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{{CharNavbox XIII}}
{{TOClimit|3}}
==Idle==
===Stand===
===Crouch===
===Hop===
===Jump===
===Walk===
===Run===
===Backdash===
===Wake-up===
===Recovery Roll===
==Normals==
===Far Standing Normals===
===Far Standing Normals===
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_farC
====st.A====
| name = Far C
| input = st.C
| input2 = C
| images = Kyo Far C.png
| hitboxes =
| damage = 80
| guard = Mid
| cancel =
| startup = 10
| active = 5
| recovery = 23
| hitadv = -7
| blockadv = -9
| invul =
| display = 250px
}}
 
===Close Standing Normals===
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_sta
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_sta
| name = stand A
| name = stand A
| input = st.A
| input = st.A
| input2 = A
| input2 = 5A
| images = Kyo StandA.png
| images = XIII Kyo st.A.png
| hitboxes =  
| hitboxes =  
| damage = 25
| damage = 25
Line 34: Line 31:
| blockadv = +2
| blockadv = +2
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====st.B====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stb
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stb
| name = stand B
| name = stand B
| input = st.B
| input = st.B
| input2 = B
| input2 = 5B
| images = Kyo StandB.png
| images = XIII Kyo st.B.png
| hitboxes =  
| hitboxes =  
| damage = 30
| damage = 30
Line 51: Line 50:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====st.C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stc
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stc
| name = stand C
| name = stand C
| input = st.C
| input = st.C
| input2 = C
| input2 = 5C
| images = Kyo StandCP2.png
| images = XIII Kyo st.C.png
| hitboxes =  
| hitboxes =  
| damage = 70
| damage = 80
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup = 4
| startup = 10
| active = 3
| active = 5
| recovery = 8
| recovery = 23
| hitadv = +2
| hitadv = -7
| blockadv = +0
| blockadv = -9
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====st.D====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_std
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_std
| name = stand D
| name = stand D
| input = st.D
| input = st.D
| input2 = D
| input2 = 5D
| images = Kyo Stand D.png
| images = XIII Kyo st.D.png
| hitboxes =  
| hitboxes =  
| damage = 80
| damage = 80
Line 85: Line 88:
| blockadv = -3
| blockadv = -3
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
 
===Close Standing Normals===
====cl.C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_clc
| name = close C
| input = cl.C
| images = XIII Kyo cl.C 1.png
| hitboxes =
| damage = 70
| guard = Mid
| cancel =
| startup = 4
| active = 3
| recovery = 8
| hitadv = +2
| blockadv = +0
| invul =
| display = 150px
}}
}}


===Crouch Normals===
===Crouch Normals===
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_crouchA
====cr.A====
| name = Crouch A
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_cra
| input = 2A
| name = crouch A
| input = cr.A
| input2 = 2A
| images = XIII Kyo cr.A.png
| hitboxes =
| damage = 25
| guard = Mid
| cancel =
| startup = 5
| active = 4
| recovery = 8
| hitadv = +3
| blockadv = +1
| invul =
| display = 150px
}}
====cr.B====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_crb
| name = crouch B
| input = cr.B
| input2 = 2B
| images = XIII Kyo cr.B.png
| hitboxes =
| damage = 30
| guard = Low
| cancel =
| startup = 4
| active = 4
| recovery = 8
| hitadv = +3
| blockadv = +1
| invul =
| display = 150px
}}
====cr.C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_crc
| name = crouch C
| input = cr.C
| input2 = 2C
| images = XIII Kyo cr.C 1.png
| hitboxes =
| damage = 70
| guard = Mid
| cancel =
| startup = 5
| active = 5
| recovery = 22
| hitadv = -6
| blockadv = -8
| invul =
| display = 150px
}}
 
====cr.D====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_crd
| name = crouch D
| input = cr.D
| input2 = 2D
| images = XIII Kyo cr.D.png
| hitboxes =
| damage = 80
| guard = Low
| cancel =
| startup = 9
| active = 5
| recovery = 22
| hitadv = SKD
| blockadv = -8
| invul =
| display = 150px
}}
 
===Jump Normals===
====j.A====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_ja
| name = jump A
| input = j.A
| input2 =
| images = XIII_Kyo_j.A.png
| hitboxes =
| damage =
| guard = High
| cancel =
| startup = 6
| active = 7
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
====j.B====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hb
| name = hop B
| header = no
| version = hop B
| orderId = 2
| input = h.B
| images = XIII_Kyo_j.B.png
| hitboxes =
| damage =
| guard = High
| cancel =
| startup = 5
| active = 9
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jb
| name = jump B
| header = yes
| version = jump B
| orderId = 1
| input = j.B
| input2 =  
| input2 =  
| images =  
| images = XIII_Kyo_j.B.png
| hitboxes =
| damage =
| guard = High
| cancel =
| startup = 5
| active = 12
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
 
====j.C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jc
| name = jump C
| input = j.C
| input2 =
| images = XIII_Kyo_j.C.png
| hitboxes =
| damage =
| guard = Overhead
| cancel =
| startup = 6
| active = 5
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
====j.D====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jd
| name = jump D
| input = j.D
| input2 =
| images = XIII_Kyo_j.D.png
| hitboxes =
| damage =
| guard = High
| cancel =
| startup = 8
| active = 5
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
 
===Blowback Normals===
====st.CD====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stcd
| name = stand CD
| input = st.CD
| input2 = CD
| images = XIII_Kyo_st.CD.png
| hitboxes =
| damage =
| guard = Mid
| cancel =
| startup = 15
| active = 6
| recovery = 18
| hitadv = SKD
| blockadv = -1
| invul =
| display = 150px
}}
====j.CD====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jcd
| name = jump CD
| input = j.CD
| input2 =
| images = XIII_Kyo_j.CD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
| guard = Mid
| guard = Mid
| cancel =
| startup = 13
| active = 10
| recovery =
| hitadv = SKD
| blockadv =
| invul =
| display = 150px
}}
==Throws==
====C/D throw====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_throw
| name = Issetsu Seoi Nage
| input = b/f+C/D when close to the opponent
| input2 = 4/6C/D when close to the opponent
| images = XIII Kyo Throw.png
| hitboxes =
| damage =
| guard =
| cancel =  
| cancel =  
| startup =  
| startup =  
| active =  
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
 
==Command Normals==
====f+B====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rawf+b
| name = Ge Shiki • Gofu Yo
| version = Raw
| orderId = 1
| input = f+B
| input2  = 6B
| images = XIII_Kyo_raw_f+B.png
| hitboxes =
| damage =
| guard = High
| cancel =
| startup = 19
| active = 2
| recovery = 19
| hitadv = 0
| blockadv = -2
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_cancelf+b
| name = Ge Shiki • Gofu Yo
| version = Canceled into
| orderId = 2
| header = no
| input = f+B
| input2  = 6B
| images = XIII_Kyo_raw_f+B.png
| hitboxes =
| damage =
| guard = Mid
| cancel =
| startup = 21
| active = 2
| recovery = 19
| hitadv = 0
| blockadv = -2
| invul =
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_crouchB
 
| name = Crouch B
====df+D====
| input = 2B
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_df+d
| input2 =  
| name = 88 Shiki
| images =  
| input = df+D
| input2 = 3D
| images = XIII_Kyo_df+D_1.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
| guard = Low
| guard = Low
| cancel =
| startup = 9
| active = 2,(6),3
| recovery = 27
| hitadv = -9
| blockadv = -11
| invul =
| display = 150px
}}
====j.d+C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jd+c
| name = Ge Shiki • Naraku Otoshi
| input = j.d+C
| input2 = j.2C
| images = XIII_Kyo_j.d+C.png
| hitboxes =
| damage =
| guard = High
| cancel =
| startup = 8
| active = 4
| recovery =
| hitadv = HKD on airborne opponent
| blockadv =
| invul =
| display = 150px
}}
==Special Moves==
====qcf+P====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+a
| name = 108 Shiki • Yamibarai
| version = qcf+A
| version2  = 236A
| orderId = 1
| input = qcf+A
| input2 = 236A
| images = XIII Kyo QCF+P.png
| hitboxes =
| damage = 60
| guard = Mid
| cancel =
| startup = 16
| active =
| recovery = 30
| hitadv = +1
| blockadv = -2
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+c
| name = 108 Shiki • Yamibarai
| version = qcf+C
| version2  = 236C
| orderId = 2
| header = no
| input = qcf+C
| input2 = 236C
| images = XIII Kyo QCF+P.png
| hitboxes =
| damage = 60
| guard = Mid
| cancel =
| startup = 15
| active =
| recovery = 33
| hitadv = -2
| blockadv = -5
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+ac
| name = 108 Shiki • Yamibarai
| version = qcf+AC
| version2  = 236AC
| orderId = 3
| header = no
| input = qcf+AC
| input2 = 236AC
| images = XIII Kyo QCF+P.png
| hitboxes =
| damage = 100
| guard = Mid
| cancel =
| startup = 13
| active =
| recovery = 27
| hitadv = SKD
| blockadv = +5
| invul =
| display = 150px
}}
====dp+P====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+a
| name = 100 Shiki • Oniyaki
| version = dp+A
| version2  = 623A
| orderId = 1
| input = dp+a
| input2 = 623A
| images = XIII Kyo DP+P.png
| hitboxes =
| damage = 55+23 (78)
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup =  
| active =  
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+c
| name = 100 Shiki • Oniyaki
| version = dp+C
| version2  = 623C
| orderId = 2
| header = no
| input = dp+c
| input2 = 623C
| images = XIII Kyo DP+P.png
| hitboxes =
| damage = 80+25x2 (125)
| guard = Mid
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+ac
| name = 100 Shiki • Oniyaki
| version = dp+AC
| version2  = 623AC
| orderId = 3
| header = no
| input = dp+ac
| input2 = 623AC
| images = XIII Kyo DP+P.png
| hitboxes =
| damage = 70+19+18+17+16+15+14+13+12+11 (205)
| guard = Mid
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
 
====hcb+K====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+b
| name = 212 Shiki • Kototsuki Yo
| version = hcb+B
| version2  = 63214B
| orderId = 1
| input = hcb+B
| input2 = 63214B
| images = XIII Kyo HCB+K.png
| hitboxes =
| damage = 30+128 (158)
| guard = Mid
| cancel =
| startup = 14
| active =
| recovery =
| hitadv =
| blockadv = -8
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+d
| name = 212 Shiki • Kototsuki Yo
| version = hcb+D
| version2  = 63214D
| orderId = 2
| header = no
| input = hcb+D
| input2 = 63214D
| images = XIII Kyo HCB+K.png
| hitboxes =
| damage = 30+128 (158)
| guard = Mid
| cancel =
| startup = 14
| active =
| recovery =
| hitadv =
| blockadv = -8
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+bd
| name = 212 Shiki • Kototsuki Yo
| version = hcb+BD
| version2  = 63214BD
| orderId = 2
| header = no
| input = hcb+BD
| input2 = 63214BD
| images = XIII Kyo HCB+K.png
| hitboxes =
| damage = 180
| guard =
| cancel =
| startup = 4
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
 
====rdp+K====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+b
| name = 101 Shiki • Oboroguruma
| version = rdp+B
| version2  = 421B
| orderId = 1
| input = rdp+b
| input2 = 421B
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| hitboxes =
| damage = 40
| guard = Mid
| cancel =
| startup = 10
| active =
| recovery =
| hitadv =
| blockadv = -11
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+d
| name = 101 Shiki • Oboroguruma
| version = rdp+D
| version2  = 421D
| orderId = 2
| header    = no
| input = rdp+d
| input2 = 421D
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| hitboxes =
| damage = 40+38+63 (141)
| guard = Mid
| cancel =
| startup = -13
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+bd
| name = 101 Shiki • Oboroguruma
| version = rdp+BD
| version2  = 421BD
| orderId = 3
| header    = no
| input = rdp+bd
| input2 = 421BD
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| hitboxes =
| damage = 60+57+90
| guard = Mid
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
 
====qcf+K====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+b
| name = 75 Shiki • Kai
| version = qcf+b
| version2  = 236B
| orderId = 1
| input = qcf+b
| input2 = 236B
| images = XIII Kyo QCF+K.png
| hitboxes =
| damage = 35+33
| guard = Mid
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+d
| name = 75 Shiki • Kai
| version = qcf+d
| version2  = 236d
| orderId = 2
| header    = no
| input = qcf+d
| input2 = 236D
| images = XIII Kyo QCF+K.png
| hitboxes =
| damage = 30+28
| guard = Mid
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+bd
| name = 75 Shiki • Kai
| version = qcf+bd
| version2  = 236BD
| orderId = 3
| header    = no
| input = qcf+bd
| input2 = 236BD
| images = XIII Kyo QCF+K.png
| hitboxes =
| damage = 40+38
| guard = Mid
| cancel =
| startup =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_crouchC
 
