The King of Fighters XIV/Kyo Kusanagi

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Charaimg kusanagi.png


(*) = EX OK

(!) = MAX OK


Hatsugane - Bk.gif / Fd.gif + C.gif

Issetsu Seoi Nage - Bk.gif / Fd.gif + D.gif

Command Normals

Ge-shiki * Goufu You - Fd.gif + B.gif

88 Shiki - Df.gif + D.gif

Geshiki Naraku Otoshi - Db.gif/ Dn.gif/ Df.gif + C.gif in the air

Special Moves

100 Shiki Oniyaki - Dp.gif + A.gif / C.gif (*)

R.E.D Kick - Rdp.gif + B.gif / D.gif (*)

75 Shiki: Kai - Qcf.gif + B.gif / D.gif

Additional command - B.gif / D.gif

114 Shiki * Aragami - Qcf.gif + A.gif

128 Shiki * Konokizu - Qcf.gif + A.gif / C.gif
127 Shiki * Yanosabi - A.gif / C.gif
125 Shiki * Nanase - B.gif / D.gif

127 Shiki * Yanosabi - Hcb.gif + A.gif / C.gif
Geshiki * Migari Ugachi - A.gif / C.gif

124 Shiki * Munotsuchi - Hcb.gif + B.gif / D.gif
427 Shiki * Hikigane - B.gif / D.gif
Ge-shiki * Tsuriganeotoshi - A.gif / C.gif

115 Shiki: Dokugami - Qcf.gif + C.gif (*)

401 Shiki * Tsumiyomi - Hcb.gif + A.gif / C.gif
402 Shiki * Batsuyomi - Fd.gif+ A.gif / C.gif
100 Shiki * Oniyaki - Dp.gif + A.gif / C.gif

212 Shiki * Kototsuki Yo - Hcb.gif + B.gif / D.gif (*)

Desperation Moves

Ura 108 Shiki * Orochinagi - Qcb.gif Hcf.gif + A.gif / C.gif (!)

182 Shiki - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Climax Desperation Move

Ura 1127 Shiki * Yaegaki - Qcb.gif Qcb.gif + A.gif C.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Cr.B - Cr.A - df+D - qcf+D,D - hcb+K

Cr.B - Cr.A - df+D - qcf+B,B - qcf+A, qcf+A, K

Cr.B - Cr.A - [qcf+A -qcf+A -A]

cl.C - f.B - qcf+D,D - hcb+K

Cr.B - Cr. A - df+D - qcf+D,D - [qcf+A - hcb+P - P] (corner only

Cl.C - df+D - qcf+D,D - qcf+A - qcf+A - (SC) - qcb~hcf+P (corner only)

Gameplay Overview

Health: 1000

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.



  • st. A: Kyo will punch forward with his inner arm. Stops incoming hops. Whiffs against crouching opponents.
  • st. B: Performs a side kick with his inner leg. Best used as a long range ground poke.
  • st. C: Does a backfist motion towards the opponents facial area. Whiffs on some crouching opponents. Can be used for stopping hops but isn’t whiff cancellable.
  • 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. Great to use as a ground poke.


  • 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. Special cancellable. However, it is not chain cancellable to other normals.
  • 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 vertical anti-air against opponents jumping close to, or above 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.


  • cr. A: This crouching punch is a special cancel-able move that can be chained into df+D for a full combo confirm. Chain cancellable to other normals.
  • 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. Chain cancellable to other normals.
  • cr. C: Great for anti-airing jump-ins, and stands up crouching opponents. Special cancellable.
  • cr. D: This sweep is special and super cancel-able on block and on hit. Can be whiff cancelled into specials.


  • 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 can be used for jump-ins or 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. Whiffs on crouching opponents if performed too early during the hop or jump.


  • st. CD: A powerful shoulder attack that is whiff cancel-able into specials and command normals. Causes grounded opponents to wallsplat.
  • 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 horizontal range.



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

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 & super cancelling 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 for a short amount of time. Deals more damage than the LP version when all hits connect and it's also good for anti-airing opponents.
  • 1st hit super cancel-able
  • Both versions punish-able if blocked or whiffed.

EX: Has full auto-guard, and causes a soft knockdown.

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, K
  • Hard knockdown

EX: Provides a ground bounce on hit, making it a strong combo tool.

75 Shiki • Kai - (qcf + B, B/D, 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)
  • Soft knockdown

EX: the EX version is used in a similar way, and launches even higher.

75 Shiki • Kai (Follow Up) - (B/D)
  • You can delay the second kick for more juggle height for certain combos. But the opponent can try to reversal or roll in-between the kicks.

114 Shiki • Aragami - (qcf + A)

  • A flaming hook 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. Best used as a mid-screen poke and/or negating projectiles.
  • All follow ups below can be delayed.
128 Shiki • Konokizu - (qcf + A/C)
  • A flaming uppercut after the flaming hook punch.
  • 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)
  • A flaming downward elbow after the flaming uppercut.
  • 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)
  • Good to use if you want to knock the opponent closer to the corner or edge of the screen.
127 Shiki • Yanosabi(2) - (hcb + A/C)
  • A flaming downward elbow after the flaming hook.
  • 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)
  • Kyo flame punches the opponents toes
  • 17 frame startup, -24 on block
  • Hits low, hard knockdown
124 Shiki • Munotsuchi - (hcb + B/D)
  • Hits low, but has a slow startup. Doesn't combo from the qcf+A.
427 Shiki • Hikigane - (B/D)
  • Steps in and combos if Mu no Tsuchi connects. Launches and juggles the opponent in the air. Not safe on block.
Ge-Shiki • Tsurubeotoshi - (A/C)
  • Overhead follow up to Munotsuchi. Gives the opponent a hard knockdown.

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)

  • Kyo performs a fierce elbow attack with a fiery uppercut. Kyo advances towards opponent close to half-screen distance.
  • 11 frame startup (-19 on block and hard knockdown on hit)
  • Charging the super will grant additional damage. A full charge will make the attack unblockable.
  • Best used at the end of juggle combos.
  • Hard knockdown

Max: Does more damage and an extra follow-up hit.

Ura 108 Shiki • Orochinagi - (qcb~hcf + A/C hold ok)

  • A flaming fierce swipe. The flames cover horizontally a half-screen distance.
  • 21 frame startup (-21 on block and hard knockdown on hit)
  • His main super to convert on midscreen routes.
  • Charging the super will grant additional damage & full body invincibility.

Max: has 10 frames startup, making it a good anti-air & combo juggle finisher.

Climax Super Special Moves

Ura 1127 Shiki • Yaegaki - (qcb, qcb + AC)

  • Kyo performs a fierce hook punch that travels towards the opponent a quarter screen distance, then follows up with more punches then finishes with an fiery uppercut.
  • 19 frame startup (-19 on block and hard knockdown on hit)
  • Has full body invincibility


  • 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.
  • Combo starters
  • cr. B, cr. B, cr. A
(two low hits into a mid attack. The cr. A will whiff if the first 2 hits are blocked. cr. A is best cancel-able into qcf+A. A jump-in attack can be added beforehand for more damage)
  • cl. C, df+D
(Best used as a punish confirm. Add a jump attack beforehand for more damage)
  • cr. B, cr. A, df+D
(low starter that does 4 hits. Ends with df+D that is cancel-able on the first hit, but the 2nd hit can be Max Mode cancelled safely.)
  • cr. B, cl. C, df+D
(cr. B to cl.C is a link that can also be used as a frame trap. Has to be close to the opponent to connect.)
  • cr. Bx3, st. B (BC)
(three lows into a mid that can easily convert into Max Mode.


Rush Auto Combo

Meterless: An elbow jab, 2 kicks, then ends with his rekka series of qcf+A~qcf+A~K. 6 hits, 185 damage.

1 Meter: An elbow jab, 2 kicks, ends with qcfx2+P super. 5 hits, 209 damage.

EX: An elbow jab, 2 kicks, ends with qcfx2+AC super. 6 hits, 347 damage.

0 meter


  • cr. Bx2/cr.B, cr. A, qcf+A > qcf+P > P (174 DMG)

(Easy hard knockdown combo. The cr.A will whiff if the 2nd cr. B is blocked.)

  • cr. Bx2/cr.B, cr. A, qcf+A > qcf+P > K (195 DMG)

(Easy corner carry going straight into rekkas from crouching normals. The cr.A will whiff if the 2nd cr. B is blocked.)

  • cr.B, cr.A, df+D(1), qcf+D>D, qcf+A > qcf+P > (wait) K (229 DMG)

(Easy corner carry. Be sure to delay the kick follow-up after the second rekka.)

  • cr.B, cl.C(1), df+D(1)/cr.B, cr.A, df+D(1)/cl.C, df+D(1), qcf+D>D, rdp+B (196 DMG/181 DMG/176 DMG)

(Ends in a hard knockdown for a oki setup of your desire)


  • cr.B, cr.A, df+D(1)/cr.B, cl.C(1), df+D(1)/cl.C, df+D(1), qcf+D>D, qcf+A, qcf+A > hcb+P > P (262 DMG/277 DMG/263 DMG)

(Ends in a hard knockdown. Omit the 1st qcf+A for less damage, but an easier combo

1 meter


  • cr. Bx2, cr. A, qcf+A > qcf+A (SC) qcb~hcf+P (292 DMG)

(The second cr.B might make the cr. A whiff if you aren't close enough to the opponent.)

  • cr.B, cr.A, df+D(1)/cl.C, df+D(1)/cr. B, cl.C, df+D(1), qcf+DD, hcb+K (SC) qcb~hcf+P (hold P briefly then release) (298 DMG/301 DMG/313 DMG)

(Every easy combo for 1 bar without using max mode. You can choose to not hold the super if you feel that it will miss but there will be less damage.)

  • cr. B, cr. A, df+D(2) (BC), cl.D, rdp+BD, qcf+B>B, qcf+BD, st.CD whiff cancel, qcf+A > qcf+P > P (369 DMG) {1000 Max Mode Meter}

(kara whiff cancel the st. CD for the qcf+A to properly catch the opponent after the qcf+BD juggle.)

