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The King of Fighters XIV/Kyo Kusanagi

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hatsugane - / +

Issetsu Seoi Nage - / +

Command Normals

Ge-shiki * Goufu You - +

88 Shiki - +

Geshiki Naraku Otoshi - / / + in the air

Special Moves

100 Shiki Oniyaki - + / (*)

R.E.D Kick - + / (*)

75 Shiki: Kai - + /

Additional command - /

114 Shiki * Aragami - +

128 Shiki * Konokizu - + /
127 Shiki * Yanosabi - /
125 Shiki * Nanase - /


127 Shiki * Yanosabi - + /
Geshiki * Migari Ugachi - /


124 Shiki * Munotsuchi - + /
427 Shiki * Hikigane - /
Ge-shiki * Tsuriganeotoshi - /

115 Shiki: Dokugami - + (*)

401 Shiki * Tsumiyomi - + /
402 Shiki * Batsuyomi - + /
100 Shiki * Oniyaki - + /

212 Shiki * Kototsuki Yo - + / (*)

Desperation Moves

Ura 108 Shiki * Orochinagi - + / (!)

182 Shiki - + / (!)

Climax Desperation Move

Ura 1127 Shiki * Yaegaki - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Kyo Kusanagi is and always has been one of the poster boys of the King of Fighters series ever since his debut in KOF94. Coming back once again as playable character, Kyo sports most of his recognizable moves while having a lot of changes done to him to fit the King of Fighters XIV game. This time around, Kyo is utilizing his fighting style based more or less on how he fought in KOF98. Whereas, in KOFXIII, there were in fact two Kyo versions, one of which were available via DLC purchase. The default Kyo in XIII was centered on the fighting style he started off with, while NESTS Kyo utilized the famous rekkas and the KOF98 approach (while still dressed in his NESTS saga outfit. The fighting style in question, originates from KOF96 when he began using flame laced punching attacks for elaborate rekka follow ups).

Once again, Kyo retains most of his moves from former KOF games, sporting a nice close to midrange game. The main idea of Kyo in KOFXIV is to take advantage of well-placed normals and jumping normals for defensive measures and getting in on the opponent to conduct a barrage of violent attacks with the use of Kyo's rekkas and his juggle combos off of his upkicks (qcf+K~K). Another thing to notice about Kyo is that his EX moves are accessible through MAX mode, much like every other character, thus the players needs to understand how to utilize the said EX moves in order to effectively dish out damage. As expected, Kyo has relatively good damage output and excels pretty well at air juggles as he normally does. He also has a new rekka follow up from his qcf+A (Aragami) where he can perform a low flame laced punch. This will augment his potential mix-up game from the rekkas he already has at his disposal, as he now conduct lows into overheads and vice-versa, along with delayable inputs against a defending opponent. Otherwise, they are also very useful in combos. Another thing to understand is that most of Kyo's normals remain the same but with some subtle differences from past games, which is to be expected. For example, close st.C now hits twice and you can only cancel the first hit. With little things like this in mind, along with the general concept of Kyo's game play, the KOF player should have a pretty good time adjusting to his iteration in KOFXIV as he is a very fun character to play.

Normals

Standing

Far A: Kyo will punch forward with his inner arm. Whiffs against crouching opponents. Does not chain. Does not cancel into anything.

Far B: Performs a side kick with his inner leg. Can good for poking the opponent on the ground. Does not chain. Can cancel into Max Mode activation

Far C: Does a backfist motion towards the opponents facial area. Does not chain into anything. Does not cancel.

Far D: Performs a roundhouse kick, jumping slightly off of the ground in place. Has low body invincibility against some sweeps and ground skimming projectiles. Does not chain. Does not cancel.

Close

Close A: Kyo will elbow the opponent with his outer arm. Very good for close range hit confirms as it hits mid. This move will chain into other lights and can also cancel into special moves. This move will also chain into command moves.

Close B: This is a low kick done with Kyo's inner leg. Cancel-able.

Close C: With this move, Kyo will perform a uppercut motion with his outer arm. Unlike past iterations however, this move will actually hit twice. Only the first hit will cancel into special moves and chain into command moves. The second hit is only super cancel-able. Close C can be useful for conducting Max Mode combos, however. It is also a pretty good anti-air against opponents jumping close to Kyo.

Close D: This close heavy kick is good to link into after a BC Cancel (MAX Mode) for max damage. Starts up slower than close C (heavy punch)

Crouching

Crouching A: This crouching punch special cancel-able that can be chained into df+D for a full combo confirm

Crouching B: Great pressure tool and hits low. One of his main go-to pressure tools for offense. Allows you to confirm into cl.C if done close enough.

Crouching C: Great for anti-airing jump-ins, and stands up crouching opponents which is useful in a few of his combos.

Crouching D: This sweep is special and super cancel-able on block and on hit. Can be whiff cancelled into specials

Jumping

Jump A: A jumping elbow attack that can be used for air-to-air situations

Jump B: A jumping knee attack that can cross up and be used during hops to start combos.

Jump C: This jumping punch has a higher aim than jump B. Good to use as a jump-in attack and to jump away with defensively.

Jump D: Great to use as an anti-air as a neutral jump (or hop), or jumping towards the opponent as an air-to-air attack

Blowback

Stand CD: A powerful shoulder attack that is whiff cancel-able into specials and command normals

Jumping CD: This jumping shoulder attack that can be used as a pressure tool if used during hops. Can be used as an air-to-air, but it lacks range.

Throws

Hatsugane - (b/f+C) close

  • Kyo grabs the opponent, then elbows them in the back. The opponent lands close to Kyo; at the range of where the second hit of df+D hits them
  • Can be broken
  • hard knockdown

Issetsu Seoi Nage - (b/f+D) close

  • Kyo shoulder throws the opponent, then elbow drops them. The opponent lands a bit farther away from Kyo compared to his b/f+C throw.
  • Can be broken
  • hard knockdown

Command Moves

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Special Moves

name of special move' - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)


Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina