-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIII/Kyo Kusanagi
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, cancel-able, hits mid. Standard punch attack. Fast and stops a lot of short hops.
s.B: 30 damage, special cancel-able, hits low. A quick standing, low kick.
s.C: 80 damage, whiff cancel-able and cancel-able 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 cancel-able, 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.
cl. C: 70 damage, cancel-able, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice.
Crouching
cr. A: 25 damage, cancel-able, hits mid. Crouching punch attack. A very quick poke, preferred to be chained to his df+D.
cr. B: 30 damage, cancel-able, 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, cancel-able, hits mid. Crouch uppercut attack, good reach, great priority, very fast, and good as an anti-air.
cr. D: 80 damage, whiff and hit cancel-able, 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, cancel-able, hits overhead. Jumping elbow attack. It comes out fast but the range is mediocre.
j. B: 40 (45) damage, hits overhead. Jumping knee attack. It has good priority, stays out for a bit and crosses-up.
j. C: 70 (72) damage, hits overhead. Jumping punch attack. A great jump-in move that does good damage.
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.
Blowback Attack
CD: 75 damage, whiff and hit cancel-able. A very fast shoulder tackle.
j. CD: 90 (80) damage, cancel-able, hits mid. Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks.
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 hitstun.
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 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 also be used as a cross-up too.
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 Cancellable 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 Cancellable 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 Cancellable
- 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 - 1F invincible start-up, causes more damage and does three hits instead of one.
- Max Cancellable 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
cr. B, cr. A, df+D (1), hcb+K
cr. B, st. C, df+D (1), hcb+K
No Stock, 1+ Drive Gauge -
cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, hcb+D
cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, rdp+D
st. C, dp+C (1), (DC) qcf+D, hcb+D
st. C, dp+C (1), (DC) qcf+D, rdp+D
cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, hcb+K
cr. B, cr. A, df+D (1), hcb+K, (DC) qcf+K, rdp+D
No Stock, 2 Drive Gauge -
cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K
cr. Bx2, st. B, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D
st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, hcb+K
st. C, dp+C (1), (DC) qcf+D, (dash forward) dp+A, (DC) qcf+D, rdp+D
1 Stock, No Drive Gauge -
cr. B, cr. A, df+D (1), qcb hcf+P
st. C, qcf+K, qcb hcf+P
st. C, qcf+K, rdp+B, rdp+BD
1 Stock, 1+ Drive Gauge -
cr. Bx1~2, st. B, dp+C (1), (DC) qcf+D, qcb hcf+P
st. C, dp+C (1), (DC) qcf+D, qcb hcf+P
st. C, qcf+D, rdp+Bx2, (SC in air) qcb hcf+P
st. C, qcf+D, rdp+D (2), (SC in air) qcb hcf+P
2 Stock, No Drive Gauge -
qcf+D, rdp+B, qcb hcf+AC
2 Stock, 1+ Drive Gauge -
cr. Bx1~2, st. B, dp+C (1), qcf+D, rdp+B, qcb hcf+AC
st. C, dp+C (1), qcf+D, rdp+B, qcb hcf+AC
2 Stocks, 2 Drive Gauge -
corner: qcf+D, rdp+B, (SC) qcb hcf+P, rdp+D (2), (SC in air) qcb hcf+P, hcb+K
3 Stock, No Drive Gauge -
corner: qcf+D, qcb hcf+P (in air), qcb hcf+AC
3 Stock, 1+ Drive -
corner: qcf+D, rdp+B, (SC in air) qcb hcf+P, (rdp+B), qcb hcf+AC
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 Meter, 0 Drive Gauge
cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C
st. C, df+D (1), qcf+K, rdp+B, dp+C
0 Meter, 50% Drive Gauge
cr. B, cr. A, df+D (1), qcf+K, rdp+B, dp+C (1), (DC) rdp+B, dp+C
st. C, df+D (1), qcf+K, rdp+B, dp+C (1), (DC) rdp+B, dp+C
0 Meter, 100% Drive Gauge
cr. B, cr. A, df+D (1), qcf+K, rdp+B, [dp+C (1), (DC) rdp+B]x2, dp+C
st. C, df+D (1) dp+C (1) qcf+K, rdp+B, [dp+C (1), (DC) rdp+B]x2, dp+C
1 Meter, 0 Drive Gauge
cr. B, cr. A, df+D (1), qcf+K, rdp+B, qcb hcf+P
st. C, df+D (1), qcf+K, rdp+B, qcb hcf+P
1 Meter, 50% Drive Gauge
cr. B, cr. A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C
st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, dp+C
st. C, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, rdp+B, hcb+D
2 Meters, 50% Drive Gauge
qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, dp+AC
2 Meters, 100% Drive Gauge
qcf+D, rdp+Bx2, (SC) qcb hcf+P, rdp+B, qcb hcf+P
Hyper Drive Combos
(1) st. 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) st. 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: [dp+C (1), rdp+B]xn
(4) corner: [rdp+B, dp+C (1)]xn
(5) [rdp+B, dp+A, qcf+D]xn
(6) st. C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, hcb+K
(7) st. C, df+D (2), ([HDC] hcb+K, [HDC] dp+C)x4, qcf+D, rdp+D
1 Meter Additions
qcb hcf+P
[rdp+B, dp+AC]
[rdp+B, rdp+BD]
st. 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 Meter Additions
qcb hcf+AC
st. 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
st. 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
st. 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 Meter Additions
qcb hcf+P (in air), qcb hcf+AC
st. 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
st. 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
4 Meter Additions
st. C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+P, (MC) qcfx2+AC
st. 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
st. 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
5 Meter Additions
st. C, df+D (2), [(HDC) hcb+K, (HDC) dp+C (1)]x3, hcb+K, (SC) qcb hcf+AC, qcfx2+AC
st. 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
st. 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
st. 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
st. 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
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.
Tips
Links & References
Kyo Master Class
KCE Kyo Demonstration
Discussion Threads
Discuss at Dream Cancel