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The King of Fighters XIII/Kyo Kusanagi: Difference between revisions
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_sta | |moveId=kyo_sta | ||
|display= 100px | |||
|description= | |description= | ||
Cancellable. Standard punch attack. Fast and stops a lot of short hops. It's okay from time to time in mid-range to throw this out to stop hops in advance if your opponent is really hop twitchy, especially if they are cornered. Disadvantages for this jab is that it lacks horizonal range and that it whiffs completely on crouching opponents. | Cancellable. Standard punch attack. Fast and stops a lot of short hops. It's okay from time to time in mid-range to throw this out to stop hops in advance if your opponent is really hop twitchy, especially if they are cornered. Disadvantages for this jab is that it lacks horizonal range and that it whiffs completely on crouching opponents. | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_stb | |moveId=kyo_stb | ||
|display= 140px | |||
|description= | |description= | ||
Special cancellable. A quick standing, low kick. Unlike previous years, Kyo had the ability to cancel this kick into his other normals, like his df+D for example. Now that ability has been removed, it is a little less useful. You can now only cancel this kick into his specials, like qcf+K for example (more importantly the B version of that move). | Special cancellable. A quick standing, low kick. Unlike previous years, Kyo had the ability to cancel this kick into his other normals, like his df+D for example. Now that ability has been removed, it is a little less useful. You can now only cancel this kick into his specials, like qcf+K for example (more importantly the B version of that move). | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_stC | |moveId=kyo_stC | ||
|display= 160px | |||
|description= | |description= | ||
Whiff cancellable and cancellable by itself. Strong punch that's aimed slightly upward. It has good range but it is very risky to use as an anti-air, because it's start-up is really slow and it's whiff recovery is really bad. | Whiff cancellable and cancellable by itself. Strong punch that's aimed slightly upward. It has good range but it is very risky to use as an anti-air, because it's start-up is really slow and it's whiff recovery is really bad. | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_std | |moveId=kyo_std | ||
|display= 170px | |||
|description= | |description= | ||
Not cancellable. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow. Kyo is minus on block during this kick, but he does get pushed back a small amount from the opponent. You can try to use this to bait mashing or jumping if the opponent is trying to get out of the corner. Overall, it is a decent poke but it can be beaten out by incoming hop attacks. | Not cancellable. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow. Kyo is minus on block during this kick, but he does get pushed back a small amount from the opponent. You can try to use this to bait mashing or jumping if the opponent is trying to get out of the corner. Overall, it is a decent poke but it can be beaten out by incoming hop attacks. | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_clc | |moveId=kyo_clc | ||
|display= 120px | |||
|description= | |description= | ||
Cancellable. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height, or as a quick punish because of its fast start-up. | Cancellable. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height, or as a quick punish because of its fast start-up. | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_crA | |moveId=kyo_crA | ||
|display= 160px | |||
|description=Cancellable. Crouching punch attack. A very quick poke, preferred to be chained to his df+D. The range is a bit shorter compared to his cr.B, but it reaches a bit farther than his s.A. | |description=Cancellable. Crouching punch attack. A very quick poke, preferred to be chained to his df+D. The range is a bit shorter compared to his cr.B, but it reaches a bit farther than his s.A. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_crB | |moveId=kyo_crB | ||
|display= 180px | |||
|description= | |description= | ||
Cancellable. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained. It is neutral on block, so you can use this kick to try to read if your opponent will mash or try to move around if they are itching to get out of the corner. | Cancellable. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained. It is neutral on block, so you can use this kick to try to read if your opponent will mash or try to move around if they are itching to get out of the corner. | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_crC | |moveId=kyo_crC | ||
|display= 80px | |||
|description=Cancellable. Crouch uppercut attack, good reach, great priority, very fast, and good as a ground anti-air. Try not to use this against hop attacks or else it will get beaten out or they will trade. | |description=Cancellable. Crouch uppercut attack, good reach, great priority, very fast, and good as a ground anti-air. Try not to use this against hop attacks or else it will get beaten out or they will trade. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_crD | |moveId=kyo_crD | ||
|display= 200px | |||
|description=Whiff and hit cancellable. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow. You can try to cancel it into another move if blocked or whiffed. | |description=Whiff and hit cancellable. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow. You can try to cancel it into another move if blocked or whiffed. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_jA | |moveId=kyo_jA | ||
|display= 150px | |||
|description=Cancellable. Jumping elbow attack. It comes out fast but the range is mediocre. You can use this as an air-to-air too but it might get beaten out by longer jump attacks. This attack might whiff if used incorrectly against crouching opponents. | |description=Cancellable. Jumping elbow attack. It comes out fast but the range is mediocre. You can use this as an air-to-air too but it might get beaten out by longer jump attacks. This attack might whiff if used incorrectly against crouching opponents. | ||
}} | }} | ||
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==== ==== | ==== ==== | ||
{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_hb | |moveId=kyo_jb,kyo_hb | ||
|display= 110px | |||
| | |||
|description2=Jumping knee attack. It has good priority, stays out for a bit and crosses-up. Even though the range is short, it doesn't have the susceptibility of being anti-aired with crouching B's like his j.2C or j.D. | |description2=Jumping knee attack. It has good priority, stays out for a bit and crosses-up. Even though the range is short, it doesn't have the susceptibility of being anti-aired with crouching B's like his j.2C or j.D. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_jC | |moveId=kyo_jC | ||
|display= 160px | |||
|description=Jumping punch attack. A great jump-in move that does good damage. It points down at a 60 degree angle which good for jumping in with. If you use it as an air-to-air it may get beaten out by jump attacks that have a more horizontal hitbox. Defensively you can use it while you are jumping away against opponents trying to advance on you in mid-range, either by them jumping at you, or running towards you. You can also use it to jump away after blocking a j.CD if the opponent likes to hop at you afterwards to continue pressure. | |description=Jumping punch attack. A great jump-in move that does good damage. It points down at a 60 degree angle which good for jumping in with. If you use it as an air-to-air it may get beaten out by jump attacks that have a more horizontal hitbox. Defensively you can use it while you are jumping away against opponents trying to advance on you in mid-range, either by them jumping at you, or running towards you. You can also use it to jump away after blocking a j.CD if the opponent likes to hop at you afterwards to continue pressure. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_jD | |moveId=kyo_jD | ||
|display= 170px | |||
|description=A very useful air-to-air kick that should be used earlier than later because of it's range. A great move to be used defensively to keep advancing opponents out. The only risk with this kick is that it completely whiffs on crouching opponents, so be very careful using this offensively. Your opponent can just duck under it and punish you with a low attack. | |description=A very useful air-to-air kick that should be used earlier than later because of it's range. A great move to be used defensively to keep advancing opponents out. The only risk with this kick is that it completely whiffs on crouching opponents, so be very careful using this offensively. Your opponent can just duck under it and punish you with a low attack. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_stcd | |moveId=kyo_stcd | ||
|display= 140px | |||
|description=Whiff and hit cancellable. A very fast shoulder tackle. You can whiff cancel this to add a bit more range to some of your special moves or to use it as a fake out to catch players trying to advance on your thinking your just whiffing this for no reason (ex. CD -> hcb+K). | |description=Whiff and hit cancellable. A very fast shoulder tackle. You can whiff cancel this to add a bit more range to some of your special moves or to use it as a fake out to catch players trying to advance on your thinking your just whiffing this for no reason (ex. CD -> hcb+K). | ||
}} | }} | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_jcd | |moveId=kyo_jcd | ||
|display= 130px | |||
|description=Cancellable. Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks. It has a pretty massive hit box, though the range is pretty short. After the opponent blocks this, you can either continue your pressure to go low (cr.B, etc.) or hit them with an overhead (f+B, or j.B, etc). | |description=Cancellable. Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks. It has a pretty massive hit box, though the range is pretty short. After the opponent blocks this, you can either continue your pressure to go low (cr.B, etc.) or hit them with an overhead (f+B, or j.B, etc). | ||
