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cr. Bx1~2, st. B, hcb+K = 218 dmg | cr. Bx1~2, st. B, hcb+K = 218 dmg | ||
* A very important and easy combo to learn which is low hit confirm into a hard knockdown. Be sure to get the st. B into hcb+K down as consistently as you can or else the hcb+K might come out too late and get blocked. | |||
cr. B, cr. A, df+D (1), qcf+D~D, hcb+K = 245 dmg | cr. B, cr. A, df+D (1), qcf+D~D, hcb+K = 245 dmg | ||
* This is another very essential combo to learn and use in battle, and the timing isn't as tight as the st.B to hcb+K cancel. | |||
cr. B, cr. A, df+D (1), qcf+D~D, rdp+D = 232 dmg | |||
cr. B, st. C, hcb+K = 237 dmg | cr. B, st. C, hcb+K = 237 dmg |
Revision as of 03:41, 3 April 2012
Console Changes
- 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
- Kototsuki You (HCB+K) has more lag on block
- B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.
Yamamoto – "The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his df.HK>fb+HK {df.D > qcf+D}combo. Please try him out now that he has so many more attack options."
Gameplay Overview
Kyo is an extremely versatile character with a vast range of playing styles. He can zone with Yamibarai but at the same time he can rush 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
s.A: 25 damage, cancellable, hits mid. Standard punch attack. Fast and stops a lot of short hops. It's okay from time to time in mid-range to throw this out to stop hops in advance if your opponent is really hop twitchy, especially if they are cornered. One disadvantage so far is that the jab isn't as far as past years, but it is still somewhat the same.
s.B: 30 damage, special cancellable, hits low. A quick standing, low kick. Unlike previous years, Kyo had the ability to cancel this kick into his other normals, like his df+D for example. Now that ability has been removed, it is a little less useful. You can now only cancel this kick into his specials, like qcf+K for example (more importantly the B version of that move).
s. C: 70 damage, cancellable, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height.
far C: 80 damage, whiff cancellable and cancellable by itself, hits mid. Strong punch that's aimed slightly upward. It has good range and is an okay anti-air as well as pretty good hit-stun so it may end up starting a few combos.
s.D: 80 damage, not cancellable, hits mid. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow.
Crouching
cr. A: 25 damage, cancellable, hits mid. Crouching punch attack. A very quick poke, preferred to be chained to his df+D.
cr. B: 30 damage, cancellable, hits low. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained.
cr. C: 70 damage, cancellable, hits mid. Crouch uppercut attack, good reach, great priority, very fast, and good as an anti-air.
cr. D: 80 damage, whiff and hit cancellable, hits low. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow. You can try to cancel it into another move if blocked or whiffed.
Jumping
j. A: 40 (45) damage, cancellable, hits overhead. Jumping elbow attack. It comes out fast but the range is mediocre. You can use this as an air-to-air too but it might get beaten out by longer jump attacks. This attack might whiff if used incorrectly against crouching opponents.
j. B: 40 (45) damage, hits overhead. Jumping knee attack. It has good priority, stays out for a bit and crosses-up. Even though the range is short, it doesn't have the susceptibility of being trip guarded like his j.2C.
j. C: 70 (72) damage, hits overhead. Jumping punch attack. A great jump-in move that does good damage. It points down at a 60 degree angle which good for jumping in with. If you use it as an air-to-air it may get beaten out by jump attacks that have a more horizontal hitbox. Defensively you can use it while you are jumping away against opponents trying to advance on you in mid-range, either by them jumping at you, or running towards you. You can also use it to jump away after blocking a j.CD if the opponent likes to hop at you afterwards to continue pressure.
j. D: 70 (68) damage, hits overhead. Good priority, useful in air-to-air and should be used earlier than later because of it's range. A great move to be used defensively too to keep advancing opponents out. The only risk with this kick is that it completely whiffs on crouching opponents, so be very careful using this offensively. Your opponent can just duck under it and punish you with a low attack.
Blowback Attack
CD: 75 damage, whiff and hit cancellable. A very fast shoulder tackle. You can whiff cancel this to add a bit more range to some of your special moves or to use it as a fake out to catch players trying to advance on your thinking your just whiffing this for no reason (ex. CD -> hcb+K)
j. CD: 90 (80) damage, cancellable, hits mid. Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks. The range is fairly short (as it always has been) so it is best to use this offensively as a jump-in. After the opponent blocks this, you can either continue your pressure to go low (cr.B, etc.) or hit them with an overhead (f+B, or j.B, etc).
GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack.
Throws
Issetsu Seoi Nage = (b/f + C/D) (close) 65+38 damage. A slam to elbow drop.
Command Moves
Goufu You = (f+B) - 75 (60 when canceled from) damage, only cancel-able from a canceled normal, hits overhead.
- It works well after moves with a lot of hit stun.
88 Shiki = (df+D) - 30+45 damage free cancel-able on 1st hit, hits low twice.
- It has good range, connects after crouch normals and his st. C fairly well.
Naraku Otoshi = (db/d/df+C in air) - 50 damage, hits overhead. Two-handed downward haymaker attack.
- If successfully used as an air-to-air it slams the opponent to the ground for a hard knockdown. It has a lot of hit stun so it can be used to jump-in and start a combo. When used during a backdash it makes him hop backward further and quicker. It can also be used as a cross-up too. This move isn't fool proof though. Your opponent can trip guard this move by carefully placing a cr.B to shrink their hitbox.
Special Moves
Yamibarai = (qcf+P) - A flame projectile that goes across the ground towards the other side of the screen. A version moves slowly and the C version goes much faster.
(EX) = qcf+AC - Comes out very quickly making it very easy to combo into and knocks opponent down.
- Super Cancellable, need to be close
- Hit Detection: Mid
- Damage: 60/100
Oniyaki = (dp+P) - An uppercut imbued with flames. It has a wide hitbox so it punishes a lot of jump-ins, and some pokes, easily.The A version does one hit while the strong version does 3 hits. Both versions can be drive/super canceled on the first hit.
(EX) = dp+AC - Rises into the air vertically instead of diagonally and has a vacuum effect on hit pulling them into the uppercut. EX version has more invincibility/auto-guard and does 10 hits.
- Drive/Super Cancellable
- Hit Detection: Mid
- Damage: 55+23/80+25x2/70+19+18+17+16+15+14+13+12+11
Kotokskio = (hcb+K) - Rushing elbow to grab attack. It's very quick and has lower body invincibility at start-up. It works well after most normals and juggle attacks. B version goes about 75% of the screen and D version goes full-screen. Both are unsafe on block
(EX) = hcb+BD close - Changes the properties to a 1F command grab.
- Drive/Super Cancel-able on first hit
- Hit Detection: Mid/Close
- Damage: 30+128/180
Oborogurma = (rdp+K) - Quick jump kick(s). B version does one hit and juggles the opponent if hit high enough; D version does three hits slamming the opponent down on the third hit. Both versions are unsafe when whiffed. B version can be drive/super canceled on the first hit while the D and EX versions can be super canceled on the second hit.
(EX) = rdp+BD - Mimics the strong version except with more invincibility at start-up and faster start up.
- Super Cancel-able on the first/second hit
- Hit Detection: Mid
- Damage: 40/40+38+63/60+57+90
Kai = (qcf+K) - 2 jumping kick attacks. B version simply knocks the opponent down but it's pretty safe: D version launches the opponent higher into the air for a possible follow-up and can be super canceled upon second hit.
(EX) = qcf+BD - Comes out much quicker making it easier to connect after his df+D, safe on block.
- Super Cancel-able
- Hit Detection: Mid
- Damage: 35+33/30+28/40+38
Desperation Moves
Orochinagi = (qcf hcb+P) - Flaming wave attack. Holding either punch button, delays the attack. It does a nice amount of chip damage. Both ground and EX versions can be Max Canceled on hit.
Air Orochinagi = (qcf hcb+P in air) - Air flaming wave attack. It mimics the ground version except done in the air now and pushes Kyo back slightly after activation.
(EX) = qcf hcb+AC - 2 frame start-up, causes more damage and does three hits instead of one.
- Max Cancel-able on ground, on hit
- Hit Detection: Mid
- 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. Fast start up makes 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: 42x10
Combos
No Stock, No Drive Gauge -
cr. Bx1~2, st. B, hcb+K = 218 dmg
- A very important and easy combo to learn which is low hit confirm into a hard knockdown. Be sure to get the st. B into hcb+K down as consistently as you can or else the hcb+K might come out too late and get blocked.
cr. B, cr. A, df+D (1), qcf+D~D, hcb+K = 245 dmg
- This is another very essential combo to learn and use in battle, and the timing isn't as tight as the st.B to hcb+K cancel.
cr. B, cr. A, df+D (1), qcf+D~D, rdp+D = 232 dmg
cr. B, st. C, hcb+K = 237 dmg
st. C, df+D (1), qcf+D~D, rdp+D = 261 dmg
st. C, df+D (1), qcf+D~D, hcb+K = 275 dmg
No Stock, 1+ Drive Gauge -
cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D~D, hcb+D = 307 dmg
cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D~D, rdp+D = 295 dmg
st. C, dp+C (1), (DC) qcf+D, hcb+D = 323 dmg
st. C, dp+C (1), (DC) qcf+D, rdp+D = 309 dmg
cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, hcb+K = 259 dmg
cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, rdp+D = 247 dmg
No Stock, 2 Drive Gauge -
cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K = 348 dmg
cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D = 337 dmg
st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K = 372 dmg
st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D = 360 dmg
1 Stock, No Drive Gauge -
cr. B, cr. A, df+D (1), qcb hcf+P = 258 dmg
st. C, qcf+K, qcb hcf+P = 303 dmg
st. C, qcf+K, rdp+B, rdp+BD = 334 dmg
1 Stock, 1+ Drive Gauge -
cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, qcb hcf+P = 346 dmg
st. C, dp+C (1), (DC) qcf+D, qcb hcf+P = 366 dmg
st. C, qcf+D, rdp+Bx2, (SC in air) qcb hcf+P = 326 dmg
st. C, qcf+D, rdp+D (2), (SC in air) qcb hcf+P = 338 dmg
2 Stock, No Drive Gauge -
cr. Bx2, st. B, qcf+B, qcb~hcf+AC = 412 dmg
cr. B, cr.B, df+D (1), qcf+D~D, rdp+B, qcb~hcf+AC = 411 dmg
st. C, df+D (1), qcf+D~D, rdp+B, qcb~hcf+AC = 452 dmg
2 Stock, 1+ Drive Gauge -
cr. Bx1~2, st. B, dp+C (1), qcf+D, rdp+B, qcb hcf+AC = 461 dmg
st. C, dp+C (1), qcf+D, rdp+B, qcb hcf+AC = 500 dmg
3 Stock, 1+ Drive -
cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, (rdp+B), qcb~hcf+AC = 445 dmg
4 Stock, 2 Drive Gauge -
qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, qcb hcf+AC
Corner Combos
0 Stock, No Drive Gauge
cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C = 246 dmg
st. C, df+D (1), qcf+K, rdp+B, dp+C = 275 dmg
0 Stock, 1+ Drive Gauge
cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C (1), (DC) rdp+B, dp+C = 314 dmg
st. C, df+D (1), qcf+K, rdp+B, dp+C (1), (DC) rdp+B, dp+C = 350 dmg
0 Stock, 2 Drive Gauge
cr. B, cr. A, df+D (1), qcf+K, rdp+B, [dp+C (1), (DC) rdp+B]x2, dp+C = 372 dmg
cr. B, cr. A, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), qcf+D, rdp+B, dp+C (1), rdp+D = 367 dmg
st. C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+C (1), (DC) rdp+D = 414 dmg
st. C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+A (1), (DC) qcf+D, (wait), rdp+B, qcf+B, rdp+B, dp+A = 419 dmg
st. C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+A (1), (DC) qcf+D, (wait), rdp+B, qcf+B, dp+C = 377 dmg
st. C, df+D (1), qcf+D, rdp+B, qcf+B, rdp+B, dp+A (1), (DC) qcf+D, rdp+B, dp+C (1), (DC) hcb+K = 422 dmg
1 Stock, No Drive Gauge
cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+AC = 289 dmg
st. C, df+D (1), qcf+K, rdp+B, qcb hcf+P = 324 dmg
1 Stock, 1+ Drive Gauge
cr.B, cr.A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, qcf+A, hcb+D = 416 dmg
cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C = 384 dmg
st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C = 425 dmg
st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, hcb+D = 425 dmg
j. C, st. C, qcf+D, rdp+B, qcf+B, rdp+B, dp+A (2),(SC) air qcb hcf+A, hcb+D = 494 dmg
2 Stock, 1+ Drive Gauge
st. C, df+D (1), qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, dp+AC = 470 dmg
cr. B, cr.B, df+D (1), qcf+D~D, rdp+B (DC) qcb~hcf+AC, hcb+K = 452 dmg
2 Stock, 2 Drive Gauge
cr. B, cr. A, df+D (1), qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, qcb~hcf+P = 427 dmg
cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC) qcb~hcf+P, rdp+D (2), (SC) qcb~hcf+P, hcb+K = 509 dmg
st. C, df+D (1), qcf+D, rdp+B, (SC) qcb~hcf+P, rdp+D (2), (SC) qcb~hcf+P, hcb+K = 509 dmg
3 Stock, 1+ Drive Gauge
cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, (rdp+B), qcb~hcf+AC = 445 dmg
Hyper Drive Combos
Common HD starters
-s.C, df+D, (BC)
-d.b, d.a, df+D (BC)
-f+B, (BC)
0 Stock
(1) s.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
(2) s.C, df+D (2), hcb+K, [HDC] dp+C (1), [HDC] qcf+D, (hcb+K, [HDC] rdp+B, dp+A, [HDC] qcf+D]xn
(3) corner: s.C, df+D (2), qcf+D, [dp+C (1), rdp+B]xn
(4) corner: s.C, df+D (2), qcf+D, [rdp+B, dp+C (1)]xn
(5) corner: s.C, df+D (2), qcf+D, [rdp+B, dp+A, qcf+D]xn
(6) s.C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, hcb+K
(7) s.C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, rdp+D
1 Stock
(1) s.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 Stock
(1) s.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
(2) s.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
(3) s.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 Stock
(1) s.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
(2) s.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
(3) s.C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+P, (MC) qcfx2+AC
4 Stock
(1) s.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
(2) s.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
(3) s.C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+AC, qcfx2+AC
(4) s.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
5 Stock
(1) s.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
(2) s.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
(3) s.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
Strategies
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 use 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.
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Tips
Videos, Links & References
Kyo Master Class
KCE Kyo Demonstration
KOFXIII CMV - Kyo Kusanagi: Scion Edition = http://youtu.be/tr34fk4Wkk4
KoF XIII : Kusanagi Kyo Short Combo vid = http://www.youtube.com/watch?v=E1V-v7gCYWQ
Discussion Threads
Discuss at Dream Cancel