Dream Cancel Forum

King of Fighters XIII => Character Discussion => Kyo Kusanagi => Topic started by: nilcam on October 27, 2010, 04:24:10 PM

Title: Kyo Kusanagi (Arcade Version)
Post by: nilcam on October 27, 2010, 04:24:10 PM
(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/kyo.gif)

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Normals

Standing
st. ;a: Standard punch attack, fast and stops a lot of short-hops too
- Cancellable
- Hit Detection: High
- Damage: 25

st. ;b: Quick low kick attack (hits low), very quick
- Cancellable
- Hit Detection: Low
- Damage: 30

st. ;c: 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. ;d: 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. ;c: 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. ;a: Crouching punch attack, very quick poke, preferred to be chained to his df+D
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

cr. ;b: 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. ;c: 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. ;d: Crouch sweep attack, knocks standing opponents down when hit, good reach but it's rather slow
- Whiff/Cancellable
- Hit Detection: Low
- Damage: 80

Jumping
j. ;a: Jumping elbow attack, it comes out fast but the range is mediocre
- Cancellable
- Hit Detection: Mid
- Damage: 45(40)

j. ;b: Jumping knee attack, good priority and stays out for a bit, crosses-up
- Hit Detection: Mid
- Damage: 45(40)

j. ;c: Jumping punch attack, a great jump-in move and does good damage as well, crosses-up
- Hit Detection: Mid
- Damage: 72(70)

j. ;d: 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
;c ;d: Shoulder tackle, very fast
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75

j. ;c ;d: 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 ;c ;d: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10

Throw
;bk / ;fd + ;c / ;d close = Issetsu Seoi Nage
A slam to elbow drop, nothing much else
- Can be broken
- Hit Detection: Close
- Damage: 65+38

Command Normals
;fd + ;b = 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)

;df + ;d = 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

;db / ;dn / ;df + ;c 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
;qcf + ;a / ;c = 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

;dp + ;a / ;c = 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

;hcb + ;b / ;d = 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

;rdp + ;b / ;d = 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

;qcf + ;b / ;d = 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
 ;dn ;db ;hcf + ;a / ;c = 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

 ;dn ;db ;hcf + ;a / ;c 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
;qcf x 2 + ;a / ;c = 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 (http://dreamcancel.com/wiki/index.php?title=Kyo_Kusanagi_(XIII)).

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.
Title: Re: Kyo Kusanagi
Post by: Kane317 on October 27, 2010, 11:26:55 PM
Gameplay Notes
Kyo is an extremely versatile character with a very vast range of playing styles. He can zone you with Yamibarai but at the same time he can rush you down to the corner. He can punish jump-ins very well with his Oniyaki and Ama No Murakumo but can also carry his opponent across the screen with moves such as Kai and Oborogurma. His HD combos involve him using most of his moveset to get the most damaging combo out possible whether it's midscreen or in the corner. His play-style tends to be favored by people looking for someone who is flashy but at the same time isn't too difficult to learn.

Pros
- Has a wide range of options with his EX attacks
- Good meter-less combos
- Very damaging HD combos
- Incredible offensive rush down game
- Can juggle/punish very well
- Builds meter quickly

Cons
- Zaps meter quickly
- His most damaging combos require him to launch the opponent into the air


Combos

Combo Notation
(HD) - Activate Hyperdrive
(HDC) - Hyperdrive Cance
(DC) - Drive Cancel
(SC) - Super Cancel
(MC) - MAX Cancel
DMG - Damage

No Drive/No Meter
- cr. Bx1~2, st. B, hcb+K
- cr. B, cr. A, df+D (1), hcb+K
- cr. B, st. C, df+D (1), hcb+K

50% Drive/No Meter
- cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, hcb+D
- cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, rdp+D
- st. C, dp+C (1), (DC) qcf+D, hcb+D
- st. C, dp+C (1), (DC) qcf+D, rdp+D
- cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, hcb+K
- cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, rdp+D

100% Drive/No Meter
- cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K
- cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D
- st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K
- st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D

No Drive/1 Meter
- cr. B, cr. A, df+D (1), qcb hcf+P
- st. C, qcf+K, qcb hcf+P
- st. C, qcf+K, rdp+B, rdp+BD

50% Drive/1 Meter
- cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, qcb hcf+P
- st. C, dp+C (1), (DC) qcf+D, qcb hcf+P
- st. C, qcf+D, rdp+Bx2, (SC in air) qcb hcf+P
- st. C, qcf+D, rdp+D (2), (SC in air) qcb hcf+P

No Drive/2 Meters
- qcf+D, rdp+B, qcb hcf+AC

50% Drive/2 Meters
- cr. Bx1~2, st. B, dp+C (1), qcf+D, rdp+B, qcb hcf+AC
- st. C, dp+C (1), qcf+D, rdp+B, qcb hcf+AC

100%/2 Meters
- corner: qcf+D, rdp+B, (SC) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K

No Drive/3 Meters
-corner: qcf+D, qcb hcf+P (in air), qcb hcf+AC

50% Drive/3 Meters
- corner: qcf+D, rdp+B, (SC in air) qcb hcf+P, (rdp+B), qcb hcf+AC

100% Drive/4 Meters
- qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, qcb hcf+AC
Title: Re: Kyo Kusanagi
Post by: Kane317 on October 27, 2010, 11:26:59 PM
HD Combos
***All combos below start with either standard HD activation, or combo HD activation***
- st. C, df+D (2), hcb+K, [HDC] dp+C (1), qcf+D, hcb+K, [HDC] rdp+B, dp+A, [HDC] rdp+B, dp+A, [HDC] rdp+B, dp+C, [HDC] rdp+B, dp+A, [HDC] qcf+D
- st. C, df+D (2), hcb+K, [HDC] dp+C (1), [HDC] qcf+D, (hcb+K, [HDC] rdp+B, dp+A, [HDC] qcf+D]xn
- corner: [dp+C (1), rdp+B]xn
- coner: [rdp+B, dp+C (1)]xn
- [rdp+B, dp+A, qcf+D]xn
- st. C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, hcb+K
- st. C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, rdp+D

1 Meter Additions
- qcb hcf+P
- [rdp+B, dp+AC]
- [rdp+B, rdp+BD]
- st. C, dp+C (1), qcf+D, rdp+B, (dp+C (1), [HDC] rdp+B)x3, dp+A, [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+B, rdp+D

2 Meter Additions
- qcb hcf+AC
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x2, (SC in air) qcb hcf+P, rdp+B, dp+C (1), (HDC) rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), (HDC) rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, [HDC] dp+A, [HDC] qcf+D, rdp+B, dp+C
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), (HDC) rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, [HDC] dp+A, [HDC] qcf+D, rdp+B, rdp+D

3 Meter Additions
- qcb hcf+P (in air), qcb hcf+AC
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x2, (SC in air) qcb hcf+P, rdp+B, dp+C (1), [HDC] rdp+B, [SC in air] qcb hcf+P, qcb hcf+P
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), (HDC) rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, [HDC] dp+A, [HDC] qcf+D, qcb hcf+P (in air), rdp+B, dp+A

4 Meter Additions
- st. C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+P, (MC) qcfx2+AC
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, (dp+C (1), [HDC] rdp+B)x2, (SC in air) qcb hcf+P, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, qcb hcf+AC
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+BD

5 Meter Additions
- st. C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+AC, qcfx2+AC
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, qcb hcf+AC
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, (HDC) dp+A, (HDC) qcf+D, qcb hcf+P (in air), qcb hcf+AC
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, (HDC) dp+A, (HDC) qcf+D, qcb hcf+P (in air), qcb hcf+AC
- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, (MC) qcfx2+AC

Corner
- cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C
- st. C, df+D (1), qcf+K, rdp+B, dp+C
- cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C (1), (DC) rdp+B, dp+C
- st. C, df+D (1), qcf+K, rdp+B, dp+C (1), (DC) rdp+B, dp+C
- cr. Bx2, st. B, df+D (1), qcf+K, rdp+B, [dp+C (1), (DC) rdp+B]x2, dp+C
- st. C, df+D (1) dp+C (1) qcf+K, rdp+B, [dp+C (1), (DC) rdp+B]x2, dp+C
- cr. B, cr. A, df+D (1), qcf+K, rdp+B, qcb hcf+P
- st. C, df+D (1), qcf+K, rdp+B, qcb hcf+P
- cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C
- cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, hcb+D
- st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C
- st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, hcb+D
- cr. B, cr. A, df+D (1), qcf+D, qcb hcf+P (in air), rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C
- cr. B, cr. A, df+D (1), qcf+D, qcb hcf+P (in air), rdp+B, dp+A, (DC) qcf+D, rdp+D
- st. C, df+D (1), qcf+D, qcb hcf+P (in air), rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C
- st. C, df+D (1), qcf+D, qcb hcf+P (in air), rdp+B, dp+A, (DC) qcf+D, rdp+D
- qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, dp+AC
- qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, qcb hcf+P
Title: Re: Kyo Kusanagi
Post by: Kane317 on October 27, 2010, 11:27:02 PM
Reserved 3
Title: Re: Kyo Kusanagi
Post by: ZombiesAteDiana on November 09, 2010, 01:27:29 AM
I was wondering which other version of KOF would be good to practice with Kyo so I can get a bit more fimiliar to his XIII build.

Looknig for Mai and Terry as well.
Title: Re: Kyo Kusanagi
Post by: Kane317 on November 09, 2010, 02:21:29 AM
I was wondering which other version of KOF would be good to practice with Kyo so I can get a bit more fimiliar to his XIII build.

Looknig for Mai and Terry as well.

I think Kusanagi from 2k2UM is a good starting point but I'm not 100% if his movelist is the closest, I think so, but it's been so long since I touched 2k2UM and the 3 Kyos makes it harder to remember.  EDIT: I remember it's not Kyo-1 or Kyo-2, and I can't remember if there's a fourth Kyo but if not, then it's Kusanagi. EDIT2: Yeah, there are 4 so it's Kusanagi that you want to practice with.
Title: Re: Kyo Kusanagi
Post by: Judge Fudge on November 09, 2010, 08:59:39 AM
I was wondering which other version of KOF would be good to practice with Kyo so I can get a bit more fimiliar to his XIII build.

Looknig for Mai and Terry as well.

Anything with Kyo's 95 moveset.  Kusanagi in 2k2UM would be closest, but Kyo in XII or EX Kyo in 98/UM would also be good places to start.
Title: Re: Kyo Kusanagi
Post by: ken_garou on December 16, 2010, 06:48:38 PM
Wow, I am quiet surprised that Kyo's KO combo has yet to be posted here. Here are the details to do it.  5 stocks and a full hyperdrive bar.  Preferably in the corner or somewhere near the corner.


Jump C , Near C , df+D (2hits) , BC , autodash and press Near C ,  Dp C  and HD cancel into qcf D (2hits) ,  as Kyo lands do rdp B , when he lands again and opponent falls like around his waist level, do Dp C and very fastly HD drive cancel into rdp B and then immediately cancel into his air qcb , hcf  + P  DM , as he lands from the super , very fastly follow up with hcb D to catch the falling opponent. As it hits , HD cancel into rdp B  and then immediately supercancel into air  qcb , hcf  + P  DM again. As he lands on the ground , immediately do rdp D (2hits only) and supercancel into air  qcb , hcf  + P  DM once more. As he lands , finish the combo off with EX qcb , hcf  AC .  



And guys I also have a question.  I know this combo may sound so noob to you , but i need help on this combo


 Near C , qcf D (2hits) , rdp B , rdp B ,  EX qcb hcf AC


I seen this in a combo video , it seems so basic but the thing is I kept missing the EX qcb hcf AC   super. What are the conditions to do this? Any tricks or what?













Title: Re: Kyo Kusanagi
Post by: Kane317 on December 16, 2010, 09:28:52 PM
I need help on this combo

Near C , qcf D (2hits) , rdp B , rdp B ,  EX qcb hcf AC

I seen this in a combo video , it seems so basic but the thing is I kept missing the EX qcb hcf AC   super. What are the conditions to do this? Any tricks or what?

Holding the AC button slightly longer before releasing makes Kyo's Ex DM come out faster.
Title: Re: Kyo Kusanagi
Post by: ken_garou on December 18, 2010, 10:38:38 PM
Thanks Kane! anyway i want to add a very damaging bread of butter of Kyo in the corner with one drive cancel guage and one powerstock. In corner only , very damaging .


Jump A / B / C / D  ,  Near C , df + D(one hit) (optional and depending on distance) , qcf D (2hits) ,  rdp+ B , and super cancel immediately into air qcb , hcf  + P  DM , as Kyo lands , do qcf + A fireball , when it connects , do hcb + B . End of combo.


This  combo is really damaging while at the same time you are storing your power meter at the same time too. Very useful in versus.  I can't recall how many points worth of damage but it is really very meaty and painful to eat this.
Title: Re: Kyo Kusanagi
Post by: metaphysics on December 18, 2010, 10:41:21 PM
I love that combo that's like the first one I learned that was cool looking and did goo damage
Title: Re: Kyo Kusanagi
Post by: gazette on January 09, 2011, 09:57:21 AM
Thanks Kane! anyway i want to add a very damaging bread of butter of Kyo in the corner with one drive cancel guage and one powerstock. In corner only , very damaging .


Jump A / B / C / D  ,  Near C , df + D(one hit) (optional and depending on distance) , qcf D (2hits) ,  rdp+ B , and super cancel immediately into air qcb , hcf  + P  DM , as Kyo lands , do qcf + A fireball , when it connects , do hcb + B . End of combo.


This  combo is really damaging while at the same time you are storing your power meter at the same time too. Very useful in versus.  I can't recall how many points worth of damage but it is really very meaty and painful to eat this.