}} | }} | ||
==Throws== | ==Throws== | ||
{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_throw | |moveId=kyo_throw | ||
|display= 130px | |||
|description=A slam to elbow drop that cannot be tech rolled. The opponent is placed a good position away from Kyo for a perfect cross-up with j.2C or j.B after a brief run, superjump j.2C for a safejump setup, empty jump to a low, or another throw if they try to roll on wake-up, bait a reversal, etc. Try your best to time your jumps correctly for which ever specific setup you are going for after landing the throw, or you may eat a reversal. | |description=A slam to elbow drop that cannot be tech rolled. The opponent is placed a good position away from Kyo for a perfect cross-up with j.2C or j.B after a brief run, superjump j.2C for a safejump setup, empty jump to a low, or another throw if they try to roll on wake-up, bait a reversal, etc. Try your best to time your jumps correctly for which ever specific setup you are going for after landing the throw, or you may eat a reversal. | ||
}} | }} | ||
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==Command Normals== | ==Command Normals== | ||
{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_rawf+B,kyo_cancelf+ | |moveId=kyo_rawf+B,kyo_cancelf+b | ||
|display= 200px | |||
|description2=* Only cancellable from a canceled normal. | |description2=* Only cancellable from a canceled normal. | ||
* Kyo's axe kick that hits crouching opponents but has limited cancel properties. Unlike KOF02's Kusanagi, Kyo's overhead isn't ridiculous at all in this game and is somewhat subpar in this game. On block it is around -2 frames, while he receives a fair amount of pushback from the opponent, which makes it hard to punish. | * Kyo's axe kick that hits crouching opponents but has limited cancel properties. Unlike KOF02's Kusanagi, Kyo's overhead isn't ridiculous at all in this game and is somewhat subpar in this game. On block it is around -2 frames, while he receives a fair amount of pushback from the opponent, which makes it hard to punish. | ||
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}} | }} | ||
{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_df+D | |moveId=kyo_df+D | ||
|display= 200px | |||
|description=* Free cancel-able on 1st hit, hits low twice. | |description=* Free cancel-able on 1st hit, hits low twice. | ||
* It has good range, connects after crouch normals and his st. C fairly well. You can also free cancel this move into his special moves incase you need a quick low aiming punish if his cr.B is out of range. This move is not safe on block at all, even if performed at a end of a blockstring (ex. cr.B, cr.A, df+D). If a character has a fast special move (or DM) that can reach him while he's recovering, he can get punished rather hard. You MAY get away with it if a certain character lacks a move that can punish him or if the player doesn't realize that isn't safe, but still use this move on block sparingly. | * It has good range, connects after crouch normals and his st. C fairly well. You can also free cancel this move into his special moves incase you need a quick low aiming punish if his cr.B is out of range. This move is not safe on block at all, even if performed at a end of a blockstring (ex. cr.B, cr.A, df+D). If a character has a fast special move (or DM) that can reach him while he's recovering, he can get punished rather hard. You MAY get away with it if a certain character lacks a move that can punish him or if the player doesn't realize that isn't safe, but still use this move on block sparingly. | ||
}} | }} | ||
{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_jd+C | |moveId=kyo_jd+C | ||
|display= 120px | |||
|description=* Two-handed downward haymaker attack. | |description=* Two-handed downward haymaker attack. | ||
* If successfully used as an air-to-air it slams the opponent to the ground for a hard knockdown. It has a lot of hit stun so it can be used to jump-in and start a combo. When used during a backdash it makes him hop backward further and quicker. It can also be used as a cross-up too. This move isn't fool proof though. Your opponent can cr.B anti-air this move by carefully placing a cr.B to shrink their hitbox if the j.2C was performed early. It is also not a good idea to use this move as an air-to-air attack, j.D is much suitable for that. | * If successfully used as an air-to-air it slams the opponent to the ground for a hard knockdown. It has a lot of hit stun so it can be used to jump-in and start a combo. When used during a backdash it makes him hop backward further and quicker. It can also be used as a cross-up too. This move isn't fool proof though. Your opponent can cr.B anti-air this move by carefully placing a cr.B to shrink their hitbox if the j.2C was performed early. It is also not a good idea to use this move as an air-to-air attack, j.D is much suitable for that. | ||
