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The King of Fighters '94/Kyo Kusanagi/Data: Difference between revisions

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Line 16: Line 16:
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = SP
| cancel = 5A, 2A, SP
| startup = 3
| startup = 3
| active = 4
| active = 3
| recovery = 5
| recovery = 4
| hitadv = +2
| hitadv = +4
| blockadv = +5
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 34: Line 34:
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Low
| cancel = 5B, 2B, SP
| cancel = SP
| startup = 3
| startup = 3
| active = 4
| active = 4
| recovery = 5
| recovery = 4
| hitadv = +2
| hitadv = +3
| blockadv = +5
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 50: Line 50:
| images = KOF94 Kyo clC.png
| images = KOF94 Kyo clC.png
| hitboxes =  
| hitboxes =  
| damage = 27-34
| damage = 31-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = SP
| cancel = SP
| startup = 4
| startup = 2
| active = 8
| active = 10
| recovery = 14
| recovery = 6
| hitadv = -1
| hitadv = +4
| blockadv = +1
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 74: Line 74:
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = SP
| cancel = SP(first hit only)
| startup = 6
| startup = 4
| active = 8
| active = 4(4)7
| recovery = 16
| recovery = 11
| hitadv = -3
| hitadv = +4
| blockadv = -1
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 91: Line 91:
| images = KOF94 Kyo fA.png
| images = KOF94 Kyo fA.png
| hitboxes =  
| hitboxes =  
| damage = 9-12
| damage = 10-13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N/A
| cancel = 5A, 2A
| startup = 3
| startup = 3
| active = 4
| active = 3
| recovery = 5
| recovery = 4
| hitadv = +2
| hitadv = +4
| blockadv = +5
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 116: Line 116:
| cancel = N/A
| cancel = N/A
| startup = 6
| startup = 6
| active = 4
| active = 3
| recovery = 8
| recovery = 5
| hitadv = -1
| hitadv = +3
| blockadv = +2
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 129: Line 129:
| images = KOF94 Kyo fC.png
| images = KOF94 Kyo fC.png
| hitboxes =  
| hitboxes =  
| damage = 26-33
| damage = 30-38
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = N/A
| startup = 7
| startup = 8
| active = 8
| active = 8
| recovery = 23
| recovery = 7
| hitadv = -10
| hitadv = +6
| blockadv = -8
| blockadv = +8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 148: Line 148:
| images = KOF94 Kyo fD.png
| images = KOF94 Kyo fD.png
| hitboxes =  
| hitboxes =  
| damage = 33-42
| damage = 37-44
| counter =  
| counter =  
| stun  =  
| stun  =  
Line 155: Line 155:
| startup = 8
| startup = 8
| active = 8
| active = 8
| recovery = 18
| recovery = 17
| hitadv = -5
| hitadv = -4
| blockadv = -3
| blockadv = -2
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 172: Line 172:
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = SP
| cancel =  
| startup = 5
| startup = 12
| active = 8
| active = 2
| recovery = 25
| recovery = 23
| hitadv = KD (+56)
| hitadv = KD (+74)
| blockadv = -10
| blockadv = -2
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 189: Line 189:
| images = KOF94 Kyo 2A.png
| images = KOF94 Kyo 2A.png
| hitboxes =  
| hitboxes =  
| damage = 9-12
| damage = 9-11
| counter =  
| counter =  
| stun  =  
| stun  =  
Line 195: Line 195:
| cancel = 5A, 2A, SP
| cancel = 5A, 2A, SP
| startup = 3
| startup = 3
| active = 4
| active = 3
| recovery = 5
| recovery = 3
| hitadv = +2
| hitadv = +5
| blockadv = +5
| blockadv = +8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 212: Line 212:
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = N/A
| cancel = 5B, 2B, SP
| startup = 6
| startup = 3
| active = 5
| active = 3
| recovery = 5
| recovery = 4
| hitadv = +1
| hitadv = +4
| blockadv = +4
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 227: Line 227:
| images = KOF94 Kyo 2C.png
| images = KOF94 Kyo 2C.png
| hitboxes =  
| hitboxes =  
| damage = 30-40
| damage = 33-41
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = SP
| cancel = SP
| startup = 5
| startup = 3
| active = 10
| active = 4
| recovery = 10
| recovery = 19
| hitadv = +1
| hitadv = -2
| blockadv = +3
| blockadv = 0
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 247: Line 247:
| images = KOF94 Kyo 2D.png
| images = KOF94 Kyo 2D.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 27-34 per hit
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = N/A
| cancel = N/A
| startup = 6
| startup = 5
| active = 8
| active = 3(10)3
| recovery = 16
| recovery = 17
| hitadv = KD (+43)
| hitadv = KD (+32)  
| blockadv = -1
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 268: Line 268:
| images = KOF94 Kyo njA.png
| images = KOF94 Kyo njA.png
| hitboxes =  
| hitboxes =  
| damage = 9-12
| damage = 11-13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 3
| startup = 5
| active = Until landing  
| active = Until landing  
| recovery = 3 landing
| recovery = 3 landing
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 287: Line 287:
| images = KOF94 Kyo jA.png
| images = KOF94 Kyo jA.png
| hitboxes =  
| hitboxes =  
| damage = 9-12
| damage = 11-13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 3
| startup = 4
| active = Until landing  
| active = Until landing  
| recovery = 3 landing
| recovery = 3 landing
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 306: Line 306:
| images = KOF94 Kyo njB.png
| images = KOF94 Kyo njB.png
| hitboxes =  
| hitboxes =  
| damage = 11-14
| damage = 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 3
| startup = 4
| active = Until landing
| active = Until landing
| recovery = 3 landing
| recovery = 3 landing
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 325: Line 325:
| images = KOF94 Kyo jB.png
| images = KOF94 Kyo jB.png
| hitboxes =  
| hitboxes =  
| damage = 11-14
| damage = 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 3
| startup = 4
| active = Until landing  
| active = Until landing  
| recovery = 3 landing
| recovery = 3 landing
Line 349: Line 349:
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup =  
| startup = 4
| active =  
| active = 8
| recovery = Until landing + 3
| recovery = Until landing + 3
| hitadv =  
| hitadv =  
Line 363: Line 363:
| images = KOF94 Kyo jD.png
| images = KOF94 Kyo jD.png
| hitboxes =  
| hitboxes =  
| damage = 33-42
| damage = 34-44
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup =  
| startup = 4
| active =  
| active = 8
| recovery = Until landing + 3
| recovery = Until landing + 3
| hitadv =  
| hitadv =  
Line 382: Line 382:
| images = KOF94 Kyo fjD.png
| images = KOF94 Kyo fjD.png
| hitboxes =  
| hitboxes =  
| damage = 29-38
| damage = 32-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 2
| startup = 6
| active = 8
| active = 8
| recovery = Until landing + 3
| recovery = Until landing + 3
Line 399: Line 399:
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_jcd
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_jcd
| name = Jumping CD
| name = Jumping CD
| input = nj.CD
| input = j.CD
| images = KOF94 Kyo jD.png
| images = KOF94 Kyo jD.png
| hitboxes =  
| hitboxes =  
| damage = 33-42
| damage = 34-44
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N/A
| cancel = N/A
| startup = 2
| startup = 4
| active = 8
| active = 8
| recovery = Until landing + 3
| recovery = Until landing + 3
| hitadv =  
| hitadv = KD
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====j.CD====
====fj.CD====
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_fjcd
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_fjcd
| name = Forward Jump CD
| name = Forward Jump CD
| input = j.CD
| input = fj.CD
| images = KOF94 Kyo fjD.png
| images = KOF94 Kyo fjD.png
| hitboxes =  
| hitboxes =  
| damage = 29-38
| damage = 32-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High  
| guard = High
| cancel = N/A
| cancel = N/A
| startup =
| startup = 6
| active =  
| active = 8
| recovery = Until landing + 3
| recovery = Until landing + 3
| hitadv =  
| hitadv = KD
| blockadv =  
| blockadv =  
| invul =  
| invul =  
Line 441: Line 441:
| images = KOF94 Kyo 6D.png
| images = KOF94 Kyo 6D.png
| hitboxes =  
| hitboxes =  
| damage =
| damage = 25-28, 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High  
| guard = High  
| cancel = N/A
| cancel = N/A
| startup =
| startup = 13
| active    =  
| active    = 12
| recovery =  
| recovery = 12
| hitadv =  
| hitadv = -1
| blockadv =  
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 461: Line 461:
| images = KOF94 Kyo j2C.png
| images = KOF94 Kyo j2C.png
| hitboxes =  
| hitboxes =  
| damage =
| damage = 26-31
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High  
| guard = High  
| cancel = N/A
| cancel = N/A
| startup =
| startup = 4
| active    =  
| active    = 6
| recovery = Until landing + 3
| recovery = Until landing + 3
| hitadv =  
| hitadv = KD
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
===Defensive Attack===
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = kyo_defensiveattack
| name    = Defensive Attack
| input    = 6A/B while blocking
| images  = KOF94 Kyo DefensiveAttack.png
| hitboxes =
| damage  = 0
| counter  =
| stun    =
| guard    = Mid
| cancel  = N/A
| startup  = 11
| active  = 11
| recovery = 11
| hitadv  = -2
| blockadv = 0
| invul    = 1-32 low profile
| display  = 200px
}}
}}


Line 478: Line 498:
===Hatsugane===
===Hatsugane===
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_throw
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_throw
| name = Front Suplex
| name = Hatsugane
| input = 4/6 C/D when close
| input = 4/6 C/D when close
| images = KOF94_Kyo_Throw.png
| images = KOF94_Kyo_Throw.png
| hitboxes =  
| hitboxes =  
| damage = 30-49
| damage = 20-26, 9-14
| counter =  
| counter =  
| stun  =  
| stun  =  
Line 490: Line 510:
| active = 1
| active = 1
| recovery = 0
| recovery = 0
| hitadv = KD (+58)
| hitadv = KD (+72)
| blockadv = N/A
| blockadv = N/A
| invul =  
| invul =  
Line 504: Line 524:
| input =
| input =
| input2  =  
| input2  =  
| images = KOF94 Kyo 236A.png
| images = KOF94 Kyo 236A.png
| hitboxes =  
| hitboxes =  
| damage =
| damage = 25-31
| guard =
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 15
| active =
| active = Projectile
| recovery =
| recovery = 40
| hitadv =
| hitadv = -4
| blockadv =  
| blockadv = -2
| invul =  
| invul =  
}}
}}
Line 524: Line 544:
| images =  KOF94 Kyo 236A.png
| images =  KOF94 Kyo 236A.png
| hitboxes =  
| hitboxes =  
| damage =
| damage = 25-31
| guard =
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 15
| active =
| active = Projectile
| recovery =
| recovery = 45
| hitadv =
| hitadv = -4
| blockadv =  
| blockadv = -2
| invul =  
| invul =  
}}
}}
Line 544: Line 564:
| images =  KOF94 Kyo 623A.png
| images =  KOF94 Kyo 623A.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-38
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 7
| active =
| active = 15
| recovery =
| recovery = 24
| hitadv =  
| hitadv = KD (+68)
| blockadv =
| blockadv = -11
| invul =
| invul = 1-9 full, 10-14 lower body
}}
}}
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_623c
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_623c
Line 563: Line 583:
| images = KOF94 Kyo 623A.png
| images = KOF94 Kyo 623A.png
| hitboxes =
| hitboxes =
| damage =
| damage = 30-38, 20-23
| guard =
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 7
| active =
| active = 21
| recovery =
| recovery = 28
| hitadv =
| hitadv = KD (+61)
| blockadv =  
| blockadv = -21
| invul =
| invul = 1-9 full, 10-14 lower body
}}
}}


Line 583: Line 603:
| images =  KOF94 Kyo 421B.png
| images =  KOF94 Kyo 421B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 28-35
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 13
| active =
| active = 6
| recovery =
| recovery = 29
| hitadv =  
| hitadv = KD (+72)
| blockadv =
| blockadv = -14
| invul =
| invul = 1-9 full, 10-12 lower body
}}
}}
{{MoveData-KOF94 | character = Kyo Kusanagi| moveId = Kyo_421d
{{MoveData-KOF94 | character = Kyo Kusanagi| moveId = Kyo_421d
Line 602: Line 622:
| images = KOF94 Kyo 421D.png
| images = KOF94 Kyo 421D.png
| hitboxes =
| hitboxes =
| damage =
| damage = 28-35, 12-21, 14-23
| guard =
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 13
| active =
| active = 5(7)5(11)3
| recovery =
| recovery = 24
| hitadv =
| hitadv = KD (+62)
| blockadv =  
| blockadv = -28
| invul =
| invul = 1-19 full, 10-12 lower body
}}
}}


Line 617: Line 637:
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_2141236c
{{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_2141236c
| name = Ura 108 Shiki Orochinagi
| name = Ura 108 Shiki Orochinagi
| version = 2141236C
| input = 21416C
| orderId = 1
| input =
| input2  =  
| input2  =  
| images =  KOF94 Kyo 2141236C.png
| images =  KOF94 Kyo 2141236C.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 101-112
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 35
| active =
| active = 11
| recovery =
| recovery = 28
| hitadv =  
| hitadv = KD (+83)
| blockadv =
| blockadv = -2
| invul =
| invul = 2-31 above shins
}}
}}
{{Navbox '94}}
[[Category:Kyo Kusanagi]][[Category:The King of Fighters '94]]

Latest revision as of 01:45, 1 October 2023

The King of Fighters '94

OverviewStrategyDataCombos

Idle

Normals

Close Standing Normals

cl.A

Kyo Kusanagi
Kyo_cla
cl.A
cl.A
Close 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.
2 is about 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 cancelable. If not, 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.
9-12Mid5A, 2A, SP334+4+7-


cl.B

Kyo Kusanagi
Kyo_clb
cl.B
cl.B
Close 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.
2 is about 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 cancelable. If not, 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.
12-15LowSP344+3+6-


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.
2 is about 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 cancelable. If not, 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.
31-39MidSP2106+4+6-


cl.D

Kyo Kusanagi
Kyo_cld
cl.D
cl.D
Close 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.
2 is about 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 cancelable. If not, 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.
32-41MidSP(first hit only)44(4)711+4+6-


Far Standing Normals

Far A

Kyo Kusanagi
Kyo_fa
f.A
f.A
Far 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.
2 is about 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 cancelable. If not, 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.
10-13Mid5A, 2A334+4+7-


Far B

Kyo Kusanagi
Kyo_fb
f.B
f.B
Far 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.
2 is about 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 cancelable. If not, 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.
11-14MidN/A635+3+6-


Far C

Kyo Kusanagi
Kyo_fc
f.C
f.C
Far 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.
2 is about 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 cancelable. If not, 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.
30-38MidN/A887+6+8-


Far D

Kyo Kusanagi
Kyo_fd
f.D
f.D
Far 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.
2 is about 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 cancelable. If not, 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.
37-44MidN/A8817-4-2-


Standing CD

Kyo Kusanagi
Kyo_cd
5CD
5CD
Standing 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.
2 is about 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 cancelable. If not, 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.
30-47Mid-12223KD (+74)-2-


Crouching Normals

2A

Kyo Kusanagi
Kyo_2a
2A
2A
Crouching 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.
2 is about 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 cancelable. If not, 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.
9-11Mid5A, 2A, SP333+5+8-


2B

Kyo Kusanagi
Kyo_2b
2B
2B
Crouching 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.
2 is about 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 cancelable. If not, 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.
9-12Low5B, 2B, SP334+4+7-


2C

Kyo Kusanagi
Kyo_2c
2C
2C
Crouching 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.
2 is about 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 cancelable. If not, 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.
33-41MidSP3419-20-


2D

Kyo Kusanagi
Kyo_2d
2D
2D
Crouching 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.
2 is about 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 cancelable. If not, 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.
27-34 per hitLowN/A53(10)317KD (+32)+1-


Jumping Normals

nj.A

Kyo Kusanagi
Kyo_nja
nj.A
nj.A
Neutral 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.
2 is about 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 cancelable. If not, 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.
11-13HighN/A5Until landing3 landing---


j.A

Kyo Kusanagi
Kyo_ja
j.A
j.A
Jumping 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.
2 is about 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 cancelable. If not, 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.
11-13HighN/A4Until landing3 landing---


nj.B

Kyo Kusanagi
Kyo_njb
nj.B
nj.B
Neutral 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.
2 is about 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 cancelable. If not, 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.
12-15HighN/A4Until landing3 landing---


j.B

Kyo Kusanagi
Kyo_jb
j.B
j.B
Jumping 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.
2 is about 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 cancelable. If not, 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.
12-15HighN/A4Until landing3 landing---


j.C

Kyo Kusanagi
Kyo_jc
j.C
j.C
Jumping 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.
2 is about 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 cancelable. If not, 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.
30-39HighN/A48Until landing + 3---


j.D

Kyo Kusanagi
Kyo_jd
j.D
j.D
Jumping 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.
2 is about 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 cancelable. If not, 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.
34-44HighN/A48Until landing + 3---


fj.D

Kyo Kusanagi
Kyo_fjd
fj.D
fj.D
Forward 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.
2 is about 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 cancelable. If not, 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.
32-39HighN/A68Until landing + 3---


j.CD

Kyo Kusanagi
Kyo_jcd
j.CD
j.CD
Jumping 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.
2 is about 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 cancelable. If not, 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.
34-44HighN/A48Until landing + 3KD--


fj.CD

Kyo Kusanagi
Kyo_fjcd
fj.CD
fj.CD
Forward 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.
2 is about 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 cancelable. If not, 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.
32-39HighN/A68Until landing + 3KD--


6D

Kyo Kusanagi
Kyo_6d
6D
6D
Ke-Shiki Goufu You
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.
2 is about 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 cancelable. If not, 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.
25-28, 12-15HighN/A131212-1+1-


j.2C

Kyo Kusanagi
Kyo_j2c
j.2C
j.2C
Ge-Shiki Nakaru 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.
2 is about 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 cancelable. If not, 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.
26-31HighN/A46Until landing + 3KD--


Defensive Attack

Kyo Kusanagi
kyo_defensiveattack
6A/B while blocking
6A/B while blocking
Defensive Attack
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.
2 is about 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 cancelable. If not, 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.
0MidN/A111111-201-32 low profile


Throws

Hatsugane

Kyo Kusanagi
Kyo_throw
4/6 C/D when close
4/6 C/D when close
Hatsugane
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.
2 is about 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 cancelable. If not, 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.
20-26, 9-14Throw-110KD (+72)N/A-


Special Moves

108 Shiki Yami Barai

Kyo Kusanagi
Kyo_236a
108 Shiki Yami Barai
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.
2 is about 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 cancelable. If not, 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.
25-31MidN/A15Projectile40-4-2-



Kyo Kusanagi
Kyo_236c
108 Shiki Yami Barai
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.
2 is about 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 cancelable. If not, 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.
25-31MidN/A15Projectile45-4-2-


100 Shiki Oniyaki

Kyo Kusanagi
Kyo_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.
2 is about 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 cancelable. If not, 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.
30-38MidN/A71524KD (+68)-111-9 full, 10-14 lower body



Kyo Kusanagi
Kyo_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.
2 is about 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 cancelable. If not, 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.
30-38, 20-23MidN/A72128KD (+61)-211-9 full, 10-14 lower body


101 Shiki Oboro Guruma

Kyo Kusanagi
Kyo_421b
101 Shiki Oboro Guruma
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.
2 is about 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 cancelable. If not, 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.
28-35MidN/A13629KD (+72)-141-9 full, 10-12 lower body



Kyo Kusanagi
Kyo_421d
101 Shiki Oboro Guruma
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.
2 is about 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 cancelable. If not, 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.
28-35, 12-21, 14-23MidN/A135(7)5(11)324KD (+62)-281-19 full, 10-12 lower body


Desperation Moves

Ura 108 Shiki Orochinagi

Kyo Kusanagi
Kyo_2141236c
21416C
21416C
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.
2 is about 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 cancelable. If not, 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.
101-112MidN/A351128KD (+83)-22-31 above shins


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