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The King of Fighters XIII/Kyo Kusanagi: Difference between revisions
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Anywhere<br/> | Anywhere<br/> | ||
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cr.B, cr.A, df+D(1), qcf+D, rdp+D = 245 dmg<br/> | |||
j.C, cl.C, | j.C, cl.C, df+D(1), qcf+D, rdp+D = 330 dmg<br/> | ||
|- | |- | ||
Line 70: | Line 70: | ||
Corner<br/> | Corner<br/> | ||
| | | | ||
j.C, cl.C, | j.C, cl.C, df+D(1), qcf+D, rdp+B, rdp+BD = 363 dmg<br/> | ||
cl.C, | cl.C, df+D(1), qcf+D, rdp+B, qcf+B, rdp+B, dp+AC = 364 dmg<br/> | ||
|- | |- | ||
| '''1 Stock, 1+ Drive Gauge''' | | '''1 Stock, 1+ Drive Gauge''' | ||
Line 77: | Line 77: | ||
Corner<br/> | Corner<br/> | ||
| | | | ||
j.C, cl.C, | j.C, cl.C, df+D(1), qcf+D, rdp+B, (SC) j.qcb,hcf+P, qcf+A, hcb+K = 510 dmg<br/> | ||
|- | |- | ||
| '''2 Stock, No Drive Gauge''' | | '''2 Stock, No Drive Gauge''' | ||
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Low<br/> | Low<br/> | ||
| | | | ||
cr.Bx2, st.B, qcf+B, qcb,hcf+AC = 412 dmg<br/> | |||
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|} | |} | ||
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==Console Changes== | ==Console Changes== | ||
- 88 Shiki ( | - 88 Shiki (df+D) moves forward more. As a result, 5C, 3D, 236K now does the full four hits. | ||
- Kototsuki You ( | - Kototsuki You (hcb+K) has more lag on block | ||
- B version of 75 Shiki Kai ( | - 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. | - 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. | ||
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- f.D has less lag. | - f.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 | 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+D > qcf+D combo. Please try him out now that he has so many more attack options." | ||
'' | '' | ||
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===XIII Kyo vs NESTS Kyo Differences=== | ===XIII Kyo vs NESTS Kyo Differences=== | ||
* XIII Kyo does not combo from | * XIII Kyo does not combo from cl.C to f+B, while NESTS Kyo does. | ||
* The XIII Kyo's | * The XIII Kyo's cl.A whiffs completely on crouching opponents. However, NESTS Kyo's cl.A will actually hit crouching opponents. | ||
* The XIII Kyo's EX Orochinagi DM has a quicker start up than NESTS Kyo's EX Orochinagi DM. | * The XIII Kyo's EX Orochinagi DM has a quicker start up than NESTS Kyo's EX Orochinagi DM. | ||
* NESTS Kyo is not capable of using Orochinagi in mid-air | * NESTS Kyo is not capable of using Orochinagi in mid-air | ||
* XIII Kyo's Oniyaki | * XIII Kyo's Oniyaki dp+A hits twice and dp+C hits three times. NESTS Kyo's dp+A hits once and the C version hits twice with autoguard properties. | ||
* XIII Kyo's EX DP has him traveling straight up in a spiral. NESTS Kyo is stationary in mid-air during his EX DP. | * XIII Kyo's EX DP has him traveling straight up in a spiral. NESTS Kyo is stationary in mid-air during his EX DP. | ||
* XIII Kyo has more long range and zoning options than NESTS Kyo does. | * XIII Kyo has more long range and zoning options than NESTS Kyo does. | ||
* XIII Kyo's | * XIII Kyo's qcf+K up-kicks are automatic. NESTS Kyo will require the player to input an K to finish the move. | ||
* NESTS Kyo’s | * NESTS Kyo’s dp+D is not cancellable. | ||
* NESTS Kyo's | * NESTS Kyo's hcb+K requires him to "catch" the opponent and then cause an explosion, while the EX version works as another damaging reversal option. NESTS Kyo will still go through the same animation sequence making the move unsafe. The XIII Kyo's version of this move automatically works after the first successful hit and the animations stops with Kyo's elbow in front of him. The EX version of the move works as a 4 frame command throw. | ||
* XIII Kyo lacks any safe special move reversals while NESTS Kyo has somewhat safer reversal options. | * XIII Kyo lacks any safe special move reversals while NESTS Kyo has somewhat safer reversal options. | ||
Latest revision as of 11:35, 25 March 2025
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Movelist
Throws
Issetsu Seoi Nage: Close, /
+
/
Command Moves
Special Moves
Desperation Moves
Neomax
(*) = EX version possible
(AIR OK) = can be done in the air
0 Stock, No Drive Gauge |
Low |
cr.B, cr.A, df+D(1), qcf+D, rdp+D = 245 dmg |
1 Stock, No Drive Gauge |
Anywhere |
j.C, cl.C, df+D(1), qcf+D, rdp+B, rdp+BD = 363 dmg |
1 Stock, 1+ Drive Gauge |
Corner |
j.C, cl.C, df+D(1), qcf+D, rdp+B, (SC) j.qcb,hcf+P, qcf+A, hcb+K = 510 dmg |
2 Stock, No Drive Gauge |
Low |
cr.Bx2, st.B, qcf+B, qcb,hcf+AC = 412 dmg |
Console Changes
- 88 Shiki (df+D) moves forward more. As a result, 5C, 3D, 236K 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.
- f.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+D > qcf+D combo. Please try him out now that he has so many more attack options."
Gameplay Overview
Kyo is a very noteworthy character with many powerful options to exploit during game play. He is a versatile character who has the tools to zone the opponent and/or rush the opponent down. He can also punish jump-ins very well with his Oniyaki (dp+P), EX Oborogurma (rdp+BD) but can also carry his opponent across the screen with moves such as 75 Shiki (qcf+K) and Oborogurma (rdp+K). 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. Compared to alternate version NESTS Kyo, this version of Kyo is a bit more reliant on scoring easy hard knockdowns to set up either a safe jump option, a high/low okizeme mix-up or using his j.d+C for some annoying cross-ups. He has stronger long range options using is qcf+P for zoning, and his NeoMax which can punish opponents at full screen. His HD combos are a bit more flashier and juggle-heavy which may require a fair amount of execution to pull off consistently but they are very damaging. His mid-range game both offensively and defensively are somewhat lacking in proper tools and options compared to NESTS Kyo, but long-range and close range potential can still make him a highly valid threat. |
|
Pros | Cons |
|
|
XIII Kyo vs NESTS Kyo Differences
- XIII Kyo does not combo from cl.C to f+B, while NESTS Kyo does.
- The XIII Kyo's cl.A whiffs completely on crouching opponents. However, NESTS Kyo's cl.A will actually hit crouching opponents.
- The XIII Kyo's EX Orochinagi DM has a quicker start up than NESTS Kyo's EX Orochinagi DM.
- NESTS Kyo is not capable of using Orochinagi in mid-air
- XIII Kyo's Oniyaki dp+A hits twice and dp+C hits three times. NESTS Kyo's dp+A hits once and the C version hits twice with autoguard properties.
- XIII Kyo's EX DP has him traveling straight up in a spiral. NESTS Kyo is stationary in mid-air during his EX DP.
- XIII Kyo has more long range and zoning options than NESTS Kyo does.
- XIII Kyo's qcf+K up-kicks are automatic. NESTS Kyo will require the player to input an K to finish the move.
- NESTS Kyo’s dp+D is not cancellable.
- NESTS Kyo's hcb+K requires him to "catch" the opponent and then cause an explosion, while the EX version works as another damaging reversal option. NESTS Kyo will still go through the same animation sequence making the move unsafe. The XIII Kyo's version of this move automatically works after the first successful hit and the animations stops with Kyo's elbow in front of him. The EX version of the move works as a 4 frame command throw.
- XIII Kyo lacks any safe special move reversals while NESTS Kyo has somewhat safer reversal options.
Normals
Far Standing Normals
stand A
st.A
5A |
---|
stand B
st.B
5B |
---|
stand C
st.C
5C |
---|
stand D
st.D
5D |
---|
Close Standing Normals
close C
cl.C
cl.C |
---|
Crouching Normals
crouch A
cr.A
2A |
---|
crouch B
cr.B
2B |
---|
crouch C
cr.C
2C |
---|
crouch D
cr.D
2D |
---|
Jump Normals
jump A
j.A
j.A |
---|
jump B
j.B
j.B |
---|
jump C
j.C
j.C |
---|
jump D
j.D
j.D |
---|
Blowback Normals
stand CD
st.CD
CD |
---|
jump CD
j.CD
j.CD |
---|
Throws
Issetsu Seoi Nage
Issetsu Seoi Nage
Close, b/f+C/D
Close, 4/6C/D |
---|
Command Normals
Goufu You
Ge Shiki • Gofu Yo
f+B
6B |
---|
88 Shiki
88 Shiki
df+D
3D |
---|
Naraku Otoshi
Ge Shiki • Naraku Otoshi
j.d+C
j.2C |
---|
Special Moves
Yamibarai
108 Shiki • Yamibarai
qcf+A/C/AC
236A/C/AC |
---|
Oniyaki
100 Shiki • Oniyaki
dp+A/C/AC
623A/C/AC |
---|
Kotokskio
212 Shiki • Kototsuki Yo
hcb+B/D/BD
63214B/D/BD |
---|
Oborogurma
101 Shiki • Oboroguruma
rdp+B/D/BD
421B/D/BD |
---|
75 Shiki
75 Shiki • Kai
qcf+B/D/BD
236B/D/BD |
---|
Super Special Moves
Orochinagi
Ura 108 Shiki • Orochinagi
qcb,hcb+A/C/AC (AIR OK)
2141236A/C/AC (AIR OK) |
---|
Neo Max Super Special Moves
Ama no Murakumo
Ura 121 Shiki • Ama no Murakumo
qcfx2+AC
236236AC |
---|
Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
cl.A | 25 | 3 | 5 | +3 | |
cr.A | 25 | 3 | 5 | +1 | |
st.A | 25 | 3 | 5 | +3 | |
j.A | 45 | 3 | 6 | - | |
h.A | 40 | 3 | 6 | - | |
cl.B | 30 | 3 | 6 | -1 | |
cr.B | 30 | 3 | 4 | +1 | |
st.B | 30 | 3 | 6 | -1 | |
j.B | 45 | 3 | 5 | - | |
hop B | 40 | 3 | 5 | - | |
cl.C | 70 | 7 | 3 | 0 | |
cr.C | 70 | 7 | 5 | -8 | |
st.C | 80 | 7 | 10 | -9 | |
j.C | 72 | 7 | 6 | - | |
hop C | 70 | 7 | 6 | - | |
cl.D | 80 | 7 | 8 | -3 | |
cr.D | 80 | 7 | 8 | -8 | |
st.D | 80 | 7 | 8 | -3 | |
j.D | 70 | 7 | 8 | - | |
hop D | 68 | 7 | 8 | - | |
st.CD | 75 | 10 | 15 | -1 | |
j.CD | 90 | 8 | 13 | - | |
hop CD | 80 | 8 | 10 | - | |
Naraku Otoshi = j.2C | 50 | 12 | 8 | - | |
Goufu You (Cancel) | 75 | 4 | - | - | |
Goufu You (No Cancel) | 60 | 8 | 19 | -2 | |
88 Shiki1 = df+D | 30 | 4 | 9 | -19 | Recover for whiff of 2nd hit |
88 Shiki2 | 42 | 4 | - | 11 | |
88 Shiki(2) | 45 | 4 | - | - 11 | |
Issetsu Seoi Nage = b/f+C/D | 100 | 0 | 1 | - | Hard knockdown |
GCCD | 4 | 0 | 13 | -15 | 17 Frame startup vs jump atk? |
A Yamibarai = qcf+A | 60 | 4 | 16 | -2 | Close |
C Yamibarai = qcf+C | 60 | 4 | 15 | -5 | Close |
A Oniyaki1 = dp+A | 55 | 5 | 4 | -30 | |
A Oniyaki2 | 25 | 2 | - | - | |
C Oniyaki1 = dp+C | 80 | 4 | 7 | -44 | |
C Oniyaki2、3 | 25 | 2 | - | - | |
Kototsuki1 = hcb+B | 30 | 0 | 14 | -8 | |
Kototsuki2 | 135 | 0 | 14 | -8 | |
B 75 Shiki Kai1-2 = qcf+B | 35 | 4 | 12 | -1 | |
D 75 Shiki Kai1-2 = qcf+D | 30 | 4 | 18 | -3 | |
B Oboroguruma = rdp+B | 40 | 6 | 10 | -11 | |
D Oboroguruma1,2 | 40 | 4 | 13 | - | |
D Oboroguruma3 | 70 | 12 | - | - | |
EX Yamibarai = qcf+AC | 100 | 0 | 13 | +5 | Close |
EX Oniyaki1 = dp+AC | 70 | 0 | 4 | - | |
EX Oniyaki2-10 | 20 | 0 | - | - | |
EX Kototsuki = hcb+BD | 180 | 0 | 4 | - | |
EX 75 Shiki Kai1 = qcf+BD | 40 | 0 | 18 | - | |
EX 75 Shiki Kai2 | 40 | 0 | - | +1 | |
EX Oboroguruma1 = rdp+BD | 60 | 0 | 10 | - | |
EX Oboroguruma2 | 60 | 0 | - | - | |
EX Oboroguruma3 | 100 | 0 | - | - | |
Orochinagi = qcb,hcf+P | 210 | 0 | 46(17) | -20 | Freeze 29. w Slight charge 40(11) |
Air Orochinagi | 180 | 0 | 41(12) | - | Freeze 29 |
EX Orochinagi1 = qcb,hcf+AC | 120 | 0 | 38(9) | - | Freeze 29. w Slight charge (2) |
EX Orochinagi2,3 | 120 | 0 | - | - | |
EX Air Orochinagi1 = air qcb,hcf+AC | 100 | 0 | 36(7) | - | Freeze 29 |
EX Air Orochinagi2,3 | 100 | 0 | - | - | |
Ama no Murakumo1 = qcf,qcf+AC | 45 | 0 | 47(7) | - | Freeze 40 |
Ama no Murakumo2-10 | 42 | 0 | - | - |
Videos, Links & References
Juicy Bits - Kyo
Kyo Combos by GuttsCL
Kyo optimized combos & safe jump set up
Kyo Kusanagi Short Combo vid
Kyo Hit Boxes
Discussion Threads
Discuss at Dream Cancel