl forward plus fierce button right? Can someone tell me what all the directions means (like "ss" and "xx")? I've been playing fighting games all my life (I just turned 20 by the way) and I've never understood this stuff, I just went through trial and error to learn moves and combos.
    "You are mad school lunch (free) man." -Hated Greatness-
  • MasatakaMasataka Joined: Posts: 68
    What does all that stuff mean? "qcf+fierce" means quarter-circl forward plus fierce button right? Can someone tell me what all the directions means (like "ss" and "xx")? I've been playing fighting games all my life (I just turned 20 by the way) and I've never understood this stuff, I just went through trial and error to learn moves and combos.

    Yea, qcf+fierce means quarter circle forward plus fierce. xx means to buffer, i think ss is a typo of xx. Things like s.lk means standing light kick (short). c.hp is crouching hard punch (fierce). j. means jumping etc. etc.

    for frame data...

    d.MP 800 +6/+6
    4/7/9

    means that this move does 800 damage, gets +6 frame advantage on hit or block (i think, someone correct me if i'm wrong), and has 4 frames of startup, 7 frames of hitting, and 9 of recovery. that's about it i think.
  • Mickey D'Mickey D' I feel for ya Mummy-B Joined: Posts: 1,828
    What with this being a MOVESET thread sticky.....I think I'm just gonna put what Kcxj has already put down, in other words:

    [B}I don't take any credit for writing this data down. Please pay your respects to Kcxj who was kind enough to take the time to write all of it down[/B]

    With that said....the frame data:


    Kyo quick notes, useful frame data



    ========
    Normals:
    ========

    close s.MP 800 0/0
    3/12/11

    Wow! Hits fast at only three frame startup. The hands down best use however, is as Kyo's best meaty attack. Probably the most meaty attack in the entire game at 12 frames. You can do it really early and the opponent is almost always forced to get up into it.

    Link d.MP to combo afterwards. Mix that up with throwing and walk up, counter hit d.LKs. You can get upwards of +11 frame advantage if you have good timing skills.


    far s.MP 900 -5/-5
    4/6/22

    This move is a four frame attack and has more range than d.MP. It does slightly more damage as well. However, yielding -5 on the block, this move is no where near as useful in your offensive patterns as d.MP is. This move should be your main punishing attack instead (and combo filler when facing big characters too). When you aren't raged to be able to do far s.HK xx super as your punisher, far s.MP xx rekkas is very useful.

    Most notable uses:
    -After blocking a dp+LP from the shotos
    -After blocking a two-hit Bison scissors kick


    d.MP 800 +6/+6
    4/7/9

    Gives just as much frame advantage as a c.LK? That's cheap. You can link two of these together. Great when blocked too. Use this move alot (up close, use s.HK whenever possible though).

    Tip of Kyo's fist is invincible


    close s.HK 1200 -1/-1
    4/4/21

    Completely safe on the block at -1. After a JD, you have to use close s.HK if you want to combo into MK launching kicks for some reason. In situations after a JD where you know you have a guaranteed free combo, always use close s.HK xx qcf+LP/qcf+HP/qcf+MK. Again, if you accidently get this move blocked, you're perfectly safe at -1. Punishing with combos that involved this move HURT.

    Outside of after a JD, the main use of this move is to cancel into qcf+MK when the opponent leaves himself WIDE open. Up close, this move is suitable combo filler for combos starting with d.LK as well. At four frame startup, it's just as easy to link as d.MP or far s.MP.

    Try not to use this move when you're not sure whether your attack is going to hit or not. You're left safe on the block at -1, but with moves that leave you at +6 or more like d.LK or d.MP, what's the point? Plus this move is a heavy attack as well, which pushes Kyo out of his optimal range of up close and in your face. Unless you know for sure you have a guaranteed combo, using one of the MP or light attacks up close is almost always better for you.


    d.LK 200 +6/+6 o/o/o
    3/4/7

    The exact same frame data as d.LP. Only 100 damage sacraficed to hit low instead. Just as easy to link off d.LK as it is d.LP. Range is one pixel longer than d.LP. That's insignificant however as link d.MP won't reach at that distance. Since you are at +6 though, you either take a free run in or low jump.


    d.LP 300 +6/+6 o/o/o
    3/4/7

    Against opponents that like dashing over your d.LK's (Bison, Eagle, Vega, and Cammy most notably), use d.LP against them instead. The frame data is the exact same as d.LK, only d.LP has a different, mid-hitting hit box.


    close s.LP 400 +5/+5
    2/6/6

    Kyo's only two frame attack. The main use I have for this is punishing Sagat's level 1 or level 3 Tiger Raid super. Block high, then do close s.LP, d.LK, far s.MP xx rekka combo.