  • cr.B, cr.A, df+D(2) (BC) cl.D, rdp+BD, qcf+BD, qcf+B>B, qcf+A > qcf+P > K (371 DMG) {1000 Max Mode Meter)

(Good damage for a corner carry max mode combo. To start with the combo starter: cr. B, cl. C, df+D(2), or cl. C, df+D after Max Mode activation, either use cl.C, df+D (1) or cl.C by itself to replace cl. D for spacing reasons.)


  • cr. B, cr. A, df+D(1), qcf+D>D, qcf+A, dp+A (SC) qcb~hcf+P (hold briefly), dp+A (366 DMG)

(delay the second hit of the qcf+D>D for qcf+A to connect as high as possible. Use the shorcut hcb,f+A~hcf+P do super cancel the dp+A into qcb~hcf+P smoothly. Hold the qcb~hcf+P briefly enough for dp+A can juggle afterward.)

  • cr.B, cr.A, df+D(2), (BC) cl.D, rdp+BD, qcf+BD, qcf+B>B, qcf+A, qcf+A > hcb+P > P (385 DMG) {1000 Max Mode Meter}

(Delay the second kick of the qcf+B>B for you can properly time the two qcf+A's. You can exclude one of the qcf+A's for an easier combo.)

  • cr.B, cr.A, df+D(2), (BC) cl.D, rdp+BD, qcf+B>B, qcf+A, qcf+BD, qcf+A, qcf+A > hcb+P > P (389 DMG) {1200 Max Mode Meter}

(Delay the second kick of the qcf+B>B for you can properly time the qcf+A for the qcf+BD to connect.)

  • cr.B, cr.A, df+D(2), (BC) cl.D, rdp+BD, qcf+BD, qcf+AC, qcf+B>B, qcf+A, qcf+A > hcb+P > P (402 DMG) {1200 Max Mode Meter}

(Juggle the opponent with qcf+AC at the highest height it can hit with. Delay the second kick of the qcf+B>B for you can properly time the qcf+A, then another qcf+A.)

2 meters


  • cr. B, cr. A, df+D, qcf+D>D, hcb+D (SC) qcb~hcf+A+C (385 DMG)

(Easy combo but can get more damage from using max mode. Recommend for beginners.)

  • cr.B, cr.A, df+D(2) (BC) cl.D, rdp+BD, qcf+B>B, qcf+A > qcf+A (SC) qcb~hcf+P (brief hold then release) (502 DMG) (1000 Max Mode)

(You can get up to 532 DMG and above if you start with a jump in attack, then cl.C, df+D(2) into the rest of the combo.)

  • cr. B, cr. A, df+D(2) (BC) cl. D, rdp+BD, qcf+BD, qcf+B>B, run, dp+C xx qcb~hcf+P = (534-589) {1500 MAX}

Corner Only

  • cr. B, cr. A, df+D(2) (BC) cl. D, rdp+BD, qcf+B> (delay) B, qcf+AC, dp+C (SC) qcb~hcf+P (brief hold then release) (528-583 DMG) (1500 MAX)
  • cr. B, cr. A, df+D(2) (BC) cl. D, rdp+BD, qcf+B> (delay) B, qcf+A > (Delay) qcf+A, dp+A (SC) qcb~hcf+P (brief hold then release) (524-579 DMG) {1250 MAX}

3 meters


  • cr. B, cr. A, df. D (1), qcf+D>D, hcb+K (SC) qcbx2 A+C = (460 DMG)
  • cr. B, cr. A, df. D (2) (BC) cl. D, rdp+BD, qcf B>B, (delay) qcf+A > qcf+A (SC) qcbx2 A+C = (572-610 DMG) {1000 MAX}

Corner Only

  • cr.B, cr.A, df+D(2), (BC) cl.D, rdp+BD, qcf+BD, qcf+AC, qcf+B>B, qcf+A, dp+A (SC) qcb~hcf+P, dp+A (SC) qcb~hcf+P = (590-645 DMG) {1250 MAX}
  • cr. B, cr. A, df+D (2) (BC) cl. D, rdp+BD, qcf+B > (delay) B, qcf+AC, qcf+A > qcf+A xx qcbx2 AC = (598-653 DMG) {1500 MAX}

4 meters

Corner Only

  • cr.B, cr.A, df+D(2), (BC) cl.D, rdp+BD, qcf+BD, qcf+AC, qcf+B>B, qcf+A > (delay) qcf A, dp+A (SC) qcb~hcf+P (SC) qcfx2 AC = (669-724 DMG) {1250 MAX}

5 meters

Corner Only

  • cr. B, cr. A, df+D(2) (BC) cl. D, rdp+BD, qcf+B> (delay) B, qcf+AC, dp+C (SC) qcb~hcf+A+C (brief hold then release) (SC) qcbx2+AC (779-883 DMG) {1500 MAX}


Frame Data

Kyo Kusanagi KOFXIV Frama Data Link


KoF XIV: Kyo Beginner Breakdown

KoF XIV for Dummies - Beginner's guide to playing Kyo

Kyo Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge


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