Samurai Deeper Kyo/Demon Eyes Kyo

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Demon Eyes Kyo
SDK DEK Portrait.png
Kanji 鬼眼の狂
Gender Male
Age 28
Height 178cm (In Kyoshiro's Body) Unknown in his Original Form.
Weight 66KG
Bloodtype B
Weapon Tenro
Race/Clans/Teams True Mibu, Former leader of the Shiseiten
Archetype Rushdown
Weight Class ---

" You better listen to what I have to say....so you can boast to the Devil in the next world!"

Character Info

SDK DEK Finish.png

Kyo (Not to be confused with Kyoshiro) is the last organic member/true Crimson King of the Mibu-clan (A powerful race known for their red, demon-like eyes.) to exist after the clan's self-genocide. He is a legendary samurai, often labelled The Person Who Can Rattle The Entire World or The Thousand Slayer for killing over one thousand samurai during the Battle of Sekigahara (A Great Japanese Civil-War), before being defeated by a young man named Kyoshiro Mibu. Mibu, in an effort not to kill Kyo, seals Kyo's mind and spirit into his own body and hides Kyo's original body somewhere in a forest. In his current form, he has overtaken Kyoshiro's body and seeks to satisfy his raging bloodlust.


In Samurai Deeper Kyo, Demon Eyes Kyo is a terrifying rushdown-based character that pressures the opponent through lightning fast movement and unreactable mixups while still having tools that allow him to defend his space. His damage output is greater than many, not requiring long combos to kill opponents in a flash but still having the ability to juice out some health with juggle infinites, even if they can be difficult to convert into. His game-plan primarily consists of putting the opponent in a 50/50 vortex with his 6S5 and 6S2 when close and when fullscreen, he uses 6SL to instantly cut some space while defecating on any attempts to stop him from getting in or to get in yourself. He's fearsome, and absolutely despises social distancing.


Strengths & Weaknesses

Strengths Weaknesses
  • Great Damage Output.
  • Has an overhead unblockable setup that leads to an Infinite.
  • Has unreactable mixups.
  • Dash and command-dash that avoids high hitting attacks.
  • Generally great approach options.
  • Fast full screen Super.
  • DP has great reach.
  • Can juggle from corner to corner and convert into infinite.
  • Can infinite opponents even with full meter.
  • Has easy super confirms.
  • Has extremely good tick grab potential
  • No Projectile.
  • DP has 19 frames of startup
  • Infinite is difficult to convert into on the floor and even harder near the wall.
  • Impossible to combo into infinite on the floor when meter is full.

Movelist

Normals

5L
SDK DEK 5L.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
5 Mid 13 13 +1 +1 Chain, S Hit

Your run of the mill jab with nice reach. Tends to go over crouching foes. Nothing Special about it.

2L
SDK DEK 2L.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
5 Low 13 13 +4 +4 S, Hiougi Hit

A relatively far-reaching low kick. Fast as most 2Ls are. Good to use as a quick low super-confirm.

5H
SDK DEK 5H.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
13 Mid 18 18 +7 +7 S, Hiougi Hit

A hard vertical cut. Segues perfectly into 5S,6S2 and Hiougi. Can be used on the opponents wakeup to get some safe 6S2 and 6S5 mix going on block.

2H
SDK DEK 2H1.png
First Attack
First Attack
SDK DEK 2H2.png
Second Attack
Second Attack
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
[1] 14 Low [1] 12 [1] 12 [2] 15 - [2] -7 [1] Jump, S, Hiougi [2] None [1] Hit [2] Sweep

A two part attack. The first attack has a much smaller hitbox than it looks. It is also Kyo's only jump-cancellable normal. This attack as a whole also builds an unholy amount of meter when it hits, almost 25%. Use of this move is pretty situational, so you won't see it often.

6H
SDK DEK 6H.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
12 Mid 23 23 +7 +7 None Hit

An extremely good long-ranged normal that despite not being cancellable, is very safe. Use it as a half-screen poke.

JLH
SDK DEK JLH.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
5 High 9 9 - - None Hit

A jumping kick. It is very active and can be used as an IOH on most characters, but Its reach is pitiful.