    Oh, you can use this along with far s.LP whenever you want to whiff a high light attack on a crouching opponent, then throwing him too.


    d.MK 900 -5/-5 x/x/o
    7/9/16

    The RANGE is what makes this move so great. It hits even further than his far s.HK! Not good up close though. Just a quick low poke. Think Sakura far s.HK (which hits in 8)...

    This move will combo into the level 3 super from far range, but only on a counter hit. Anybody have any good setups?

    -Meaty close s.MP, d.MP, d.MK
    *leaves very little gaps, high possibilty of a counter hit


    far s.HK 1300 -5/-5
    7/7/24

    One of the most useful ground attacks in the game. It goes over low attacks and can be canceled into level 3. When you're raged, use run up s.HK xx super to cover safe falls. Ouch!

    This move has lower body invinciblity AND the tip of Kyo's foot is invincible.


    d.HK 1300 knockdown/-2
    8/6/22

    This sweep is one of the best in the game. Hit's a little slow at 8 frames, however you can't beat the -2 recovery (most characters are at -12 plus).


    df+HK 400+800 0/0
    11/[4]/8/[4]/20

    11 frame startup. Even on frames when hit or blocked


    air d+HP 1400
    8/6

    This move is good. Am I safe after having this blocked from a low jump?


    j.HP 1100
    6/10

    10 hit frames? Awesome! When used along with j.HK, Kyo has some of the most useful low jumping attacks in the game.


    j.HK 1200
    6/6

    This move keeps the opponent from jumping at you.


    f+HP 1300 knockdown/-3 x/o/o
    14/10/20

    Combos into orochinagi. Good as a meaty. Cancel into something when blocked.

    You need this move to do K-Kyo's corner OTG combos. Launching kicks, juggle with f+HP, quickly canceled into qcf+LP, hcb+P, P. Big damage.

    ===========
    Combo info:
    ===========

    d.LK, d.MP
    2 frame link

    d.LK, s.HK
    2 frame link

    d.MP, d.MP
    2 frame link

    -The main punishing combo, for when the opponent is REALLY open, is run up close s.HK, qcf+MK, MK, juggle with dp+HK. It does a ton of damage. When you want more stun, you can use dp+HP instead of the dp+HK as well.

    =========
    Specials:
    =========

    -Always use the LP rekka chains only. When the opponent blocks, you're only left at -5 (same as Iori's). This is a significant difference over the MP rekka chain. You're left at -10 (!) after those and the opponent can hit you with whatever he wants.

    -qcf+HP has 4 frames of autoguard. My friend, who's pretty good with Kyo, tells me to use this on a waking opponent. The trick is to time the autoguard portion perfectly. You'll blow through any wake-up dp, RC move, or whatever. This is hard for me though, so I can't really recommend it that much.

    -qcf+HP, hcb+P gives you +1 frame advantage. The great thing is that you can delay any of Kyo's punch chain moves whenever you want too. The opponent blocked your qcf+HP? Wait a split second, then counter hit him with hcb+P. Now you should be at around +4 (at least +1). Kick throw him or go for a combo reset with d.LK.

    =====
    Anti-air
    =====

    http://www.shoryuken.com/forums/thread62140.php

    Intentional trading:

    dp+MP 1700, 800
    knockdown/-42
    4/8/49
    4 frame total body invincibilty,
    followed by 4 frames of NOTHING
    4 frames lower body invincibility

    See those 4 frames of nothing in the frame data for dp+MP? That's what makes this tactic so special. For those who don't know this already, always attempt a deep dp+MP as your anti-air when you have a level 3 super ready. Kyo's dp+MP will trade with whatever jump-in the opponent threw out, and both characters will reel back. However, Kyo recovers MUCH faster than the opponent does and is free to juggle with a level 3 qcb, hcf+P super every time.
  • The VThe V Joined: Posts: 212
    Quick guide for frame data on Kyo's normals. Originally posted by WraithCo.


    =-=-=-=-=-=-=-=-=-=
    Kyo Frame Data:
    =-=-=-=-=-=-=-=-=-=

    ============
    Normals:
    ============

    Close Standing:
    LP: 400 +5/+5, o/o/o
    2/6/6
    MP: 800 +0/+0, x/o/o
    3/12/11
    HP: 1400 +1/+1, x/x/x
    8/8/17
    LK: 500 +3/+3, x/o/o
    4/4/11
    MK: 1000 +1/+1, x/o/o
    4/5/16
    RH:1200 -1/-1, x/o/o
    4/4/21


    Far standing:
    LP: 300 +5/+5, o/o/o
    3/5/7
    MP: 900 -5/-5, x/o/o
    4/6/22
    HP: 1400 +1/+1, x/x/x
    8/8/17
    LK: 500 -1/-1, x/x/o
    5/4/14
    MK: 900 -2/-2, x/x/x
    8/5/19
    RH: 1300 -5/-5, x/x/o
    7/7/24


    Crouching:
    LP: 300 +6/+6, o/o/o
    3/4/7
    MP: 800 +6/+6, x/o/o
    4/7/9
    HP: 1200,1100 -11/-11, x,x/o,x/o,o
    5/6/29
    LK: 200 +6/+6, o/o/o
    3/4/7
    MK: 900 -5/-5, x/x/o
    7/9/16
    RH: 1300 down/-2, x/x/x
    8/6/22


    Jumping:
    LP: 600
    4/22
    MP: 900
    4/10
    HP: 1100
    6/10
    LK: 600
    4/22
    MK: 900
    5/7
    neutral RH: 1100
    6/10
    jumping horizontal RH: 1200
    6/6

    Throws:
    HP: 1700, 52 pixels
    3/1/13
    RH: 1900, 52 pixels
    5/1/13

    Command Move(s):
    f+HP: 1300 down/-3, x/o/o, block mid, parry high
    14/10/20
    df+RH: 400+800, +0/+0, x/x/x, 1st hit low 2nd mid, 1st hit parry low, 2nd hit parry either,
    11/4/8/4/20
    f+MK: 1000 -5/-5, x/x/x, overhead, parry high
    32/3/22
    (midair)d+HP: 1400, down/-, overhead, parry high
    8/6
  • SystemSystem Joined: Posts: 508,676 admin
    Windy's guide to Kyo's specials/normals frame data, and eventually all the other characters on FinestKO.com is much more accurate. I didn't really proofread a lot of my stuff, so there's quite a few errors in there, especially involving 6's and 8's, the occasional 5/6, and so on. So I'd suggest against trusting the data I've written so far.
  • SystemSystem Joined: Posts: 508,676 admin
    WraithCo wrote:
    Windy's guide to Kyo's specials/normals frame data, and eventually all the other characters on FinestKO.com is much more accurate. I didn't really proofread a lot of my stuff, so there's quite a few errors in there, especially involving 6's and 8's, the occasional 5/6, and so on. So I'd suggest against trusting the data I've written so far.

    Yes, check out Kyo's Complete Frame Data and Movelist at Finest KO.com:

    http://www.finestko.com/features/characters/kyo/
  • -=KOH=--=KOH=- In Japan Joined: Posts: 1,572
    Is kyo's Meaty his s.MP ?
    All the way in the back of the food stamp line.
  • SystemSystem Joined: Posts: 508,676 admin
    -=KOH=- wrote:
    Is kyo's Meaty his s.MP ?
    it's his meatiest attack, but both c.MP and close s.MP are very good as meaty attacks. both can be used in the same ways (meaty close s.MP/c.MP, combo into rekkas). c.MP however is safer if whiffed and always combos into c.MP/far s.MP xx rekkas even if you completely mess up the meaty timing.
  • SystemSystem Joined: Posts: 508,676 admin
    To all pro K Kyo players: Guys, i'm just starting to play K Kyo seriously for quite some time so please don't flame me ok. I would like to see some more youtube clips and frame data of his rekkas (all variations) and crouching HP. I find it really hard to use c.HP as anti air against vega & blanka like I saw on the video. I'm still practicing hard on his super combos. I need more tips on getting close to my opponent since i'm not that good enough on JD. thanks!
  • SystemSystem Joined: Posts: 508,676 admin
    mickey d has frame data on the rekkas.. everything after the first hit of LP and MP rekkas is horribly unsafe, the first hit and last hits of HP rekka are also very unsafe.

    c.HP isn't one of his best anti-airs, use s.MK (in front, close), dp+HP (in front, farther), and JD crossups
  • SystemSystem Joined: Posts: 508,676 admin
    thanks for the AA info. Is the 2nd part of LP and MP rekkas also unsafe too? I saw a youtube clip where kyo is using hcb+P (overhead part) after the 1st hit of LP & MP rekkas and he's getting knockdowns without getting countered or supered.
  • SystemSystem Joined: Posts: 508,676 admin
    you can hit them with the overhead.. but after blocking the first rekka there's no reason for them not to block high. this is all about on block.. some of the rekkas have better frame advantage when they hit:

    LP rekka: -5 hit or block
    MP rekka: -10 hit or block
    - 2nd rekka: -2 hit/-11 block
    - overhead: knockdown on hit/-7 block

    HP rekka: -11 hit or block
    - 2nd rekka: +1 on hit/-8 on block

    i've seen odd setups that whiff the first rekka and make them block a hcb+P followup, but most characters have no problem punishing it.

    the only safe rekkas are LP rekkas that are properly spaced (c.LKx2, c.MP xx LP rekka). sometimes fierce rekkas (always the first 2 hits) are difficult to punish because of the hitstun but i wouldn't trust it.
  • SystemSystem Joined: Posts: 508,676 admin
    thanks for rekka info. lately i've been doing a meaty close MP linked to crouching HP+qcfHP, hcbHP(sometimes delayed) from knockdowns on AI and it works wonders for me. I get frame advantage, combos consistently plus kickthrow and cLK, c.MP into LP rekka set-ups are there too. I bet that you guys knew this already. another question on standing MK for AA: does this hit an opponent who's directly over kyo's head? if i cleanly beat an opponents aerial attack, can kyo recover in time to run behind his opponent and play mind games like close MP into anything or kickthrow?
  • SystemSystem Joined: Posts: 508,676 admin
    yeah, when HP rekkas hit, stopping after hcb+P is good, after it you can mixup between kick throw and low shorts.

    kyo really sucks at anti-airing crossups (including attacks that land directly on top of him (eagle j.HK, vega j.HP/HK, etc). if an attack is gonna land on your head, dp+HP will completely whiff, giving your opponent a free combo. if they're crossing you up and you go for a backwards DP, he has like a 50% chance of whiffing them. in most of these situations your best option is to either block/JD/parry or to try and trade a dp+LP.

    I was messing around with some weird shit (anti-crossup) where you press close MP right before they crossup, kyo's body moves forward (the MP whiffs) and their jump attack whiffs.. but it's really hard to time correctly so they can't just mash jabs when they land and still get a combo.. against slow jumpers like sagat that have obvious crossups, you can actually whiff the MP and low short and it'll be guaranteed.. but again your way better off blocking
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    s.mk is good for that.
    i don't care what the critics say, violence is a beauuutiful thing!
  • SystemSystem Joined: Posts: 508,676 admin
    s.mk is good for that.

    in lots of situations.. it is by far his best anti-air when dp+HP won't work, but when you know you will be crossed up and you don't have time to jump back and fierce/strong them, i'd rather block then risk getting hit out of s.MK
  • SystemSystem Joined: Posts: 508,676 admin
    thanks guys. i'll try it out tomorrow..
  • scrubydanscrubydan Moetaro? Joined: Posts: 2,638
    i never knew there's a difference between lp and mp rekkas...i always use mp rekkas no matter hit or blocked, so i should use lp instead for the 1st hit? what about 2nd and 3rd? like lp, hp, hk?
    "how dare these mother fuckers try to be on my level. i will eat your babies!" - ATM SPIDERTAO
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    the first hit is the only one that matters. afaik.

    i think the lp rekkas are more useful because if blocked they are only -5 and youre left realtively safe. mp rekkas are pretty unsafe even if they only block the first hit.
    i don't care what the critics say, violence is a beauuutiful thing!
  • scrubydanscrubydan Moetaro? Joined: Posts: 2,638
    what about the damage? is lp rekka damage lower than mp? by how much?
    "how dare these mother fuckers try to be on my level. i will eat your babies!" - ATM SPIDERTAO
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    yes lp is slightly lower, but not by much.
    i don't care what the critics say, violence is a beauuutiful thing!
  • scrubydanscrubydan Moetaro? Joined: Posts: 2,638
    why use cr mk if cr hk is faster and more damage? i figure that cr mk does have the range, but too slow to punish certain moves, and not as high priority as the cr hk. but why is it good and lots of top players use it?
    "how dare these mother fuckers try to be on my level. i will eat your babies!" - ATM SPIDERTAO
  • SystemSystem Joined: Posts: 508,676 admin
    c.MK has more range than c.HK and far s.HK, and it is faster than c.HK, just not as safe up close

    against some attacks like sakura s.HK, its great.. overall its a good addition to his footsies
  • SystemSystem Joined: Posts: 508,676 admin
    ...maybe this is too generalized of a question, but I notice that a lot of Kyo's moves act as overheads on crouching characters. Does anyone have a full list of those moves?
  • patmonstapatmonsta Joined: Posts: 1,052
    if u do a rekka combo and then after the 2nd hit stop, instead of doing the last hit just do a rdp plus lk its an auto cross up good info i found out today
    keep in touch thru Twitter patmonsta
    Facebook Patrick Ramos
  • HellionHellion .5 Beat Combat Joined: Posts: 888
    Kyo's Normals, JD'd

    I like doing stuff like this for characters I mess with.
    Its sort of a work in progress, so not finished yet, but the bold number on the far right is the "range" of "disadvantage" you get when this move is JD'd.
    I haven't done his jumping normals nor his command normals yet (if ever), but know at least that moves done during jump ins are safe if JD'd (so far as I know via testing and running by the numbers.) That means his d+HP is pretty safe. Of course I am gonna double check all of this but I'm pretty sure its about right.
    Anyway, the numbers:

    Close Standing:
    LP: 400 +5/+5, o/o/o 2/6/6 *****-2

    MP: 800 +0/+0, x/o/o 3/12/11 *****-7 to -9

    HP: 1400 +1/+1, x/x/x 8/8/17 ***** -5 to -7

    LK: 500 +3/+3, x/o/o 4/4/11 *****-5

    MK: 1000 +1/+1, x/o/o 4/5/16 ***** -5 to -7

    RH:1200 -1/-1, x/o/o 4/4/21 *****-5 to -7

    Far standing:
    LP: 300 +5/+5, o/o/o 3/5/7*****-2

    MP: 900 -5/-5, x/o/o 4/6/22*****-12 to -14

    HP: 1400 +1/+1, x/x/x 8/8/17 *****-5 to -7

    LK: 500 -1/-1, x/x/o 5/4/14 *****-8

    MK: 900 -2/-2, x/x/x 8/5/19 *****-8 to -10

    RH: 1300 -5/-5, x/x/o 7/7/24 *****-11 to -13

    Crouching:
    LP: 300 +6/+6, o/o/o 3/4/7*****-1

    MP: 800 +6/+6, x/o/o 4/7/9 *****-2

    HP: 1200,1100 -11/-11, x,x/o,x/o,o 5/6/29*****-15 to -17

    LK: 200 +6/+6, o/o/o 3/4/7*****-1

    MK: 900 -5/-5, x/x/o 7/9/16*****-9 to -11

    RH: 1300 down/-2, x/x/x 8/6/22*****-8 to -10

    Jumping:
    LP: 600
    4/22

    MP: 900
    4/10

    HP: 1100
    6/10

    LK: 600
    4/22

    MK: 900
    5/7

    neutral RH: 1100
    6/10

    jumping horizontal RH: 1200
    6/6

    Throws:
    HP: 1700, 52 pixels
    3/1/13
    RH: 1900, 52 pixels
    5/1/13

    Command Move(s):
    f+HP: 1300 down/-3, x/o/o, block mid, parry high
    14/10/20

    df+RH: 400+800, +0/+0, x/x/x, 1st hit low 2nd mid, 1st hit parry low, 2nd hit parry either,
    11/4/8/4/20

    f+MK: 1000 -5/-5, x/x/x, overhead, parry high
    32/3/22

    (midair)d+HP: 1400, down/-, overhead, parry high
    8/6



    For Reference, here is an excerpt from Buk's Strategy Guide posted on Gamefaqs

    Frame Advantage/Disadvantage = JD stun - (active frames + recovery frames)

    Let's take Sagat's low fierce as an example:

    Sagat's low fierce is 7/8/14 +2F. Plug the relevant numbers into the formula
    and:

    Frame Advantage/Disadvantage = 18~20F - (8F + 14F)
    = 18~20F - 22F
    = -4~-2F

    Fierce/Roundhouse JDs: 18-20 frames guard stun
    Strong/Forward JDs: 14-16 frames guard stun
    Jab/Short JDs: 10 frames guard stun
    Special Move JDs: 19-21 frames guard stun

    Wasn't sure if its relevant or not, but here's jumping attack data, not blocked.
    ATTACK | HIT | BLOCKED |
    weak | 13F | 15F |
    medium | 15F | 20F |
    heavy | 15F | 24F |
    "No one quits SRK. NO ONE" -wepeel
    P-Kyo(2), Guile, Cammy
    ST-Guile
Sign In or Register to comment.