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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
- st. A: Kyo will punch forward with his inner arm. Whiffs against crouching opponents. Does not chain. Does not cancel into anything.
- st. 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
- st. C: Does a backfist motion towards the opponents facial area. Does not chain into anything. Does not cancel.
- st. 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
- cl. 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.
- cl. B: This is a low kick done with Kyo's inner leg. Cancel-able.
- cl. 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.
- cl. D: This close heavy kick is good to link into after a max mode cancel for max damage. Starts up slower than cl.C.
Crouching
- cr. A: This crouching punch is a special cancel-able move that can be chained into df+D for a full combo confirm.
- cr. 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.
- cr. C: Great for anti-airing jump-ins, and stands up crouching opponents which is useful in a few of his combos.
- cr. D: This sweep is special and super cancel-able on block and on hit. Can be whiff cancelled into specials
Jumping
- j. A: A jumping elbow attack that can be used for air-to-air situations
- j. B: A jumping knee attack that can cross up and be used during hops to start combos.
- j. 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.
- j. 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
- st. CD: A powerful shoulder attack that is whiff cancel-able into specials and command normals.
- j. 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
- soft 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
Ge-Shiki Gofu Yo - (f+B)
- Kyo performs an axe kick aimed at the top of the opponent's head
- Hits overhead
- Must be MAX cancelled to confirm if done alone (Ex: f+B > St.C (1) > etc.)
- Can be chained off of heavy standing normals such as St.C to maximize damage (loses overhead property)
88 Shiki - (df+D)
- Kyo crouches down to release two low sweeping kicks
- Hits low
- Typically used to get good conversions off of low confirms and MAX Mode confirms
- Special cancel-able only on the first hit (on block and hit)
- Super cancel-able on the first and second hit
Geshiki Naraku Otoshi - (down back/down/df+C) (in the air)
- While in mid air, Kyo performs a double hammer punch that swings down
- Hits overhead and has a strong cross-up hitbox.
- A good jump normal that can out-prioritize some anti-air attempts with normals
- Similar to Iori, Kyo can cancel the animation of his backdash with j.2C. This allows him to cover back distance much faster than normal backdash.
- Hard knockdown on airborne opponents
Special Moves
100 Shiki • Oniyaki - (dp + A/C)
- Kyo performs a flaming, rising, spinning, back hand punch
- The light punch version has 4 frame startup (-27 on block and launches on hit).
- Good for Anti-airing opponents and great for converting into Kyo's qcb,hcf+LP/HP super.
- The heavy punch version has 7 frame startup (-35 on block and launches on hit). Can be used as a go-to reversal because of its full-body invincibility. Deals more damage than the LP version when all hits connect and it's also good for anti-airing opponents.
- Both versions punish-able if blocked or whiffed.
EX: Has full auto-gaurd until startup
R.E.D. Kick - (rdp + B/D)
- Kyo performs a gravity defying flip kick.
- light version has 20 frames startup and can be used to hop over fireballs.
- Heavy version has 35 frames startup and goes higher and further.
- Light version is used as a combo ender after qcf+K
EX: Provides a ground bounce on hit, making it a strong combo tool. Only hits standing opponents, but doing it after cr.C guarantees it.
75 Shiki • Kai - (qcf + B/D)
- A double kick move that launches for combo followups.
- Light version has 14 frame startup (-21 on block and -19 on hit)
- Heavy version moves forward first and has 20 frame startup (-21 on block)
EX: the ex version is used in a similar way, and launches even higher.
- 75 Shiki • Kai (Follow Up) - (B/D)
114 Shiki • Aragami - (qcf + A)
- A flaming punch and rekka starter.
- 11 frame startup (-6 on block and -4 on hit) And has armor properties (can absorb an attack)
- Not recommended as a reversal, since armor doesn't kick in immediately and slow startup.
- 128 Shiki • Konokizu - (qcf + A/C)
- 8 frame startup (-14 on block and launches on hit)
- Super cancel-able, can be confirmed into both supers.
- 127 Shiki • Yanosabi(1) - (A/C)
- 10 frame startup, -11 on block
- It is a true blockstring after Konokizu, hits overhead and gives a hard knockdown.
- 125 Shiki • Nanase - (B/D)
- A forward kick that blows back w/ soft knockdown (12 frame startup, -9 on block)
- 127 Shiki • Yanosabi(2) - (hcb + A/C)
- 24 frame startup (-12 on block and hard knockdown on hit)
- Hits overhead and can catch an aerial opponent.
- Ge-Shiki • Migari Ugachi - (A/C)
- 17 frame startup, -24 on block
- Hits overhead, hard knockdown
- 124 Shiki • Munotsuchi - (hcb + B/D)
- Hits low, but has a slow startup
- 427 Shiki • Hikigane - (B/D)
- Steps in and combos if Mu no Tsuchi connects.
- Ge-Shiki • Tsurubeotoshi - (A/C)
- Overhead follow up to Munotsuchi.
115 Shiki • Dokugami - (qcf + C)
- A stronger flaming punch using the other hand.
- 18 frame startup (-8 on block and -6 on hit) and has armor properties (can absorb an attack)
- Possible to stuff guard cancel blowback attacks using this move among other normals (Ex: St.C > qcf.LP will beat out guard cancel blowback)
- Not recommended as a reversal, since armor doesn't kick in immediately and slow startup.
EX: Also has armor properties and the armor kicks in immediately unlike the normal versions
- 401 Shiki • Tsumiyomi - (hcb + A/C)
- 9 frame startup (-13 on block and -11 on hit)
- A true blockstring followup, but very unsafe on block.
- 402 Shiki • Batsuyomi - (f + A/C)
- Knocks opponent airborne, very unsafe on block (whiffs on crouch blockers)
- 100 Shiki • Oniyaki - (dp + A/C)
- Finishes the 4 hit chain with his dp+A/C, knocks away
212 Shiki • Kototsuki Yo - (hcb + B/D)
- Kyo does a running hit grab and blows up their face if it connects. very satisfying and does good damage.
- Both version have 15 frames startup (-11 on block and a hard knockdown on hit), Heavy version travels further.
- A combo finisher and easy way to buffer super inputs.
- Light version has lower body invuln, so it can go over some lows and grounded fireballs (e.g. Iori).
EX: A fast command grab. A good surprise after a max mode activation.
Super Special Moves
182 Shiki - (qcfx2 + A/C hold ok)
- An even flamier punch, now with follow ups!
- 11 frame startup (-19 on block and hard knockdown on hit)
- Charging the super will grant additional damage.
Max: Does more damage and an extra follow-up hit.
Ura 108 Shiki • Orochinagi - (qcb~hcf + A/C hold ok)
- The flamiest of punches. A classic.
- 21 frame startup (-21 on block and hard knockdown on hit)
- His main super to convert on midscreen routes.
- As before, charging the super will grant additional damage.
Max: has 10 frames startup, making it a good anti-air
Climax Super Special Moves
Ura 1127 Shiki • Yaegaki - (qcb, qcb + AC)
- A pretty flamey punch that goes into a super flamey finisher.
- 19 frame startup (-19 on block and hard knockdown on hit)
- Has full body invincibility
- Can be converted off of certain specials such as Kyo's qcf.HP > hcb.HP followup
Combos
- A right arrow (>) indicates a sequence of "rekka" special moves (from Aragami or Dokugami).
- It's possible to link cr.B into cl.C for certain combos.
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
No corner
- cr.B, cr.A, df+D(1), qcf+B>B, qcf+A > qcf+P > (wait) K (250 DMG)
- cr.B, cl.C(1), df+D(1), qcf+D>D, rdp+B (196 DMG)
- cl.D, df+D(1), qcf+B>B, qcf+A > qcf+P > (wait) K (289 DMG)
Corner
- cr.B, cr.A, df+D(1), qcf+D>D, qcf+A, qcf+A > hcb+P > P (262 DMG)
- cr.B, cl.C(1), df+D(1), qcf+D>D, qcf+A, qcf+A > hcb+P > P (277 DMG)
- cl.D, f+B, qcf+D>D, qcf+A, qcf+A > hcb+P > P (308 DMG)
(You can omit the 1st qcf+A for less damage, but an easier combo)
1 meter
No corner
- cr.B, cr.A, df+D(2), BC, cr.C, f+B, rdp+BD, qcf+BD, qcf+B>B, qcf+A > qcf+P > K (353 DMG)
- cr.B, cl.C(1), df+D(2), BC, cr.C, f+B, rdp+BD, qcf+BD, qcf+B>B, qcf+A > qcf+P > K (368 DMG)
- cl.D, df+D(2), BC, cr.C, f+B, rdp+BD, qcf+BD, qcf+B>B, qcf+A > qcf+P > K (409 DMG)
- f+B, BC, cr.C, f+B, rdp+BD, qcf+BD, qcf+B>B, qcf+A > qcf+P > K (365 DMG)
(Can substitute rdp+B or hcb+D at the end of any of these combos.)
Corner
- cr.B, cr.A, df+D(2), BC, cr.C, f+B, rdp+BD, qcf+BD, qcf+B>B, qcf+A, qcf+A > hcb+P > P (364 DMG)
- cr.B, cl.C(1), df+D(2), BC, cr.C, f+B, rdp+BD, qcf+BD, qcf+B>B, qcf+A, qcf+A > hcb+P > P (379 DMG)
- cl.D, df+D(2), BC, cr.C, f+B, rdp+BD, qcf+BD, qcf+B>B, qcf+A, qcf+A > hcb+P > P (422 DMG)
- f+B, BC, cr.C, f+B, rdp+BD, qcf+BD, qcf+B>B, qcf+A, qcf+A > hcb+P > P (381 DMG)
2 meters
No corner
- cr.B, cr.A, df+D(2), BC, cr.C, f+B, rdp+BD, qcf+B>B, qcf+A, SC, qcb,hcf+AC (462 DMG)
- cr.B, cl.C(1), df+D(2), BC, cr.C, f+B, rdp+BD, qcf+B>B, qcf+A, SC, qcb,hcf+AC (492 DMG)
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)
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