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==Special Moves== | ==Special Moves== | ||
{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_qcf+A,kyo_qcf+C,kyo_qcf+AC | |moveId=kyo_qcf+A,kyo_qcf+C,kyo_qcf+AC | ||
|display= 200px | |||
|input=qcf+A/C/AC | |input=qcf+A/C/AC | ||
|input2=236A/C/AC | |input2=236A/C/AC | ||
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|description3=EX Comes out very quickly making it very easy to combo into and knocks opponent down. It can beat out all regular fireballs and projectiles, but trades with EX projectiles, and gets beaten out by super projectiles (like Ryo's f~hcf+P for example). Super Cancelable, need to be close. | |description3=EX Comes out very quickly making it very easy to combo into and knocks opponent down. It can beat out all regular fireballs and projectiles, but trades with EX projectiles, and gets beaten out by super projectiles (like Ryo's f~hcf+P for example). Super Cancelable, need to be close. | ||
}} | }} | ||
{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC | |moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC | ||
|display= 200px | |||
|input=dp+A/C/AC | |input=dp+A/C/AC | ||
|input2=623A/C/AC | |input2=623A/C/AC | ||
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|description2= C version (strong punch) does 3 hits and has a slight amount of invincibility at the start. Both versions can be drive/super canceled on the first hit. If you whiff this move (or have it blocked), you can be punished extremely hard. | |description2= C version (strong punch) does 3 hits and has a slight amount of invincibility at the start. Both versions can be drive/super canceled on the first hit. If you whiff this move (or have it blocked), you can be punished extremely hard. | ||
|description3=EX rises into the air vertically instead of diagonally and has a vacuum effect on hit pulling them into the uppercut. EX version has more invincibility/auto-guard and does 10 hits. Drive/Super Cancellable. | |description3=EX rises into the air vertically instead of diagonally and has a vacuum effect on hit pulling them into the uppercut. EX version has more invincibility/auto-guard and does 10 hits. Drive/Super Cancellable. | ||
}} | }} | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=kyo_hcb+B,kyo_hcb+D,kyo_hcb+BD | |||
|display= 200px | |||
|input=hcb+B/D/BD | |||
|input2=63214B/D/BD | |||
|description= Rushing elbow to grab attack. It's very quick and has lower body invincibility at start-up. It works well after most normals and juggle attacks. B version goes about 75% of the screen. | |||
|description2= D version goes full-screen. Both are unsafe on block. | |||
{{ | What should be noted is that Kyo recovers very quickly on whiff and that he travels forward much faster than he would while running. This move can be used as an alternate dash if the opponent is knocked down to add pressure. When Kyo gets close enough while the opponent is on knocked down, he will stop abruptly - he can guard badly timed reversals or go for an offensive mix up. Use this move cautiously because it is impossible to stop Kyo from traveling during this move and it is still unsafe on block. | ||
| | |description3= Changes the properties to a command grab. It can catch a lot of people by surprise if you empty jump into it, or if you're close enough to punish a move that has bad recovery. Drive/Super Cancelable on first hit. | ||
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}} | }} | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=kyo_rdp+B,kyo_rdp+D,kyo_rdp+BD | |||
|display= 190px | |||
|input=rdp+B/D/BD | |||
|input2=421B/D/BD | |||
|description= Quick jump kick(s). B version does one hit and juggles the opponent if hit high enough | |||
|description2= D version does three hits slamming the opponent down on the third hit. Both versions are unsafe when whiffed. These kicks are best used in combos and are very unreliable anti-airs. B version can be drive/super canceled on the first hit while the D and EX versions can be super canceled on the second hit. | |||
{{ | |description3= Mimics the strong version except with more invincibility at start-up, faster start up, and massive hitbox. Excellent move for anti air at certain angles where dp+P misses. Best used in combos that call for it, or as a risky wake up reversal attack. Super Cancel-able on the first/second hit. | ||
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|description= | |||
}} | }} | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=kyo_qcf+B,kyo_qcf+D,kyo_qcf+BD | |||
{{ | |display= 190px | ||
|input=qcf+B/D/BD | |||
|input2=236B/D/BD | |||
|description= 2 jumping kick attacks. B version simply knocks the opponent down but it's pretty safe | |||
|description2= D version launches the opponent higher into the air for a possible follow-up and can be super canceled upon second hit. The B version is more useful within his combos in the corner, and can also combo into his EX Orochinagi (qcb~hcf+AC) midscreen. Defensively, the opponent can mash a reversal attack in between his first and second kick. If the second kick is blocked, Kyo is pretty safe at -2 frames, and can even possibly frame trap them with a move with fast start-up. Compared to EX Kyo, both of the kicks release with one button instead of two, and it seems that EX Kyo's launches the opponent up a bit higher. | |||
|description3= Same amount of start-up as the heavy kick version (18f), has a longer attacking range, very short amount of upper body (above his waist) invincibility during its start, safe on block, with no gaps in between the first and second hit and launches the opponent higher. The disadvantages this move has is that the damage is quite low, along with is slow start-up makes its a very unreliable anti-air, especially against hops. It's upper body invincibility can be useful for phasing through mid-air waist to shoulder height projectiles (ex. Andy, Robert, Ash, Takuma, King) but not ground skimming ones (Terry's Power Wave). Super Cancel-able. | |||
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|description= | |||
}} | }} | ||
==== | ==Super Special Moves== | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=kyo_qcbhcf+p,kyo_qcbhcf+ac,kyo_j_qcbhcf+p | |||
|display= 200px | |||
|input=qcb,hcb+A/C/AC (AIR OK) | |||
|input2=2141236A/C/AC (AIR OK) | |||
|description= Flaming wave attack. Holding either punch button, delays the attack. It does a nice amount of chip damage. You can use it as a preemptive anti-air against opponents jumping towards you, but beyond that, it's use is rather limited. Both ground and EX versions can be Max Canceled on hit. | |||
|description2= 2 frame start-up if held briefly, causes more damage and does three hits instead of one. It's fast startup and range makes it great to use as a preemptive anti-air midscreen, or to catch opponents trying to jump out of the corner. The air version has faster startup and is very useful for extending many of Kyo’s corner combos. If you're feeling lucky, you can use this as an air-to-air, or to attempt to snuff out someones anti-air against you. Max Cancel-able on ground, on hit. | |||
{{ | |description2= 2 frame start-up if held briefly, causes more damage and does three hits instead of one. It's fast startup and range makes it great to use as a preemptive anti-air midscreen, or to catch opponents trying to jump out of the corner. The air version has faster startup and is very useful for extending many of Kyo’s corner combos. If you're feeling lucky, you can use this as an air-to-air, or to attempt to snuff out someones anti-air against you. Max Cancel-able on ground, on hit. | ||
| | |description3= Air flaming wave attack. It mimics the ground version except done in the air now and pushes Kyo back slightly after activation. You will most likely be using this more in Kyo's drive cancels or HD combos. It's start up is a little slow to use as an air to air reliably. | ||
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}} | }} | ||
==== | ==Neo Max Super Special Moves== | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=kyo_qcfqcf+ac | |||
|display= 200px | |||
|input=qcfqcf+AC | |||
|input2=236236AC | |||
|description= | |||
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Latest revision as of 21:47, 23 August 2023
|
Movelist
Throws
Issetsu Seoi Nage: / + / close
Command Moves
Naraku Otoshi: / / + in the air
Special Moves
Desperation Moves
Neomax
- = EX version possible
0 Stock, No Drive Gauge |
Low |
2B, 2A, 3D(1), 236D, 214K = 245 dmg |
1 Stock, No Drive Gauge |
Anywhere |
j.C, cl.C, 3D(1), 236D, 421B, 421BD = 363 dmg |
1 Stock, 1+ Drive Gauge |
Corner |
j.C, cl.C, 3D(1), 236D, 421B, (SC) air 2141236P, 236A, 63214K = 510 dmg |
2 Stock, No Drive Gauge |
Low |
2Bx2, 5B, 236B, 2141236AC = 412 dmg |
Console Changes
- 88 Shiki (3D) moves forward more. As a result, 5C, 3D, 236K now does the full four hits.
- Kototsuki You (63214K) has more lag on block
- B version of 75 Shiki Kai (236K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- f.D has less lag.
Yamamoto – "The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his 3D > 236D combo. Please try him out now that he has so many more attack options."
Gameplay Overview
Kyo is a very noteworthy character with many powerful options to exploit during game play. He is a versatile character who has the tools to zone the opponent and/or rush the opponent down. He can also punish jump-ins very well with his Oniyaki (623P), EX Oborogurma (421BD) but can also carry his opponent across the screen with moves such as 75 Shiki (236K) and Oborogurma (421K). His HD combos involve him using most of his moveset to get the most damaging combo out possible whether it's midscreen or in the corner. His play-style tends to be favored by people looking for someone who is flashy but at the same time isn't too difficult to learn.
Compared to alternate version NESTS Kyo, this version of Kyo is a bit more reliant on scoring easy hard knockdowns to set up either a safe jump option, a high/low okizeme mix-up or using his j.2C for some annoying cross-ups. He has stronger long range options using is 236P for zoning, and his NeoMax which can punish opponents at full screen. His HD combos are a bit more flashier and juggle-heavy which may require a fair amount of execution to pull off consistently but they are very damaging. His mid-range game both offensively and defensively are somewhat lacking in proper tools and options compared to NESTS Kyo, but long-range and close range potential can still make him a highly valid threat.
XIII Kyo vs NESTS Kyo Differences
- XIII Kyo does not combo from 5C to 6B, while NESTS Kyo does.
- The XIII Kyo's 5A whiffs completely on crouching opponents. However, NESTS Kyo's 5A will actually hit crouching opponents.
- The XIII Kyo's EX Orochinagi DM has a quicker start up than NESTS Kyo's EX Orochinagi DM.
- NESTS Kyo is not capable of using Orochinagi in mid-air
- XIII Kyo's Oniyaki 623A hits twice and 623C hits three times. NESTS Kyo's 623A hits once and the C version hits twice with autoguard properties.
- XIII Kyo's EX DP has him traveling straight up in a spiral. NESTS Kyo is stationary in mid-air during his EX DP.
- XIII Kyo has more long range and zoning options than NESTS Kyo does.
- XIII Kyo's 236K up-kicks are automatic. NESTS Kyo will require the player to input an K to finish the move.
- NESTS Kyo’s 3D is not cancellable.
- NESTS Kyo's 63214K requires him to "catch" the opponent and then cause an explosion, while the EX version works as another damaging reversal option. NESTS Kyo will still go through the same animation sequence making the move unsafe. The XIII Kyo's version of this move automatically works after the first successful hit and the animations stops with Kyo's elbow in front of him. The EX version of the move works as a 4 frame command throw.
- XIII Kyo lacks any safe special move reversals while NESTS Kyo has somewhat safer reversal options.
Gameplay Notes
[ Info Needed ] | |
Pros | Cons |
|
|
Normals
Far Standing Normals
stand A
st.A
5A |
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stand B
st.B
5B |
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stand C
st.C
5C |
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stand D
st.D
5D |
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Close Standing Normals
close C
cl.C
cl.C |
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Crouching Normals
crouch A
cr.A
2A |
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crouch B
cr.B
2B |
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crouch C
cr.C
2C |
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crouch D
cr.D
2D |
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Jump Normals
jump A
j.A
j.A |
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jump B
j.B
j.B |
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jump C
j.C
j.C |
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jump D
j.D
j.D |
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Blowback Normals
stand CD
st.CD
CD |
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jump CD
j.CD
j.CD |
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Throws
Issetsu Seoi Nage
b/f+C/D when close to the opponent
4/6C/D when close to the opponent |
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Command Normals
Ge Shiki • Gofu Yo
f+B
6B |
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88 Shiki
df+D
