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[[Image:Kyo.png]]
[[Image:Kyo.png]]



Revision as of 19:01, 13 June 2011

File:Kyo.png


Gameplay Overview

Kyo is an extremely versatile character with a very vast range of playing styles. He can zone you with Yamibarai but at the same time he can rush you down to the corner. He can punish jump-ins very well with his Oniyaki and Ama No Murakumo but can also carry his opponent across the screen with moves such as Kai and Oborogurma. His HD combos involve him using most of his moveset to get the most damaging combo out possible whether it's midscreen or in the corner. His play-style tends to be favored by people looking for someone who is flashy but at the same time isn't too difficult to learn.


Gameplay Notes

Pros

- Has a wide range of options with his EX attacks

- Good meter-less combos

- Very damaging HD combos

- Incredible offensive rush down game

- Can juggle/punish very well

Cons

- Zaps meter quickly

- His most damaging combos require him to launch the opponent into the air

Normals

Standing

st. A: Standard punch attack, fast and stops a lot of short-hops too

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


st. B: Quick low kick attack (hits low), very quick

- Cancel-able

- Hit Detection: Low

- Damage: 30


st. C: Strong punch that's aimed slightly upward, good range and an okay AA, has pretty good hitstun so it may end up starting a few combos

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 80


st. D: Jumping turn kick, great reach and can be used to avoid some attacks that are aimed low as well, it's a little slow though.

- Hit Detection: High

- Damage: 80


cl. C: Up close strong punch, because of how quick it is it's gonna be your main bnb/combo starter of choice

- Cancel-able

- Hit Detection: High

- Damage: 70

Crouching

cr. A: Crouching punch attack, very quick poke, preferred to be chained to his df+D

- Chain/Cancellable

- Hit Detection: High

- Damage: 25


cr. B: A quick crouching kick, a great poke that's good for chaining into combos, excellent range, can be chained

- Chainable

- Hit Detection: Low

- Damage: 30


cr. C: Crouch uppercut attack, good reach, great priority, very fast, good as an AA, cancel-able, this move got it all

- Cancellable

- Hit Detection: High

- Damage: 70


cr. D: Crouch sweep attack, knocks standing opponents down when hit, good reach but it's rather slow

- Whiff/Cancellable

- Hit Detection: Low

- Damage: 80

Jumping

j. A: Jumping elbow attack, it comes out fast but the range is mediocre

- Cancellable

- Hit Detection: Mid

- Damage: 45(40)


j. B: Jumping knee attack, good priority and stays out for a bit, crosses-up

- Hit Detection: Mid

- Damage: 45(40)


j. C: Jumping punch attack, a great jump-in move and does good damage as well, crosses-up

- Hit Detection: Mid

- Damage: 72(70)


j. D: Good priority, useful in air-to-air and should be used earlier than later because of it's range

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD: Shoulder tackle, very fast

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


j. CD: Air shoulder tackle, comes out pretty quick, delivers a chunk of hitstun like many other CD attacks

- Cancel-able

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Issetsu Seoi Nage = (b/f + C/D) close - A slam to elbow drop, nothing much else

- Can be broken

- Hit Detection: Close

- Damage: 65+38

Command Moves

Goufu You = (f+B) - Overhead kick, works well with after moves with a lot of hitstun, overhead on crouching opponents

- Cancellable

- Hit Detection: Mid/High

- Damage: 75(60)


88 Shiki = (df+D) - 2 low sweep kicks, good range, connects after crouch normals and his st. C fairly well

- Free cancellable on first hit

- Hit Detection: Low

- Damage: 30+45


Naraku Otoshi = (db/d/df+C in air) - Two-handed downward haymaker attack, when successfully used air-to-air it slams the opponent to the ground, has a lot of hitstun so it can be used to jump-in and start a combo, when used during a backdash it makes him hop backward further and quicker, can cross up

- Hard Knockdown on air opponents

- Hit Detection: Mid

- Damage: 50

Special Moves

Yamibarai = (qcf+P) - A flame projectile that goes across the ground towards the other side of the screen, weak version slowly goes across the ground, the strong version goes much faster


(EX) = qcf+AC - Comes out very quickly making it very easy to combo into, knocks opponent down

- Super Cancellable on hit, need to be close

- Hit Detection: Low

- Damage: 60/100


Oniyaki = (dp+P) - An uppercut imbued with flames, has a wide hitbox so it punishes a lot of jump-ins (and some pokes) easily, weak version does one hit while the strong version does 3 hits, both versions make him rise into the air in a diagonal fashion, both versions can be drive/super canceled on the first hit


(EX) = dp+AC - Rises into the air vertically instead of diagonally, also has a vacuum effect on hit pulling them into the uppercut, has more invincibility/auto-guard and does 4 hits

- Drive/Super Cancellable

- Hit Detection: High

- Damage: 55+25/80+25x2/70+20x9


Kotokskio = (hcb+K) - Rushing elbow to grab attack, very quick and has lower body invincibility at start-up, works well after most normals and juggle attacks, weak version goes about 75% of the screen and has good recovery, strong version goes full-screen


(EX) = hcb+BD close - Changes the properties to a 1F command grab

- Drive/Super Cancellable on first hit

- Hit Detection: High/Close

- Damage: 30+135/180


Oborogurma = (rdp+K) - Quick jump kick(s), weak version does one hit and juggles the opponent, strong version does three hits slamming the opponent down on the third hit, both versions are unsafe when whiffed, weak version can be drive/super canceled on the first hit while the strong/EX version can be super canceled on the second hit


(EX) = rdp+BD - Mimics the strong version except with more invincibility at start-up, comes out quicker

- Super Cancellable on the first/second hit

- Hit Detection: High

- Damage: 40/40x2+70/60x2+100


Kai = (qcf+K) - 2 jumping kick attacks, weak version simply knocks the opponent down but it's pretty safe, strong version launches the opponent higher into the air for a possible folow-up, can be super canceled upon second hit


(EX) = qcf+BD - Comes out much quicker making it easier to connect after his df+D

- Super Cancellable

- Hit Detection: High

- Damage: 35x2/30x2/40x2

Desperation Moves

Orochinagi = (qcf hcb+P) - Flaming wave attack, does a nice amount of chip damage, hold to delay, both the ground and EX versions can be max canceled on hit


Air Orochinagi = (qcf hcb+P in air) - Air flaming wave attack, mimics the ground version except done in the air now, pushes Kyo back slightly after activation


(EX) = qcf hcb+AC - 1F invincible start-up, more damage, and does three hits instead of one

- Max Cancellable on ground, on hit

- Hit Detection: High

- Damage: 210/120x3

Neomax

Ama No Murakumo (qcfx2 +AC) - Kyo throws a small flame across the screen and if it hits the opponent fire pillars rise from the ground hitting the opponent ten times, comes out very quickly making it useful to punish everything from fireballs to laggy moves, however if it misses Kyo stands in place for about a second and a half leaving him wide open to be punished.

- Hit Detection: High

- Damage: 45x10

Combos

UNDER CONSTRUCTION

This section is currently being revised. KK 04:44, 5 December 2010 (UTC)

Character tutorial by Don't Drop That Combo



Legend

(DC) = Drive Cancel

(SC) = Super Cancel

[HD] = Activate Hyperdrive

[HDC] = Hyperdrive Cancel

(MC) = Max Cancel

DMG = Damage


No Drive Gauge

No Power Gauge

Anywhere

  • I [cr.B, cr.A], df+D (1), hcb+K [212/238 = DMG]
  • II [cr.B×1~2, st.B] hcb+K [217 = DMG]
  • III cr.B~st.C, df+D (1), hcb+K [255 = DMG]
  • IV st.C, qcf+K~hcb+K/rdp+D [264 = DMG]

Corner

  • V [cr.B, cr.A], df+D (1), qcf+K, rdp+B, dp+C [248 = DMG]


1 Power Gauge

Anywhere

  • I st.C, qcf+K, rdp+B, qcb hcf+P/rdp+BD [334/319 = DMG]
  • II [cr.B, cr.A], df+D (1), qcb hcf+P [258 = DMG]
  • III [cr.B×1~2, st.B], qcb hcf+P [258 = DMG]
  • IV st.C, qcf+K, qcb hcf+P [310 = DMG]

Corner

  • V [cr.B, cr.A], df+D (1), qcf+K, qcb hcf+P (In air), rdp+B, dp+A [367 =DMG]


2 Power Gauges

Anywhere

  • I st.C, qcf+D, rdp+B×2, qcb hcf+AC (1 Frame) [468 = DMG]

Corner

  • II [cr.B, cr.A], df+D (1), qcf+D, rdp+B×2, qcb hcf+AC [427 = DMG]


3 Power Gauges

Anywhere

  • I [cr.B, cr.A], df+D (1), qcf+BD, rdp+B×2, qcb hcf+AC [? = DMG]

Corner

  • II [cr.B, cr.A], df+D (1), qcf+D, qcb hcf+P (in air), qcb hcf+AC [544 = DMG]


50% Drive Gauge

No Power Gauge

Anywhere

  • Ⅰ [cr.B×1~2, st.B], dp+C (1), (DC) qcf+D, hcb+K/rdp+D [313 = DMG]
  • Ⅱ st.C, df+D (1), hcb+K, (DC)qcf+K, hcb+K/rdp+D [301 = DMG]

Corner

  • Ⅲ [cr.B, cr.A], df+D (1), qcf+K, rdp+B, dp+C, (DC) hcb+K/rdp+B~dp+C [320 = DMG]


1 Power Gauge

Anywhere

  • Ⅰ st.C, qcf+K, rdp+D (2), (SC) qcb hcf+P (in air) [355]
  • Ⅱ [cr.B×1~2, st.B], dp+C (1), (DC) qcf+D, rdp+B, qcb hcf+P/rdp+BD [369/355 = DMG]
  • Ⅲ [cr.B, cr.A], df+D (1), hcb+K, (DC) qcf+K, rdp+B, qcb hcf+P/rdp+BD [362/348 = DMG]

Corner

  • Ⅳ [cr.B, cr.A], df+D (1), qcf+K, rdp+B, (SC) qcb hcf+P (in air), qcf+A, hcb+K [449 = DMG]


2 Power Gauges

Anywhere

  • Ⅰ [cr.B×1~2, st.B], dp+C (1), (DC) qcf+D, rdp+B, qcb hcf+AC [467 = DMG]
  • Ⅱ [cr.B, cr.A], df+D (1), hcb+K, (DC) qcf+K, rdp+B, qcb hcf+AC

Corner

  • Ⅲ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), [rdp+B, rdp+BD]/[qcf+A, qcb hcf+P]/[qcf+A, rdp+B, dp+AC] [461/477/487 = DMG]


3 Power Gauges

Corner

  • [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcf+A, rdp+B, qcb hcf+AC [573 = DMG]


4 Power Gauges

Corner

  • [cr.B, cr.A] df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcb hcf+P, qcb hcf+AC [664 = DMG]


100% Drive Gauge

1 Power Gauge

Corner

  • Ⅰ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, dp+C, (DC) rdp+B, (SC) qcb hcf+P (in air), qcf+A, hcb+K [456 = DMG]


2 Power Gauges

Corner

  • Ⅱ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), rdp+D (2), (SC) qcb hcf+P (in air), hcb+K [493 = DMG]
  • Ⅲ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcf+A, rdp+B, dp+A (2), (SC) qcb hcf+P (in air), rdp+B, dp+C [575 = DMG]


3 Power Gauges

Corner

  • Ⅳ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), rdp+D (2), (SC) qcb hcf+P (in air), qcb hcf+P [580 = DMG]
  • Ⅴ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcf+A, rdp+B, dp+A (2), (SC) qcb hcf+P (in air), qcb hcf+P [625 = DMG]


4 Power Gauges

Corner

  • Ⅵ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), rdp+D (2), (SC) qcb hcf+P (in air), qcb hcf+AC [655 = DMG]
  • Ⅶ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcf+A, rdp+B, dp+A (2), (SC) qcb hcf+P (in air), rdp+B, qcb hcf+AC [716 = DMG]


HD Combos

HD Starters

  • ① cr.B, cr.A, df+D (1) ~HD
  • ② st.C, df+D (2) ~HD
  • ③ j.C, st.C, df+D (1), ~HD
  • ④ f+B, ~HD


HD Combo Legend

  • ⑤ st.C, df+D (2), hcb+K (1), (HDC) dp+C (1), (HDC) qcf+D, hcb+K, (HDC) rdp+B, dp+A(1), (HDC) rdp+B, dp+A (1), (HDC) rdp+B, dp+C (1), (HDC) rdp+B, dp+A (1), (HDC) qcf+D (only two)
  • ⑥ st.C, df+D (2), hcb+K (1), (HDC) dp+C (1), (HDC) qcf+D, [hcb+K (1), (HDC) rdp+B, dp+A (1), (HDC) qcf+D (only two)]×2


No Power Gauge

  • [HD Starter] ⑤, rdp+B, dp+C ①[473], ②[528]③[558]④[535]
  • [HD Starter] ⑥, rdp+B, dp+C ①[461], ②[501]③[545]④[508]


1 Power Gauge

  • [HD Starter] st.C, df+D (2), (HDC) [hcb+K (1), (HDC) dp+C (1)]×4, qcf+D, qcb hcf+P (in air) ①【】,②【】,③【】④【】

Starting Position

  • [HD Starter] st.C, df+D (2), (HDC) hcb+K (1), (HDC) dp+C (1), (HDC) qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]×3, dp+A (1), (HDC) qcf+D (only two), qcf+D, qcb hcf+P (in air), rdp+B, dp+A ①【】②【】③【】④【】
  • [HD Starter] st.C, dp+C (1), (HDC) qcf+D, rdp+B, dp+C (1), (HDC) rdp+B, dp+C(1), (HDC) rdp+B, dp+A, (HDC) rdp+B, (HDC) qcb hcf+P (in air), hcb+K ①【】②【】③【】④【】

Strategies

"Food for thought, ya know."

Far Range

  • Kyo can't do much of anything here except zone, use Yamibarai to try and build some meter while your out of range, and if your opponent wants to zone back try throwing out a random EX as they're not likely to see it coming, drive and super canceling is out the window for now, random Kotokskio's aren't a good idea either by the way.

Mid Range

  • From this range Kyo can do some damage, Yamibarai is still good but only if you time well, Oniyaki can also get some use for those opponents that like to jump-in, CD + Kotokskio shenanigans can work but not all the time, Weak Oborogurma can also be used an anti-air which can then be super canceled into his Air Orochinagi for extra damage, and if don't mind burning the extra drive and meter you can use his Neomax Ama No Murakumo to stuff laggy moves/fireballs and jump-ins.

Close Range

  • This is where Kyo does his best, Yamibarai can be super canceled upon execution when you are this close, his EX Oniyaki will suck the opponent in when they attempt a jump-in which can be super canceled as well, Kyo can se his Naraku Otoshi to start BnB's/Combos from jump-ins, he can also free cancel the first hit of 88 Shiki into a variety of moves (Kotokskio/Kai/etc), he gains a command grab with EX Kotokskio, just about every option of drive/super canceling is open to him now.


Cornered Opponent

  • Everything from close range applies here except 100x more Oborogurma, Kotokskio, and Air Orochinagi, HD mode is highly recommended.


Cornered

  • Get out of the corner, strong Kotokskio or GCR is you have to.

Tips

Miscellaneous

Character Sprite

File:Kyo.gif

Colors

Other

Taunt

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose

Links & References

Technical Reference

http://www.youtube.com/watch?v=KIlyOUbMvC0


Discussion Threads

Discuss at Dream Cancel

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