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

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Line 19: Line 19:
| name = stand A
| name = stand A
| input = st.A
| input = st.A
| input2 = A
| input2 = 5A
| images = XIII Kyo st.A.png
| images = XIII Kyo st.A ima.png
| hitboxes =  
| hitboxes = XIII Kyo st.A.png
| damage = 25
| damage = 25
| guard = Mid
| guard = Mid
Line 38: Line 38:
| name = stand B
| name = stand B
| input = st.B
| input = st.B
| input2 = B
| input2 = 5B
| images = XIII Kyo st.B.png
| images = XIII Kyo st.B ima.png
| hitboxes =  
| hitboxes = XIII Kyo st.B.png
| damage = 30
| damage = 30
| guard = Low
| guard = Low
Line 50: Line 50:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====st.C====
====st.C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stc
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stc
| name = stand C
| name = stand C
| input = st.C
| input = st.C
| input2 = C
| input2 = 5C
| images = XIII Kyo st.C.png
| images = XIII Kyo st.C ima.png
| hitboxes =  
| hitboxes = XIII Kyo st.C.png
| damage = 80
| damage = 80
| guard = Mid
| guard = Mid
Line 68: Line 69:
| blockadv = -9
| blockadv = -9
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====st.D====
====st.D====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_std
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_std
| name = stand D
| name = stand D
| input = st.D
| input = st.D
| input2 = D
| input2 = 5D
| images = XIII Kyo st.D.png
| images = XIII Kyo st.D ima.png
| hitboxes =  
| hitboxes = XIII Kyo st.D.png
| damage = 80
| damage = 80
| guard = Mid
| guard = Mid
Line 86: Line 88:
| blockadv = -3
| blockadv = -3
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 94: Line 96:
| name = close C
| name = close C
| input = cl.C
| input = cl.C
| images = XIII Kyo cl.C 1.png
| images = XIII Kyo cl.C 2 ima.png
| hitboxes =  
| hitboxes = XIII Kyo cl.C 1.png, XIII Kyo cl.C 2.png
| damage = 70
| damage = 70
| guard = Mid
| guard = Mid
Line 105: Line 107:
| blockadv = +0
| blockadv = +0
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 114: Line 116:
| input = cr.A
| input = cr.A
| input2 = 2A
| input2 = 2A
| images = XIII Kyo cr.A.png
| images = XIII Kyo cr.A ima.png
| hitboxes =  
| hitboxes = XIII Kyo cr.A.png
| damage = 25
| damage = 25
| guard = Mid
| guard = Mid
Line 125: Line 127:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====cr.B====
====cr.B====
Line 132: Line 134:
| input = cr.B
| input = cr.B
| input2 = 2B
| input2 = 2B
| images = XIII Kyo cr.B.png
| images = XIII Kyo cr.B ima.png
| hitboxes =  
| hitboxes = XIII Kyo cr.B.png
| damage = 30
| damage = 30
| guard = Low
| guard = Low
Line 143: Line 145:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====cr.C====
====cr.C====
Line 150: Line 152:
| input = cr.C
| input = cr.C
| input2 = 2C
| input2 = 2C
| images = XIII Kyo cr.C 1.png
| images = XIII Kyo cr.C 2 ima.png
| hitboxes =  
| hitboxes = XIII Kyo cr.C 1.png, XIII Kyo cr.C 2.png
| damage = 70
| damage = 70
| guard = Mid
| guard = Mid
Line 169: Line 171:
| input = cr.D
| input = cr.D
| input2 = 2D
| input2 = 2D
| images = XIII Kyo cr.D.png
| images = XIII Kyo cr.D ima.png
| hitboxes =  
| hitboxes = XIII Kyo cr.D 1.png, XIII Kyo cr.D 2.png
| damage = 80
| damage = 80
| guard = Low
| guard = Low
Line 180: Line 182:
| blockadv = -8
| blockadv = -8
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 189: Line 191:
| input = j.A
| input = j.A
| input2 =  
| input2 =  
| images = XIII_Kyo_j.A.png
| images = XIII_Kyo_j.A_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_j.A.png
| damage =  
| damage =  
| guard = High
| guard = High
Line 200: Line 202:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====j.B====
====j.B====
Line 209: Line 211:
| orderId = 2
| orderId = 2
| input = h.B
| input = h.B
| images = XIII_Kyo_j.B.png
| images = XIII_Kyo_j.B_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_h.B.png
| damage =  
| damage =  
| guard = High
| guard = High
Line 220: Line 222:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jb
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jb
Line 229: Line 231:
| input = j.B
| input = j.B
| input2 =  
| input2 =  
| images = XIII_Kyo_j.B.png
| images = XIII_Kyo_j.B_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_j.B.png
| damage =  
| damage =  
| guard = High
| guard = High
Line 240: Line 242:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 248: Line 250:
| input = j.C
| input = j.C
| input2 =  
| input2 =  
| images = XIII_Kyo_j.C.png
| images = XIII_Kyo_j.C_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_j.C.png
| damage =  
| damage =  
| guard = Overhead
| guard = Overhead
Line 259: Line 261:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====j.D====
====j.D====
Line 266: Line 268:
| input = j.D
| input = j.D
| input2 =  
| input2 =  
| images = XIII_Kyo_j.D.png
| images = XIII_Kyo_j.D_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_j.D.png
| damage =  
| damage =  
| guard = High
| guard = High
Line 277: Line 279:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 286: Line 288:
| input = st.CD
| input = st.CD
| input2 = CD
| input2 = CD
| images = XIII_Kyo_st.CD.png
| images = XIII_Kyo_st.CD_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_st.CD.png
| damage =  
| damage =  
| guard = Mid
| guard = Mid
Line 297: Line 299:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====j.CD====
====j.CD====
Line 304: Line 306:
| input = j.CD
| input = j.CD
| input2 =  
| input2 =  
| images = XIII_Kyo_j.CD.png
| images = XIII_Kyo_j.CD_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_j.CD.png
| damage =  
| damage =  
| guard = Mid
| guard = Mid
Line 315: Line 317:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 322: Line 324:
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_throw
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_throw
| name = Issetsu Seoi Nage
| name = Issetsu Seoi Nage
| input = b/f+C/D when close to the opponent
| input = Close, b/f+C/D
| input2 = 4/6C/D when close to the opponent
| input2 = Close, 4/6C/D
| images = XIII Kyo Throw.png
| images = XIII Kyo Throw.png
| hitboxes =  
| hitboxes =  
Line 335: Line 337:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 346: Line 348:
| input = f+B
| input = f+B
| input2  = 6B
| input2  = 6B
| images = XIII_Kyo_raw_f+B.png
| images = XIII_Kyo_raw_f+B_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_raw_f+B.png
| damage =  
| damage =  
| guard = High
| guard = High
Line 357: Line 359:
| blockadv = -2
| blockadv = -2
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_cancelf+b
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_cancelf+b
Line 366: Line 368:
| input = f+B
| input = f+B
| input2  = 6B
| input2  = 6B
| images = XIII_Kyo_raw_f+B.png
| images = XIII_Kyo_raw_f+B_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_raw_f+B.png
| damage =  
| damage =  
| guard = Mid
| guard = Mid
Line 377: Line 379:
| blockadv = -2
| blockadv = -2
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 385: Line 387:
| input = df+D
| input = df+D
| input2 = 3D
| input2 = 3D
| images = XIII_Kyo_df+D_1.png
| images = XIII_Kyo_df+D_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_df+D_1.png, XIII_Kyo_df+D_2.png
| damage =  
| damage =  
| guard = Low
| guard = Low
Line 396: Line 398:
| blockadv = -11
| blockadv = -11
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 404: Line 406:
| input = j.d+C
| input = j.d+C
| input2 = j.2C
| input2 = j.2C
| images = XIII_Kyo_j.d+C.png
| images = XIII_Kyo_j.d+C_ima.png
| hitboxes =  
| hitboxes = XIII_Kyo_j.d+C.png
| damage =  
| damage =  
| guard = High
| guard = High
Line 415: Line 417:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 427: Line 429:
| input = qcf+A
| input = qcf+A
| input2 = 236A
| input2 = 236A
| images = XIII Kyo QCF+P.png
| images = XIII Kyo qcf+P ima.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 60
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 438: Line 440:
| blockadv = -2
| blockadv = -2
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+c
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+c
Line 448: Line 450:
| input = qcf+C
| input = qcf+C
| input2 = 236C
| input2 = 236C
| images = XIII Kyo QCF+P.png
| images = XIII Kyo qcf+P ima.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 60
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 459: Line 461:
| blockadv = -5
| blockadv = -5
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+ac
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+ac
Line 469: Line 471:
| input = qcf+AC
| input = qcf+AC
| input2 = 236AC
| input2 = 236AC
| images = XIII Kyo QCF+P.png
| images = XIII Kyo qcf+P ima.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 100
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 480: Line 482:
| blockadv = +5
| blockadv = +5
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 490: Line 492:
| version2  = 623A
| version2  = 623A
| orderId = 1
| orderId = 1
| input = dp+a
| input = dp+A
| input2 = 623A
| input2 = 623A
| images = XIII Kyo DP+P.png
| images = XIII Kyo dp+P ima.png
| hitboxes =  
| hitboxes =  
| damage = 55+23
| damage = 78 (55+23)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 503: Line 505:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+c
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+c
Line 511: Line 513:
| orderId = 2
| orderId = 2
| header = no
| header = no
| input = dp+c
| input = dp+C
| input2 = 623C
| input2 = 623C
| images = XIII Kyo DP+P.png
| images = XIII Kyo dp+P ima.png
| hitboxes =  
| hitboxes =  
| damage = 80+25x2
| damage = 125 (80+25x2)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 524: Line 526:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+ac
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+ac
Line 532: Line 534:
| orderId = 3
| orderId = 3
| header = no
| header = no
| input = dp+ac
| input = dp+AC
| input2 = 623AC
| input2 = 623AC
| images = XIII Kyo DP+P.png
| images = XIII Kyo dp+P ima.png
| hitboxes =  
| hitboxes =  
| damage = 70+19+18+17+16+15+14+13+12+11
| damage = 205 (70+...+11)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 545: Line 547:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 556: Line 558:
| input = hcb+B
| input = hcb+B
| input2 = 63214B
| input2 = 63214B
| images = XIII Kyo HCB+K.png
| images = XIII Kyo hcb+K ima.png
| hitboxes =  
| hitboxes =  
| damage = 30+128
| damage = 158 (30+128)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup = 14
| active =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv = -8
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+d
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+d
Line 577: Line 579:
| input = hcb+D
| input = hcb+D
| input2 = 63214D
| input2 = 63214D
| images = XIII Kyo HCB+K.png
| images = XIII Kyo hcb+K ima.png
| hitboxes =  
| hitboxes =  
| damage = 30+128
| damage = 158 (30+128)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup = 14
| active =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv = -8
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+bd
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+bd
Line 598: Line 600:
| input = hcb+BD
| input = hcb+BD
| input2 = 63214BD
| input2 = 63214BD
| images = XIII Kyo HCB+K.png
| images = XIII Kyo hcb+K ima.png
| hitboxes =  
| hitboxes =  
| damage = 180
| damage = 180
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup =  
| startup = 4
| active =
| active =
| recovery =  
| recovery =  
Line 609: Line 611:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 618: Line 620:
| version2  = 421B
| version2  = 421B
| orderId = 1
| orderId = 1
| input = rdp+b
| input = rdp+B
| input2 = 421B
| input2 = 421B
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| images = XIII Kyo rdp+B ima.png
| hitboxes =  
| hitboxes =  
| damage = 40
| damage = 40
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup = 10
| active =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv = -11
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+d
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+d
Line 639: Line 641:
| orderId = 2
| orderId = 2
| header    = no
| header    = no
| input = rdp+d
| input = rdp+D
| input2 = 421D
| input2 = 421D
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| images = XIII Kyo rdp+D ima.png
| hitboxes =  
| hitboxes =  
| damage = 40+38+63
| damage = 141 (40+38+63)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup = -13
| active =
| active =
| recovery =  
| recovery =  
Line 652: Line 654:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+bd
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+bd
Line 662: Line 664:
| input = rdp+bd
| input = rdp+bd
| input2 = 421BD
| input2 = 421BD
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| images = XIII Kyo rdp+D ima.png
| hitboxes =  
| hitboxes =  
| damage = 60+57+90
| damage = 207 (60+57+90)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 673: Line 675:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 679: Line 681:
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+b
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+b
| name = 75 Shiki • Kai
| name = 75 Shiki • Kai
| version = qcf+b
| version = qcf+B
| version2  = 236B
| version2  = 236B
| orderId = 1
| orderId = 1
| input = qcf+b
| input = qcf+B
| input2 = 236B
| input2 = 236B
| images = XIII Kyo QCF+K.png
| images = XIII Kyo qcf+K ima.png
| hitboxes =  
| hitboxes =  
| damage = 35+33
| damage = 68 (35+33)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 695: Line 697:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+d
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+d
| name = 75 Shiki • Kai
| name = 75 Shiki • Kai
| version = qcf+d
| version = qcf+D
| version2  = 236d
| version2  = 236D
| orderId = 2
| orderId = 2
| header    = no
| header    = no
| input = qcf+d
| input = qcf+D
| input2 = 236D
| input2 = 236D
| images = XIII Kyo QCF+K.png
| images = XIII Kyo qcf+K ima.png
| hitboxes =  
| hitboxes =  
| damage = 30+28
| damage = 58 (30+28)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 716: Line 718:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+bd
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+bd
| name = 75 Shiki • Kai
| name = 75 Shiki • Kai
| version = qcf+bd
| version = qcf+BD
| version2  = 236BD
| version2  = 236BD
| orderId = 3
| orderId = 3
| header    = no
| header    = no
| input = qcf+bd
| input = qcf+BD
| input2 = 236BD
| input2 = 236BD
| images = XIII Kyo QCF+K.png
| images = XIII Kyo qcf+K ima.png
| hitboxes =  
| hitboxes =  
| damage = 40+38
| damage = 78 (40+38)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 737: Line 739:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


==Super Special Moves==
==Super Special Moves==
====qcb,hcf+p====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcbhcf+p
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcbhcf+p
| name = Ura 108 Shiki • Orochinagi
| name = Ura 108 Shiki • Orochinagi
| input = qcb,hcf+p
| version = qcb,hcf+A/C
| input2 = 214,426P
| version2  = 2141236A/C
| images = XIII Kyo QCBHCF+P.png
| orderId = 1
| input = qcb,hcf+A/C
| input2 = 2141236A/C
| images = XIII Kyo qcbhcf+P ima.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
Line 756: Line 762:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_j_qcbhcf+p
| name = Air Orochinagi
| input = j.qcb,hcf+p
| input2 = j.214,426P
| images = XIII Kyo j.QCBHCF+P.png
| hitboxes =
| damage =
| guard =
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 250px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcbhcf+ac
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcbhcf+ac
| name = EX Orochinagi
| name = Ura 108 Shiki • Orochinagi
| version = qcb,hcf+AC
| version2  = 2141236AC
| orderId = 2
| input = qcb,hcf+AC
| input = qcb,hcf+AC
| input2 = 214,426AC
| input2 = 2141236AC
| images = XIII Kyo QCBHCF+P.png
| images = XIII Kyo qcbhcf+P ima.png
| hitboxes =  
| hitboxes =  
| damage = 210 / 120 x3
| damage = 210 / 120 x3
Line 790: Line 782:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
 
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_j_qcbhcf+p
==Super Desperation Moves==
| name = Ura 108 Shiki • Orochinagi
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId =  
| version = j.qcb,hcf+A/C
| name =  
| version2  = j.2141236A/C
| input =  
| orderId = 3
| input2 =  
| input = j.qcb,hcf+A/C
| images =  
| input2 = j.2141236A/C
| images = XIII Kyo j.qcbhcf+P ima.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
Line 809: Line 802:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId =
| name =
| input =
| input2 =
| images =
| hitboxes =
| damage =
| guard =
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 250px
}}
}}


==Neomax==
==Neo Max Super Special Moves==
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcfqcf+ac
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcfx2+ac
| name = Ame no Murakumo
| name = Ura 121 Shiki • Ama no Murakumo
| input = qcfqcf+AC
| input = qcfx2+AC
| input2 =  
| input2 = 236236AC
| images = XIII Kyo QCFQCF+AC.png
| images = XIII Kyo qcfx2+AC ima.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
Line 845: Line 821:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}



Latest revision as of 18:02, 4 March 2025

The King of Fighters XIII

OverviewStrategyDataCombos

Idle

Stand

Crouch

Hop

Jump

Walk

Run

Backdash

Wake-up

Recovery Roll

Normals

Far Standing Normals

st.A

Kyo Kusanagi
kyo_sta
st.A
5A
stand A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25Mid-547+4+2-


st.B

Kyo Kusanagi
kyo_stb
st.B
5B
stand B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30Low-6311+1-1-


st.C

Kyo Kusanagi
kyo_stc
st.C
5C
stand C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
80Mid-10523-7-9-


st.D

Kyo Kusanagi
kyo_std
st.D
5D
stand D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
80Mid-8517-1-3-


Close Standing Normals

cl.C

Kyo Kusanagi
kyo_clc
cl.C
cl.C
close C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
70Mid-438+2+0-


Crouch Normals

cr.A

Kyo Kusanagi
kyo_cra
cr.A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25Mid-548+3+1-


cr.B

Kyo Kusanagi
kyo_crb
cr.B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30Low-448+3+1-


cr.C

Kyo Kusanagi
kyo_crc
cr.C
2C
crouch C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
70Mid-5522-6-8-


cr.D

Kyo Kusanagi
kyo_crd
cr.D
2D
crouch D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
80Low-9522SKD-8-


Jump Normals

j.A

Kyo Kusanagi
kyo_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-67----


j.B

Kyo Kusanagi
kyo_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-59----



Kyo Kusanagi
kyo_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-512----


j.C

Kyo Kusanagi
kyo_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Overhead-65----


j.D

Kyo Kusanagi
kyo_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-85----


Blowback Normals

st.CD

Kyo Kusanagi
kyo_stcd
st.CD
CD
stand CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-15618SKD-1-


j.CD

Kyo Kusanagi
kyo_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-1310-SKD--


Throws

C/D throw

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


Command Normals

f+B

Kyo Kusanagi
kyo_rawf+b
f+B
6B
Ge Shiki • Gofu Yo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-192190-2-



Kyo Kusanagi
kyo_cancelf+b
f+B
6B
Ge Shiki • Gofu Yo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-212190-2-


df+D

Kyo Kusanagi
kyo_df+d
df+D
3D
88 Shiki

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Low-92,(6),327-9-11-


j.d+C

Kyo Kusanagi
kyo_jd+c
j.d+C
j.2C
Ge Shiki • Naraku Otoshi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-84-HKD on airborne opponent--


Special Moves

qcf+P

Kyo Kusanagi
kyo_qcf+a
qcf+A
236A
108 Shiki • Yamibarai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
60Mid-16-30+1-2-



Kyo Kusanagi
kyo_qcf+c
qcf+C
236C
108 Shiki • Yamibarai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
60Mid-15-33-2-5-



Kyo Kusanagi
kyo_qcf+ac
qcf+AC
236AC
108 Shiki • Yamibarai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
100Mid-13-27SKD+5-


dp+P

Kyo Kusanagi
kyo_dp+a
dp+A
623A
100 Shiki • Oniyaki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
78 (55+23)Mid-------



Kyo Kusanagi
kyo_dp+c
dp+C
623C
100 Shiki • Oniyaki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
125 (80+25x2)Mid-------



Kyo Kusanagi
kyo_dp+ac
dp+AC
623AC
100 Shiki • Oniyaki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
205 (70+...+11)Mid-------


hcb+K

Kyo Kusanagi
kyo_hcb+b
hcb+B
63214B
212 Shiki • Kototsuki Yo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
158 (30+128)Mid-14----8-



Kyo Kusanagi
kyo_hcb+d
hcb+D
63214D
212 Shiki • Kototsuki Yo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
158 (30+128)Mid-14----8-



Kyo Kusanagi
kyo_hcb+bd
hcb+BD
63214BD
212 Shiki • Kototsuki Yo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
180--4-----


rdp+K

Kyo Kusanagi
kyo_rdp+b
rdp+B
421B
101 Shiki • Oboroguruma
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
40Mid-10----11-



Kyo Kusanagi
kyo_rdp+d
rdp+D
421D
101 Shiki • Oboroguruma
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
141 (40+38+63)Mid--13-----



Kyo Kusanagi
kyo_rdp+bd
rdp+bd
421BD
101 Shiki • Oboroguruma
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
207 (60+57+90)Mid-------


qcf+K

Kyo Kusanagi
kyo_qcf+b
qcf+B
236B
75 Shiki • Kai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
68 (35+33)Mid-------



Kyo Kusanagi
kyo_qcf+d
qcf+D
236D
75 Shiki • Kai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
58 (30+28)Mid-------



Kyo Kusanagi
kyo_qcf+bd
qcf+BD
236BD
75 Shiki • Kai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
78 (40+38)Mid-------


Super Special Moves

qcb,hcf+p

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



Kyo Kusanagi
kyo_qcbhcf+ac
qcb,hcf+AC
2141236AC
Ura 108 Shiki • Orochinagi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
210 / 120 x3Mid-------



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


Neo Max Super Special Moves

Kyo Kusanagi
kyo_qcfx2+ac
qcfx2+AC
236236AC
Ura 121 Shiki • Ama no Murakumo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---------


The King of Fighters XIII

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The King of Fighters XIII
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