Specials

Orochi (おろち)

Great Serpent

5S
SDK DEK 5S.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
13 Mid - 24 - -1 None Wallbounce

The funny wave. You can use this to defend your space and be rewarded with a combo on hit. It can also be converted into an infinite anywhere on the stage with the right situational awareness. Its also considered a projectile, so clashing with it doesn't cause the clash state. This move is the key to banking a considerable amount of damage while performing his corner juggle infinite before he gains full meter or for the opponent, their assist.

Sakura (鑿羅)

Chisel Gauze

6S
SDK DEK 6S1.png
6S Dash-In
6S Dash-In
SDK DEK 6S3.png
6S5
6S5
SDK DEK 6S2.png
6S2
6S2
Version Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
6S5 Varies High - 15 - -7 None Sweep

A proximity overhead. Starts with a dash (depending on how far away you are from the opponent). It then becomes a pretty much un-reactable overhead. Your going to be using this a lot alongside 6S2 for mix.

Version Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
6S2 Varies Low - 15 - -15 None Sweep

A proximity low. Starts with a dash (depending on how far away you are from the opponent.) It then becomes a pretty much un-reactable low. Your going to be using this a lot alongside 6S5 for mix.

Version Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
6SL Varies N/A N/A N/A N/A N/A None None

Pressing L before the overhead/low begins will stop Kyo right before he performs his intended followup. Kyo instantaneously returns to his idle state. This allows him to gain some space at almost lightning speeds while not committing to any followup. Not to mention, the dash easily low profiles a majority of high hitting normals/projectiles. If up-close, there will be no dash when doing 6S and therefore it won't be L cancellable. This move is key to Kyo's aggressive gameplay.

Kaei (禍翳)

Calamity Shade

4S
4S1.png
Startup
Startup
4S2.png
Activated
Activated
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
19 Mid - 19 - -22 None Launch

Kyo's Reversal DP/Main anti-air tool. Has a pretty massive hitbox and a high attack invul on startup.

It whiffs on crouchers and you can't get anything off of it without the help of an assist due to its large recovery. However it does the most damage of any of his specials, generates the most Hiougi out of any of his attacks on hit and makes a great meterless juggle ender.

JS
SDK DEK JS1.png
SDK DEK JS2.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
[1] 7 High [1]15 [2]18 - - - None Hit

A very large jumping-normal that is extremely difficult to contest. Your go-to air attack, its massive and can work as both an IOH and reliable air-to-air. Even a crossup with the right positioning.

Chain-based Attacks

5L 5L
SDK DEK 5L.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
5 Mid 13 13 +1 +1 S, Chain Hit

An advancing version of 5L.

5L L 5L
SDK DEK 5H.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Mid - - - - S, Chain Hit

A veritcal slice down. Looks very similar to 5H and has the same amount of stun but is much faster. You can use it as a true cancel into 5SP from a jab. It is also not Hiougi cancellable.

5L 5L L 5L
SDK DEK 6H.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Mid - - - - 5L, 5H, 6H Hit

Looks like 6H but is nothing like it. Has much less hitstun and is cancellable with 5L, 5H and 6H.

5L 2L L 5L
SDK DEK 6H.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Mid - - - - 5L, 5H, 6H, S, Hiougi Hit

Exactly like 5L 5L L 5L however it is now both Special and Hiougi Cancellable.

5L 2L / 5L 5L 2L
SDK DEK 2L.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Low - - - - Chain, S Hit

An advancing version of 2L without the Hiougi cancellability. It has more pushback than 5L 5L for some reason.

5L L L 2L
SDK DEK 2H2.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Low - - - - None Hit

Similar in animation to the second part of 2H but much faster and doesn't cause knockdown. There is no reason to ever do this other than as a late low followup.

5L 2L 2L
SDK DEK 2H1.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Low - - - - Chain, S Hit

Looks very similar to the first attack of 2H but much faster and isnt Jump/Hiougi Cancellable.

5L 5H
SDK DEK 6H Startup.png
SDK DEK 6H.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Mid - - - - Chain, S, Hiougi Hit

Has the animation of 6H, however, its startup has been greatly extended, it advances, is Spec and Hiougi Cancellable and has lowered hitstun. This is a scary attack. If respected, this could mean an unblockable low or overhead and under the right circumstances, either of which can lead to his juggle infinite.