3D |
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Ge Shiki • Naraku Otoshi
j.d+C
j.2C |
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Special Moves
108 Shiki • Yamibarai
qcf+A/C/AC
236A/C/AC |
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100 Shiki • Oniyaki
dp+A/C/AC
623A/C/AC |
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212 Shiki • Kototsuki Yo
hcb+B/D/BD
63214B/D/BD |
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101 Shiki • Oboroguruma
rdp+B/D/BD
421B/D/BD |
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75 Shiki • Kai
qcf+B/D/BD
236B/D/BD |
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Super Special Moves
Ura 108 Shiki • Orochinagi
qcb,hcb+A/C/AC (AIR OK)
2141236A/C/AC (AIR OK) |
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Neo Max Super Special Moves
Ura 121 Shiki • Ama no Murakumo
qcfqcf+AC
236236AC |
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Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
cl.A | 25 | 3 | 5 | +3 | |
cr.A | 25 | 3 | 5 | +1 | |
st.A | 25 | 3 | 5 | +3 | |
j.A | 45 | 3 | 6 | - | |
h.A | 40 | 3 | 6 | - | |
cl.B | 30 | 3 | 6 | -1 | |
cr.B | 30 | 3 | 4 | +1 | |
st.B | 30 | 3 | 6 | -1 | |
j.B | 45 | 3 | 5 | - | |
hop B | 40 | 3 | 5 | - | |
cl.C | 70 | 7 | 3 | 0 | |
cr.C | 70 | 7 | 5 | -8 | |
st.C | 80 | 7 | 10 | -9 | |
j.C | 72 | 7 | 6 | - | |
hop C | 70 | 7 | 6 | - | |
cl.D | 80 | 7 | 8 | -3 | |
cr.D | 80 | 7 | 8 | -8 | |
st.D | 80 | 7 | 8 | -3 | |
j.D | 70 | 7 | 8 | - | |
hop D | 68 | 7 | 8 | - | |
st.CD | 75 | 10 | 15 | -1 | |
j.CD | 90 | 8 | 13 | - | |
hop CD | 80 | 8 | 10 | - | |
Naraku Otoshi = j.2C | 50 | 12 | 8 | - | |
Goufu You (Cancel) | 75 | 4 | - | - | |
Goufu You (No Cancel) | 60 | 8 | 19 | -2 | |
88 Shiki1 = df+D | 30 | 4 | 9 | -19 | Recover for whiff of 2nd hit |
88 Shiki2 | 42 | 4 | - | 11 | |
88 Shiki(2) | 45 | 4 | - | - 11 | |
Issetsu Seoi Nage = b/f+C/D | 100 | 0 | 1 | - | Hard knockdown |
GCCD | 4 | 0 | 13 | -15 | 17 Frame startup vs jump atk? |
A Yamibarai = qcf+A | 60 | 4 | 16 | -2 | Close |
C Yamibarai = qcf+C | 60 | 4 | 15 | -5 | Close |
A Oniyaki1 = dp+A | 55 | 5 | 4 | -30 | |
A Oniyaki2 | 25 | 2 | - | - | |
C Oniyaki1 = dp+C | 80 | 4 | 7 | -44 | |
C Oniyaki2、3 | 25 | 2 | - | - | |
Kototsuki1 = hcb+B | 30 | 0 | 14 | -8 | |
Kototsuki2 | 135 | 0 | 14 | -8 | |
B 75 Shiki Kai1-2 = qcf+B | 35 | 4 | 12 | -1 | |
D 75 Shiki Kai1-2 = qcf+D | 30 | 4 | 18 | -3 | |
B Oboroguruma = rdp+B | 40 | 6 | 10 | -11 | |
D Oboroguruma1,2 | 40 | 4 | 13 | - | |
D Oboroguruma3 | 70 | 12 | - | - | |
EX Yamibarai = qcf+AC | 100 | 0 | 13 | +5 | Close |
EX Oniyaki1 = dp+AC | 70 | 0 | 4 | - | |
EX Oniyaki2-10 | 20 | 0 | - | - | |
EX Kototsuki = hcb+BD | 180 | 0 | 4 | - | |
EX 75 Shiki Kai1 = qcf+BD | 40 | 0 | 18 | - | |
EX 75 Shiki Kai2 | 40 | 0 | - | +1 | |
EX Oboroguruma1 = rdp+BD | 60 | 0 | 10 | - | |
EX Oboroguruma2 | 60 | 0 | - | - | |
EX Oboroguruma3 | 100 | 0 | - | - | |
Orochinagi = qcb,hcf+P | 210 | 0 | 46(17) | -20 | Freeze 29. w Slight charge 40(11) |
Air Orochinagi | 180 | 0 | 41(12) | - | Freeze 29 |
EX Orochinagi1 = qcb,hcf+AC | 120 | 0 | 38(9) | - | Freeze 29. w Slight charge (2) |
EX Orochinagi2,3 | 120 | 0 | - | - | |
EX Air Orochinagi1 = air qcb,hcf+AC | 100 | 0 | 36(7) | - | Freeze 29 |
EX Air Orochinagi2,3 | 100 | 0 | - | - | |
Ama no Murakumo1 = qcf,qcf+AC | 45 | 0 | 47(7) | - | Freeze 40 |
Ama no Murakumo2-10 | 42 | 0 | - | - |
Videos, Links & References
Juicy Bits - Kyo
Kyo Combos by GuttsCL
Kyo optimized combos & safe jump set up
Kyo Hit Boxes
Discussion Threads
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