| name = Crouch C
==Super Special Moves==
| input = 2C
====qcb,hcf+p====
| input2 =  
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcbhcf+p
| images =  
| name = Ura 108 Shiki • Orochinagi
| version = qcb,hcf+A/C
| version2  = 2141236A/C
| orderId = 1
| input = qcb,hcf+A/C
| input2 = 2141236A/C
| images = XIII Kyo QCBHCF+P.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
| guard =
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcbhcf+ac
| name = Ura 108 Shiki • Orochinagi
| version = qcb,hcf+AC
| version2  = 2141236AC
| orderId = 2
| input = qcb,hcf+AC
| input2 = 2141236AC
| images = XIII Kyo QCBHCF+P.png
| hitboxes =
| damage = 210 / 120 x3
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup =  
| active =  
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_j_qcbhcf+p
| name = Ura 108 Shiki • Orochinagi
| version = j.qcb,hcf+A/C
| version2  = j.2141236A/C
| orderId = 3
| input = j.qcb,hcf+A/C
| input2 = j.2141236A/C
| images = XIII Kyo j.QCBHCF+P.png
| hitboxes =
| damage =
| guard =
| cancel =
| startup =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_crouchD
 
| name = Crouch D
==Neo Max Super Special Moves==
| input = 2D
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcfqcf+ac
| input2 =  
| name = Ura 121 Shiki • Ama no Murakumo
| images =  
| input = qcfqcf+AC
| input2 = 236236AC
| images = XIII Kyo QCFQCF+AC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
| guard = Low
| guard =  
| cancel =  
| cancel =  
| startup =  
| startup =  
| active =  
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


===Jump Normals===
{{CharNavbox XIII}}
===Blowback Normals===
{{Navbox XIII}}
===Throws===
[[Category:The King of Fighters XIII]][[Category:Kyo Kusanagi]]
===Command Normals===
===Special Moves===
===Desperation Moves===
===Super Desperation Moves===
===Neo Max===

Latest revision as of 09:19, 25 August 2023

The King of Fighters XIII

OverviewStrategyDataCombos

Idle

Stand

Crouch

Hop

Jump

Walk

Run

Backdash

Wake-up

Recovery Roll

Normals

Far Standing Normals

st.A

Kyo Kusanagi
kyo_sta
st.A
5A
stand 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 his. 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 when matching the frame range.
25Mid-547+4+2-


st.B

Kyo Kusanagi
kyo_stb
st.B
5B
stand B
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 his. 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 when matching the frame range.
30Low-6311+1-1-


st.C

Kyo Kusanagi
kyo_stc
st.C
5C
stand 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 his. 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 when matching the frame range.
80Mid-10523-7-9-


st.D

Kyo Kusanagi
kyo_std
st.D
5D
stand 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 his. 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 when matching the frame range.
80Mid-8517-1-3-


Close Standing Normals

cl.C

Kyo Kusanagi
kyo_clc
cl.C
cl.C
close 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 his. 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 when matching the frame range.
70Mid-438+2+0-


Crouch Normals

cr.A

Kyo Kusanagi
kyo_cra
cr.A
2A
crouch 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 his. 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 when matching the frame range.
25Mid-548+3+1-


cr.B

Kyo Kusanagi
kyo_crb
cr.B
2B
crouch B
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 his. 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 when matching the frame range.
30Low-448+3+1-


cr.C

Kyo Kusanagi
kyo_crc
cr.C
2C
crouch 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 his. 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 when matching the frame range.
70Mid-5522-6-8-


cr.D

Kyo Kusanagi
kyo_crd
cr.D
2D
crouch 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 his. 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 when matching the frame range.
80Low-9522SKD-8-


Jump Normals

j.A

Kyo Kusanagi
kyo_ja
j.A
j.A
jump 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 his. 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 when matching the frame range.
-High-67----


j.B

Kyo Kusanagi
kyo_hb
h.B
h.B
hop B
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 his. 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 when matching the frame range.
-High-59----



Kyo Kusanagi
kyo_jb
j.B
j.B
jump B
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 his. 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 when matching the frame range.
-High-512----


j.C

Kyo Kusanagi
kyo_jc
j.C
j.C
jump 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 his. 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 when matching the frame range.
-Overhead-65----


j.D

Kyo Kusanagi
kyo_jd
j.D
j.D
jump 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 his. 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 when matching the frame range.
-High-85----


Blowback Normals

st.CD

Kyo Kusanagi
kyo_stcd
st.CD
CD
stand 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 his. 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 when matching the frame range.
-Mid-15618SKD-1-


j.CD

Kyo Kusanagi
kyo_jcd
j.CD
j.CD
jump 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 his. 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 when matching the frame range.
-Mid-1310-SKD--


Throws

C/D throw

Kyo Kusanagi
kyo_throw
b/f+C/D when close to the opponent
4/6C/D when close to the opponent
Issetsu Seoi Nage
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 his. 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 when matching the frame range.
---------


Command Normals

f+B

Kyo Kusanagi
kyo_rawf+b
f+B
6B
Ge Shiki • Gofu Yo
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 his. 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 when matching the frame range.
-High-192190-2-



Kyo Kusanagi
kyo_cancelf+b
f+B
6B
Ge Shiki • Gofu Yo
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 his. 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 when matching the frame range.
-Mid-212190-2-


df+D

Kyo Kusanagi
kyo_df+d
df+D
3D
88 Shiki
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 his. 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 when matching the frame range.
-Low-92,(6),327-9-11-


j.d+C

Kyo Kusanagi
kyo_jd+c
j.d+C
j.2C
Ge Shiki • Naraku Otoshi
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 his. 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 when matching the frame range.
-High-84-HKD on airborne opponent--


Special Moves

qcf+P

Kyo Kusanagi
kyo_qcf+a
qcf+A
236A
108 Shiki • Yamibarai
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 his. 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 when matching the frame range.
60Mid-16-30+1-2-



Kyo Kusanagi
kyo_qcf+c
qcf+C
236C
108 Shiki • Yamibarai
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 his. 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 when matching the frame range.
60Mid-15-33-2-5-



Kyo Kusanagi
kyo_qcf+ac
qcf+AC
236AC
108 Shiki • Yamibarai
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 his. 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 when matching the frame range.
100Mid-13-27SKD+5-


dp+P

Kyo Kusanagi
kyo_dp+a
dp+a
623A
100 Shiki • Oniyaki
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 his. 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 when matching the frame range.
55+23 (78)Mid-------



Kyo Kusanagi
kyo_dp+c
dp+c
623C
100 Shiki • Oniyaki
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 his. 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 when matching the frame range.
80+25x2 (125)Mid-------



Kyo Kusanagi
kyo_dp+ac
dp+ac
623AC
100 Shiki • Oniyaki
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 his. 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 when matching the frame range.
70+19+18+17+16+15+14+13+12+11 (205)Mid-------


hcb+K

Kyo Kusanagi
kyo_hcb+b
hcb+B
63214B
212 Shiki • Kototsuki Yo
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 his. 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 when matching the frame range.
30+128 (158)Mid-14----8-



Kyo Kusanagi
kyo_hcb+d
hcb+D
63214D
212 Shiki • Kototsuki Yo
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 his. 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 when matching the frame range.
30+128 (158)Mid-14----8-



Kyo Kusanagi
kyo_hcb+bd
hcb+BD
63214BD
212 Shiki • Kototsuki Yo
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 his. 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 when matching the frame range.
180--4-----


rdp+K

Kyo Kusanagi
kyo_rdp+b
rdp+b
421B
101 Shiki • Oboroguruma

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 his. 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 when matching the frame range.
40Mid-10----11-



Kyo Kusanagi
kyo_rdp+d
rdp+d
421D
101 Shiki • Oboroguruma

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 his. 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 when matching the frame range.
40+38+63 (141)Mid--13-----



Kyo Kusanagi
kyo_rdp+bd
rdp+bd
421BD
101 Shiki • Oboroguruma

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 his. 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 when matching the frame range.
60+57+90Mid-------


qcf+K

Kyo Kusanagi
kyo_qcf+b
qcf+b
236B
75 Shiki • Kai
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 his. 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 when matching the frame range.
35+33Mid-------



Kyo Kusanagi
kyo_qcf+d
qcf+d
236D
75 Shiki • Kai
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 his. 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 when matching the frame range.
30+28Mid-------



Kyo Kusanagi
kyo_qcf+bd
qcf+bd
236BD
75 Shiki • Kai
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 his. 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 when matching the frame range.
40+38Mid-------


Super Special Moves

qcb,hcf+p

Kyo Kusanagi
kyo_qcbhcf+p
qcb,hcf+A/C
2141236A/C
Ura 108 Shiki • Orochinagi
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 his. 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 when matching the frame range.
---------



Kyo Kusanagi
kyo_qcbhcf+ac
qcb,hcf+AC
2141236AC
Ura 108 Shiki • Orochinagi
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 his. 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 when matching the frame range.
210 / 120 x3Mid-------



Kyo Kusanagi
kyo_j_qcbhcf+p
j.qcb,hcf+A/C
j.2141236A/C
Ura 108 Shiki • Orochinagi
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 his. 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 when matching the frame range.
---------


Neo Max Super Special Moves

Kyo Kusanagi
kyo_qcfqcf+ac
qcfqcf+AC
236236AC
Ura 121 Shiki • Ama no Murakumo
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 his. 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 when matching the frame range.
---------


The King of Fighters XIII

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The King of Fighters XIII
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