5L 2H
SDK DEK 5S.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Mid - - - - None Hit

5S without the wallbounce property and with less advantage. There is literally no reason to ever use this move.

5L 5L 5H
SDK DEK ShortHop.png
SDK DEK JS2.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- High - - - - Chain (After he hits the ground) Launch

A short hop into an overhead slice (Similar animation to the 2nd part of J.S) that launches the opponent. If 5L 5H makes contact with a low blocking opponent, 5L 5L 5H will be a garunteed hit as long as your Hiougi isn't filled.

5L 5L 2H
SDK DEK 5S.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- High - - - - None Wallbounce

This is just 5S but objectively worse. There is no reason ever to do this over 5S, it just does less damage.

5L 5L L 5H
SDK DEK JS1.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- High - - - - None Launch

Another short hop overhead that launches the opponent extremely high. It may whiff on some crouching opponents for some reason.

5L 5L L 2H
SDK DEK 6S2.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Low - - - - None Sweep

An advancing sweeping cut similar to 6S2. A great ground combo ender if you can't go the wallbounce route. It also lacks the proximity dash so in some situations it may be a better option than cancelling into 6S2 due to less startup.

5L 2L 5H
SDK DEK JLH.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- High - - - - Chain (After hitting the ground) Hit

Another short-hop overhead, faster than the others but doesn't launch. Uses the animation of J.LH. Can still be comboed off of, especially on crouching opponents.

5L 2L 2H
SDK DEK 6S3.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Mid - - - - Chain, S, Hiougi Sweep

A false overhead? It has the same animation of a close 6S5 but is now a mid that can be cancelled into Specials, Chain and Hiougi. In theory, it can be used to trick the opponent into blocking high so you could get a free low. The amount of loose frames between this and the move prior is way too tiny to interrupt as well, so an attempt to break this can mean a free super or even juggle. This is a weird attack for sure.

5L 2L L 5H
SDK DEK 6S1.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- N/A - - - - None N/A

An extremely fast dash that interrupts whatever normal you did last. Extremely good for tick grabs and mixups.

5L 2L L 2H
4S2.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Mid - - - - None Launcher

An Anti-Air slash similar to his 4S. However, its recovery and startup has decreased quite a bit and it retains its high attack invul. Its made to punish attempts to punish 5L 2L L 5H and get hit by a dp instead. Whiffs on most crouching opponents.

Other

Grab
SDK DEK Grab1.png
SDK DEK Grab2.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- UB - - - - None Wallbounce

Kyo lifts the oppoenent then throws them to the wall behind him. Side-switches and is impossible to link off of without an assist.

Forward Dash
SDK DEK FD.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- - - - - - Crouch -

Kyo runs toward the opponent at decent speed like most characters do. Can Low-Profile high hitting attacks but not nearly to the extent that 6S does.

Back Dash
SDK DEK BD.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- - - - - - - -

Kyo hops back like most characters do. Has a short period of low attack invul.

Hiougi

Mumyou Jinpuu-Ryuu Satsujinken: Mizuchi (無明神風殺人剣・みずち)

Avidya God Wind-Style Murdering Sword: Water Serpent

A+A
SDK DEK Hiougi1.png
SDK DEK Hiougi2.png
Startup Guard Hitstun Blockstun Adv Hit Adv Block Cancel Effect
- Mid - - - - None Launch

Kyo raises his sword and creates a gush of wind that travels across the floor of the entire screen, launching the opponent as it makes contact. Somewhat punishable on block and cannot be linked after without use of an assist.

Combos

Meterless

Combo Notes

Full Hiougi

Combo Notes

Strategy

(Unfinished)

Colors

P1 and P2 Colors respectively. P2 color is most likely based on Kyoshiro's original white Gi.


General
Controls
Mechanics
Netplay
Characters
Akira
Benitora
Bontenmaru
Demon Eyes Kyo
Kyoshiro
Mahiro
Mukuro
Nobunaga
Sanada
Sasuke
Tokugawa
Yuya
Assists