I was about to post a question on this too. Is this combo character specific? I tried this in the training mode and could not link  ;dn ;df ;fd ;a at all.

Another question, from some of the videos I observed some players did this:  ;dn ;bk ;db ;d [2hits DC]  ;dn ;db ;bk ;db ;dn ;df ;fd ;c. After kyo land, they could  ;dn ;db ;bk ;d again. I'm quite curious how they did this or were the combos being removed in 1.1?
Title: Re: Kyo Kusanagi
Post by: metaphysics on January 09, 2011, 10:08:56 AM
you are probably not super canceling the reverse dp B into super fast enough causing you to miss it, that link isn't too difficult, and you can actually connect with HCB D on that combo
Title: Re: Kyo Kusanagi
Post by: gazette on January 09, 2011, 01:20:23 PM
I see, so the crucial part is in the canceling part and all I thought as long as the hit links, it will work. Why didn't I think of that? I will work on that. Thanks.
Title: Re: Kyo Kusanagi
Post by: metaphysics on January 09, 2011, 06:12:13 PM
Yeah just make sure you input the RDP, into super, instantly after qcf D and it should be a piece of cake
Title: Re: Kyo Kusanagi
Post by: Amedø310 on July 16, 2011, 05:08:40 PM
Is it possible to benefit from the reset of qcf+B?
Title: Re: Kyo Kusanagi
Post by: 4leaf on July 16, 2011, 10:00:06 PM
Sure. He recovers fast enough.
Title: Re: Kyo Kusanagi
Post by: Sharnt on July 17, 2011, 11:46:27 AM
The orochinagi motion isn't wrong?

I believe it's qcb hcf ...
Title: Re: Kyo Kusanagi
Post by: Kane317 on July 20, 2011, 06:17:56 AM
The orochinagi motion isn't wrong?

I believe it's qcb hcf ...


Fixed.
Title: Re: Kyo Kusanagi
Post by: Amedø310 on July 30, 2011, 12:00:34 AM
In the console version, Kyo's qcf+B no longer resets...
Title: Re: Kyo Kusanagi
Post by: SolidSonicTH on August 01, 2011, 02:48:40 PM
What's the general strategy with Kyo?

He leads my main team but I do that because I think he's the weakest link in the team (I'm much stronger with Iori and K', who make up the rest of the team; I stick Kyo in front because I expect him to lose before anyone else).

How should you try to play him (up in your opponent's face, at mid-range trying to bait attacks, etc.)?
Title: Re: Kyo Kusanagi
Post by: Kane317 on August 02, 2011, 10:20:41 PM
What's the general strategy with Kyo?

He leads my main team but I do that because I think he's the weakest link in the team (I'm much stronger with Iori and K', who make up the rest of the team; I stick Kyo in front because I expect him to lose before anyone else).

How should you try to play him (up in your opponent's face, at mid-range trying to bait attacks, etc.)?

Kyo has always been a in your face type of character in the past.  Now that he's lost his Aragami rekkas I suppose he's slightly less so but there's no reason you cannot play him aggressively as his jump speed and his normal moveset such as his j.D, j.CD, and j.d+C is still designed to put on the pressure.  Factor in his Ex hcb+BD as a command grab, his j.B/j.d+C for crossups and his d.B starters Kyo's in your face game is still very strong.
Title: Re: Kyo Kusanagi
Post by: Gamerboy15 on August 07, 2011, 07:46:04 AM
What's the general strategy with Kyo?

He leads my main team but I do that because I think he's the weakest link in the team (I'm much stronger with Iori and K', who make up the rest of the team; I stick Kyo in front because I expect him to lose before anyone else).

How should you try to play him (up in your opponent's face, at mid-range trying to bait attacks, etc.)?

Kyo has always been a in your face type of character in the past.  Now that he's lost his Aragami rekkas I suppose he's slightly less so but there's no reason you cannot play him aggressively as his jump speed and his normal moveset such as his j.D, j.CD, and j.d+C is still designed to put on the pressure.  Factor in his Ex hcb+BD as a command grab, his j.B/j.d+C for crossups and his d.B starters Kyo's in your face game is still very strong.


So are there any other options we can do with Kyo when it comes to some pressuring situations on the last round?
Title: Re: Kyo Kusanagi
Post by: SolidSonicTH on August 08, 2011, 06:02:56 PM
What's the general strategy with Kyo?

He leads my main team but I do that because I think he's the weakest link in the team (I'm much stronger with Iori and K', who make up the rest of the team; I stick Kyo in front because I expect him to lose before anyone else).

How should you try to play him (up in your opponent's face, at mid-range trying to bait attacks, etc.)?

Kyo has always been a in your face type of character in the past.  Now that he's lost his Aragami rekkas I suppose he's slightly less so but there's no reason you cannot play him aggressively as his jump speed and his normal moveset such as his j.D, j.CD, and j.d+C is still designed to put on the pressure.  Factor in his Ex hcb+BD as a command grab, his j.B/j.d+C for crossups and his d.B starters Kyo's in your face game is still very strong.

I've been using Kyo since forever but I preferred his punch chains to his fire spark. Now that I'm stuck with the fire spark I feel like I need to work harder to figuring out how to use him.

Weirdly, I warmed up almost immediately to the new Iori.
Title: Re: Kyo Kusanagi
Post by: DJMirror949 on August 08, 2011, 08:35:50 PM
is there anything new to the console ver of Kyo? I heard that his HCB+B or D doesn't build up alot of meters/drives as before?
Title: Re: Kyo Kusanagi
Post by: Mr.KOF on August 08, 2011, 08:55:36 PM
is there anything new to the console ver of Kyo? I heard that his HCB+B or D doesn't build up alot of meters/drives as before?
His HCB+B builds the same last time i checked at EVO. They just slowed down his B version scissorkicks.
Title: Re: Kyo Kusanagi
Post by: Kane317 on August 09, 2011, 01:23:10 AM
is there anything new to the console ver of Kyo? I heard that his HCB+B or D doesn't build up alot of meters/drives as before?
His HCB+B builds the same last time i checked at EVO. They just slowed down his B version scissorkicks.

I disagree, we checked it and it distinctly looked lower than v1.1.  
-His hcb+K has more recovery making it completely punishable
-His qcf+K now combos mid-screen off a df.D [1hit]
-You can perform an air Orochinagi Ex version now.
Title: Re: Kyo Kusanagi
Post by: Gamerboy15 on August 09, 2011, 04:50:22 AM
is there anything new to the console ver of Kyo? I heard that his HCB+B or D doesn't build up alot of meters/drives as before?
His HCB+B builds the same last time i checked at EVO. They just slowed down his B version scissorkicks.

I disagree, we checked it and it distinctly looked lower than v1.1.  
-His hcb+K has more recovery making it completely punishable
-His qcf+K now combos mid-screen off a df.D [1hit]
-You can perform an air Orochinagi Ex version now.

Wait, cannot perform air orochinagi EX version anymore? What about that second hit for his qcf+K? Did it changed or did not?
Title: Re: Kyo Kusanagi
Post by: metaphysics on August 09, 2011, 04:54:22 AM
he meant now and yes you can ex in the air
Title: Re: Kyo Kusanagi
Post by: Gamerboy15 on August 09, 2011, 05:16:44 AM
he meant now and yes you can ex in the air

Oh I see. I thought he meant that Kyo no longer can do EX air orochinagi in the air, but nevermind. Nice.
Title: Re: Kyo Kusanagi
Post by: MUSOLINI on August 09, 2011, 11:40:59 PM
kyo is back to his powerfull 95 self, he doesnt need reckas like some weak ass punk kid. if shingo ever return id rather he incorperate them in his gameplan, along with those critical attacks (man i loved 97 back in the days, same for 95).
Title: Re: Kyo Kusanagi
Post by: Belegorm on August 21, 2011, 04:47:05 AM
kyo is back to his powerfull 95 self, he doesnt need reckas like some weak ass punk kid. if shingo ever return id rather he incorperate them in his gameplan, along with those critical attacks (man i loved 97 back in the days, same for 95).

There will be no blasphemy in THESE forums!

I reaaaalllyy miss his rekkas... first hit was always such a nice poke and they did nice damage.  Also miss r.e.d. kick, such nice stun and usually came out of nowhere.  The games that had the air version (ngbc) would confuse the crap out of people, jumping back then hitting them with it phoenix arrow style.

What I wish they would have done is just stuck with XI Kyo, if I remember correctly he had both his rekkas and fireball.
Title: Re: Kyo Kusanagi
Post by: Amedø310 on September 19, 2011, 11:26:26 PM
Well after the watching the Shen cross-up trick on STA stream , I was wondering how useful would the following setup would be:

...qcf+D, dash, cl. C, hcb+B

When C hits, Kyo can run direclty under the opponent and end up behind them.
Title: Re: Kyo Kusanagi
Post by: Demoninja on September 20, 2011, 02:09:08 AM
Well after the watching the Shen cross-up trick on STA stream , I was wondering how useful would the following setup would be:

...qcf+D, dash, cl. C, hcb+B

When C hits, Kyo can run direclty under the opponent and end up behind them.

