Nikolai-保力達 (Kyo-2 Best Rounds) KOF 2002 UM

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  • Опубликовано: 1 фев 2019
  • - Special Moves
    Fireball - dp A/C
    Kyo-2 surrounds himself in flames and jumps in the air doing a 360 motion(A/C versions dictate how high he jumps). Fireball is a standard Dp(623 A/C),it has some invincibility on start up,and the C version can cancel into both DM's and SDM. Fireball can be used as an anti-air, on wake up, and stop short hops. If fireball is baited Kyo-2(like all Dp's)will be vulnerable so try not to be predictable.
    Super Cancel-able
    Crescent Slash - hcb B/D
    Kyo-2 dashes towards the opponent and strikes with his elbow(like Kusanagi or original Kyo)then picks up the opponent with his other arm and explodes. Although the move animation is very similar to Kyo Kusanagi and Kusanagi the difference is very vivid. Crescent Slash is slower,does more damage,and cannot combo from any of his command moves. Crescent Slash is best used as a tool to punish(cl C or d D, hcb B/D). NOTE: do NOT use when you are mid/Full screen away from opponent.
    Super Cancel-able
    R.E.D. Kick - rdp B/D
    Kyo-2 vaults toward the opponent using his leg as a hammer(Like Fireball B/D versions determine how far/distance he closes between you and the opponent. R.E.D. Kick is one of the most devastating moves Kyo-2 have if utilized correctly. It is an overhead,Beats most air normals,and best of all its safe on block. R.E.D. kick is best utilized when anticipating a jump in or projectile. The few cons that this special move has is that it can be punished with a well timed anti-air or a DM/SDM/HSDM and cannot combo into most things without the use of max mode.
    Poison Gnaw Fest - qcf C
    Kyo-2 spins and strikes with his arm covered in flames. Poison Gnaw Fest has good range,invincibility when Kyo-2 spins,and can be used as a poke.
    Rekka Starter
    - Recitation of Sins - During Poison Gnaw Fest, hcb A/C
    Kyo-2 continues the special moves by additionally using his burning arm to strike the opponent again.
    Mid Rekka
    - Verdict - During Recitation of Sins, f P
    Kyo-2 ends the rekka by additionally striking with his shoulder while rising.
    Rekka Ender
    Wicked Chew - qcf A
    Kyo-2 strikes with arm that is swiftly ignited(Same properties as the original). Wicked chew is primarily used in all of Kyo-2 BnB's.
    Rekka Starter
    - Masticate - During Wicked Chew, qcf A/C
    Kyo-2 uppercuts the opponent and it acts as a launcher to set up the next part of the rekka.
    Mid Rekka
    - Oxidation 1 - During Masticate, A/C
    Kyo-2 uses his elbow to slam the opponent down to the ground.
    Super Cancel-able
    Hard Knockdown
    - Rapids of Rage - During Masticate, B/D
    Kyo-2 swings his leg forward to kick the opponent to the other end the screen.
    Super Cancel-able
    - Oxidation 2 - During Wicked Chew, hcb A/C
    Kyo-2 instead of launching the opponent performs an overhead attack by striking downward with his ignited elbow.
    Overhead Attack
    - Instantaneous Smash - During Oxidation 2, A/C
    Kyo-2 strikes downward on his knees to hit the opponents feet (mimics Kyo-1)
    Despite the look of the hitbox it can still be blocked high.
    - Phantom Mauler - During Oxidation 2, B/D
    Kyo-2 lifts his arm upward knocking the opponent into the air,
    Guard breaks if opponent blocks
    Super Cancel-able
    Desperation Moves
    Final Showdown - qcf x 2 A/C
    Kyo-2 throws a flame to the ground creating a large pillar of flames then rushing through it with his whole body on fire performing multiple Poison Gnaw fists. Final Showdown can cancel into a majority of Kyo-2's attacks and combos. Final Showdown instantly breaks the opponent guard if blocked and is a good punishing tool.
    Futsu no Mitama - qcf x 2 B/D
    - Additional attack - dp B/D
    Futsu no Mitama is similar to Kyo-2 Dp motion(FireBall) but is extended from him doing a 360 to a 720 rotation surrounded by flames and if the attack connects Kyo-2 can follow up with an extra attack. Futsu no Mitama is a great anti-air and has invincibility on start up.
    Follow-up will not come if they guard the first part of the DM
    Anti-Air DM
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