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The King of Fighters XIII/Kyo Kusanagi
0 Stock, No Drive Gauge |
Low |
2B, 2A, 3D(1), 236D, 214K = 245 dmg |
1 Stock, No Drive Gauge |
Anywhere |
j.C, cl.C, 3D(1), 236D, 421B, 421BD = 363 dmg |
1 Stock, 1+ Drive Gauge |
Corner |
j.C, cl.C, 3D(1), 236D, 421B, (SC) air 2141236P, 236A, 63214K = 510 dmg |
2 Stock, No Drive Gauge |
Low |
2Bx2, 5B, 236B, 2141236AC = 412 dmg |
Console Changes
- 88 Shiki (3D) moves forward more. As a result, 5C, 3D, 236K now does the full four hits.
- Kototsuki You (63214K) has more lag on block
- B version of 75 Shiki Kai (236K) 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 3D > 236D 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 (623P), EX Oborogurma (421BD) but can also carry his opponent across the screen with moves such as 75 Shiki (236K) and Oborogurma (421K). 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.2C for some annoying cross-ups. He has stronger long range options using is 236P 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.
XIII Kyo vs NESTS Kyo Differences
- XIII Kyo does not combo from 5C to 6B, while NESTS Kyo does.
- The XIII Kyo's 5A whiffs completely on crouching opponents. However, NESTS Kyo's 5A 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 623A hits twice and 623C hits three times. NESTS Kyo's 623A 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 236K up-kicks are automatic. NESTS Kyo will require the player to input an K to finish the move.
- NESTS Kyo’s 3D is not cancellable.
- NESTS Kyo's 63214K 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.
Move list
Gameplay Notes
[ Info Needed ] | |
Pros | Cons |
|
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Normals
Standing
Standing A
stand A
st.A
5A |
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Standing B
stand B
st.B
5B |
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Standing C
stand C
st.C
5C |
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Far C
No results
No results
No results
|
No results |
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Standing D
stand D
st.D
5D |
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Crouching Normals
Crouching A
No results
No results
No results
|
No results |
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Crouching B
No results
No results
No results
|
No results |
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Crouching C
No results
No results
No results
|
No results |
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Crouching D
No results
No results
No results
|
No results |
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Jumping
Jump A
No results
No results
No results
|
No results |
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Jump B
No results
No results
No results
|
No results |
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Jump C
No results
No results
No results
|
No results |
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Jump D
No results
No results
No results
|
No results |
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j.A |
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j.B |
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j.C |
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j.D |
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Blowback Attack
CD |
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j.CD |
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GCCD |
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Throws
Issetsu Seoi Nage (b/f + C/D) |
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Command Moves
Goufu You (6B) |
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88 Shiki (3D) |
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Naraku Otoshi (j.2C) |
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Special Moves
Yamibarai (236P) |
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EX Yamibarai (236AC) |
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Oniyaki (623P) |
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EX Oniyaki (623AC) |
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Kotokskio (63214K) |
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EX Kotokskio (63214BD) |
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Oborogurma (421K) |
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EX Oborogurma (421BD) |
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75 Shiki Kai (236K) |
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EX 75 Shiki Kai (236BD) |
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Desperation Moves
Orochinagi (2141236P) |
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Air Orochinagi (2141236P in air) |
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EX Orochinagi (2141236AC) |
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Neomax
Ama No Murakumo (236236AC) |
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Combos
Legend
qcf = Quarter Circle Forward
qcb = Quarter Circle Back
hcb = Half Circle Backward
hcf = Half Circle Forward
rdp = reverse dragon punch
dp = dragon punch
d. = Crouching or down B
s. = Standing close attack
j. = Jumping
(3) = The number of hits needed to Drive Cancel
DC = Drive Cancel
HD = HD Activate
HDC = Hyper Drive Cancel
SC = Super Cancel
CH = Counter Hit
MC = Max Cancel
K = B or D
P = A or C
dmg: damage
Starters
- 2Bx1~2, 5B => A 3-hit low starter. It's best to use just one 2B into 5B if it connects at the maximum distance in which his 2A may whiff. You cannot cancel his 5B into 3D which decreases its damage output, but you can connect either of his 623P's, his 236B and 63214K.
- 2B, 2A, 3D (1) => A 3-hit starter which begins with a low attack and ends with a low attack. The 3D on first hit is cancel-able into many of his special moves which extends his the combo damage output and for starting HD combos. It's very easy to confirm into, but should not be used as a blockstring against an opponent with meter stocked for risk of a Guard Cancel AB/Roll punish. If the opponent does not have meter, a full blockstring of 2B, 2A, 3D (no cancel) or 2B, 2A, 3D (1), 236A can be used to create more space between you and the opponent both mid-screen and in the corner.
- cl.C, 3D (1) => A 2-hit beginning with a mid attack. The 5C is rather hard to confirm into because of it's speed which makes it an ideal starter for punishing moves at a close range or frame-trapping after a blocked 2B or a 5B.
- 2B, cl.C, 3D (1) => 2B to 5C is a tough link but it adds a low attack at the start and a bit more damage towards whatever you end the combo with. The 2B must be landed very close in order for the cl.C to activate rather than a f.C.
Note: A jump or hop attack can be added on to many of these combos for added damage, if not noted. Besides starting the combos with cl.C, 3D (1), alternatively you can start with a 2B, 2A, 3D (1)
Mid-Screen Combos
No Stock, No Drive Gauge -
2Bx1~2, 5B, 63214K = 218 dmg
- A easy combo to learn which is low hit confirm into a hard knockdown. Be sure to get the s. B into hcb+K down as consistently as you can or else the hcb+K might come out too late and get blocked. Builds around 45% of meter.
2B, 2A, 3D (1), 236D, 63214K = 245 dmg
- This is another very essential combo to learn and use in battle, and the timing isn't as tight as the s.B to hcb+K cancel. It does more damage and builds more meter (around 50% of stock) than the combo above. Builds around 50% of meter.
2B, 2A, 3D (1), 236D, 421D = 232 dmg, 49% mg, 40% opmg
- Does a bit less damage than the combo above, and builds 50% of the stock meter.
cl.C, 3D (1), 236D, 421D = 261 dmg, 50% mg, 45% opmg
cl.C, 3D (1), 236D, 63214K = 275 dmg, 55% mg, 45% opmg
- Compared to the 421D ending combo above this one, this combo is more important. It does more damage and builds more meter (around 55% of stock).
CH j.CD, 63214K = 261 dmg
- An easy confirm off a counter hit j.CD.
No Stock, 1+ Drive Gauge -
cl.C, 3D (1), 63214K, (DC) 236K, 421D = 277 dmg, 60% mg, 45% opmg
cl.C, 3D (1), 63214K, (DC) 236K, 63214K = 290 dmg, 60% mg, 45% opmg
2Bx1~2, 5B, 623C (1), (DC) 236D, 421D = 295 dmg, 70% mg, 50% opmg
2Bx1~2, 5B, 623C (1), (DC) 236D, 63214D = 307 dmg, 75% mg, 50% opmg
- From a low attack, this combo ending in 63214D is most damaging and builds close to 70% meter.
CH j.CD, 63214K, 421D = 266 dmg
1 Stock, No Drive Gauge -
cl.C, 3D (1), 2141236P = 287 dmg, 10% mg, 40% opmg
cl.C, 3D (1), 236D, 421B, 421BD = 334 dmg, 40% mg, 50% opmg
- Good combo to carry your opponent to the corner and grants you a hard knock down.
CH j.CD, 421BD = 308 dmg
CH j.CD, 2141236+P = 311 dmg
- You'll have to hit the 421BD and the 2141236P on time or else it will whiff.
1 Stock, 1+ Drive Gauge -
2Bx1~2, 5B, 623C (1), (DC) 236D, 2141236P = 346 dmg
cl.C, 3D (1), 236D, 421D (2), (SC in air) 2141236P = 338 dmg
CH j.CD, 421D (DC), air 2141236P = 339 dmg
2 Stock, No Drive Gauge -
2Bx2, 5B, 236B, 2141236AC = 412 dmg
- A very easy, swift and damaging 2 bar combo that starts from a low attack. Highly recommended to learn.
cl.C, 3D (1), 236D, 421B, 2141236AC = 452 dmg
cl.C, 3D (1), 236D, 421B, 421B, 2141236AC (hold briefly) = 464 dmg, 50% mp, 65% opmg
- This combo requires you to charge the EX Orochinagi very briefly to get it out in 2 frames in order to work.
2 Stock, 1+ Drive Gauge -
2Bx1~2, 5B, 623C (1), 236D, 421B, 2141236AC = 461 dmg
3 Stock, 2 Drive Gauge-
j.C, cl.C, 3D (1), 236D, 421B, 236236AC = 550 dmg
Corner Combos
- A majority of these combos do not work on backturned opponents.
0 Stock, No Drive Gauge
cl.C, 3D (1), 236D, 421B, 236B, 623C = 312 dmg, 75% mg, 49% opmg
cl.C, 3D (1), 236D, 421B, 236B, 421B, 623A = 304 dmg, 80% mg, 49% opmg
- Instead of ending the combo with 623A, alternatively you can end with cl.C for a reset
0 Stock, 1+ Drive Gauge
cl.C, 3D (1), 236D, 421B, 236B, 421B, 623A, (DC) 236D, 421B, 623C = 381 dmg
0 Stock, 2 Drive Gauge
cl.C, 3D(1), 236D, 421B, 236B, 421B, 623A (1), (DC) 236D, 421B, 623C (1), (DC) 421D = 414 dmg
cl.C, 3D(1), 236D, 421B, 236B, 421B, 623A (1), (DC) 236D, 421B, 623(1), (DC) 236D, (wait), 421B, 236B, 421B, 623A = 419 dmg (builds almost 2 stocks)
cl.C, 3D(1), 236D, 421B, 236B, 421B, 623A (1), (DC) 236D, 421B, 623A (1), (DC) 236D, (wait), 421B, 236B, 623C = 377 dmg
cl.C, 3D(1), 236D, 421B, 236B, 421B, 623A (1), (DC) 236D, 421B, 623C (1), (DC) 63214K = 422 dmg
1 Stock, No Drive Gauge
cl.C, 3D (1), 236D, 421B, 236B, 421BD = 362 dmg
cl.C, 3D (1), 236D, 421B, 236B, 421B, 623AC = 364 dmg
1 Stock, 1+ Drive Gauge
cl.C, 3D (1), 236D, 421B, (SC in air) 2141236P, 421B, 623C = 425 dmg
cl.C, 3D (1), 236D, 421B, (SC in air) 2141236P, 236A, 63214D = 459 dmg
cl.C, 3D (1), 236D, 421B, 236B, 421B, 623A (2),(SC) air 2141236A, 63214D = 461 dmg
cl.C, 3D (1), 236D, 421B, 623A (1) (DC), 236D, TK 2141236P, 236B, 421B, 623C = 473 dmg
- Builds back 1 and 1/4th stock. The TK 2141236P which should be inputted as 214hcf,uf+P
1 Stock, 2 Drive Gauge
j.2C, cl.C, 3D (1), 236D, 421B, 236B, 421B, 623A, (DC) 236BD, (wait) 421B, 236B, 421B, 623A, (DC) 236D, 421B, 236B, 421B, 623A = 463 dmg, 105 stun, builds back 1.1 stock
- A long combo that deals a lot of stun. If you happen to convert off of a reset, go for this combo to get a stun.
2 Stock, No Drive Gauge
cl.C, 3D (1), 236D, TK 2141236AC, 421B, 236B, 623C = 517 dmg
- The input for the tiger knee EX Orochinagi is 21412369AC
cl.C, 3D (1), 236D, TK 2141236AC, 236A, 63214D = 521 dmg
cl.C, 3D (1), 236D, TK 2141236AC, 236A, 236B, 623C = 530 dmg
- The TK 2141236AC must be done as early as possible.
2 Stock, 1+ Drive Gauge
cl.C, 3D (1), 236D, 421Bx2, (SC) 2141236P, 421B, 623AC = 470 dmg
2Bx2, 5B, 236B, 623A (2) (SC) 2141236AC, 236Ax2, 421D = 503 dmg
cl.C, 3D (1), 236D, 421B, 236B, 421B, (SC) 2141236AC, 421B, 236B, 421B, 623A = 512 dmg (builds 1 stock back)
cl.C, 3D (1), 236D, 421B, 236B, 421B, 623A (SC), 236D, TK 2141236AC, 421B, 236B, 421B, 623A = 513 dmg
cl.C, 3D (1), 236D, 421B, (SC) 2141236AC, (wait), 236A, 63214K = 526 dmg
cl.C, 3D (1), 236D, TK 2141236AC, 236A, 421B, 623A (1) (DC), 236D, 421B, 236B, 421B, 623A = 572 dmg (601 dmg with j.C, builds around 1 and 1/4th of meter)
cl.C, 3D (1), 236D, TK 2141236AC, 236A, 421B, 623A (1) (DC), 236D, 421B, 236B, 623C = 577 dmg (605 dmg with j.C)
CH j.CD, 421D (2) (DC), air 2141236AC, (land), 63214K = 549 dmg
- can be started near the corner too
2 Stock, 2 Drive Gauge
cl.C, 3D (1), 236D, 421Bx2, (SC) 2141236P, 421B, (SC) 2141236P = 472 dmg
cl.C, 3D (1), 236D, 421B, (SC) 2141236P, 421D (2), (SC) 2141236P, 63214K = 509 dmg
cl.C, 3D, (1) 236D, 421B, 236B, 421B, (SC) 2141236AC, 421B, 236B, 421B, 623A, (DC) 236D, 421B, 623C = 547 dmg (builds 1 and 3/4ths stock back)
cl.C, 3D, (1) 236D, 421B, 236B, 421B, 623A (DC), 214D, TK 2141236AC, 421B, 236B, 421B, 623A, (DC) 236D, 421B, 623C = 548 dmg
3 Stock, 1+ Drive Gauge
2B, 2A, 3D (1), 236D, 421B, (SC in air) 2141236P, (421B), 2141236AC = 445 dmg
j.C, cl.C, 3D (1), 236D, 421B, (SC) air 2141236P, 2141236AC = 604 dmg
cl.C, 3D, (1) 236D, 421B, 236B, 421B, (SC) 2141236AC, 421B, 236B, 421B, 623A, (DC) 236D, air 2141236P = 616 dmg
Hyper Drive Combos
Common HD starters
- cl.C, 3D, (BC) => Packs a lot of damage, and rather easy to confirm into when you use both of the hits of the 3D, then activate with the second hit. If the whole string is blocked, some characters may have the ability to punish him, so be careful.
- 2B, 2A, 3D (BC) => Similar in concept with his cl.C, 3D starter but starting with a low attack. Really easy 4 hit confirm into activation but has less damage that starting with cl.C.
- 6B, (BC) => Second strongest HD starter in terms of damage, but not by too much. It's an overhead attack into HD which is a rather powerful mix-up option, but it is pretty hard to confirm into because it is a single hit.
0 Stock
(1) (corner) cl.C, 3D, [BC] cl.C, 3D, 236D, 421B, [623C (HDC) 421B]x3, 623A [HDC], 236D, 421B, 236B, 623C = 541 dmg
(2) (corner) cl.C, 3D, [BC] cl.C, 3D, 236D, [421B, 623A, 236D]x3, 421B, 236B, 623C = 492 dmg
1 Stock
(1) (corner) cl.C, 3D, [BC] cl.C, 3D, 236D, 421B, (623C (1), [HDC] 421B)x3, 623A, 236D, [HDC] 421B, (SC in air) 2141236P, (wait) 421B, 236B, 623C = 621 dmg
2 Stock
(1) (anywhere) cl.C, 3D, [BC] 5D, 623A, (HDC) 421B, [623A, (HDC) 63214B (whiff)] x4, 623C, 236236AC = 699 dmg
- Switches sides every time after 63214B if done midscreen
(2) (anywhere) cl.C, 3D, [BC] 5D, 623A, (HDC) 421B, [623C, (HDC) 421B, 623A, (HDC) 63214B (whiff)] x2, 623C, [HDC] 421B, 623A, [HDC] 236236AC = 747 dmg
- An advanced version of (1) that deals more damage
(3) (midscreen) cl.C, 3D (2), [BC] cl.C, 3D (1), 236D, 63214K, (HDC) 623A, (HDC) 236D, (wait) 421B, 236B, 421B, 623A, (HDC) 236D, 421B, 623C, (HDC) qcf~236AC = 685 dmg
(4) (midscreen) cl.C, 3D (2), [BC] cl.C, 3D (1), 236D, 63214K, (HDC) 623A, (HDC) 236D, (wait) 421B, [623C (1), (HDC) 421B]x2, 623C, (HDC) 236236AC = 707 dmg
(5) (corner) cl.C, 3D, [BC] cl.C, 3D, 236D, 421B, [623C (1), (HDC) 421B]x3, 623A (1), (SC) 236236AC = 730 dmg
(6) (corner) cl.C, 3D, [BC] 5D, 236D, 421B, [623C (1), (HDC) 421B]x3, 623A (1), 236D, 63214K, (SC) 236236AC = 750 dmg
(7) (corner) cl.C, 3D(2),[BC] 5D, 623A(HDC), 421B, [623C (1), (HDC)421B]x2, 623A (HDC), 421B, 623C, (HDC), 421B, 623C,(HDC) 236236AC = 790 dmg (819 starting with j.C)
(8) (Anywhere) (j.C) cl.C, 3D(2),[BC] 5D, 623C, (HDC) 236D, 63214D, (HDC), 421B, 623C, (HDC) 63214D, (HDC) 421B, 623C, (HDC) 421B, 623C, (HDC) 236236AC = 779 dmg
3 Stock
(1) (corner) cl.C, 3D (2), [BC] cl.C, 3D (2), 236D, 421B, [SC in air] 2141236P, 236A, 236236AC = 690 dmg
(2) (midscreen) cl.C, 3D (2), [BC] 5D, 236C, [HDC] 2141236P, [MC] 236236AC = 717 dmg
- omit 236C for an easier combo with slightly less damage
(3) (corner) cl.C, 3D, [BC] 5D, 236D, 421B, [623C (1), (HDC) 421B]x3, 623A (1), 236D, 2141236P, (MC) 236236AC = 827 dmg
(4) (corner) cl.C, [BC], 5D, 623A (1), (HDC) 421B, [623C (1), (HDC) 421B]x2, 623A (1), (HDC) 2141236P, 623A (1), (HDC) 421B, 623C (1), 236236AC = 873 dmg
4 Stock
(1) (midscreen) cl.C, 3D (2), [BC], 5D, 2141236AC, (MC) 236236AC = 743 dmg
(2) (midscreen) cl.C, 3D (2), [BC], cl.C, 3D (1), 236D, 63214K, (HDC) 623A, (HDC) 236D, (wait), 421B, (SC) 2141236AC, 236A, 236236AC = 748 dmg
- omit the 236A if you dont even up close to the corner)
(3) (corner) j.C, cl.C, 3D, [BC] 5D, 236D, 421B, [623C (1), (HDC) 421B]x3, (SC in air) 2141236AC, 236A, 63214K, (HDC) 236236AC = 891 dmg
(4) (corner) j.C, cl.C, 3D, [BC] cl.C, 3D, 236D, 421B, [623C (1), (HDC) 421B]x3, 623A, (SC in air) 2141236A, 214236A, (HDC) 236236AC = 922 dmg
(5) (corner) 5D, [BC], 5D, 623A (1), (HDC) 421B, [623A (1), (HDC)(slightly charged and standing) 2141236A/C]x2, 623A (1),(HDC) 421B, 623C(1),(HDC) 421B, 623C(1), (HDC) 236236AC = 1001 dmg
Strategies
Far Range
- Kyo can't do much of anything here except zone, use Yamibarai (qcf+P) 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. At this range it would be better to counter jump-in's with your neutral j.D because of it's great horizontal hitbox, and his dp+C only against superjumps.
- If you have enough meter for his NeoMax, you can use it to punish full screen fireball zoners or even to anti-air against hyper hops or jumps from that distance.
Mid Range
- This is a range where you will need to be careful both offensive while even moreso defensively. Proper jump-ins to use are his j.D for air-to-air, j.CD/j.B for to apply hop pressure, and fade away jumpback j.Cs against opponents jumping in. If you spot any sloppy or predicable jump-ins you can tag them with his dp+A or his crouching C which is a safer alternative (which may be prone to trading or becoming beaten out if not timed correctly). He has difficultly defending against incoming hop pressure because his st.A lacks horizontal range, and he doesn't have a great long ranged st. B like Benimaru. It is not impossible to stop incoming hops with his standing jab, but its lack of distance makes it unreliable.
Close Range
- Kyo can use his Naraku Otoshi (j.2C) to start BnB's/Combos from jump-ins, he can also free cancel the first hit of 88 Shiki (df+D) 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. He can lightly zone with his st.D which has lower body invincibility, has a good amount of pushback on block but has slow start-up. You will probably be poking most with his cr.B fishing for a hit confirm for a combo, but stay on alert for hop attacks to counter it. If you have the meter both in super stocks and drive, try one of his midscreen HD combos for some good damage if you punish anything or score a random hit with his cr.B or st.C.
Cornered Opponent
- Even though Kyo's pressure isn't as intense as NESTS Kyo because of is qcf+A rekka, it is best to use his grounds normals to keep them locked down in the corner (ie. cr.B, cr.A, close C) while waiting in between for any reversals. After his block strings its okay to end them into qcf+P (for pushback) but it isn't foolproof against Guard Rolling. His j.2C and j.CD is very strong in this area which can give the opponent a good amount of block stun to keep them locked while you alternate in-between high/low and empty jump pressure. Any hit landed should score into a damaging combo, another hard knockdown to keep the okizeme game intense, or a reset that leads to high/low/grab mixups.
Cornered
- Be patient, block and wait for any unsafe moves from the opponent or any kind of decrease of offensive attempts. Move out slowly and try your best not to dp while you leaving the corner. Don't mash any EX moves (like rdp+BD) but you can be risky whip out dp+AC against any incoming jump-ins or hop pressure if you're desperate to leave the corner.
Best Team Position?
- Kyo functions the best either as point or 2nd. As a point character, Kyo is excellent in building (and spending) meter. Your opponent also lacks meter to deal with Kyo’s rush down. Kyo also functions well in second position, you gain access to EX orochinagi which is one of the best, if not the best, reversal moves. In addition, you could also go for overhead into HD shenanigans for good damage. Kyo works fine as anchor, but doesn’t perform the job as well compared to many other characters. He lacks reliable touch of death HD combos, especially in mid-screen.
Tips
Wall Reset
1.) s.C (or cr.B, cr.A), df+D, qcf+D, rdp+B, qcf+B, rdp+B, s.C
The stand C resets them briefly mid-air at neutral hop level. You can use this to bait a reversal, hit them with a low attack (cr.B) or an overhead (either f+B or a hop j.B, j.2C), or throw them a normal throw or his EX hcb+K.
Frame Traps and Links
- (L) = Link, can be a frame trap as well.
- "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
1.) st. A > cl. C (L) - 0 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.
2.) st. A > cr. C - 2 frame gap between st. A and cr. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.
3.) cr. A > cl. C (L) - 2 frame gap between cr. A and cl. C.
4.) cr. A > cr. C - 4 frame gap between cr. A and cr. C.
5.) st. B > cl. C - 4 frame gap between st. B and cl. C.
6.) cr. B > cl. C (L) - 2 frame gap between cr. B and cl. C.
7.) cr. B > cr. C - 4 frame gap between cr. B and cr. C.
8.) qcf+AC > st. B - 1 frame gap between qcf+AC and st. B.
9.) qcf+AC > st. D - 3 frame gap between qcf+AC and st. D.
10.) qcf+AC > cr. D - 3 frame gap between qcf+AC and cr. D.
11.) qcf+AC > df+D - 4 frame gap between qcf+AC and df+D.
12.) qcf+BD > st. A - 4 frame gap between qcf+BD and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.
13.) qcf+BD > cr. A - 4 frame gap between qcf+BD and cr. A.
14.) qcf+BD > cr. B - 3 frame gap between qcf+BD and cr. B
15.) qcf+BD > cl. C - 2 frame gap between qcf+BD and cl. c.
16.) qcf+BD > cr. C - 4 frame gap between qcf+BD and cr. C.
Evading Projectiles and Certain Moves with df+D, cr. B, and cr. D
Kyo's df+D, cr. B, and cr.D gives him a rather low profile which can be useful to evade certain projectiles, special moves, normals and command moves.
1.) Andy's qcb+A with df+D, cr. B, or cr. D. His qcb+C can only be evaded with df+D
2.) Ash's b~f+A with df+D, b~f+C with df+D, cr. B, and cr.D, b~f+AC with df+D
3.) Saiki's qcf+A & qcfx2+P with df+D
4.) Robert's qcf+P with df+D
5.) DouLon's f+A with df+D, cr.D
6.) K's qcf+A~f+A with df+D and qcf+C~f+A
7.) King's qcf+K, ex qcf+K, & qcfx2+K with df+D
8.) Athena's qcb+P & ex qcb+P with df+D
9.) Takuma's qcf+P & qx qcf+AC with df+D
Character Matchups
Andy Bogard
- Punish light elbows (db~f+A) with st.D, EX dp, or EX orochinagi.
Ash Crimson
- Pay attention to whether Ash is buffering his Sans Coulette before jumping in.
Athena Asamiya
- f+B on block can be punished with qcf+AC or qcfx2+AC while she descends.
Benimaru Nikaido
- Qcf+A on block can only be punished by the 2 frame Orochinagi (qcb~hcf+AC charged briefly), or his hcb+BD command throw.
- His qcf+C on block, at max close range midscreen can be punished by Kyo's stand B, dp+AC, 2 frame Orochinagi (qcb~hcf+AC charged briefly) and his NeoMax. Any distance farther grants Benimaru safety (example: after 2 crouching B's). In the corner (either Benimaru or Kyo), it is more punishable because of the slight pushback Kyo gains.
- Punish Beni's air d.D with dp+C Oniyaki (dp+A and s.C will result in a hit trade)
- Punish Beni's hop j.D with s.C, cr.C, dp+A, or rdp+b
- Beni's dp+D will beat out all versions of Kyo's dp+P series except for EX Oniyaki DP).
Billy Kane
- Punish his EX dp by holding forward, hit him immediately as he lands.
Chin Gentsai
- Watch out for Chin’s EX roll when throwing fireballs. Try to mix in empty hops in your game to bait out counters.
- Punish Chin’s overhead with a dp on block. Even better yet, just dp him when you see the overhead animation, in case he feints the overhead.
Clark Still
- Any of Clark's b~f+P moves and his EX version can be punished Kyo's dp+A/C, dp+AC, rdp+BD, and qcb~hcf+AC. If Clark is close to you after you blocked the b~f+P, you can also punish with st.C followed by a full combo.
- If you get caught by Clark’s armor on the B version of SAB, you could potentially salvage the situation by immediately canceling into qcf+D, which beats out Clark’s grab and launches him into the air.
Duo Lon
- Kyo's s.A, dp+A Oniyaki, and rdp+B will out prioritize Duo's f+A move. (If the player uses s.A too close to Duo while his f+A is executed this will result in a hit trade instead).
- Kyo's d.B, s.C, or a EX HCB+K can punish teleport attempts and provide meaty attacks.
- A preemptive j.CD from Duo will beat out Kyo's j.d.C command move
- Duo's regular DM will go through most of Kyo's attacks, even his projectile. It is possible to hit Duo out of his DM during his active movement with s.B and CD but it will result in a hit trade.
- Try to space Kyo two characters away from Duo to emphasize on normals and punish combos.
- Punish Duo's j.f+B and jump-in's with s.C, cr.C, and dp+A. EX rdp+K helps thanks to its slight invulnerability start up.
- Duo Lon’s rekka > B teleport could be punished by EX orochinagi. To do so, you need to input the motion backwards while you are in block stun of the rekka, and once Duo Lon cancels into teleport, hold down AC briefly and let go when the screen goes dark. Alternatively, rdp+B and EX rdp+K also works.
Elisabeth Branctorche
- Her dp+A and dp+C on block can be punished by dp+AC. Dp+C can be punished by his his dp+A, or his NeoMax.
- Her dp+AC can be punished by Kyo's qcb~hcf+AC, rdp+B, rdp+BD and his dp+AC.
- Her qcf+P can eat up his fireballs, except for his EX version.
Goro Daimon
- Watch out for earthquakes when throwing fireballs full screen.
Hwa Jai
- Try to stand block his dragon tails if possible. When you block high, the dragon tails have less frame advantage and fewer chances to cross up.
Iori Yagami (Claw)
- His block strings that ends in qcb+C is -2 on block and work as frame traps, but there is a gap before qcb+C comes out that you can mash a dp, or GC roll for a full punish.
Iori Yagami (Flame)
- Iori’s rekka (1st and 2nd hit) could be punished with an EX orochinagi.
- Be careful when trying to safe jump EX Iori, as his EX command grab beats most safe jump set ups.
Joe Higashi
- Try not to engage in fireball wars with him. Approach him slowly, and keep him in the corner.
K'
- Be patient when being cornered. K’ will attempt to frametrap you all day long in the corner. If you have meter, you can GC roll out of the corner.
Kim Kaphwan
- Use cr.A to beat Kim’s far standing D.
- Do not jump at him on his wakeup. His EX Flash Kick (EX d~u+K) beats everything and is hard to safe jump.
King
- Slowly walk her into the corner and pay attention to how she attempts to get out. Keep her in the corner and be careful of her reversals.
Kula Diamond
- Kula’s B Ray spin could be punished by a DP if blocked up close. The dp will hit regardless of what follow up (if any) Kula does.
Kyo Kusanagi (XIII) (mirror match)
Kyo Kusanagi (NESTS)
- Tough matchup for Kyo. NEST Kyo has better normals than Kyo, and his rekkas gives him better space control. Fortunately, regular Kyo has superior damage output, so play the match carefully, wait for mistakes, and punish accordingly.
Leona Heidern
- Walk forward and block when Leona throws her ear ring at mid to far range.
- Watch out for Leona’s instant overhead.
- Her b~f+D move is neutral on block.
Mai Shiranui
- Another tough match up for Kyo. Mai’s excellent normal shuts down Kyo’s hop pressure. However, Mai lacks a good reversal, so try to get a knockdown and keep her on defense.
Mature
- Her Dp+C move is plus on block if blocked close to the waist, or blocked as a cross up.
- Watch out for her frame traps with qcb+b move.
Maxima
- Cr.B is your friend, as it beats all but one of maxima’s armored normals. When Maxima starts using cr.C to counter your cr.B, this is the time to hop in.
- Punish C vapor cannon by rolling through it.
- When cornered and knocked down, be very careful to press any buttons as Maxima’s air EX vapor cannon has complete armor until he lands, and he could convert into a full combo on hit.
Raiden
- Try to abuse j.dC early in the match as much as you could, especially if Raiden is charging with B dropkicks. Raiden’s huge size makes him very easy to cross up, and his inability to roll (since he’s holding down B) doesn’t help. Later on in the match, once Raiden gets a fully charged drop kick, start playing patient, try not to jump if possible. A single jump CD could mean death to you when he has a level 4 drop kick charged!
Ralf Jones
- Try to get a knock down, and rush him down on wake up as he lacks a good reversal.
Robert Garcia
- Watch out for his wall jumps when cornering Robert. One wall jump out of the corner > cross up taco will change the tide of the match.
Ryo Sakazaki
- Watch out for his overhead shenenigans.
GC roll to punish Ryo’s st.C, fireball block string.
Saiki
- GC roll to punish Saiki’s st.C, fireball block string.
Shen Woo
- Always stand block in the middle of Shen’s block strings.
- Watch for whiffed j.CD and punish with cr.B.
Sie Kensou
- Watch out for a corner grab in the corner, as Kensou can convert his normal grab into huge damage in the corner.
Takuma Sakazaki
- Try not to meet him air to air. His j.CD will beat you most of the time. Instead, punish him with cr.B for any mistimed j.CDs.
- Watch out for command grabs when Takuma is fully loaded with drive gauge.
Mr. Karate
- Similar to Takuma, do not meet him air to air, and watch out for random full screen EX command grabs.
Terry Bogard
- Punish his crack shoots with well-timed cr.Bs which lets you duck under. Also try to stand block crack shoots if possible, crouch guard leaves you at negative frame advantage.
- Always stand block in the middle of Terry’s block strings to guard against EX crack shoot.
Vice
- Do not jump at Vice when she is fully loaded with meter. One j.CD from her leads to full HD combos.
Yuri Sakazaki
- Yuri's hcb+BD blocked at close range can be punished by a sweep, st.D, dp+AC, st.B, a briefly charged 2f qcb~hcf+AC, and his NeoMax (qcfx2+AC). If blocked any farther, only the 2f qcb~hcf+AC and NeoMax can only reach and punish Yuri in time.
- Yuri’s st.B, dp+D mixups could be punished with a stand C before her dive kick comes out.
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 Hit Boxes
Discussion Threads
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