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Information for "The King of Fighters XIII/Kyo Kusanagi"
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Display title | The King of Fighters XIII/Kyo Kusanagi |
Default sort key | The King of Fighters XIII/Kyo Kusanagi |
Page length (in bytes) | 29,310 |
Namespace ID | 0 |
Page ID | 33 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
Number of redirects to this page | 1 |
Counted as a content page | Yes |
Number of subpages of this page | 4 (0 redirects; 4 non-redirects) |
Page image | ![]() |
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Edit | Allow all users (infinite) |
Move | Allow all users (infinite) |
Edit history
Page creator | Nilcam (talk | contribs) |
Date of page creation | 20:57, 8 August 2010 |
Latest editor | Franck Frost (talk | contribs) |
Date of latest edit | 11:35, 25 March 2025 |
Total number of edits | 598 |
Total number of distinct authors | 21 |
Recent number of edits (within past 90 days) | 11 |
Recent number of distinct authors | 2 |
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SEO properties
Description | Content |
Article description: (description )This attribute controls the content of the description and og:description elements. | Kyo is a very noteworthy character with many powerful options to exploit during game play. He is a versatile character who has the tools to zone the opponent and/or rush the opponent down. He can also punish jump-ins very well with his Oniyaki (dp+P), EX Oborogurma (rdp+BD) but can also carry his opponent across the screen with moves such as 75 Shiki (qcf+K) and Oborogurma (rdp+K). 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. Compared to alternate version NESTS Kyo, this version of Kyo is a bit more reliant on scoring easy hard knockdowns to set up either a safe jump option, a high/low okizeme mix-up or using his j.d+C for some annoying cross-ups. He has stronger long range options using is qcf+P for zoning, and his NeoMax which can punish opponents at full screen. His HD combos are a bit more flashier and juggle-heavy which may require a fair amount of execution to pull off consistently but they are very damaging. His mid-range game both offensively and defensively are somewhat lacking in proper tools and options compared to NESTS Kyo, but long-range and close range potential can still make him a highly valid threat. |
Article image: (image )This attribute controls the content of the og:image element. This image is mostly displayed as a thumbnail on social media. | ![]() |