Capcom vs SNK 2/Kyosuke

From SuperCombo Wiki

Introduction

CVS2 Kyosuke Data.png

Story

Kyosuke Kagami is a teenager enrolled in Taiyo Gaiden high school. He's calm and level headed, and can calculate a plan even in a dire situation. When his friend Batsu's mom gets kidnapped, Kyosuke agrees to help find her. It turns out, a bunch of people in their city are being kidnapped. Together with their friend Hinata, Batsu and Kyosuke fight with the other schools to find out whats going on. Eventually, they find out that an elite school called Justice High is behind all the kidnappings. The three fight the principal, Raizo Iwamano, to free all the kidnapped citizens. The true fight isn't over yet, as the principal wasn't the true mastermind. It was actually Kyosuke's twin brother, Hyo Imawano, who wanted to create a utopian society in the town. Kyosuke is revealed to have been also behind all of the kidnappings, but had since changed his ways during his adventure with Batsu and Hinata, and had redeemed himself. Together, the three of them defeated Kyosuke's brother and saved the town.

Gameplay

Kyosuke is widely considered to be the worst character in CvS2. Depending on who you ask, he's either better or worse than Dan, but regardless he's bottom 2. He sadly has very little going for him, between his low health, relatively useless specials, and situational combos. What he does have is a few good pokes and flashy air combos. Kyosuke has a unique mechanic where he can launch the opponent into the air and continue his combo by cancelling air normals into eachother. These are both flashy and damaging, and make for a very unique and fun style of combos. Sadly, he only has two ways to start these: a weak launcher command normal and a super. This makes it so he can't consistently do his air combos, and without them, his damage is very weak.

Kyosuke is a character with plenty of flaws, but if his air combos truly speak to you, or you just really like Rival Schools, don't feel too afraid to play him. Just make sure your other two characters are top tiers, and be ready to play with mostly them usually.

Groove Selection

Best - K/C: K-Kyosuke gets access to run, hop, and Rage. Rage makes his air combo potential a lot scarier, as he can confirm into a level 3 launcher super or end his damaging air combos with a level 3 air super for big damage. JD allows him to punish a bit more often with his 3HK launcher, and overall the mobility aids his rushdown a lot. C-Kyosuke sacrifices the movement for more ways to combo into his launcher super, stabilizing his air combos a lot. He can also launch with launcher super and end with air super, and still have a bar left when he lands. Alpha Counters and rolls do assist a lot as well, and roll cancelling his 214K specials makes them much better as anti-airs.

Useful - N: N-Kyosuke gets a bit of both K and C. He gets the movement of K, and the super usage of C. Infinite level 1 launcher super makes his combos a lot more stable, and generally helps his damage game. Rolls also give him RC Kick, which is a much better anti-air. He still struggles in most situations, but he can at least use his supers more often.

Worst - P/S/A: P-Kyosuke would be useful on paper, but 3HK has pretty pitiful range, and never having a super to launch with means P-Kyosuke has a horrible time off of parries. S-Kyosuke has a similar issue, and while infinite level 1's help, being at that low health with a character this fragile means you won't get to play with them for long. A-Kyosuke is very bad, his Custom Combos are very low damage compared to the rest despite being very flashy. Kyosuke would rather spend the meter on a launcher super or an air super than Custom Combo anyway.


Kyosuke is a unique air-combo character who struggles with most aspects of the game, having weak neutral, a bad projectile, poor anti-airs, and situational combos. His flashy air combos are damaging and cool, and he has some decent supers to use, but is overall one of the weakest characters in the game. Kyosuke is best in K-Groove or C-Groove.

Difficulty: Pretty Hard
Tier: F
Pros Cons
  • Air Combos: Kyosuke's unique launchers that lead into his cancellable air normals give him flashy and freeform combos that deal good damage
  • Supers: Between his launcher super and his air supers, Kyosuke has a few good ways to utilize his meter
  • Normals: Kyosuke actually has a few good pokes, like 2MK, 2MP, and 5HK
  • Air Specials: His j.236P hops him in the air and is good for baiting anti-airs or ending air combos, and his j.236K halts his air momentum which can be used to bait uppercuts or laggy anti-airs
  • Low Health: Kyosuke is very low health, and is in the lowest stun bracket, meaning he can die with a few good hits
  • Neutral: With a pitiful fireball, no invincible anti-air without roll cancel and a mediocre one when RC'd, and no real way to approach safely at all, Kyosuke struggles a lot to win neutral
  • Situational Combos: His air combos are the core part of his character, but he can only start them from his 3HK which has very short range, or his 214214P super which costs meter
  • Poor Defense: With no reversal outside of RC specials, and poor, low reward mashing normals, Kyosuke can struggle a lot when put on the backfoot
  • Weak Mixup: While his air combos do end with a strong knockdown, Kyosuke needs hop to have any threat of a fast overhead present, and his hop combo is pretty weak. Even with hop, he only has high/low, and a somewhat ambiguous crossup.



Players to Watch

Name Country Groove Accounts Notes
DESORA Japan K-Groove Twitter: @desora24 Dug deep into his large character pool and turns out he uses Kyosuke really well.
Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 400 4 SU Mid High 2 4 7 13 -1 -1 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1000 10 SU Mid High 6 2 21 29 -3 -3 None

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 SP/SU Mid High 7 3 31 41 -10 -10 None

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SU Mid High 6 2 16 24 -1 -1 None

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 SU Mid High 7 5 30 42 - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200 12 None Mid High 12 4 22 38 +2 +2 None

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Frankensteiner
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1700 - - - - 3 1 13 17 - - -

Placeholder

X

Hizageri
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 1900 - - - - 5 1 13 19 - - -

Placeholder

Colors

Kyosuke CvS2 colors.png


CvS2 Wiki Navigation

General
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Notation
HUD
Glossary
System
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CvS2 Versions
Netplay/ Training
FAQ
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Groove Overview
Groove Subsystems
C-Groove
A-Groove
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S-Groove
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Capcom Characters
Akuma (Gouki)
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SNK Characters
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Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori