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The King of Fighters XIV/Kyo Kusanagi
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Geshiki Naraku Otoshi - / / + in the air
Special Moves
212 Shiki * Kototsuki Yo - + / (*)
Desperation Moves
Ura 108 Shiki * Orochinagi - + / (!)
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (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
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or 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)
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)