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{| style="margin-right:1em;" align="right"
{{CharNavbox XIII}}
| __TOC__
{| class="wikitable" style="float:right; margin-left:10px;"
|}
|-
[[Image:Kyoxiii.jpg]] [[Image:Spacer.gif]]  [[Image:Kyo.gif]]
|[[File:XIII_Kyo_Profile.png|350px]]
<center><font size="4"><b>Kyo Kusanagi</b></font></center>
|-
|-
| [[File:XIII_Kyo.gif]]
|}
{{TOClimit|3}}


[[Image:Kyoxiiimoves.png]]


==Movelist==
'''Throws'''


=Console Changes=
Issetsu Seoi Nage: [[File:bk.gif]]/[[File:fd.gif]] + [[File:c.gif]]/[[File:d.gif]] close


- 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
'''Command Moves'''


- 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.
Goufu You: [[File:fd.gif]] + [[File:b.gif]]


- 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.
88 Shiki: [[File:df.gif]] + [[File:d.gif]]


- far D has less lag.
Naraku Otoshi: [[File:db.gif]]/ [[File:dn.gif]]/ [[File:df.gif]] + [[File:c.gif]] in the air


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."
''


=Gameplay Overview=
'''Special Moves'''


Kyo is an extremely versatile character with a vast range of playing styles. He can zone with Yamibarai but at the same time he can rush 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.
Yamibarai: [[File:qcf.gif]] + [[File:a.gif]]/[[File:c.gif]] *


Oniyaki: [[File:dp.gif]] + [[File:a.gif]]/[[File:c.gif]] *


===Gameplay Notes===
Kotokskio: [[File:hcb.gif]] + [[File:b.gif]]/[[File:d.gif]]  *


===Pros===
Oborogurma: [[File:rdp.gif]] + [[File:b.gif]]/[[File:d.gif]] *
- Has a wide range of options with his EX attacks


- Good meter-less combos
75 Shiki: [[File:qcf.gif]] + [[File:b.gif]]/[[File:d.gif]] *


- Very damaging HD combos


- Incredible offensive rush down game
'''Desperation Moves'''


- Can juggle/punish very well
Orochinagi: [[File:qcb.gif]][[File:hcf.gif]] + [[File:a.gif]]/[[File:c.gif]] *


===Cons===
- Zaps meter quickly


- His most damaging combos require him to launch the opponent into the air
Air Orochinagi: [[File:qcb.gif]][[File:hcf.gif]] + [[File:a.gif]]/[[File:c.gif]] *


=Normals=


===Standing===
'''Neomax'''


'''s.A:''' 25 damage, cancellable, hits mid. Standard punch attack. Fast and stops a lot of short hops. It's okay from time to time in mid-range to throw this out to stop hops in advance if your opponent is really hop twitchy, especially if they are cornered. One disadvantage so far is that the jab isn't as far as past years, but it is still somewhat the same.
Ama no Murakumo: [[File:qcf.gif]][[File:qcf.gif]] + [[File:a.gif]]+[[File:c.gif]]


'''s.B:''' 30 damage, special cancellable, hits low. A quick standing, low kick. Unlike previous years, Kyo had the ability to cancel this kick into his other normals, like his df+D for example. Now that ability has been removed, it is a little less useful. You can now only cancel this kick into his specials, like qcf+K for example (more importantly the B version of that move).
* = EX version possible


'''s. C:''' 70 damage, cancellable, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height.
:[http://www.youtube.com/watch?v=gFGRHodcFYM Kyo Kusanagi's Move List VIdeo]


'''far C:''' 80 damage, whiff cancellable and cancellable by itself, hits mid. Strong punch that's aimed slightly upward. It has good range and is an okay anti-air as well as pretty good hit-stun so it may end up starting a few combos.


'''s.D:''' 80 damage, not cancellable, hits mid. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow.
{| border="1" align="center" style="font-size:90%"
|+
== Quick Combo Reference ==


===Crouching===
|-
| '''0 Stock, No Drive Gauge'''
|
Low<br/>
Anywhere<br/>
|
2B, 2A, 3D(1), 236D, 214K = 245 dmg<br/>
j.C, cl.C, 3D(1), 236D,214K = 330 dmg<br/>
|-


'''cr. A:''' 25 damage, cancellable, hits mid. Crouching punch attack. A very quick poke, preferred to be chained to his df+D.  
| '''1 Stock, No Drive Gauge'''
|
Anywhere<br/>
Corner<br/>
|
j.C, cl.C, 3D(1), 236D, 421B, 421BD = 363 dmg<br/>
cl.C, 3D(1), 236D, 421B, 236B, 421B, 623AC = 364 dmg<br/>
|-
| '''1 Stock, 1+ Drive Gauge'''
|
Corner<br/>
|
j.C, cl.C, 3D(1), 236D, 421B, (SC) air 2141236P, 236A, 63214K = 510 dmg<br/>
|-
| '''2 Stock, No Drive Gauge'''
|
Low<br/>
|
2Bx2, 5B, 236B, 2141236AC = 412 dmg<br/>
|-
|}


'''cr. B:''' 30 damage, cancellable, hits low. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained.
==Console Changes==


'''cr. C:''' 70 damage, cancellable, hits mid. Crouch uppercut attack, good reach, great priority, very fast, and good as an anti-air.
- 88 Shiki (3D) moves forward more. As a result, 5C, 3D, 236K now does the full four hits.


'''cr. D:''' 80 damage, whiff and hit cancellable, hits low. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow. You can try to cancel it into another move if blocked or whiffed.
- Kototsuki You (63214K) has more lag on block


===Jumping===
- B version of 75 Shiki Kai (236K) 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.


- 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.


'''j. A:''' 40 (45) damage, cancellable, hits overhead. Jumping elbow attack. It comes out fast but the range is mediocre.
- f.D has less lag.


'''j. B:''' 40 (45) damage, hits overhead. Jumping knee attack. It has good priority, stays out for a bit and crosses-up.
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 3D > 236D combo. Please try him out now that he has so many more attack options."
''


'''j. C:''' 70 (72) damage, hits overhead. Jumping punch attack. A great jump-in move that does good damage.
==Gameplay Overview==


'''j. D:''' 70 (68) damage, hits overhead. Good priority, useful in air-to-air and should be used earlier than later because of it's range. A great move to be used defensively too to keep advancing opponents out.
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 (623P), EX Oborogurma (421BD) but can also carry his opponent across the screen with moves such as 75 Shiki (236K) and Oborogurma (421K). 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.


===Blowback Attack===
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.2C for some annoying cross-ups. He has stronger long range options using is 236P 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.


===XIII Kyo vs NESTS Kyo Differences===


'''CD:''' 75 damage, whiff and hit cancellable. A very fast shoulder tackle.  
* XIII Kyo does not combo from 5C to 6B, while NESTS Kyo does.
* The XIII Kyo's 5A whiffs completely on crouching opponents. However, NESTS Kyo's 5A will actually hit crouching opponents. 
* The XIII Kyo's EX Orochinagi DM has a quicker start up than NESTS Kyo's EX Orochinagi DM.
* NESTS Kyo is not capable of using Orochinagi in mid-air
* XIII Kyo's Oniyaki 623A hits twice and 623C hits three times. NESTS Kyo's 623A hits once and the C version hits twice with autoguard properties. 
* XIII Kyo's EX DP has him traveling straight up in a spiral. NESTS Kyo is stationary in mid-air during his EX DP.
* XIII Kyo has more long range and zoning options than NESTS Kyo does.
* XIII Kyo's 236K up-kicks are automatic. NESTS Kyo will require the player to input an K to finish the move.
* NESTS Kyo’s 3D is not cancellable.
* NESTS Kyo's 63214K requires him to "catch" the opponent and then cause an explosion, while the EX version works as another damaging reversal option. NESTS Kyo will still go through the same animation sequence making the move unsafe. The XIII Kyo's version of this move automatically works after the first successful hit and the animations stops with Kyo's elbow in front of him. The EX version of the move works as a 4 frame command throw.  
* XIII Kyo lacks any safe special move reversals while NESTS Kyo has somewhat safer reversal options.


'''j. CD:''' 90 (80) damage, cancellable, hits mid. Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks.
===Gameplay Notes===
 
{{StrengthsAndWeaknesses
'''GCCD:''' 10 damage, hits mid. Guard Cancel Blowback Attack.
| pros=
 
* Has a wide range of options with his EX attacks
=Throws=
* Possesses very good rush down, okizeme, and cross ups
 
* Extremely powerful juggle combos
'''Issetsu Seoi Nage = (b/f + C/D)''' (close) 65+38 damage. A slam to elbow drop.
* Very good at scoring hard knockdowns on the opponent
 
* Good long range options
=Command Moves=
| cons=
 
* Relatively weak at mid-range
[http://www.youtube.com/watch?v=5p037gMHSUk&t=9m50s '''Goufu You = (f+B)'''] - 75 (''60 when canceled from'') damage, only cancel-able from a canceled normal, hits overhead.
* Difficulty defending against incoming hop attacks
 
* Most of the damaging HD combos require the opponent in the corner
* It works well after moves with a lot of hit stun.
* Can use meter just as quickly as he builds it
 
}}
[http://www.youtube.com/watch?v=5p037gMHSUk&t=10m57s '''88 Shiki = (df+D)'''] - 30+45 damage free cancel-able on 1st hit, hits low twice.
 
* It has good range, connects after crouch normals and his st. C fairly well.
 
[http://www.youtube.com/watch?v=5p037gMHSUk&t=12m17s'''Naraku Otoshi = (db/d/df+C in air)'''] - 50 damage, hits overhead. Two-handed downward haymaker attack.
 
* If successfully used as an air-to-air it slams the opponent to the ground for a hard knockdown. It has a lot of hit stun 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. It can also be used as a cross-up too.
 
=Special Moves=
 
[http://www.youtube.com/watch?v=5p037gMHSUk&t=14m46s '''Yamibarai = (qcf+P)'''] - A flame projectile that goes across the ground towards the other side of the screen. A version moves slowly and the C version goes much faster.
 
[http://www.youtube.com/watch?v=5p037gMHSUk&t=15m02s '''(EX) = qcf+AC'''] - Comes out very quickly making it very easy to combo into and knocks opponent down.
 
- Super Cancellable, need to be close
 
- Hit Detection: Mid
 
- Damage: 60/100
 
 
[http://www.youtube.com/watch?v=5p037gMHSUk&t=12m50s '''Oniyaki = (dp+P)'''] - An uppercut imbued with flames. It has a wide hitbox so it punishes a lot of jump-ins, and some pokes, easily.The A version does one hit while the strong version does 3 hits. Both versions can be drive/super canceled on the first hit.
 
[http://www.youtube.com/watch?v=5p037gMHSUk&t=13m56s '''(EX) = dp+AC'''] - Rises into the air vertically instead of diagonally and has a vacuum effect on hit pulling them into the uppercut. EX version has more invincibility/auto-guard and does 10 hits.
 
- Drive/Super Cancellable
 
- Hit Detection: Mid
 
- Damage: 55+23/80+25x2/70+19+18+17+16+15+14+13+12+11
 
 
[http://www.youtube.com/watch?v=5p037gMHSUk&t=17m47s '''Kotokskio = (hcb+K)'''] - Rushing elbow to grab attack. It's very quick and has lower body invincibility at start-up. It works well after most normals and juggle attacks. B version goes about 75% of the screen and D version goes full-screen. Both are unsafe on block
 
[http://www.youtube.com/watch?v=5p037gMHSUk&t=18m14s '''(EX) = hcb+BD close'''] - Changes the properties to a 1F command grab.
 
- Drive/Super Cancel-able on first hit
 
- Hit Detection: Mid/Close
 
- Damage: 30+128/180


==Normals==


[http://www.youtube.com/watch?v=5p037gMHSUk&t=16m11s '''Oborogurma = (rdp+K)'''] - Quick jump kick(s). B version does one hit and juggles the opponent if hit high enough; D version does three hits slamming the opponent down on the third hit. Both versions are unsafe when whiffed. B version can be drive/super canceled on the first hit while the D and EX versions can be super canceled on the second hit.
===Far Standing Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_sta
|display= 100px
|description=
Cancellable. Standard punch attack. Fast and stops a lot of short hops. It's okay from time to time in mid-range to throw this out to stop hops in advance if your opponent is really hop twitchy, especially if they are cornered. Disadvantages for this jab is that it lacks horizonal range and that it whiffs completely on crouching opponents.
}}


[http://www.youtube.com/watch?v=5p037gMHSUk&t=17m22s '''(EX) = rdp+BD'''] - Mimics the strong version except with more invincibility at start-up and faster start up.
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_stb
|display= 140px
|description=
Special cancellable. A quick standing, low kick. Unlike previous years, Kyo had the ability to cancel this kick into his other normals, like his df+D for example. Now that ability has been removed, it is a little less useful. You can now only cancel this kick into his specials, like qcf+K for example (more importantly the B version of that move).


- Super Cancel-able on the first/second hit
}}


- Hit Detection: Mid
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_stC
|display= 160px
|description=
Whiff cancellable and cancellable by itself. Strong punch that's aimed slightly upward. It has good range but it is very risky to use as an anti-air, because it's start-up is really slow and it's whiff recovery is really bad.
}}


- Damage: 40/40+38+63/60+57+90
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_std
|display= 170px
|description=
Not cancellable. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow. Kyo is minus on block during this kick, but he does get pushed back a small amount from the opponent. You can try to use this to bait mashing or jumping if the opponent is trying to get out of the corner. Overall, it is a decent poke but it can be beaten out by incoming hop attacks.
}}


===Close Standing Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_clc
|display= 120px
|description=
Cancellable. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height, or as a quick punish because of its fast start-up.
}}


[http://www.youtube.com/watch?v=5p037gMHSUk&t=19m11s '''Kai = (qcf+K)'''] - 2 jumping kick attacks. B version simply knocks the opponent down but it's pretty safe: D version launches the opponent higher into the air for a possible follow-up and can be super canceled upon second hit.
===Crouching Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_crA
|display= 160px
|description=Cancellable. Crouching punch attack. A very quick poke, preferred to be chained to his df+D. The range is a bit shorter compared to his cr.B, but it reaches a bit farther than his s.A.
}}


[http://www.youtube.com/watch?v=5p037gMHSUk&t=24m12s '''(EX) = qcf+BD'''] - Comes out much quicker making it easier to connect after his df+D, safe on block.
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_crB
|display= 180px
|description=
Cancellable. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained. It is neutral on block, so you can use this kick to try to read if your opponent will mash or try to move around if they are itching to get out of the corner.
}}


- Super Cancel-able
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_crC
|display= 80px
|description=Cancellable. Crouch uppercut attack, good reach, great priority, very fast, and good as a ground anti-air. Try not to use this against hop attacks or else it will get beaten out or they will trade.
}}


- Hit Detection: Mid
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_crD
|display= 200px
|description=Whiff and hit cancellable. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow. You can try to cancel it into another move if blocked or whiffed.
}}


- Damage: 35+33/30+28/40+38
===Jump Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_jA
|display= 150px
|description=Cancellable. Jumping elbow attack. It comes out fast but the range is mediocre. You can use this as an air-to-air too but it might get beaten out by longer jump attacks. This attack might whiff if used incorrectly against crouching opponents.
}}


=Desperation Moves=
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_jb,kyo_hb
|display= 110px
|description2=Jumping knee attack. It has good priority, stays out for a bit and crosses-up. Even though the range is short, it doesn't have the susceptibility of being anti-aired with crouching B's like his j.2C or j.D.
}}


[http://www.youtube.com/watch?v=5p037gMHSUk&t=21m26s '''Orochinagi = (qcf hcb+P)'''] - Flaming wave attack. Holding either punch button, delays the attack. It does a nice amount of chip damage. Both ground and EX versions can be Max Canceled on hit.
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_jC
|display= 160px
|description=Jumping punch attack. A great jump-in move that does good damage. It points down at a 60 degree angle which good for jumping in with. If you use it as an air-to-air it may get beaten out by jump attacks that have a more horizontal hitbox. Defensively you can use it while you are jumping away against opponents trying to advance on you in mid-range, either by them jumping at you, or running towards you. You can also use it to jump away after blocking a j.CD if the opponent likes to hop at you afterwards to continue pressure.
}}


==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_jD
|display= 170px
|description=A very useful air-to-air kick that should be used earlier than later because of it's range. A great move to be used defensively to keep advancing opponents out. The only risk with this kick is that it completely whiffs on crouching opponents, so be very careful using this offensively. Your opponent can just duck under it and punish you with a low attack.
}}


[http://www.youtube.com/watch?v=5p037gMHSUk&t=22m08s '''Air Orochinagi = (qcf hcb+P in air)'''] - Air flaming wave attack. It mimics the ground version except done in the air now and pushes Kyo back slightly after activation.
===Blowback Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_stcd
|display= 140px
|description=Whiff and hit cancellable. A very fast shoulder tackle. You can whiff cancel this to add a bit more range to some of your special moves or to use it as a fake out to catch players trying to advance on your thinking your just whiffing this for no reason (ex. CD -> hcb+K).
}}


==== ====
{{FrameDataCargo-KOFXIII
|moveId=kyo_jcd
|display= 130px
|description=Cancellable. Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks. It has a pretty massive hit box, though the range is pretty short. After the opponent blocks this, you can either continue your pressure to go low (cr.B, etc.) or hit them with an overhead (f+B, or j.B, etc).
}}


[http://www.youtube.com/watch?v=5p037gMHSUk&t=23m32s '''(EX) = qcf hcb+AC'''] - 1F invincible start-up, causes more damage and does three hits instead of one.  
==Throws==
{{FrameDataCargo-KOFXIII
|moveId=kyo_throw
|display= 130px
|description=A slam to elbow drop that cannot be tech rolled. The opponent is placed a good position away from Kyo for a perfect cross-up with j.2C or j.B after a brief run, superjump j.2C for a safejump setup, empty jump to a low, or another throw if they try to roll on wake-up, bait a reversal, etc. Try your best to time your jumps correctly for which ever specific setup you are going for after landing the throw, or you may eat a reversal.
}}


- Max Cancel-able on ground, on hit
==Command Normals==


- Hit Detection: Mid
{{FrameDataCargo-KOFXIII
|moveId=kyo_rawf+B,kyo_cancelf+b
|display= 200px
|description2=* Only cancellable from a canceled normal.
* Kyo's axe kick that hits crouching opponents but has limited cancel properties. Unlike KOF02's Kusanagi, Kyo's overhead isn't ridiculous at all in this game and is somewhat subpar in this game. On block it is around -2 frames, while he receives a fair amount of pushback from the opponent, which makes it hard to punish.
* Unfortunately you cannot combo into this move from any of Kyo's normals, but it seems to have cancel properties on block when canceled from a normal like cl.C, f+B, hcb+B, which the hcb+B will connect into. There really isn't a point to doing that, especially if the normal cannot combo into it.
* It is possible to HD activate from this overhead by itself into a combo which is pretty good. Even if the opponent is blocking, you can raw activate into HD, then go low immediately (cr.B or df+D) to catch them off guard when the were still busy from blocking the overhead, into a damaging HD combo.
}}


- Damage: 210/120x3


=Neomax=
{{FrameDataCargo-KOFXIII
|moveId=kyo_df+D
|display= 200px
|description=* Free cancel-able on 1st hit, hits low twice.
* It has good range, connects after crouch normals and his st. C fairly well. You can also free cancel this move into his special moves incase you need a quick low aiming punish if his cr.B is out of range. This move is not safe on block at all, even if performed at a end of a blockstring (ex. cr.B, cr.A, df+D). If a character has a fast special move (or DM) that can reach him while he's recovering, he can get punished rather hard. You MAY get away with it if a certain character lacks a move that can punish him or if the player doesn't realize that isn't safe, but still use this move on block sparingly.
}}


[http://www.youtube.com/watch?v=5p037gMHSUk&t=26m07s '''Ama No Murakumo (qcfx2 +AC)'''] - 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. Fast start up makes 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
{{FrameDataCargo-KOFXIII
|moveId=kyo_jd+C
|display= 120px
|description=* Two-handed downward haymaker attack.
* If successfully used as an air-to-air it slams the opponent to the ground for a hard knockdown. It has a lot of hit stun 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. It can also be used as a cross-up too. This move isn't fool proof though. Your opponent can cr.B anti-air this move by carefully placing a cr.B to shrink their hitbox if the j.2C was performed early. It is also not a good idea to use this move as an air-to-air attack, j.D is much suitable for that.
* You can combo 2 j.2C's in a row on a standing opponent by hitting the first one really low around the waist area of the character's sprite, the IMMEDIATELY hyper hopping performing the second hit as early as possible. The two hits give 97 damage.
::[http://www.youtube.com/watch?v=KfJ29Hr7nDs Kyo Crossup Tutorial]
}}


- Damage: 42x10
==Special Moves==


=Combos=
{{FrameDataCargo-KOFXIII
|moveId=kyo_qcf+A,kyo_qcf+C,kyo_qcf+AC
|display= 200px
|input=qcf+A/C/AC
|input2=236A/C/AC
|description= A flame projectile that goes across the ground towards the other side of the screen. A version moves slowly
|description2= C version goes much faster. Good for zoning or ending blockstrings to add space (which can be Guard Rolled by the defending opponent to punish you). Opponents can hop over the projectile or perform a normal attack that is slighty invincible to low attacks (ex. Elisabeth's st.D, Kim's st.D etc.).
|description3=EX Comes out very quickly making it very easy to combo into and knocks opponent down. It can beat out all regular fireballs and projectiles, but trades with EX projectiles, and gets beaten out by super projectiles (like Ryo's f~hcf+P for example). Super Cancelable, need to be close.
}}


'''No Stock, No Drive Gauge -'''


cr. Bx1~2, st. B, hcb+K = 218 dmg
{{FrameDataCargo-KOFXIII
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC
|display= 200px
|input=dp+A/C/AC
|input2=623A/C/AC
|description= An uppercut imbued with flames. It has a wide hitbox so it punishes a lot of jump-ins, and some pokes, easily. The A version (light punch) does one hit
|description2= C version (strong punch) does 3 hits and has a slight amount of invincibility at the start. Both versions can be drive/super canceled on the first hit. If you whiff this move (or have it blocked), you can be punished extremely hard.
|description3=EX rises into the air vertically instead of diagonally and has a vacuum effect on hit pulling them into the uppercut. EX version has more invincibility/auto-guard and does 10 hits. Drive/Super Cancellable.
}}


cr. B, cr. A, df+D (1), qcf+D~D, rdp+D = 232 dmg


cr. B, cr. A, df+D (1), qcf+D~D, hcb+K = 245 dmg
{{FrameDataCargo-KOFXIII
|moveId=kyo_hcb+B,kyo_hcb+D,kyo_hcb+BD
|display= 200px
|input=hcb+B/D/BD
|input2=63214B/D/BD
|description= Rushing elbow to grab attack. It's very quick and has lower body invincibility at start-up. It works well after most normals and juggle attacks. B version goes about 75% of the screen.
|description2= D version goes full-screen. Both are unsafe on block.
What should be noted is that Kyo recovers very quickly on whiff and that he travels forward much faster than he would while running. This move can be used as an alternate dash if the opponent is knocked down to add pressure. When Kyo gets close enough while the opponent is on knocked down, he will stop abruptly - he can guard badly timed reversals or go for an offensive mix up. Use this move cautiously because it is impossible to stop Kyo from traveling during this move and it is still unsafe on block.
|description3= Changes the properties to a command grab. It can catch a lot of people by surprise if you empty jump into it, or if you're close enough to punish a move that has bad recovery. Drive/Super Cancelable on first hit.
}}


cr. B, st. C, hcb+K = 237 dmg


st. C, df+D (1), qcf+D~D, rdp+D = 261 dmg
{{FrameDataCargo-KOFXIII
|moveId=kyo_rdp+B,kyo_rdp+D,kyo_rdp+BD
|display= 190px
|input=rdp+B/D/BD
|input2=421B/D/BD
|description= Quick jump kick(s). B version does one hit and juggles the opponent if hit high enough
|description2=  D version does three hits slamming the opponent down on the third hit. Both versions are unsafe when whiffed. These kicks are best used in combos and are very unreliable anti-airs. B version can be drive/super canceled on the first hit while the D and EX versions can be super canceled on the second hit.
|description3= Mimics the strong version except with more invincibility at start-up, faster start up, and massive hitbox. Excellent move for anti air at certain angles where dp+P misses. Best used in combos that call for it, or as a risky wake up reversal attack. Super Cancel-able on the first/second hit.
}}


st. C, df+D (1), qcf+D~D, hcb+K = 275 dmg


'''No Stock, 1+ Drive Gauge -'''
{{FrameDataCargo-KOFXIII
|moveId=kyo_qcf+B,kyo_qcf+D,kyo_qcf+BD
|display= 190px
|input=qcf+B/D/BD
|input2=236B/D/BD
|description= 2 jumping kick attacks. B version simply knocks the opponent down but it's pretty safe
|description2= D version launches the opponent higher into the air for a possible follow-up and can be super canceled upon second hit. The B version is more useful within his combos in the corner, and can also combo into his EX Orochinagi (qcb~hcf+AC) midscreen. Defensively, the opponent can mash a reversal attack in between his first and second kick. If the second kick is blocked, Kyo is pretty safe at -2 frames, and can even possibly frame trap them with a move with fast start-up. Compared to EX Kyo, both of the kicks release with one button instead of two, and it seems that EX Kyo's launches the opponent up a bit higher.
|description3= Same amount of start-up as the heavy kick version (18f), has a longer attacking range, very short amount of upper body (above his waist) invincibility during its start, safe on block, with no gaps in between the first and second hit and launches the opponent higher. The disadvantages this move has is that the damage is quite low, along with is slow start-up makes its a very unreliable anti-air, especially against hops. It's upper body invincibility can be useful for phasing through mid-air waist to shoulder height projectiles (ex. Andy, Robert, Ash, Takuma, King) but not ground skimming ones (Terry's Power Wave). Super Cancel-able.
}}


cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D~D, hcb+D = 307 dmg
==Super Special Moves==


cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D~D, rdp+D = 295 dmg
{{FrameDataCargo-KOFXIII
|moveId=kyo_qcbhcf+p,kyo_qcbhcf+ac,kyo_j_qcbhcf+p
|display= 200px
|input=qcb,hcb+A/C/AC (AIR OK)
|input2=2141236A/C/AC (AIR OK)
|description= Flaming wave attack. Holding either punch button, delays the attack. It does a nice amount of chip damage. You can use it as a preemptive anti-air against opponents jumping towards you, but beyond that, it's use is rather limited. Both ground and EX versions can be Max Canceled on hit.
|description2= 2 frame start-up if held briefly, causes more damage and does three hits instead of one. It's fast startup and range makes it great to use as a preemptive anti-air midscreen, or to catch opponents trying to jump out of the corner. The air version has faster startup and is very useful for extending many of Kyo’s corner combos. If you're feeling lucky, you can use this as an air-to-air, or to attempt to snuff out someones anti-air against you. Max Cancel-able on ground, on hit.
|description2= 2 frame start-up if held briefly, causes more damage and does three hits instead of one. It's fast startup and range makes it great to use as a preemptive anti-air midscreen, or to catch opponents trying to jump out of the corner. The air version has faster startup and is very useful for extending many of Kyo’s corner combos. If you're feeling lucky, you can use this as an air-to-air, or to attempt to snuff out someones anti-air against you. Max Cancel-able on ground, on hit.
|description3= Air flaming wave attack. It mimics the ground version except done in the air now and pushes Kyo back slightly after activation. You will most likely be using this more in Kyo's drive cancels or HD combos. It's start up is a little slow to use as an air to air reliably.
}}


st. C, dp+C (1), (DC) qcf+D, hcb+D = 323 dmg
==Neo Max Super Special Moves==


st. C, dp+C (1), (DC) qcf+D, rdp+D = 309 dmg
{{FrameDataCargo-KOFXIII
|moveId=kyo_qcfqcf+ac
|display= 200px
|input=qcfqcf+AC
|input2=236236AC
|description=
}}


cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, hcb+K = 259 dmg
==Move Metadata==


cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, rdp+D = 247 dmg


{| style="color:#FFFFFF; background-color:#0066CC;" border="9" cellpadding="5" cellspacing="1"
!Move || Damage || Stun || Startup || On Guard || Remarks


'''No Stock, 2 Drive Gauge -'''
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.A
| 25 || 3 || 5 || +3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.A
| 25 || 3 || 5 || +1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.A
| 25 || 3 || 5 || +3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.A
| 45 || 3 || 6 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!h.A
| 40 || 3 || 6 || - ||


cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K = 348 dmg
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.B
| 30 || 3 || 6 || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.B
| 30 || 3 || 4 || +1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.B  
| 30 || 3 || 6 || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.B
| 45 || 3 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop B
| 40 || 3 || 5 || - ||


cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D = 337 dmg
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.C
| 70 || 7 || 3 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.C
| 70 || 7 || 5 || -8 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.C  
| 80 || 7 || 10 || -9 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.C
| 72 || 7 || 6 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop C
| 70 || 7 || 6 || - ||


st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K = 372 dmg
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.D
| 80 || 7 || 8 || -3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.D
| 80 || 7 || 8 || -8 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.D  
| 80 || 7 || 8 || -3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.D  
| 70 || 7 || 8 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop D
| 68 || 7 || 8 || - ||


st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D = 360 dmg
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.CD
| 75 || 10 || 15 || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.CD
| 90 || 8 || 13 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop CD
| 80 || 8 || 10 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Naraku Otoshi = j.2C
| 50 || 12 || 8 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Goufu You (Cancel)
| 75 || 4 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Goufu You (No Cancel)
| 60 || 8 || 19 || -2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!88 Shiki1 = df+D
| 30 || 4 || 9 || -19 ||Recover for whiff of 2nd hit
|- style="color:#003366; background-color:#99CCFF;" align="left"
!88 Shiki2
| 42 || 4 || - || 11 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!88 Shiki(2)
| 45 || 4 || - || - 11||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Issetsu Seoi Nage = b/f+C/D
| 100 || 0 || 1 || - ||Hard knockdown
|- style="color:#003366; background-color:#99CCFF;" align="left"
!GCCD
| 4 || 0 || 13 || -15 ||17 Frame startup vs jump atk?
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Yamibarai = qcf+A
| 60 || 4 || 16 || -2 ||Close
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Yamibarai = qcf+C
| 60 || 4 || 15 || -5 ||Close
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Oniyaki1 = dp+A
| 55 || 5 || 4 || -30 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Oniyaki2
| 25 || 2 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Oniyaki1 = dp+C
| 80 || 4 || 7 || -44 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Oniyaki2、3
| 25 || 2 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Kototsuki1 = hcb+B
| 30 || 0 || 14 || -8 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Kototsuki2
| 135 || 0 || 14 || -8 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!B 75 Shiki Kai1-2 = qcf+B
| 35 || 4 || 12 || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!D 75 Shiki Kai1-2 = qcf+D
| 30 || 4 || 18 || -3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!B Oboroguruma = rdp+B
| 40 || 6 || 10 || -11 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!D Oboroguruma1,2
| 40 || 4 || 13 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!D Oboroguruma3
| 70 || 12 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Yamibarai = qcf+AC
| 100 || 0 || 13 || +5 ||Close
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Oniyaki1 = dp+AC
| 70 || 0 || 4 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Oniyaki2-10
| 20 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Kototsuki = hcb+BD
| 180 || 0 || 4 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX 75 Shiki Kai1 = qcf+BD
| 40 || 0 || 18 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX 75 Shiki Kai2
| 40 || 0 || - || +1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Oboroguruma1 = rdp+BD
| 60 || 0 || 10 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Oboroguruma2
| 60 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Oboroguruma3
| 100 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Orochinagi = qcb,hcf+P
| 210 || 0 || 46(17) || -20 ||Freeze 29. w Slight charge 40(11)
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Air Orochinagi
| 180 || 0 || 41(12) || - ||Freeze 29
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Orochinagi1 = qcb,hcf+AC
| 120 || 0 || 38(9) || - ||Freeze 29.  w Slight charge (2)
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Orochinagi2,3
| 120 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Air Orochinagi1 = air qcb,hcf+AC
| 100 || 0 || 36(7) || - ||Freeze 29
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Air Orochinagi2,3
| 100 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Ama no Murakumo1 = qcf,qcf+AC
| 45 || 0 || 47(7) || - ||Freeze 40
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Ama no Murakumo2-10
| 42 || 0 || - || - ||
|}


==Videos, Links & References==


'''1 Stock, No Drive Gauge -'''
'''Juicy Bits - Kyo '''
{{#ev:youtube|783zVruYCFY}}


cr. B, cr. A, df+D (1), qcb hcf+P = 258 dmg


st. C, qcf+K, qcb hcf+P = 303 dmg
'''Kyo Combos by GuttsCL'''
{{#ev:youtube|ujxTX2s9Ljc}}


st. C, qcf+K, rdp+B, rdp+BD = 334 dmg


'''Kyo optimized combos & safe jump set up'''
{{#ev:youtube|ZRXZKbVdWfI}}


'''1 Stock, 1+ Drive Gauge -'''


cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, qcb hcf+P = 346 dmg
[http://youtu.be/E1V-v7gCYWQ Kusanagi Kyo Short Combo vid ]


st. C, dp+C (1), (DC) qcf+D, qcb hcf+P = 366 dmg


st. C, qcf+D, rdp+Bx2, (SC in air) qcb hcf+P = 326 dmg
'''Kyo Hit Boxes'''
 
{{#ev:youtube|qI76NcGahMU}}
st. C, qcf+D, rdp+D (2), (SC in air) qcb hcf+P = 338 dmg
 
 
'''2 Stock, No Drive Gauge -'''
 
cr. Bx2, st. B, qcf+B, qcb~hcf+AC = 412 dmg
 
cr. B, cr.B, df+D (1), qcf+D~D, rdp+B, qcb~hcf+AC = 411 dmg
 
st. C, df+D (1), qcf+D~D, rdp+B, qcb~hcf+AC = 452 dmg
 
'''2 Stock, 1+ Drive Gauge -'''
 
cr. Bx1~2, st. B, dp+C (1), qcf+D, rdp+B, qcb hcf+AC = 461 dmg
 
st. C, dp+C (1), qcf+D, rdp+B, qcb hcf+AC = 500 dmg
 
 
'''3 Stock, 1+ Drive -'''
 
cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, (rdp+B), qcb~hcf+AC = 445 dmg
 
 
'''4 Stock, 2 Drive Gauge -'''
 
qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, qcb hcf+AC
 
 
=== Corner Combos ===
 
'''0 Stock, No Drive Gauge'''
 
cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C
 
st. C, df+D (1), qcf+K, rdp+B, dp+C
 
'''0 Stock, 1+ Drive Gauge'''
 
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
 
'''0 Stock, 2 Drive Gauge'''
 
cr. B, cr. A, 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
 
'''1 Meter, 0 Drive Gauge'''
 
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
 
'''1 Meter, 50% Drive Gauge'''
 
 
cr.B, cr.A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, qcf+A, hcb+D = 416 dmg
 
cr. B, cr. A, 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, dp+C
 
st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, hcb+D
 
j. C, st. C, qcf+D, rdp+B, qcf+B, rdp+B, dp+A (2),(SC) air qcb hcf+A, hcb+D
 
'''2 Meters, 50% Drive Gauge'''
 
qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, dp+AC
 
cr. B, cr.B, df+D (1), qcf+D~D, rdp+B (DC) qcb~hcf+AC, hcb+K = 452 dmg
 
'''2 Meters, 100% Drive Gauge'''
 
cr. B, cr. A, df+D (1), qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, qcb~hcf+P = 427 dmg
 
cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC) qcb~hcf+P, rdp+D (2), (SC) qcb~hcf+P, hcb+K = 509 dmg
 
st. C, df+D (1), qcf+D, rdp+B, (SC) qcb~hcf+P, rdp+D (2), (SC) qcb~hcf+P, hcb+K = 509 dmg
 
'''3 Stock, 1+ Drive Gauge'''
 
cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, (rdp+B), qcb~hcf+AC = 445 dmg
 
 
=== Hyper Drive Combos ===
 
'''Common HD starters'''
 
-s.C, df+D, (BC)
 
-d.b, d.a, df+D (BC)
 
-f+B, (BC)
 
'''''0 Stock'''''
 
'''(1)''' s.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
 
'''(2)''' s.C, df+D (2), hcb+K, [HDC] dp+C (1), [HDC] qcf+D, (hcb+K, [HDC] rdp+B, dp+A, [HDC] qcf+D]xn
 
'''(3)''' corner: s.C, df+D (2), qcf+D, [dp+C (1), rdp+B]xn
 
'''(4)''' corner: s.C, df+D (2), qcf+D, [rdp+B, dp+C (1)]xn
 
'''(5)''' corner: s.C, df+D (2), qcf+D, [rdp+B, dp+A, qcf+D]xn
 
'''(6)''' s.C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, hcb+K
 
'''(7)''' s.C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, rdp+D
 
 
'''''1 Stock'''''
 
'''(1)''' s.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 Stock'''''
 
'''(1)''' s.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
 
'''(2)''' s.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
 
'''(3)''' s.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 Stock'''''
 
'''(1)''' s.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
 
'''(2)''' s.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 Stock'''''
 
'''(1)''' s.C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+P, (MC) qcfx2+AC
 
'''(2)''' s.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
 
'''(3)''' s.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 Stock'''''
 
'''(1)''' s.C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+AC, qcfx2+AC
 
'''(2)''' s.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
 
'''(3)''' s.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
 
'''(4)''' s.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
 
'''(5)''' s.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
 
=Strategies=
 
===Far Range===
*Kyo can't do much of anything here except zone, use Yamibarai to try and build some meter while your out of range, and if your opponent wants to zone back try throwing out a random EX as they're not likely to see it coming, drive and super canceling is out the window for now, random Kotokskio's aren't a good idea either by the way.
 
===Mid Range===
*From this range Kyo can do some damage, Yamibarai is still good but only if you time well, Oniyaki can also get some use for those opponents that like to jump-in, CD + Kotokskio shenanigans can work but not all the time, Weak Oborogurma can also be used an anti-air which can then be super canceled into his Air Orochinagi for extra damage, and if don't mind burning the extra drive and meter you can use his Neomax Ama No Murakumo to stuff laggy moves/fireballs and jump-ins.
 
===Close Range===
*This is where Kyo does his best, Yamibarai can be super canceled upon execution when you are this close, his EX Oniyaki will suck the opponent in when they attempt a jump-in which can be super canceled as well, Kyo can use his Naraku Otoshi to start BnB's/Combos from jump-ins, he can also free cancel the first hit of 88 Shiki into a variety of moves (Kotokskio/Kai/etc), he gains a command grab with EX Kotokskio, just about every option of drive/super canceling is open to him now.
 
===Cornered Opponent===
*Everything from close range applies here except 100x more Oborogurma, Kotokskio, and Air Orochinagi, HD mode is highly recommended.
 
 
===Cornered===
* Get out of the corner, strong Kotokskio or GCR is you have to.
 
==Tips==
 
 
=Videos, Links & References=
 
'''Kyo Master Class'''
{{#ev:youtube|5p037gMHSUk}}
 
 
'''KCE Kyo Demonstration'''
{{#ev:youtube|L00HsLoB5gs}}


==Discussion Threads==
==Discussion Threads==
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{{Navbox XIII}}
{{Navbox XIII}}
[[Category:The King of Fighters XIII]]
[[Category:The King of Fighters XIII]]
[[Category:Kyo Kusanagi]]

Latest revision as of 21:47, 23 August 2023

The King of Fighters XIII

OverviewStrategyDataCombos

Kyo Kusanagi


Movelist

Throws

Issetsu Seoi Nage: / + / close


Command Moves

Goufu You: +

88 Shiki: +

Naraku Otoshi: / / + in the air


Special Moves

Yamibarai: + / *

Oniyaki: + / *

Kotokskio: + / *

Oborogurma: + / *

75 Shiki: + / *


Desperation Moves

Orochinagi: + / *


Air Orochinagi: + / *


Neomax

Ama no Murakumo: + +

  • = EX version possible
Kyo Kusanagi's Move List VIdeo


Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere

2B, 2A, 3D(1), 236D, 214K = 245 dmg
j.C, cl.C, 3D(1), 236D,214K = 330 dmg

1 Stock, No Drive Gauge

Anywhere
Corner

j.C, cl.C, 3D(1), 236D, 421B, 421BD = 363 dmg
cl.C, 3D(1), 236D, 421B, 236B, 421B, 623AC = 364 dmg

1 Stock, 1+ Drive Gauge

Corner

j.C, cl.C, 3D(1), 236D, 421B, (SC) air 2141236P, 236A, 63214K = 510 dmg

2 Stock, No Drive Gauge

Low

2Bx2, 5B, 236B, 2141236AC = 412 dmg

Console Changes

- 88 Shiki (3D) moves forward more. As a result, 5C, 3D, 236K now does the full four hits.

- Kototsuki You (63214K) has more lag on block

- B version of 75 Shiki Kai (236K) 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.

- 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.

- f.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 3D > 236D combo. Please try him out now that he has so many more attack options."

Gameplay Overview

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 (623P), EX Oborogurma (421BD) but can also carry his opponent across the screen with moves such as 75 Shiki (236K) and Oborogurma (421K). 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.2C for some annoying cross-ups. He has stronger long range options using is 236P 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.

XIII Kyo vs NESTS Kyo Differences

  • XIII Kyo does not combo from 5C to 6B, while NESTS Kyo does.
  • The XIII Kyo's 5A whiffs completely on crouching opponents. However, NESTS Kyo's 5A will actually hit crouching opponents.
  • The XIII Kyo's EX Orochinagi DM has a quicker start up than NESTS Kyo's EX Orochinagi DM.
  • NESTS Kyo is not capable of using Orochinagi in mid-air
  • XIII Kyo's Oniyaki 623A hits twice and 623C hits three times. NESTS Kyo's 623A hits once and the C version hits twice with autoguard properties.
  • XIII Kyo's EX DP has him traveling straight up in a spiral. NESTS Kyo is stationary in mid-air during his EX DP.
  • XIII Kyo has more long range and zoning options than NESTS Kyo does.
  • XIII Kyo's 236K up-kicks are automatic. NESTS Kyo will require the player to input an K to finish the move.
  • NESTS Kyo’s 3D is not cancellable.
  • NESTS Kyo's 63214K requires him to "catch" the opponent and then cause an explosion, while the EX version works as another damaging reversal option. NESTS Kyo will still go through the same animation sequence making the move unsafe. The XIII Kyo's version of this move automatically works after the first successful hit and the animations stops with Kyo's elbow in front of him. The EX version of the move works as a 4 frame command throw.
  • XIII Kyo lacks any safe special move reversals while NESTS Kyo has somewhat safer reversal options.

Gameplay Notes

[ Info Needed ]
Pros Cons
  • Has a wide range of options with his EX attacks
  • Possesses very good rush down, okizeme, and cross ups
  • Extremely powerful juggle combos
  • Very good at scoring hard knockdowns on the opponent
  • Good long range options
  • Relatively weak at mid-range
  • Difficulty defending against incoming hop attacks
  • Most of the damaging HD combos require the opponent in the corner
  • Can use meter just as quickly as he builds it


Normals

Far Standing Normals

stand A
st.A
5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid - 5 4 7 +4 +2 -

Cancellable. Standard punch attack. Fast and stops a lot of short hops. It's okay from time to time in mid-range to throw this out to stop hops in advance if your opponent is really hop twitchy, especially if they are cornered. Disadvantages for this jab is that it lacks horizonal range and that it whiffs completely on crouching opponents.

stand B
st.B
5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Low - 6 3 11 +1 -1 -

Special cancellable. A quick standing, low kick. Unlike previous years, Kyo had the ability to cancel this kick into his other normals, like his df+D for example. Now that ability has been removed, it is a little less useful. You can now only cancel this kick into his specials, like qcf+K for example (more importantly the B version of that move).

stand C
st.C
5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Mid - 10 5 23 -7 -9 -

Whiff cancellable and cancellable by itself. Strong punch that's aimed slightly upward. It has good range but it is very risky to use as an anti-air, because it's start-up is really slow and it's whiff recovery is really bad.

stand D
st.D
5D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Mid - 8 5 17 -1 -3 -

Not cancellable. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow. Kyo is minus on block during this kick, but he does get pushed back a small amount from the opponent. You can try to use this to bait mashing or jumping if the opponent is trying to get out of the corner. Overall, it is a decent poke but it can be beaten out by incoming hop attacks.

Close Standing Normals

close C
cl.C
cl.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
70 Mid - 4 3 8 +2 +0 -

Cancellable. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height, or as a quick punish because of its fast start-up.

