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The King of Fighters XIII/Kyo Kusanagi
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
st. A: Standard punch attack. Fast and stops a lot of short hops.
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
st. B: Quick low kick attack.
- Cancel-able
- Hit Detection: Low
- Damage: 30
st. C: Strong punch that's aimed slightly upward. It has good range and is an okay AA as well as pretty good hit-stun so it may end up starting a few combos.
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 80
st. D: 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.
- Hit Detection: High
- Damage: 80
cl. C: Up close strong punch. Due to its speed,it is a bnb/combo starter of choice.
- Cancel-able
- Hit Detection: High
- Damage: 70
Crouching
cr. A: Crouching punch attack. A very quick poke, preferred to be chained to his df+D.
- Chain/Cancellable
- Hit Detection: High
- Damage: 25
cr. B: A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained.
- Chainable
- 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
- Cancellable
- Hit Detection: High
- Damage: 70
cr. D: Crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow.
- Whiff/Cancellable
- Hit Detection: Low
- Damage: 80
Jumping
j. A: Jumping elbow attack. It comes out fast but the range is mediocre.
- Cancellable
- Hit Detection: Mid
- Damage: 45(40)
j. B: Jumping knee attack. It has good priority, stays out for a bit and crosses-up.
- Hit Detection: Mid
- Damage: 45(40)
j. C: Jumping punch attack. A great jump-in move that does good damage as well as 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: Very fast shoulder tackle.
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD: Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks.
- Cancel-able
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throws
Issetsu Seoi Nage = (b/f + C/D) close - A slam to elbow drop.
- Can be broken
- Hit Detection: Close
- Damage: 65+38
Command Moves
Goufu You = (f+B) - Overhead kick. It works well after moves with a lot of hitstun. It's an overhead on crouching opponents.
- Cancellable
- Hit Detection: Mid/High
- Damage: 75(60)
88 Shiki = (df+D) - 2 low sweep kicks. It has good range, connects after crouch normals and his st. C fairly well.
- Free cancellable on first hit
- Hit Detection: Low
- Damage: 30+45
Naraku Otoshi = (db/d/df+C in air) - Two-handed downward haymaker attack. If successfully used as an air-to-air it slams the opponent to the ground. It has a lot of hitstun 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 cross-up.
- Hard Knockdown on air opponents
- Hit Detection: Mid
- Damage: 50
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 on hit, need to be close
- Hit Detection: Low
- 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 4 hits.
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 55+25/80+25x2/70+20x9
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 has good recovery; D version goes full-screen.
(EX) = hcb+BD close - Changes the properties to a 1F command grab.
- Drive/Super Cancellable on first hit
- Hit Detection: High/Close
- Damage: 30+135/180
Oborogurma = (rdp+K) - Quick jump kick(s). B version does one hit and juggles the opponent; 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 Cancellable on the first/second hit
- Hit Detection: High
- Damage: 40/40x2+70/60x2+100
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 folow-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
- Super Cancellable
- Hit Detection: High
- Damage: 35x2/30x2/40x2
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 - 1F invincible start-up, causes more damage and does three hits instead of one.
- Max Cancellable on ground, on hit
- Hit Detection: High
- 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: 45x10
Combos
UNDER CONSTRUCTION
This section is currently being revised. KK 04:44, 5 December 2010 (UTC)
Legend
(DC) = Drive Cancel
(SC) = Super Cancel
[HD] = Activate Hyperdrive
[HDC] = Hyperdrive Cancel
(MC) = Max Cancel
DMG = Damage
No Drive Gauge
No Power Gauge
Anywhere
- I [cr.B, cr.A], df+D (1), hcb+K [212/238 = DMG]
- II [cr.B×1~2, st.B] hcb+K [217 = DMG]
- III cr.B~st.C, df+D (1), hcb+K [255 = DMG]
- IV st.C, qcf+K~hcb+K/rdp+D [264 = DMG]
Corner
- V [cr.B, cr.A], df+D (1), qcf+K, rdp+B, dp+C [248 = DMG]
1 Power Gauge
Anywhere
- I st.C, qcf+K, rdp+B, qcb hcf+P/rdp+BD [334/319 = DMG]
- II [cr.B, cr.A], df+D (1), qcb hcf+P [258 = DMG]
- III [cr.B×1~2, st.B], qcb hcf+P [258 = DMG]
- IV st.C, qcf+K, qcb hcf+P [310 = DMG]
Corner
- V [cr.B, cr.A], df+D (1), qcf+K, qcb hcf+P (In air), rdp+B, dp+A [367 =DMG]
2 Power Gauges
Anywhere
- I st.C, qcf+D, rdp+B×2, qcb hcf+AC (1 Frame) [468 = DMG]
Corner
- II [cr.B, cr.A], df+D (1), qcf+D, rdp+B×2, qcb hcf+AC [427 = DMG]
3 Power Gauges
Anywhere
- I [cr.B, cr.A], df+D (1), qcf+BD, rdp+B×2, qcb hcf+AC [? = DMG]
Corner
- II [cr.B, cr.A], df+D (1), qcf+D, qcb hcf+P (in air), qcb hcf+AC [544 = DMG]
50% Drive Gauge
No Power Gauge
Anywhere
- Ⅰ [cr.B×1~2, st.B], dp+C (1), (DC) qcf+D, hcb+K/rdp+D [313 = DMG]
- Ⅱ st.C, df+D (1), hcb+K, (DC)qcf+K, hcb+K/rdp+D [301 = DMG]
Corner
- Ⅲ [cr.B, cr.A], df+D (1), qcf+K, rdp+B, dp+C, (DC) hcb+K/rdp+B~dp+C [320 = DMG]
1 Power Gauge
Anywhere
- Ⅰ st.C, qcf+K, rdp+D (2), (SC) qcb hcf+P (in air) [355]
- Ⅱ [cr.B×1~2, st.B], dp+C (1), (DC) qcf+D, rdp+B, qcb hcf+P/rdp+BD [369/355 = DMG]
- Ⅲ [cr.B, cr.A], df+D (1), hcb+K, (DC) qcf+K, rdp+B, qcb hcf+P/rdp+BD [362/348 = DMG]
Corner
- Ⅳ [cr.B, cr.A], df+D (1), qcf+K, rdp+B, (SC) qcb hcf+P (in air), qcf+A, hcb+K [449 = DMG]
2 Power Gauges
Anywhere
- Ⅰ [cr.B×1~2, st.B], dp+C (1), (DC) qcf+D, rdp+B, qcb hcf+AC [467 = DMG]
- Ⅱ [cr.B, cr.A], df+D (1), hcb+K, (DC) qcf+K, rdp+B, qcb hcf+AC
Corner
- Ⅲ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), [rdp+B, rdp+BD]/[qcf+A, qcb hcf+P]/[qcf+A, rdp+B, dp+AC] [461/477/487 = DMG]
3 Power Gauges
Corner
- [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcf+A, rdp+B, qcb hcf+AC [573 = DMG]
4 Power Gauges
Corner
- [cr.B, cr.A] df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcb hcf+P, qcb hcf+AC [664 = DMG]
100% Drive Gauge
1 Power Gauge
Corner
- Ⅰ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, dp+C, (DC) rdp+B, (SC) qcb hcf+P (in air), qcf+A, hcb+K [456 = DMG]
2 Power Gauges
Corner
- Ⅱ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), rdp+D (2), (SC) qcb hcf+P (in air), hcb+K [493 = DMG]
- Ⅲ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcf+A, rdp+B, dp+A (2), (SC) qcb hcf+P (in air), rdp+B, dp+C [575 = DMG]
3 Power Gauges
Corner
- Ⅳ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), rdp+D (2), (SC) qcb hcf+P (in air), qcb hcf+P [580 = DMG]
- Ⅴ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcf+A, rdp+B, dp+A (2), (SC) qcb hcf+P (in air), qcb hcf+P [625 = DMG]
4 Power Gauges
Corner
- Ⅵ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), rdp+D (2), (SC) qcb hcf+P (in air), qcb hcf+AC [655 = DMG]
- Ⅶ [cr.B, cr.A], df+D (1), qcf+D, rdp+B, (SC) qcb hcf+P (in air), qcf+A, rdp+B, dp+A (2), (SC) qcb hcf+P (in air), rdp+B, qcb hcf+AC [716 = DMG]
HD Combos
HD Starters
- ① cr.B, cr.A, df+D (1) ~HD
- ② st.C, df+D (2) ~HD
- ③ j.C, st.C, df+D (1), ~HD
- ④ f+B, ~HD
HD Combo Legend
- ⑤ st.C, df+D (2), hcb+K (1), (HDC) dp+C (1), (HDC) qcf+D, hcb+K, (HDC) rdp+B, dp+A(1), (HDC) rdp+B, dp+A (1), (HDC) rdp+B, dp+C (1), (HDC) rdp+B, dp+A (1), (HDC) qcf+D (only two)
- ⑥ st.C, df+D (2), hcb+K (1), (HDC) dp+C (1), (HDC) qcf+D, [hcb+K (1), (HDC) rdp+B, dp+A (1), (HDC) qcf+D (only two)]×2
No Power Gauge
- [HD Starter] ⑤, rdp+B, dp+C ①[473], ②[528]③[558]④[535]
- [HD Starter] ⑥, rdp+B, dp+C ①[461], ②[501]③[545]④[508]
1 Power Gauge
- [HD Starter] st.C, df+D (2), (HDC) [hcb+K (1), (HDC) dp+C (1)]×4, qcf+D, qcb hcf+P (in air) ①【】,②【】,③【】④【】
Starting Position
- [HD Starter] st.C, df+D (2), (HDC) hcb+K (1), (HDC) dp+C (1), (HDC) qcf+D, rdp+B, [dp+C (1), (HDC) rdp+B]×3, dp+A (1), (HDC) qcf+D (only two), qcf+D, qcb hcf+P (in air), rdp+B, dp+A ①【】②【】③【】④【】
- [HD Starter] st.C, dp+C (1), (HDC) qcf+D, rdp+B, dp+C (1), (HDC) rdp+B, dp+C(1), (HDC) rdp+B, dp+A, (HDC) rdp+B, (HDC) qcb hcf+P (in air), hcb+K ①【】②【】③【】④【】
Strategies
"Food for thought, ya know."
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 se 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.
Tips
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference
http://www.youtube.com/watch?v=KIlyOUbMvC0
Discussion Threads
Discuss at Dream Cancel