-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/EX Kyo
Coming soon...
Normals
Standing
s.A: 25 damage, chain/cancellable, hits mid. A quick elbow quick lacks horizontal range to stop short hops sometimes. He can hit crouching opponents now with this jab, which should be good for quick high/low mixups and confirming into bnb's.
s.B: 30 damage, chain/cancellable, hits low. A quick standing, low kick. Compared to his s.B of his normal version, this one you can chain and cancel into other other normals, such as crouching or standing A, and his df+D for example.
s. C: 70 damage, cancellable, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height. Because of its quick start up, it can be used to employ offensive pressure to catch mashers in your blockstrings. It also can be used a quick punish option for moves that have bad recovery but they must not be pushed back very far on block.
far C: 80 damage, whiff cancellable and cancellable 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. On block, it isn't safe but Kyo does get pushed back quite a bit from the opponent, so you can use that to catch those trying to jump, roll, reversal, etc. after they block it, and counter it with a quick move of your own.
s.D: 80 damage, not cancellable, hits mid. Jumping turn kick. It has great reach, its invulnerable against low attacks, and its safe to use as a mid-ranged height poke that aims at the opponents mid-section. It is safe on block and does push him not too far away from his opponent, so you can try to use it to bait reversals after they block against it. One fault against this move is that it isn't chain, or cancellable into anything, so if you whiff it, you may be punished with something that has quick start-up.
Crouching
cr. A: 25 damage, cancellable, hits mid. Crouching punch attack. A very quick poke that can be chained into other quick normals. It has decent range and can be cancelled into his A version rekkas or his qcf+B kicks.
cr. B: 30 damage, cancellable, hits low. This quick crouching kick has great range and speed, and usually starts many of his bnb combos. On block you can use this kick to create a small amount of space between you and your opponent for you can follow up with whatever you feel is safe to continue your pressure. You can also use this kick to punish moves that have bad recovery on block, and confirm it into a bnb combo or a combo with greater damage. If you are quick enough, you can also link this low kick into his close C to confirm into a combo or to use as a blockstring.
cr. C: 70 damage, cancellable, hits mid. Crouch uppercut attack, good reach, great priority, very fast, and good as an anti-air. It is best to use this against jumps or high jumps and will beat out moves that whiff against crouching opponents. It would not be a good idea to use this move as a reversal dp because of its start up and it obviously had no invincibility.
cr. D: 80 damage, whiff and hit cancellable, hits low. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow. It's cool that you can cancel this sweep into command moves (f+B, df+B) and his specials shorten its animation and to also cover certain distances that the sweep may be open to (hops), or to maintain offensive pressure in blockstrings.
Jumping
j. A: 40 (45) damage, cancellable, hits overhead. Jumping elbow attack. It comes out fast but the range is mediocre.
j. B: 40 (45) damage, chainable, hits overhead. Jumping knee attack. It has good priority, stays out for a bit and crosses-up.
j. C: 70 (72) damage, chainable, 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.
Discussion Threads
Discuss at Dream Cancel