It depends on where you end up after doing the hcb+B. I imagine it won't be half as useful as the one with Shen because Shen can choose to cross up or not. He also seems to recover before you even finish resetting from the cl.C
Title: Re: Kyo Kusanagi
Post by: Kane317 on September 22, 2011, 12:41:25 AM
Well after the watching the Shen cross-up trick on STA stream , I was wondering how useful would the following setup would be:

...qcf+D, dash, cl. C, hcb+B

When C hits, Kyo can run direclty under the opponent and end up behind them.

Lol, I should have done it earlier when Giby had more life because the mix up really only makes sense if your follow up (in Shen's case s.A, hcb~f+AC....) leads to big damage.  Otherwise, you're better off doing the full combo the correct direction.
Title: Re: Kyo Kusanagi
Post by: desmond_kof on September 23, 2011, 07:34:02 PM
Yo, Kane this combo in the wiki doesn't work for me:

III [cr.B×1~2, st.B], qcb hcf+P [258 = DMG]

I set them to 1 hit guard and they just guard the super. But the EX version of the super connects.
Title: Re: Kyo Kusanagi
Post by: Reiki.Kito on September 23, 2011, 10:02:25 PM
Yea, I think that's only going to work if you tag a rdp+k before it.

The EX has one frame start-up and the hitstun from standing B is just too short where as the EX nails it just right. Also something I noticed that wasn't listed on the wiki is that Kyo can do cr.Bx1~2, st.B, rdp+B.

You can super cancel off the rdp+k and also do the fireball into command grab combo so I think it's relatively important to tell people about that.
Title: Re: Kyo Kusanagi
Post by: Kane317 on September 24, 2011, 12:23:24 AM
I moved the wiki talk to the appropriate thread (http://dreamcancel.com/forum/index.php?topic=301.msg27905#msg27905).
Title: Re: Kyo Kusanagi
Post by: SolidSonicTH on September 27, 2011, 02:46:25 AM
If EX Kyo is real, that means that my entire classic KoF lineup is in the game (and at this point, I have no reason to believe he's not; the leaked images of EX Kyo and Mr. Karate match the silhouettes shown in Famitsu).

EX Kyo leading, flames Iori in the middle, K' on cleanup; just like old times.

Really, so long as he's not banned or anything, I think I'll just ride EX Kyo because I like the punches more than his '95 style. EX Kyo, slasher Iori (prefer him to Iori '98), and K'.
Title: Re: Kyo Kusanagi
Post by: Violent Kain on October 14, 2011, 02:55:05 AM
Hi
I´ve recently seen this video
KOF XIII combo Kyo (5PHD) [5 Orochinagi]_v6 (http://www.youtube.com/watch?v=b65Qehu4P48#ws)

Does anyone know how to do what he does? I mean, running into HD mode?

Thanks
Title: Re: Kyo Kusanagi
Post by: Kane317 on November 01, 2011, 06:18:42 AM
That's a good question, I don't know how he does that.  BTW, first page has been updated with 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.
Title: Re: Kyo Kusanagi
Post by: Reiki.Kito on November 01, 2011, 06:21:37 AM
I think he did rdp. B+C. He cancelled his run into the rdp motion, but you see there's no pause between him doing the the flying kick, which is B, and his HD activation. It seems to happen at the same time.
Title: Re: Kyo Kusanagi
Post by: Sharnt on November 03, 2011, 01:07:34 AM
On this cast you can see the many possibilities of kyo on KOFXIII with the console changes :
http://www.elive.pro/en/watch/40bBoV00C2yV (http://www.elive.pro/en/watch/40bBoV00C2yV)
Title: Re: Kyo Kusanagi
Post by: sibarraz on November 19, 2011, 11:29:04 PM
Ok so far, Kyo is the character which I most hate to fight, the guy can do big damaging combos if he touches yo without the need of meters. And with meters, he is worse

The juggles after he kicks you to the air is really insane
Title: Re: Kyo Kusanagi
Post by: darkTown2 on November 20, 2011, 05:30:41 AM
look on the bright side you'll be seeing him a lot so you'll get used to the match-up.
Title: Re: Kyo Kusanagi
Post by: Saitsuofleaves on November 20, 2011, 06:44:40 AM
Ok so far, Kyo is the character which I most hate to fight, the guy can do big damaging combos if he touches yo without the need of meters. And with meters, he is worse

The juggles after he kicks you to the air is really insane

Look on the bright side.  He isn't Arcade K'.
Title: Re: Kyo Kusanagi
Post by: Amedø310 on November 20, 2011, 03:11:04 PM
I swear regular air orochinagi pushes back further or has a little more recovery. I can barely follow up with dp+P after this corner combo:

