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XV Broken/Kyo Kusanagi: Difference between revisions

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==Normals==
==Normals==
===Far Standing Normals===
===Far Standing Normals===
====Far A====
====Far A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_sta
|caption=
|description=
|name=Far A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far B====
====Far B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_stb
|caption=
|description=
|name=Far B
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}
====Far C====
====Far C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_stc
|caption=
|description=
|name=Far C
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far D====
====Far D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_std
|caption=
|description=
|name=Far D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=  
|description= * Enter move description here.
*  
*
*
}}
}}
}}




===Close Standing Normals===
===Close Standing Normals===
====Close A====
====Close A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_cla
|caption=
|description=
|name=Close A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Close B====
====Close B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_clb
|caption=
|description=
|name=Close B
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====Close C====
====Close C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_clc
|caption=
|description=
|name=Close C
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}


====Close D====
====Close D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_cld
|caption=
|description=
|name=Close D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
}}
}}
}}


===Crouch Normals===
===Crouch Normals===
====Crouch A====
====Crouch A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_cra
|caption=
|description=
|name=Crouch A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}
====Crouch B====
====Crouch B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_crb
|caption=
|description=
|name=Crouch B
* Placeholder
|data=
}}
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
 
====Crouch C====
====Crouch C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_crc
|caption=
|description=
|name=Crouch C
* Placeholder
|data=
}}
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
 
====Crouch D====
====Crouch D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_crd
|caption=
|description=
|name=Crouch D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


===Jump Normals===
===Jump Normals===
====Jump A====
====Jump A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_jha,kyo_ja
|caption=
|name=jump A
|name=Jump A
|input=j.A
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump B====
====Jump B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_jhb,kyo_jb
|caption=
|name=jump B
|name=Jump B
|input=j.B
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump C====
====Jump C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_jhc,kyo_jc
|caption=
|name=jump C
|name=Jump C
|input=j.C
|data=
|description2=* Placeholder
{{AttackData-KOFXIV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXIV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump D====
====Jump D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=kyo_jhd,kyo_jd
|caption=
|name=jump D
|name=Jump D
|input=j.D
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


===Blowback===
===Blowback===
{{MoveData
====Blowback====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=kyo_cd
|name=Stand CD
|description=
|data=
* Placeholder
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====ShatterStrike====
{{FrameDataCargo-KOFXV
|moveId=kyo_236cd
|description=
*Placeholder
}}


{{MoveData
====jump CD====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=kyo_jhcd,kyo_jcd
|name=Jump CD
|name=jump CD
|data=
|input=j.CD
{{AttackData-KOFXV
|description2=* Placeholder
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}



Revision as of 02:57, 17 February 2022

Introduction

Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo’s very own blood.

Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

Throws

Hatsugane - / +

Issestu Seoi Nage - / +

Command Normals

Ge-shiki * Goufu You - +

88 Shiki - +

Geshiki Naraku Otoshi - / / + (Midair Only)

Special Moves

100 Shiki Oniyaki - + / (*)

R.E.D. Kick - + / (*)

75 Shiki: Kai - + / (*)

┗Follow Up- /

212 Shiki * Kototsuki Yo - + / (*)


114 Shiki * Aragami - +

┗128 Shiki * Konokizu - + /
┗127 Shiki * Yanosabi - /
┗125 Shiki * Nanase - /
┗127 Shiki * Yanosabi - + /
┗212 Shiki Kototsuki You - + /
┗Geshiki * Migari Ugachi - /
┗124 Shiki * Munotsuchi - + /
┗427 Shiki * Hikigane - /
┗Ge-shiki * Tsuriganeotoshi - /

115 Shiki: Dokugami - + (*)

┗401 Shiki * Tsumiyomi - + /
┗402 Shiki * Batsuyomi - + /
┗100 Shiki * Oniyaki - + /

Super Special Moves

Ura 108 Shiki * Orochinagi: + / (!)

182 Shiki - + / (!)

Climax Super Special Moves

Ura 1212 Shiki * Yakumo - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

far A
f.A
f.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 6 2 14 -1 -3 - 30 60
  • Placeholder

Far B

far B
f.B
f.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 2 13 0 -2 - 30 60
  • Placeholder

Far C

far C
f.C
f.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 10 3 19 -1 -3 - 70 120
  • Placeholder

Far D

far D
f.D
f.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
90 Mid super 8 4 20 -3 -5 Low: 8 to 17 (10 Frames) 70 120
  • Placeholder


Close Standing Normals

Close A

close A
c.A
c.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 2 8 +5 +3 - 30 60
  • Placeholder

Close B

close B
c.B
c.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 2 13 0 -2 - 30 60
  • Placeholder

Close C

close C
c.C
c.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 3 19 -1 -3 - 70 120
  • Placeholder

Close D

close D
c.D
c.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 6 2 20 -1 -3 - 70 120
  • Placeholder

Crouch Normals

Crouch A

crouch A
2A
2A

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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 9 +3 +1 - 30 60
  • Placeholder

Crouch B

crouch B
2B
2B

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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low super 5 3 10 +2 0 - 30 60
  • Placeholder

Crouch C

crouch C
2C
2C

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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 7 4 19 -2 -4 - 70 120
  • Placeholder

Crouch D

crouch D
2D
2D

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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 7 4 23 Soft Knockdown (+22) -8 - 70 120
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A


NO IMAGE FOUND

No results

jump A jump A

45 High - 4 5 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B


NO IMAGE FOUND

No results

jump B jump B

45 High - 5 10 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C


NO IMAGE FOUND

No results

jump C jump C

70 High - 6 8 1 on ground - - - 70 120
  • Placeholder

Jump D

jump D
j.D
j.D


NO IMAGE FOUND

No results

jump D jump D

70 High - 8 5 1 on ground - - - 70 120
  • Placeholder

Blowback

Blowback

Blowback
CD
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid command 16 5 20 Wall Splat HKD (Ground hit [+75 - +92]) / Soft Knockdown (Air hit [≥+33 - +77]) -2 (+2) - 100 160
  • Placeholder

ShatterStrike

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

jump CD

jump CD
j.CD
j.CD


NO IMAGE FOUND

No results

jump CD jump CD

90 Mid - 14 8 1 on ground Soft Knockdown - - 80 140
  • Placeholder

Throws

Hatsunage
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Issetsu Seoi Nage
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Ge-Shiki • Gofu Yo
6B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


88 Shiki
3D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ge-Shiki • Naraku Otoshi
j.2C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

100 Shiki • Oniyaki
623A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


R.E.D. Kick
4214B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


75 Shiki • Kai
236B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
75 • Shiki Kai (Follow Up)
B/D after Shiki Kai
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


1115 Shiki • Dokugami
236C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
401 Shiki • Tsumiyomi
63214A/C after Dokugami
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
402 Shiki • Batsuyomi
6A/C after Tsumiyomi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
100 Shiki • Oniyaki
623A/C after Batsuyomi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


114 Shiki • Aragami
236A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
128 Shiki • Konokizu
236A/C after Aragami
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
125 Shiki • Nanase
B/D after Konokizu
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
127 Shiki • Yanosabi (1)
A/C after Konokizu
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
127 Shiki • Yanosabi (2)
63214A/C after Aragami
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
212 Shiki • Kototsuki Yo
63214B/D after Yanosabi (2)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Ge-Shiki • Migari Ugachi
A/C after Yanosabi (2)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
124 Shiki • Munotsuchi
63214B/D after Aragami
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
427 Shiki • Hikigane
B/D after Munotsuchi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Ge-Shiki • Tsurubeotoshi
A/C after Munotsuchi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


212 Shiki • Kototsuki Yo
63214B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Ura 108 Shiki • Orochinagi
2141236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


182 Shiki
236236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ura 1212 Shiki • Yakumo
2141236C/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Combos

Notation Guide (placeholder XIV page for now, replace w/ XV page when available)

General Notes

  • Any Kyo combo that begins with "cr.B > cr.A > df+D (1)" can also be started with cl.C > df+D (1) or cl.C > f+B instead.

Rush Auto Combo

Meterless: An elbow jab, 2 kicks, then ends with his rekka series of qcf+A ~ qcf+A ~ K. (187 DMG)

1 Meter: Ends with qcfx2+P. (223 DMG)

2 Meter: Ends with qcfx2+AC. (333 DMG)

3 Meter: Ends with qcb,hcf+CD. (421 DMG)

0 Meter

Anywhere

  • cr.B > cr.B > cr.A > qcf+A ~ qcf+A ~ P/K (197 DMG)

Simple confirm into Aragami. Use the P ender for hard knockdown and the K ender for corner carry.

  • cr.B > cr.A > df+D (1) > qcf+D ~ D, hcb+K (221 DMG)

Old Reliable, for when you're not able to do other routes after upkicks.

  • cr.B > cr.A > df+D (1) > qcf+D ~ D, dp+C (229 DMG)

You'll have to run up after the upkicks to get dp+C.

  • cr.B > cr.A > df+D (1) > qcf+D ~ D, rdp+B (181 DMG)

Less damage but ends in a hard knockdown, allowing for mixups afterward.

  • cr.B > cr.A > df+D (1) > qcf+D ~ D, qcf+A ~ qcf+A ~ delay P/K (231 DMG)

You need to run up after the upkicks into order to get the P ender, but for the K ender you don't have to worry about that.

st.C > qcf+C ~ hcb+P ~ f+P ~ dp+P (235 DMG)

Kyo's new st.C is quite the reliable combo starter from a distance.

st.CD > rdp+B (whiff), qcf+C ~ hcb+P ~ f+P (176 DMG)

The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender doesn't seem possible, even with delays.


Corner Only

  • cr.B > cr.A > df+D (1) > qcf+D ~ D, qcf+C, dp+C (274 DMG)
  • cr.B > cr.A > df+D (1) > qcf+D ~ D, qcf+A, qcf+A ~ hcb+P ~ P (278 DMG)

Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.

0.5 Meters

Anywhere

  • cr.B > cr.A > df+D (1) > qcf+BD, qcf+D ~ D, st.CD (whiff) > qcf+A ~ qcf+P ~ P/K (277 DMG)

You don't have to have the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks.

  • cr.B > cr.A > df+D (1) > b,qcb+BD, qcf+B ~ B, qcf+C ~ hcb+P, f+P, dp+P (329 DMG)

Great damage for just half a bar.

Corner Only

  • cr.B > cr.A > df+D (1) > qcf+D ~ D, qcf+C, dp+AC (317 DMG)
  • cr.B > cr.A > df+D (1) > b,qcb+BD, qcf+B ~ B, qcf+A, dp+C (339 DMG)

1 Meter

Anywhere

  • ...

Corner Only

  • ...

1.5 Meters

Anywhere

  • ...

Corner Only

  • ...

2 Meters

Anywhere

  • ...

Corner Only

  • ...


3 Meters

Anywhere

  • ...

Corner Only

  • ...


4 Meters

Anywhere

  • ...

Corner Only

  • ...


5 Meters

Anywhere

  • ...

Corner Only

  • ...

Misc

Videos

Kyo Kusanagi Reveal Trailer

Navigation

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters