Notation = Light Punch
= Light Kick
= Strong Punch
= Strong Kick
* = EX version possible
NormalsStandingst.
: Standard punch attack, fast and stops a lot of short-hops too
- Cancellable
- Hit Detection: High
- Damage: 25
st.
: Quick low kick attack (hits low), very quick
- Cancellable
- Hit Detection: Low
- Damage: 30
st.
: Strong punch that's aimed slightly upward, good range and an okay AA, has pretty good hitstun so it may end up starting a few combos
- Whiff/Cancellable
- Hit Detection: High
- Damage: 80
st.
: Jumping turn kick, great reach and can be used to avoid some attacks that are aimed low as well, it's a little slow though.
- Hit Detection: High
- Damage: 80
cl.
: Up close strong punch, because of how quick it is it's gonna be your main bnb/combo starter of choice
- Cancel-able
- Hit Detection: High
- Damage: 70
Crouching
cr.
: Crouching punch attack, very quick poke, preferred to be chained to his df+D
- Chain/Cancellable
- Hit Detection: High
- Damage: 25
cr.
: A quick crouching kick, a great poke that's good for chaining into combos, excellent range, can be chained
- Chainable
- Hit Detection: Low
- Damage: 30
cr.
: Crouch uppercut attack, good reach, great priority, very fast, good as an AA, cancel-able, this move got it all
- Cancellable
- Hit Detection: High
- Damage: 70
cr.
: Crouch sweep attack, knocks standing opponents down when hit, good reach but it's rather slow
- Whiff/Cancellable
- Hit Detection: Low
- Damage: 80
Jumpingj.
: Jumping elbow attack, it comes out fast but the range is mediocre
- Cancellable
- Hit Detection: Mid
- Damage: 45(40)
j.
: Jumping knee attack, good priority and stays out for a bit, crosses-up
- Hit Detection: Mid
- Damage: 45(40)
j.
: Jumping punch attack, a great jump-in move and does good damage as well, crosses-up
- Hit Detection: Mid
- Damage: 72(70)
j.
: Good priority, useful in air-to-air and should be used earlier than later because of it's range
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack : Shoulder tackle, very fast
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75
j.
: Air shoulder tackle, comes out pretty quick, delivers a chunk of hitstun like many other CD attacks
- Cancellable
- Hit Detection: High
- Damage: 90(80)
GC
: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw /
+
/
close = Issetsu Seoi Nage
A slam to elbow drop, nothing much else
- Can be broken
- Hit Detection: Close
- Damage: 65+38
Command Normals +
= Goufu You
Overhead kick, works well with after moves with a lot of hitstun, overhead on crouching opponents
- Cancellable
- Hit Detection: Mid/High
- Damage: 75(60)
+
= 88 Shiki
2 low sweep kicks, good range, connects after crouch normals and his st. C fairly well
- Free cancellable on first hit
- Hit Detection: Low
- Damage: 30+45
/
/
+
in air = Naraku Otoshi
Two-handed downward haymaker attack, when successfully used air-to-air it slams the opponent to the ground, has a lot of hitstun so it can be used to jump-in and start a combo, when used during a backdash it makes him hop backward further and quicker, can cross up
- Hard Knockdown on air opponents
- Hit Detection: Mid
- Damage: 50
Special Moves +
/
= Yamibarai *
A flame projectile that goes across the ground towards the other side of the screen, weak version slowly goes across the ground, the strong version goes much faster
- EX comes out very quickly making it very easy to combo into, knocks opponent down
- Super Cancellable on hit, need to be close
- Hit Detection: Low
- Damage: 60/100
+
/
= Oniyaki *
An uppercut imbued with flames, has a wide hitbox so it punishes a lot of jump-ins (and some pokes) easily, weak version does one hit while the strong version does 3 hits, both versions make him rise into the air in a diagonal fashion, both versions can be drive/super canceled on the first hit
- EX rises into the air vertically instead of diagonally, also has a vacuum effect on hit pulling them into the uppercut, has more invincibility/auto-guard and does 4 hits
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 55+25/80+25x2/70+20x9
+
/
= Kotokskio *
Rushing elbow to grab attack, very quick and has lower body invincibility at start-up, works well after most normals and juggle attacks, weak version goes about 75% of the screen and has good recovery, strong version goes full-screen
- EX changes the properties to a 1F command grab
- Drive/Super Cancellable on first hit
- Hit Detection: High/Close
- Damage: 30+135/180
+
/
= Oborogurma *
Quick jump kick(s), weak version does one hit and juggles the opponent, strong version does three hits slamming the opponent down on the third hit, both versions are unsafe when whiffed, weak version can be drive/super canceled on the first hit while the strong/EX version can be super canceled on the second hit
- EX mimics the strong version except with more invincibility at start-up, comes out quicker
- Super Cancellable on the first/second hit
- Hit Detection: High
- Damage: 40/40x2+70/60x2+100
+
/
= Kai *
2 jumping kick attacks, weak version simply knocks the opponent down but it's pretty safe, strong version launches the opponent higher into the air for a possible folow-up, can be super canceled upon second hit
- EX comes out much quicker making it easier to connect after his df+D
- Super Cancellable
- Hit Detection: High
- Damage: 35x2/30x2/40x2
Desperation Moves +
/
= Orochinagi *
Flaming wave attack, does a nice amount of chip damage, hold to delay, both the ground and EX versions can be max canceled on hit
+
/
in air = Air Orochinagi
Air flaming wave attack, mimics the ground version except done in the air now, pushes Kyo back slightly after activation
- EX has 1F invincible start-up, more damage, and does three hits instead of one
- Max Cancellable on ground, on hit
- Hit Detection: High
- Damage: 210/120x3
Neomax x 2 +
/
= Ama No Murakumo
Kyo throws a small flame across the screen and if it hits the opponent fire pillars rise from the ground hitting the opponent ten times, comes out very quickly making it useful to punish everything from fireballs to laggy moves, however if it misses Kyo stands in place for about a second and a half leaving him wide open to be punished.
- Hit Detection: High
- Damage: 45x10
Kyo's
Wiki entry.
Console changes:
- (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
- Kototsuki You (HCB+K) has more lag on block
- (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.
Yamamoto – The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his df.HK>fb+HK {df.D > qcf+D}combo. Please try him out now that he has so many more attack options.