C (HD) C, qcf+ D, rdp+B (HDC) air orochinagi,  rdp+D, (HDC) air orochinagi
Title: Re: Kyo Kusanagi
Post by: Diavle on November 20, 2011, 04:31:17 PM
I swear regular air orochinagi pushes back further or has a little more recovery. I can barely follow up with dp+P after this corner combo:

C (HD) C, qcf+ D, rdp+B (HDC) air orochinagi,  rdp+D, (HDC) air orochinagi

Ppl don't follow that up with a dp in the arcade, after the air orochinagi usually a fireball is done and then the running grab right after (the opponent lands on the fireball and gets grabbed) with the running grab cancelled into rdp+k, dp+p or a ground orochinagi for further combos.
Title: Re: Kyo Kusanagi
Post by: Ryudo on November 22, 2011, 06:27:22 PM
Definitely liking the console changes to Kyo. Im glad they made some of his moves unsafe compared to the arcade version where you could just throw out his HCB+K which was completely safe on block. The addition of his QCF+K juggling outside of the corner if definetely going to help his damage midscreen allowing him to push the opponent into the corner which is where he really becomes scary.
Title: Re: Kyo Kusanagi
Post by: Diavle on November 26, 2011, 06:10:01 PM
From watching vids and what not it seems his meter-less BnB punishes are:

Mid-Screen: sC, df+D, QCF+K, HCB+K
Corner (love this one): sC, df+K, QCF+K, RDP+K, QCF+K, RDP+K, DP+P

The second one does over 300 damage, sweet stuff. Both combos can be easily modified if you have meter and want more damage.

You can super cancel the HCB+K in the first combo and in the second combo I like to replace DP+P with the EX DP, supercanel it at its height and the juggle with HCB+K before they hit the ground. Fun. flashy and satisfying.
Title: Re: Kyo Kusanagi
Post by: darkTown2 on November 26, 2011, 07:51:19 PM
 i would say those are accurate except just to nit pick you would have to do light rpd, your not wrong it's just rpd with hk would end it.
Title: Re: Kyo Kusanagi
Post by: Diavle on November 26, 2011, 08:20:04 PM
^Yeah I just didn't post the button strengths, I did those combos in practice/matches before posting them.
Title: Re: Kyo Kusanagi
Post by: DJMirror949 on November 29, 2011, 09:30:07 PM
Kyo - Jumping CD to QCF+LK LK to Reverse DP+LK to DP+C and that does 297 in the corner with a counter hit from the jumping CD

that's all I got for now well did anyone watch PoongKo Kyo?
Title: Re: Kyo Kusanagi
Post by: darkTown2 on November 29, 2011, 10:43:45 PM
i watched his kyo and i think i know poongko's HD combo

( combo to confirm Df. d) HD df. d, qcf d, rpd b, qcb hcf p, qcf a, rpd b, dp p DC qcf d, hcb k max cancel qcf x2 ac
Title: Re: Kyo Kusanagi
Post by: Amedø310 on November 30, 2011, 01:43:29 AM
Conrner
...  ;dn ;df ;fd+ ;d,  ;dn ;db ;bk ;db ;dn ;df ;fd ;uf+  ;a ;b ;c....
Title: Re: Kyo Kusanagi
Post by: MAASKYO on November 30, 2011, 06:15:03 PM
 About  ;dn ;df ;fd ;d or ;b
if  the opp has a fast reversal super or dp (like ryo  sakazaki) he can hit kyo before landing the second kick..
so it's prefer using the move when you sure it will hit...
Title: Re: Kyo Kusanagi
Post by: desmond_kof on November 30, 2011, 06:35:57 PM
About  ;dn ;df ;fd ;d or ;b
if  the opp has a fast reversal super or dp (like ryo  sakazaki) he can hit kyo before landing the second kick..
so it's prefer using the move when you sure it will hit...

Yeah, good look on that, it definitely has a gap between that first and second kick. You can even normal roll through it.

Btw, Kyo players, we need some help on our wiki. http://dreamcancel.com/wiki/index.php?title=Kyo_Kusanagi_%28XIII%29 (http://dreamcancel.com/wiki/index.php?title=Kyo_Kusanagi_%28XIII%29)

If anyone can test any of the combos out, tell us what needs to stay and what needs to go (it still has info from the arcade version), please let us know. Any detail or anything people can add or finding any mistakes, please feel free to point them out!
Title: Re: Kyo Kusanagi
Post by: Ben Reed on November 30, 2011, 11:45:59 PM
Conrner
...  ;dn ;df ;fd+ ;d,  ;dn ;db ;bk ;db ;dn ;df ;fd ;uf+  ;a ;b ;c....

That works as an HD shortcut? Tigerkneeing the move doesn't mess up the activation?

I'd try it myself but I gotta leave in 5 minutes.
Title: Re: Kyo Kusanagi
Post by: darkTown2 on December 01, 2011, 03:48:52 AM
it works.
Title: Re: Kyo Kusanagi
Post by: shinefist on December 02, 2011, 06:57:44 PM
Ok found some stuff out for kyo

-first is you know the shortcut that nobody knows lol, (b,d,db+B+C) that activates HD into b,d,db+B. Well if you land from a jump just do b,d,db+B+C & hold B+C and it works. I dont know how to do the running version though.

-If you hold down the B+C after you into the motion you get the (eg) f,d,df+B+C (dp into HD mode) to come out every time easily, so try holding the buttons down as makes it easy to come out.

-Another thing i found is for example kyo's C+D can cancel into f+B before the C+D comes out, then you can cancel off of the f+B into orochinagi etc etc.. C+D, f+B, orochinagi or qcf+D or df+D its not much but can be added for tricks
Title: Re: Kyo Kusanagi
Post by: Arklight on December 02, 2011, 09:52:48 PM
C, QCF+D, HCB+D is a 5 hit combo. I managed to get it to 6 somehow, anyone got an idea how that can be done?
Title: Re: Kyo Kusanagi
Post by: Diavle on December 02, 2011, 09:59:15 PM
C, QCF+D, HCB+D is a 5 hit combo. I managed to get it to 6 somehow, anyone got an idea how that can be done?

C, df+D (1 hit), QCF+D, HCB+D?
Title: Re: Kyo Kusanagi
Post by: darkTown2 on December 02, 2011, 10:15:20 PM
isn't the only thing that really changed about kyo for combos the addition of mid-screen qcf+k, and the new being able to juggle another qcf k after? ( and new HD combos with addition of 2 bar Neo max)

could someone set up the meter less combos kind of like this in the wiki:

( under all hitconfirms into down forward d) after the part where they put hcb k, write if close enough for both hits
to connect qcf d into hcb d

and also add for meter less corner combo: ( hit confirm into df. d) qcf d, rpd b, qcf b, rpd b, dp a
Title: Re: Kyo Kusanagi
Post by: smashing on December 05, 2011, 11:10:23 AM
Hey guys,

In a Kyo HD combo you have to do dp.A, drive cancel into rdp.B

Does anyone have any tips for doing this? Doing a dp motion into a rdp motion really quick is hard as hell!
Title: Re: Kyo Kusanagi
Post by: STANG on December 05, 2011, 11:41:03 AM
Hey guys,

In a Kyo HD combo you have to do dp.A, drive cancel into rdp.B

Does anyone have any tips for doing this? Doing a dp motion into a rdp motion really quick is hard as hell!

Don't mash it out or you will get dp xx hcb b.

Try again. Fail again. Fail better.
Title: Re: Kyo Kusanagi
Post by: lindseyboi on December 05, 2011, 10:16:53 PM
here is a meter-less combo i managed to do, It does about 80 stun damage. can be done from mid screen.

 ;uf ;dn ;c, ;uf ;dn ;c,st ;c, ;df+ ;d (1hit), ;dn ;df ;fd+ ;d ;d ;bk ;dn ;db+ ;b, ;dn ;df ;fd+ ;b, ;bk ;dn ;db+ ;b,
;fd ;dn ;df+ ;a
Title: Re: Kyo Kusanagi
Post by: STANG on December 05, 2011, 11:30:37 PM
here is a meter-less combo i managed to do, It does about 80 stun damage. can be done from mid screen.

 ;uf ;dn ;c, ;uf ;dn ;c,st ;c, ;df+ ;d (1hit), ;dn ;df ;fd+ ;d ;d ;bk ;dn ;db+ ;b, ;dn ;df ;fd+ ;b, ;bk ;dn ;db+ ;b,
;fd ;dn ;df+ ;a

you actually don't have to press  ;d twice when you do  ;dn ;df ;fd ;d.  Saying it can be done midscreen implies it can be done anywhere on screen which is not true for this combo.  you need to corner carry with the  ;bk ;dn ;db ;b. Also, this combo was posted 1 or 2 pages ago.
Title: Re: Kyo Kusanagi
Post by: desmond_kof on December 05, 2011, 11:32:29 PM


 ;uf ;dn ;c,

Also, this can be just j.  ;dn+ ;c ,
Title: Re: Kyo Kusanagi (Arcade Version)
Post by: lindseyboi on December 06, 2011, 10:11:10 AM
yeah stang , i see now it can be misleading.

Also found his corner combo. only thing that changes is the cr B

j d+C, j d+C, cr B, st C, df+D(1hit), qcf+D, rdp+B, qcf+B, rdp+B, dp+A
Does 370 damage and 70 stun.