Explore Kyosuke's movelist in Capcom vs. SNK 2, including his Special and Super Special moves like Cross Cutter and Final Grade Remix.
Movelist Breakdown:
Normal Attacks:
Standing:
- LP (Mid Hand Strike): Useful for chaining into Standing SP xX Cross Cutter.
- Close LP (Backhand): Primarily for visual effect, not competitively useful.
- MP (Serpent Strike): Slow startup, not comboable.
- Close MP (Snake Strike): Limited use due to Kyosuke's typical engagement range.
- SP (Fierce Strike): Good reach and damage, comboable into Super Cross Cutter or Super Lightning Upper (corner only).
- Close SP (Fierce Backhand): More useful than Close LP, comboable into Super Shadow Out Kick or Super Lightning Upper.
- LK (Mid Kick): Slow with little reach, not ideal for combos.
- Close LK (Foot Kick): Fast, low damage, usable up close. Good to chain into Lightning Upper, Cross Cutter, Shadow Out Kick, or Final Grade Remix.
- MK (Flip Kick): Decent range and damage, comboable into Cross Cutter or Super Cross Cutter, but has slow recovery.
- Close MK (Knee): Decent speed, very short range. Comboable into Lightning Upper, Super Lightning Upper, Final Grade Remix, Shadow Out Kick, and Super Shadow Out Kick.
- SK (Heel Kick): Good range and damage, but slow recovery. Can function as a poke or anti-air.
Crouching:
- LP (Quick Jab): Fast, good for combo starters, but lacks reach and damage.
- MP (Chop Sweep): Poor range, slow, low damage, not easily comboable.
- SP (Fierce Slap): Decent range and damage, but difficult to combo from.
- LK (Foot Kick): Fast and comboable, but deals minimal damage.
- MK (Extended Kick): Better range than Crouching LK, but slow startup and recovery. Comboable into Cross Cutter and Shadow Out Kick.
- SK (Spin Sweep): Kyosuke's primary knock-down move. Good range and damage, but risky if blocked due to slow recovery. Not comboable.
- DF + SK: Launches the opponent for mid-air combos. Fast launch but slow recovery and limited horizontal range. Cannot be comboed from normal attacks except jump-ins. Recommended for open opponents or as an anti-air.
Jumping:
- LP (Falling Elbow): Long active frames, low damage and range. Good for initiating combos into Standing SP/MP into Final Grade Remix or Super Shadow Out Kick.
- MP (Backhand Chop): More range than Jumping LP, but misses grounded opponents. Best for air-to-air combat.
- SP (Head Smack): Good range, hits grounded opponents. Can combo into specials or super specials.
- LK (Aerial Knee): Similar properties to Jumping LP.
- MK (Head Kick): Good range and damage. Comboable into Cross Cutter, Shadow Out Kick, Lightning Upper, or Shadow Breaker.
- SK (Aerial Heel): A strong move for combos or interrupting attacks. Decent range and good damage.
Special Moves:
- Cross Cutter: Launches two small projectiles that arc upwards and downwards, converging at a distance. Button strength affects height and distance (LP is highest/closest, HP is shortest/furthest). Can negate non-super projectiles individually before convergence. Weak against air attacks, strong against rush, anti-air, and some air attacks. No effect against teleportation moves. Not recommended for projectile battles due to startup and recovery delays. Useful for zoning and pressure.
- Lightning Upper: A strong anti-air and rushdown move. Weak against projectile attacks. No effect against teleportation moves. Strong against air attacks, rush attacks, anti-air, and other attacks.
- Shadow Wave (AIR): Performed in the air.
- Shadow Breaker: A special move.
- Shadow Out Kick (air): Performed in the air.
Super Specials:
- Super Cross Cutter: A powered-up version of Cross Cutter.
- Super Lightning Upper: A powered-up version of Lightning Upper.
- Super Shadow Out Kick (air): An aerial super special move.
- Final Grade Remix: A Level 3 and MAX only Super Special.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content