Our Fatal Fury: City of the Wolves wiki page is ready for editing: https://dreamcancel.com/wiki/Fatal_Fury:_City_of_the_Wolves

The King of Fighters XIII/EX Kyo/Strategy

From Dream Cancel Wiki
Jump to navigation Jump to search
The King of Fighters XIII

OverviewStrategyDataCombos

Spacing

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

Safejumps

Tips

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) - 1 frame gap between st. A and cl. C.

2.) st. A > cr. C - 3 frame gap between st. A and cr. C.

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) - 1 frame gap between cr. B and cl. C.

7.) cr. B > cr. C - 4 frame gap between cr. B and cr. C.


Best Team Position

Meter Building

Note: All of EX Kyo's special moves build meter, even if they miss. EX Kyo will naturally get more meter if he successfully hits the opponent with his specials. Also, all variations of EX Kyo's Rekka Special attacks also build meter.

Meter building combos:

No Drive

  • j.D, s.C, qcf+D, D, hcb+B = 317 dmg = Approx. 60% Meter

Two Drive

  • j.D, s.C, f.B, qcf+C, hcb+C [DC] qcf+A [DC] qcf+C, hcb+C, f+C, DP+C = 383 dmg = Approx. 80% meter
  • j.D, s.c, f.B, qcf+C, hcb+C [DC] qcf+A [DC] hcb+B = 378 dmg = Approx. 80% meter
  • j.D, s.C, f.B, qcf+C [DC] dp+C [DC] hcb+B = 384 dmg = Approx. 75% meter
  • j.D, s.C, f.B, qcf+C [DC] dp+C [DC] qcf+D, D, hcb+B = 409 dmg = Approx. 90% meter
  • j.D, s.C, f.B, hcb+B, qcf+D, D, hcb+B, DP+C = 331 dmg = Approx. 80% meter


Character Matchups

Andy Bogard

  • Andy has a very good projectile. Should Andy use his projectile, Kyo should keep his distance from Andy's other incoming attacks after his recovery - Kyo can either neutral jump or utilize the R.E.D. Kick to travel over the the projectile. The EX R.E.D. Kick is a nice tool to utilize as well, should the player wish to counteract projectiles. Andy's pressure is mostly safe, thus making him very dangerous. But, Kyo has autoguard on his DP and his Rekka Specials on start-up. It is best to rely on a little more defensive play and punish combos.
  • Punish Andy's db~f+A on block with hcb+BD or qcfx2+P.

Ash Crimson

Athena Asamiya

Benimaru Nikaido

  • Be careful using qcf+A against a defensive Benimaru, his Iaido Kick qcf+K can punish it easily.

Billy Kane

Chin Gentsai

Clark Still

  • Punish Clark's b~f+A with EX Kyo's dp+A, dp+AC, or NeoMax.
  • Punish Clark's b~f+AC with EX Kyo's dp+A, dp+C, or cr.B.

Duo Lon

  • After his rekka blockstring (qcf+Px3), hit Dou Lon after his teleport with a EX hcb+K but perform it as hcf+BD. If the opponent doesn't choose to teleport, you will punish the last rekka on block with EX Kyo's qcf+BD.

Elisabeth Branctorche

  • Elisabeth's dp+AC at its max range is can't be punished on block with any of EX Kyo's moves due to pushback, but at a much closer range Elisabeth can be punished by EX Kyo's dp+C, EX hcb+K, or his qcfx2+P super. The dp+AC can be whiffed punished by a very quick and close ranged qcf+A by EX Kyo.

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

  • Play cautiously. NESTS Kyo has better hit confirms than Kyo does, but the Regular Kyo's damage output is a bit higher. Use s.C or c.C to counter Kyo's jump in attempts or hyper hops. NESTS Kyo's autoguard on his DP beats out the regular Kyo's RDP+K. Regular Kyo's air game is slightly better than NESTS Kyo so don't stay in the air for too long. NESTS Kyo's RPD+K works well against the Regular Kyo's Yami Barai. When NESTS Kyo is on the offensive, stay cautious of Kyo's EX command grab and reversals. Try to bait them out - the Regular Kyo will have trouble counteracting against NESTS Kyo's pressure, especially if cornered.

Kyo Kusanagi (NESTS) (mirror match)

Leona Heidern

Mai Shiranui

  • Not favorable. Play a little more aggressively, because it is going to be difficult to pass through Mai's keep away. R.E.D. Kick counteracts projectile use and ground Musasabi no Mai. Musasabi no Mai air dive and the R.E.D. Kick trades. It is possible to beat out Mai's projectiles with Kyo's Rekka, except for the EX version. Don't play too many air to air games against Mai. Use C or EX version Oniyaki DP when Mai jumps too much or to counteract her Ukihane air command move (d.B). Do not let Mai corner Kyo. Use Kyo's autoguard Rekka specials and DP to stop Mai close normals.

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice

Yuri Sakazaki

The King of Fighters XIII

OverviewStrategyDataCombos

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters