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

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==Normals==
==Normals==
'''st. A:''' Standard punch attack, fast and stops short-hops too, cancel-able


'''st. B:''' Quick low kick attack (hits low), quick and cancel-able
===Standing===
[[Image:Far_Normals.png]]


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


'''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
- Cancel-able


'''st. D:''' Jumping turn kick, great reach and can be used to avoid some attacks aimed low as well
- Hit Detection: High


'''cr. A:''' Crouching punch attack, qucik and can be canceled, preferred to be chained to his df+D
- 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
 
 
[[Image:Close_Normals.png]]
 
 
'''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===
[[Image:Crouch_Normals.png]]
 
'''cr. A:''' Crouching punch attack, very quick poke, preferred to be chained to his df+D
 
- Chain/Cancel-able
 
- 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
'''cr. B:''' A quick crouching kick, a great poke that's good for chaining into combos, excellent range, can be chained
- Chain-able
- 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
'''cr. C:''' Crouch uppercut attack, good reach, great priority, very fast, good as an AA, cancel-able, this move got it all


'''cr. D:''' Crouch sweep attack, knocks standing opponents down when hit, good reach but it's rather slow, whiff cancel-able
- Cancel-able
 
- Hit Detection: High
 
- Damage: 70
 
'''cr. D:''' Crouch sweep attack, knocks standing opponents down when hit, good reach but it's rather slow
 
- Whiff/Cancel-able
 
- Hit Detection: Low
 
- Damage: 80
 
===Jumping===
[[Image:Jump_Normals.png]]


'''j. A:''' Jumping elbow attack, it comes out fast but the range is mediocre
'''j. A:''' Jumping elbow attack, it comes out fast but the range is mediocre
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)


'''j. B:''' Jumping knee attack, good priority and stays out for a bit, crosses-up
'''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
'''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
'''j. D:''' Good priority, useful in air-to-air and should be used earlier than later because of it's range


'''CD:''' Shoulder tackle, fast and whiff cancel-able
- Hit Detection: Mid
 
- Damage: 70(68)
 
===Blowback Attack===
[[Image:CD.png]]
 
'''CD:''' Shoulder tackle, very fast  
 
- Whiff/Cancel-able
 
- Hit Detection: High
 
- Damage: 75
 
 
[[Image:J_CD.png]]


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


==Throw==
==Throw==

Revision as of 02:55, 5 September 2010

Gameplay Overview

Normals

Standing

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

- 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/Cancel-able

- 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

- Chain-able

- 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

- Cancel-able

- Hit Detection: High

- Damage: 70

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

- Whiff/Cancel-able

- Hit Detection: Low

- Damage: 80

Jumping

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

- Cancel-able

- 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)

Throw

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


Command Moves

Goufu You = (f+B) - Overhead kick, works well with after moves with a lot of hitstun, cancel-able


88 Shiki = (df+D) - 2 low sweep kicks, good range and connects after crouch normals fairly well, first hit is free cancel-able


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, can cross up


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, all versions can be super canceled up close upon release


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


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


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, can be drive/super canceled as soon as the elbow hits the opponent


(EX) = hcb+BD close - Changes properties to an instant command grab


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


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


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


(EX) = qcf hcb+AC - Start-up is almost instant making it safer, more invincibility, more damage, does three hits instead of one


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

Neomax

Ama No Murakumo (qcfx2 +AC) - Kyo throws a fire wave 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, if it misses Kyo stands in place for a second and a half leaving him open to be punished


Gameplay Notes

Pros

Cons


Combos

No Drive/No Meter

- cr. Bx1~2, st. B, hcb+K

- cr. B, cr. A, df+D (1), hcb+K

- cr. B, st. C, df+D (1), hcb+K


50% Drive/No Meter

- cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, hcb+D

- cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, rdp+D

- st. C, dp+C (1), (DC) qcf+D, hcb+D

- st. C, dp+C (1), (DC) qcf+D, rdp+D

- cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, hcb+K

- cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, rdp+D


100% Drive/No Meter

- cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K

- cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D

- st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K

- st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D


No Drive/1 Meter

- cr. B, cr. A, df+D (1), qcb hcf+P

- st. C, qcf+K, qcb hcf+P

- st. C, qcf+K, rdp+B, rdp+BD


50% Drive/1 Meter

- cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, qcb hcf+P

- st. C, dp+C (1), (DC) qcf+D, qcb hcf+P

- st. C, qcf+D, rdp+Bx2, (SC in air) qcb hcf+P

- st. C, qcf+D, rdp+D (2), (SC in air) qcb hcf+P


No Drive/2 Meters

- qcf+D, rdp+B, qcb hcf+AC


50% Drive/2 Meters

- cr. Bx1~2, st. B, dp+C (1), qcf+D, rdp+B, qcb hcf+AC

- st. C, dp+C (1), qcf+D, rdp+B, qcb hcf+AC


100%/2 Meters

- corner: qcf+D, rdp+B, (SC) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K


No Drive/3 Meters

-corner: qcf+D, qcb hcf+P (in air), qcb hcf+AC


50% Drive/3 Meters

- corner: qcf+D, rdp+B, (SC in air) qcb hcf+P, (rdp+B), qcb hcf+AC


100% Drive/4 Meters

- qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, qcb hcf+AC


HD Combos

***All combos below start with either standard HD activation, or combo HD activation***

- st. C, df+D (2), hcb+K, [HDC] dp+C (1), qcf+D, hcb+K, [HDC] rdp+B, dp+A, [HDC] rdp+B, dp+A, [HDC] rdp+B, dp+C, [HDC] rdp+B, dp+A, [HDC] qcf+D

- st. C, df+D (2), hcb+K, [HDC] dp+C (1), [HDC] qcf+D, (hcb+K, [HDC] rdp+B, dp+A, [HDC] qcf+D]xn

- corner: [dp+C (1), rdp+A]xn

- coner: [rdp+B, dp+C (1)]xn

- [rdp+B, dp+A, qcf+D]xn

- st. C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, hcb+K

- st. C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, rdp+D


1 Meter Additions

- qcb hcf+P

- [rdp+B, dp+AC]

- [rdp+B, rdp+BD]

- st. C, dp+C (1), qcf+D, rdp+B, (dp+C (1), [HDC] rdp+B)x3, dp+A, [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+B, rdp+D


2 Meter Additions

- qcb hcf+AC

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x2, (SC in air) qcb hcf+P, rdp+B, dp+C (1), (HDC) rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), (HDC) rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, [HDC] dp+A, [HDC] qcf+D, rdp+B, dp+C

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), (HDC) rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, [HDC] dp+A, [HDC] qcf+D, rdp+B, rdp+D


3 Meter Additions

- qcb hcf+P (in air), qcb hcf+AC

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]x2, (SC in air) qcb hcf+P, rdp+B, dp+C (1), [HDC] rdp+B, [SC in air] qcb hcf+P, qcb hcf+P

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), (HDC) rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, [HDC] dp+A, [HDC] qcf+D, qcb hcf+P (in air), rdp+B, dp+A


4 Meter Additions

- st. C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+P, (MC) qcfx2+AC

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, (dp+C (1), [HDC] rdp+B)x2, (SC in air) qcb hcf+P, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, qcb hcf+AC

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+BD


5 Meter Additions

- st. C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+AC, qcfx2+AC

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, qcb hcf+AC

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, (HDC) dp+A, (HDC) qcf+D, qcb hcf+P (in air), qcb hcf+AC

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, (HDC) dp+A, (HDC) qcf+D, qcb hcf+P (in air), qcb hcf+AC

- st. C, dp+C (1), [HDC] qcf+D, rdp+B, dp+C (1), [HDC] rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K, (MC) qcfx2+AC



Corner

- cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C

- st. C, df+D (1), qcf+K, rdp+B, dp+C

- cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C (1), (DC) rdp+B, dp+C

- st. C, df+D (1), qcf+K, rdp+B, dp+C (1), (DC) rdp+B, dp+C

- cr. Bx2, st. B, df+D (1), qcf+K, rdp+B, [dp+C (1), (DC) rdp+B]x2, dp+C

- st. C, df+D (1) dp+C (1) qcf+K, rdp+B, [dp+C (1), (DC) rdp+B]x2, dp+C

- cr. B, cr. A, df+D (1), qcf+K, rdp+B, qcb hcf+P

- st. C, df+D (1), qcf+K, rdp+B, qcb hcf+P

- cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C

- cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, hcb+D

- st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C

- st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, hcb+D

- cr. B, cr. A, df+D (1), qcf+D, qcb hcf+P (in air), rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C

- cr. B, cr. A, df+D (1), qcf+D, qcb hcf+P (in air), rdp+B, dp+A, (DC) qcf+D, rdp+D

- st. C, df+D (1), qcf+D, qcb hcf+P (in air), rdp+B, dp+A, (DC) qcf+D, rdp+B, dp+C

- st. C, df+D (1), qcf+D, qcb hcf+P (in air), rdp+B, dp+A, (DC) qcf+D, rdp+D

- qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, dp+AC

- qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, qcb hcf+P


Tips