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[[File:KOFXV Kyo Profile.png|right|thumb]] | [[File:KOFXV Kyo Profile.png|right|thumb]] | ||
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==Introduction== | ==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. | 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. |
Revision as of 17:11, 14 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
Command Normals
Geshiki Naraku Otoshi - / / + (Midair Only)
Special Moves
212 Shiki * Kototsuki Yo - + / (*)
Super Special Moves
Ura 108 Shiki * Orochinagi: + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Normals
Far Standing Normals
Far A |
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Far B |
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Far C |
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Far D |
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Close Standing Normals
Close A |
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Close B |
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Close C |
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Close D |
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Crouch Normals
Crouch A |
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Crouch B |
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Crouch C |
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Crouch D |
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Jump Normals
Jump A |
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Jump B |
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Jump C |
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Jump D |
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Hop Normals
Hop A |
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Hop B |
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Hop C |
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Hop D |
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Blowback
Stand CD |
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Jump CD |
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Hop CD |
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Throws
Hatsunage |
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Issetsu Seoi Nage |
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Command Moves
Ge-Shiki • Gofu Yo 6B |
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88 Shiki 3D |
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Ge-Shiki • Naraku Otoshi j.2C |
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Special Moves
100 Shiki • Oniyaki 623A/C |
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R.E.D. Kick 4214B/D |
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75 Shiki • Kai 236B/D |
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75 • Shiki Kai (Follow Up) B/D after Shiki Kai |
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1115 Shiki • Dokugami 236C |
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401 Shiki • Tsumiyomi 63214A/C after Dokugami |
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402 Shiki • Batsuyomi 6A/C after Tsumiyomi |
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100 Shiki • Oniyaki 623A/C after Batsuyomi |
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114 Shiki • Aragami 236A |
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128 Shiki • Konokizu 236A/C after Aragami |
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125 Shiki • Nanase B/D after Konokizu |
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127 Shiki • Yanosabi (1) A/C after Konokizu |
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127 Shiki • Yanosabi (2) 63214A/C after Aragami |
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212 Shiki • Kototsuki Yo 63214B/D after Yanosabi (2) |
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Ge-Shiki • Migari Ugachi A/C after Yanosabi (2) |
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124 Shiki • Munotsuchi 63214B/D after Aragami |
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427 Shiki • Hikigane B/D after Munotsuchi |
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Ge-Shiki • Tsurubeotoshi A/C after Munotsuchi |
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212 Shiki • Kototsuki Yo 63214B/D |
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Super Special Moves
Ura 108 Shiki • Orochinagi 2141236A/C |
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182 Shiki 236236A/C |
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Ura 1212 Shiki • Yakumo 2141236C/D |
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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
- ...