Crouching Normals

crouch A
cr.A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid - 5 4 8 +3 +1 -

Cancellable. Crouching punch attack. A very quick poke, preferred to be chained to his df+D. The range is a bit shorter compared to his cr.B, but it reaches a bit farther than his s.A.

crouch B
cr.B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Low - 4 4 8 +3 +1 -

Cancellable. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained. It is neutral on block, so you can use this kick to try to read if your opponent will mash or try to move around if they are itching to get out of the corner.

crouch C
cr.C
2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
70 Mid - 5 5 22 -6 -8 -

Cancellable. Crouch uppercut attack, good reach, great priority, very fast, and good as a ground anti-air. Try not to use this against hop attacks or else it will get beaten out or they will trade.

crouch D
cr.D
2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Low - 9 5 22 SKD -8 -

Whiff and hit cancellable. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow. You can try to cancel it into another move if blocked or whiffed.

Jump Normals

jump A
j.A
j.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 6 7 - - - -

Cancellable. Jumping elbow attack. It comes out fast but the range is mediocre. You can use this as an air-to-air too but it might get beaten out by longer jump attacks. This attack might whiff if used incorrectly against crouching opponents.

jump B
j.B
j.B
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

jump B jump B

- High - 5 12 - - - -

hop B hop B

- High - 5 9 - - - -

Jumping knee attack. It has good priority, stays out for a bit and crosses-up. Even though the range is short, it doesn't have the susceptibility of being anti-aired with crouching B's like his j.2C or j.D.

jump C
j.C
j.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Overhead - 6 5 - - - -

Jumping punch attack. A great jump-in move that does good damage. It points down at a 60 degree angle which good for jumping in with. If you use it as an air-to-air it may get beaten out by jump attacks that have a more horizontal hitbox. Defensively you can use it while you are jumping away against opponents trying to advance on you in mid-range, either by them jumping at you, or running towards you. You can also use it to jump away after blocking a j.CD if the opponent likes to hop at you afterwards to continue pressure.

jump D
j.D
j.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 8 5 - - - -

A very useful air-to-air kick that should be used earlier than later because of it's range. A great move to be used defensively to keep advancing opponents out. The only risk with this kick is that it completely whiffs on crouching opponents, so be very careful using this offensively. Your opponent can just duck under it and punish you with a low attack.

Blowback Normals

stand CD
st.CD
CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 15 6 18 SKD -1 -

Whiff and hit cancellable. A very fast shoulder tackle. You can whiff cancel this to add a bit more range to some of your special moves or to use it as a fake out to catch players trying to advance on your thinking your just whiffing this for no reason (ex. CD -> hcb+K).

jump CD
j.CD
j.CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 13 10 - SKD - -

Cancellable. Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks. It has a pretty massive hit box, though the range is pretty short. After the opponent blocks this, you can either continue your pressure to go low (cr.B, etc.) or hit them with an overhead (f+B, or j.B, etc).

Throws

Issetsu Seoi Nage
b/f+C/D when close to the opponent
4/6C/D when close to the opponent
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - - - - - - -

A slam to elbow drop that cannot be tech rolled. The opponent is placed a good position away from Kyo for a perfect cross-up with j.2C or j.B after a brief run, superjump j.2C for a safejump setup, empty jump to a low, or another throw if they try to roll on wake-up, bait a reversal, etc. Try your best to time your jumps correctly for which ever specific setup you are going for after landing the throw, or you may eat a reversal.

Command Normals

Ge Shiki • Gofu Yo
f+B
6B
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

Raw Raw

- High - 19 2 19 0 -2 -

Canceled into Canceled into

- Mid - 21 2 19 0 -2 -
  • Only cancellable from a canceled normal.
  • Kyo's axe kick that hits crouching opponents but has limited cancel properties. Unlike KOF02's Kusanagi, Kyo's overhead isn't ridiculous at all in this game and is somewhat subpar in this game. On block it is around -2 frames, while he receives a fair amount of pushback from the opponent, which makes it hard to punish.
  • Unfortunately you cannot combo into this move from any of Kyo's normals, but it seems to have cancel properties on block when canceled from a normal like cl.C, f+B, hcb+B, which the hcb+B will connect into. There really isn't a point to doing that, especially if the normal cannot combo into it.
  • It is possible to HD activate from this overhead by itself into a combo which is pretty good. Even if the opponent is blocking, you can raw activate into HD, then go low immediately (cr.B or df+D) to catch them off guard when the were still busy from blocking the overhead, into a damaging HD combo.


88 Shiki
df+D
3D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low - 9 2,(6),3 27 -9 -11 -
  • Free cancel-able on 1st hit, hits low twice.
  • It has good range, connects after crouch normals and his st. C fairly well. You can also free cancel this move into his special moves incase you need a quick low aiming punish if his cr.B is out of range. This move is not safe on block at all, even if performed at a end of a blockstring (ex. cr.B, cr.A, df+D). If a character has a fast special move (or DM) that can reach him while he's recovering, he can get punished rather hard. You MAY get away with it if a certain character lacks a move that can punish him or if the player doesn't realize that isn't safe, but still use this move on block sparingly.


Ge Shiki • Naraku Otoshi
j.d+C
j.2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 8 4 - HKD on airborne opponent - -
  • Two-handed downward haymaker attack.
  • If successfully used as an air-to-air it slams the opponent to the ground for a hard knockdown. It has a lot of hit stun 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. It can also be used as a cross-up too. This move isn't fool proof though. Your opponent can cr.B anti-air this move by carefully placing a cr.B to shrink their hitbox if the j.2C was performed early. It is also not a good idea to use this move as an air-to-air attack, j.D is much suitable for that.
  • You can combo 2 j.2C's in a row on a standing opponent by hitting the first one really low around the waist area of the character's sprite, the IMMEDIATELY hyper hopping performing the second hit as early as possible. The two hits give 97 damage.
Kyo Crossup Tutorial

Special Moves

108 Shiki • Yamibarai
qcf+A/C/AC
236A/C/AC
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+A 236A

60 Mid - 16 - 30 +1 -2 -

A flame projectile that goes across the ground towards the other side of the screen. A version moves slowly

qcf+C 236C

60 Mid - 15 - 33 -2 -5 -

C version goes much faster. Good for zoning or ending blockstrings to add space (which can be Guard Rolled by the defending opponent to punish you). Opponents can hop over the projectile or perform a normal attack that is slighty invincible to low attacks (ex. Elisabeth's st.D, Kim's st.D etc.).

qcf+AC 236AC

100 Mid - 13 - 27 SKD +5 -

EX Comes out very quickly making it very easy to combo into and knocks opponent down. It can beat out all regular fireballs and projectiles, but trades with EX projectiles, and gets beaten out by super projectiles (like Ryo's f~hcf+P for example). Super Cancelable, need to be close.


100 Shiki • Oniyaki
dp+A/C/AC
623A/C/AC
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

dp+A 623A

55+23 (78) Mid - - - - - - -

An uppercut imbued with flames. It has a wide hitbox so it punishes a lot of jump-ins, and some pokes, easily. The A version (light punch) does one hit

dp+C 623C

80+25x2 (125) Mid - - - - - - -

C version (strong punch) does 3 hits and has a slight amount of invincibility at the start. Both versions can be drive/super canceled on the first hit. If you whiff this move (or have it blocked), you can be punished extremely hard.

dp+AC 623AC

70+19+18+17+16+15+14+13+12+11 (205) Mid - - - - - - -

EX rises into the air vertically instead of diagonally and has a vacuum effect on hit pulling them into the uppercut. EX version has more invincibility/auto-guard and does 10 hits. Drive/Super Cancellable.


212 Shiki • Kototsuki Yo
hcb+B/D/BD
63214B/D/BD
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hcb+B 63214B

30+128 (158) Mid - 14 - - - -8 -

Rushing elbow to grab attack. It's very quick and has lower body invincibility at start-up. It works well after most normals and juggle attacks. B version goes about 75% of the screen.

hcb+D 63214D

30+128 (158) Mid - 14 - - - -8 -

D version goes full-screen. Both are unsafe on block. What should be noted is that Kyo recovers very quickly on whiff and that he travels forward much faster than he would while running. This move can be used as an alternate dash if the opponent is knocked down to add pressure. When Kyo gets close enough while the opponent is on knocked down, he will stop abruptly - he can guard badly timed reversals or go for an offensive mix up. Use this move cautiously because it is impossible to stop Kyo from traveling during this move and it is still unsafe on block.

hcb+BD 63214BD

180 - - 4 - - - - -

Changes the properties to a command grab. It can catch a lot of people by surprise if you empty jump into it, or if you're close enough to punish a move that has bad recovery. Drive/Super Cancelable on first hit.


101 Shiki • Oboroguruma
rdp+B/D/BD
421B/D/BD
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

rdp+B 421B

40 Mid - 10 - - - -11 -

Quick jump kick(s). B version does one hit and juggles the opponent if hit high enough

rdp+D 421D

40+38+63 (141) Mid - -13 - - - - -

D version does three hits slamming the opponent down on the third hit. Both versions are unsafe when whiffed. These kicks are best used in combos and are very unreliable anti-airs. B version can be drive/super canceled on the first hit while the D and EX versions can be super canceled on the second hit.

rdp+BD 421BD

60+57+90 Mid - - - - - - -

Mimics the strong version except with more invincibility at start-up, faster start up, and massive hitbox. Excellent move for anti air at certain angles where dp+P misses. Best used in combos that call for it, or as a risky wake up reversal attack. Super Cancel-able on the first/second hit.


75 Shiki • Kai
qcf+B/D/BD
236B/D/BD
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+b 236B

35+33 Mid - - - - - - -

2 jumping kick attacks. B version simply knocks the opponent down but it's pretty safe

qcf+d 236d

30+28 Mid - - - - - - -

D version launches the opponent higher into the air for a possible follow-up and can be super canceled upon second hit. The B version is more useful within his combos in the corner, and can also combo into his EX Orochinagi (qcb~hcf+AC) midscreen. Defensively, the opponent can mash a reversal attack in between his first and second kick. If the second kick is blocked, Kyo is pretty safe at -2 frames, and can even possibly frame trap them with a move with fast start-up. Compared to EX Kyo, both of the kicks release with one button instead of two, and it seems that EX Kyo's launches the opponent up a bit higher.

qcf+bd 236BD

40+38 Mid - - - - - - -

Same amount of start-up as the heavy kick version (18f), has a longer attacking range, very short amount of upper body (above his waist) invincibility during its start, safe on block, with no gaps in between the first and second hit and launches the opponent higher. The disadvantages this move has is that the damage is quite low, along with is slow start-up makes its a very unreliable anti-air, especially against hops. It's upper body invincibility can be useful for phasing through mid-air waist to shoulder height projectiles (ex. Andy, Robert, Ash, Takuma, King) but not ground skimming ones (Terry's Power Wave). Super Cancel-able.

Super Special Moves

Ura 108 Shiki • Orochinagi
qcb,hcb+A/C/AC (AIR OK)
2141236A/C/AC (AIR OK)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcb,hcf+A/C 2141236A/C

- - - - - - - - -

Flaming wave attack. Holding either punch button, delays the attack. It does a nice amount of chip damage. You can use it as a preemptive anti-air against opponents jumping towards you, but beyond that, it's use is rather limited. Both ground and EX versions can be Max Canceled on hit.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcb,hcf+AC 2141236AC

210 / 120 x3 Mid - - - - - - -

2 frame start-up if held briefly, causes more damage and does three hits instead of one. It's fast startup and range makes it great to use as a preemptive anti-air midscreen, or to catch opponents trying to jump out of the corner. The air version has faster startup and is very useful for extending many of Kyo’s corner combos. If you're feeling lucky, you can use this as an air-to-air, or to attempt to snuff out someones anti-air against you. Max Cancel-able on ground, on hit.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

j.qcb,hcf+A/C j.2141236A/C

- - - - - - - - -

Air flaming wave attack. It mimics the ground version except done in the air now and pushes Kyo back slightly after activation. You will most likely be using this more in Kyo's drive cancels or HD combos. It's start up is a little slow to use as an air to air reliably.

Neo Max Super Special Moves

Ura 121 Shiki • Ama no Murakumo
qcfqcf+AC
236236AC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - - - - - - -

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 5 +3
cr.A 25 3 5 +1
st.A 25 3 5 +3
j.A 45 3 6 -
h.A 40 3 6 -
cl.B 30 3 6 -1
cr.B 30 3 4 +1
st.B 30 3 6 -1
j.B 45 3 5 -
hop B 40 3 5 -
cl.C 70 7 3 0
cr.C 70 7 5 -8
st.C 80 7 10 -9
j.C 72 7 6 -
hop C 70 7 6 -
cl.D 80 7 8 -3
cr.D 80 7 8 -8
st.D 80 7 8 -3
j.D 70 7 8 -
hop D 68 7 8 -
st.CD 75 10 15 -1
j.CD 90 8 13 -
hop CD 80 8 10 -
Naraku Otoshi = j.2C 50 12 8 -
Goufu You (Cancel) 75 4 - -
Goufu You (No Cancel) 60 8 19 -2
88 Shiki1 = df+D 30 4 9 -19 Recover for whiff of 2nd hit
88 Shiki2 42 4 - 11
88 Shiki(2) 45 4 - - 11
Issetsu Seoi Nage = b/f+C/D 100 0 1 - Hard knockdown
GCCD 4 0 13 -15 17 Frame startup vs jump atk?
A Yamibarai = qcf+A 60 4 16 -2 Close
C Yamibarai = qcf+C 60 4 15 -5 Close
A Oniyaki1 = dp+A 55 5 4 -30
A Oniyaki2 25 2 - -
C Oniyaki1 = dp+C 80 4 7 -44
C Oniyaki2、3 25 2 - -
Kototsuki1 = hcb+B 30 0 14 -8
Kototsuki2 135 0 14 -8
B 75 Shiki Kai1-2 = qcf+B 35 4 12 -1
D 75 Shiki Kai1-2 = qcf+D 30 4 18 -3
B Oboroguruma = rdp+B 40 6 10 -11
D Oboroguruma1,2 40 4 13 -
D Oboroguruma3 70 12 - -
EX Yamibarai = qcf+AC 100 0 13 +5 Close
EX Oniyaki1 = dp+AC 70 0 4 -
EX Oniyaki2-10 20 0 - -
EX Kototsuki = hcb+BD 180 0 4 -
EX 75 Shiki Kai1 = qcf+BD 40 0 18 -
EX 75 Shiki Kai2 40 0 - +1
EX Oboroguruma1 = rdp+BD 60 0 10 -
EX Oboroguruma2 60 0 - -
EX Oboroguruma3 100 0 - -
Orochinagi = qcb,hcf+P 210 0 46(17) -20 Freeze 29. w Slight charge 40(11)
Air Orochinagi 180 0 41(12) - Freeze 29
EX Orochinagi1 = qcb,hcf+AC 120 0 38(9) - Freeze 29. w Slight charge (2)
EX Orochinagi2,3 120 0 - -
EX Air Orochinagi1 = air qcb,hcf+AC 100 0 36(7) - Freeze 29
EX Air Orochinagi2,3 100 0 - -
Ama no Murakumo1 = qcf,qcf+AC 45 0 47(7) - Freeze 40
Ama no Murakumo2-10 42 0 - -

Videos, Links & References

Juicy Bits - Kyo


Kyo Combos by GuttsCL


Kyo optimized combos & safe jump set up


Kusanagi Kyo Short Combo vid


Kyo Hit Boxes

Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
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