| 2B > 2A > 3D(1) > 236D ~ D, 63214D > SC 236236P || 338 || 270 || 1 || || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). Hold the button briefly so that you don't whiff the super.
| 2B > 2A > 3D(1) > 236D ~ D, 63214D xx 236236P || 338 || 270 || 1 || || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). Hold the button briefly so that you don't whiff the super.
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|2B > 2A > 3D(1) > 236CD, c.D > 6B > 4214BD, 236B ~ B, 236C > 63214P ~ 6P ~ 623P || 317 || 410 || 1 || || Anywhere || There are two benefits from using Shatter Strike instead of just going into EX 4214K from 3D(1). One, there's greater corner carry, useful for if you want to get out of the corner and you tag the opponent in a 2B. Two, there's greater stun since there's more overall hits in the combo. The trade off is slightly less damage and the need for 1 bar for Shatter Strike instead of half a bar. However, by the end of the combo you will effectively have only spent half a bar due to the meter build.
|2B > 2A > 3D(1) > 236CD, c.D > 6B > 4214BD, 236B ~ B, 236C > 63214P ~ 6P ~ 623P || 317 || 410 || 1 || || Anywhere || *There are two benefits from using Shatter Strike instead of just going into EX 4214K from 3D(1). One, there's greater corner carry, useful for if you want to get out of the corner and you tag the opponent in a 2B. Two, there's greater stun since there's more overall hits in the combo. The trade off is slightly less damage and the need for 1 bar for Shatter Strike instead of half a bar. However, by the end of the combo you will effectively have only spent half a bar due to the meter build.
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| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K || 345 || 280 || 1 || || Anywhere || Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K || 345 || 280 || 1 || || Anywhere || Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
Line 69:
Line 69:
| 2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236C, 623AC || 384 || 210 || 1 || || Corner || Delay the 236B followup so you can connect with 236C and have enough time to link into EX DP. If not delayed, do 236A instead.
| 2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236C, 623AC || 384 || 210 || 1 || || Corner || Delay the 236B followup so you can connect with 236C and have enough time to link into EX DP. If not delayed, do 236A instead.
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| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 623C(1) > SC 2141236P, 623A || 393 || 310 || 1 || || Corner || An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 623C(1) xx 2141236P, 623A || 393 || 310 || 1 || || Corner || An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C > SC 2141236P, 623AC || 467 || 340 || 1.5 || || Corner || Only works if the opponent is hit by the top of 236A's hitbox.
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C xx 2141236P, 623AC || 467 || 340 || 1.5 || || Corner || Only works if the opponent is hit by the top of 236A's hitbox.
Any combo that starts with 2B > 2A > 3D(1) can be done with cl.C > 3D(1) unless stated otherwise.
The Button Hold Trick can help with timing trickier combos such as Orochinagi into 623A.
Rush Auto Combo
Meterless: An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG) 1 Bar: Ends with qcfx2+P. (223 DMG) 2 Bars: Ends with qcfx2+P. (223 DMG) 3 Bars: Ends with qcb,hcf+CD. (421 DMG)
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
2B*2 > 2A > 236A ~ 236P ~ K
197
200
Anywhere
Simple confirm into Aragami. You can use the P ender in the corner for okizeme.
2B > 2A > 3D(1) > 236D ~ D, 63214K
221
170
Anywhere
Old Reliable, for when you're not able to do other routes after upkicks.
2B > 2A > 3D(1) > 236D ~ D, 623C
229
250
Anywhere
You'll have to run up after the upkicks to get 623C to connect. Can super cancel afterward for more damage.
2B > 2A > 3D(1) > 236D~D > 4214B
181
270
Anywhere
Less damage but ends in a hard knockdown, allowing for mixups afterward.
2B > 2A > 3D(1) > 236D~D, 236A ~ 236P ~ dl.P/K
231
300
Anywhere
You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
f.C > 236C ~ 63214P ~ 6P ~ 623P
235
200
Anywhere
Kyo's new f.C is now special cancelable.
CD, 4214B (whiff), 236C ~ 63214P ~ dl.6P ~ 623P
221
230
Midscreen
The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
2B > 2A > 3D(1) > 236D ~ D, 236C, 623C
274
Corner
Use this if you wanna end with DP. If not, refer to the below combo.
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 Bar
Combo
Damage
Stun
Meter Gain
Location
Notes
2B > 2A > 3D(1) > 236BD, 236D ~ D, CD (whiff), 236A ~ 236P ~ K
227
280
Anywhere
You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks. In the corner you can instead end with the P ender for a hard knockdown.
*There are two benefits from using Shatter Strike instead of just going into EX 4214K from 3D(1). One, there's greater corner carry, useful for if you want to get out of the corner and you tag the opponent in a 2B. Two, there's greater stun since there's more overall hits in the combo. The trade off is slightly less damage and the need for 1 bar for Shatter Strike instead of half a bar. However, by the end of the combo you will effectively have only spent half a bar due to the meter build.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K
345
280
1
Anywhere
Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.
Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.