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The King of Fighters XIV/Kyo Kusanagi

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| '''0 Meter'''
AnywhereCr.B - Cr.A - df+D - qcf+D,D - hcb+K<br/>Low  Cr.B - Cr.A - df+D - qcf+B,B - qcf+A, Anywhereqcf+A, K<br/>Low, Anywhere  Cr.B - Cr.A - [qcf+A -qcf+A -A]<br/>|(Combo 1) = (damage number here) dmg cl.C - f.B - qcf+D,D - hcb+K<br/>(Combo 2) = (damage number here) dmg<br/>  Cr.B - Cr. A - df+D - qcf+D,D - [qcf+A - hcb+P - P] (Combo 3) = (damage number here) = 231 dmgcorner only<br/>|-
| '''1 Meter'''|Corner<br/>Anywhere<br/>LowCl.C - df+D - qcf+D, Anywhere<br/>|D - qcf+A - qcf+A - (Combo 1SC) = - qcb~hcf+P (damage number herecorner only) dmg<br/>(Combo 2) = (damage number here) dmg<br/>(Combo 3) = (damage number here) dmg<br/>|-| '''2 Meters'''|Anywhere|(Combo 1) = (damage number here) dmg
=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).
* st. A: Kyo will punch forward with his inner arm. Stops incoming hops. 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 Best used as a long range groundpoke. Does not chain. Can cancel into Max Mode activation
* st. C: Does a backfist motion towards the opponents facial area. Does not chain into anythingWhiffs on some crouching opponents. Does not cancelCan 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. Does not chain. Does not cancelGreat 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. Cancel-ableSpecial 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 which . Special cancellable. * cr. D: This sweep is useful in a few of his combosspecial and super cancel-able on block and on hit. Can be whiff cancelled into specials.
* 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 during 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..
* 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 hard knockdown
'''Issetsu Seoi Nage''' - (b/f+D) close
* 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 invincibilityfor 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-gaurd until startupguard, and causes a soft knockdown.
* Kyo performs a gravity defying flip kick.
* light 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
'''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.* 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.
* Heavy version moves forward first and has 20 frame startup (-21 on block)
* Soft knockdown '''EX:''' the ex 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)
::::'''127 Shiki • Yanosabi(1)''' - (A/C)
::::* A flaming downward elbow after the flaming uppercut.
::::* 10 frame startup, -11 on block
::::* 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)
::::'''Ge-Shiki • Migari Ugachi''' - (A/C)
::::* Kyo flame punches the opponents toes
::::* 17 frame startup, -24 on block
::::* Hits overheadlow, 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.
'''182 Shiki''' - (qcfx2 + A/C hold ok)
* An even flamier punch, now Kyo performs a fierce elbow attack with follow ups!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 flamiest of punches. A classicflames 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.
* As before, charging 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)
* A pretty flamey Kyo performs a fierce hook punch that goes into travels towards the opponent a super flamey finisherquarter 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
* Can be converted off of certain specials such as Kyo's qcf.HP > hcb.HP followup
* 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.
[ Notation]
===Rush Auto Combo===
'''Meterless:''' description hereAn elbow jab, 2 kicks, then ends with his rekka series of qcf+A~qcf+A~K. 6 hits, 185 damage.
'''1 Meter:''' description hereAn elbow jab, 2 kicks, ends with qcfx2+P super. 5 hits, 209 damage.
'''EX:''' description hereAn elbow jab, 2 kicks, ends with qcfx2+AC super. 6 hits, 347 damage.
==0 meter==
'''No cornerAnywhere''' * 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+BD>BD, qcf+A > qcf+P > (wait) K (250 229 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, qcfdf+D>D, rdp+B (196 DMG1)* /cl.DC, df+D(1), qcf+BD>BD, qcfrdp+A > qcf+P > B (wait196 DMG/181 DMG/176 DMG) K (289 DMGEnds in a hard knockdown for a oki setup of your desire
* 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)/cl.C, qcfdf+D>D, qcf+A, qcf+A > hcb+P > P (277 DMG1)* cl.D, f+B, qcf+D>D, qcf+A, qcf+A > hcb+P > P (308 262 DMG/277 DMG/263 DMG)(You can omit Ends in a hard knockdown. Omit the 1st qcf+A for less damage, but an easier combo)
==1 meter==
'''No cornerAnywhere''' * 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(21), BC, cr/cl.C, fdf+D(1)/cr. B, rdp+BDcl.C, qcfdf+BDD(1), qcf+B>BDD, qcfhcb+A > qcfK (SC) qcb~hcf+P > K (353 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, clcr.C(1)A, df+D(2), (BC), crcl.C, f+BD, rdp+BD, qcf+BDB>B, qcf+B>BBD, st.CD whiff cancel, qcf+A > qcf+P > K P (368 369 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.)  * clcr.B, cr.DA, df+D(2), (BC, cr) cl.C, f+BD, rdp+BD, qcf+BD, qcf+B>B, qcf+A > qcf+P > K (409 371 DMG) {1000 Max Mode Meter)* f+(Good damage for a corner carry max mode combo. To start with the combo starter: cr. B, BC, crcl.C, fdf+BD(2), rdp+BDor cl. C, qcfdf+BDD after Max Mode activation, qcf+B>Beither use cl.C, qcfdf+A > qcf+P > K D (365 DMG1)(Can substitute rdp+B or hcb+cl.C by itself to replace cl. D at the end of any of these combosfor spacing reasons.) 
 * cr.B, cr.A, df+D(21), BCqcf+D>D, cr.Cqcf+A, fdp+B, rdpA (SC) qcb~hcf+BDP (hold briefly), qcfdp+BD, A (366 DMG)(delay the second hit of the qcf+BD>B, D for qcf+Ato connect as high as possible. Use the shorcut hcb, qcff+A~hcf+P do super cancel the dp+A > hcbinto qcb~hcf+P > smoothly. Hold the qcb~hcf+P (364 DMGbriefly enough for dp+A can juggle afterward.)  * cr.B, clcr.C(1)A, df+D(2), (BC, cr) cl.C, f+BD, rdp+BD, qcf+BD, qcf+B>B, qcf+A, qcf+A > hcb+P > P (379 385 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.)  * clcr.B, cr.DA, df+D(2), (BC, cr) cl.CD, frdp+BBD, rdpqcf+BDB>B, qcf+BDA, qcf+B>BBD, qcf+A, qcf+A > hcb+P > P (422 389 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.) * f+cr.B, BC, cr.CA, fdf+BD(2), (BC) cl.D, rdp+BD, qcf+BD, qcf+AC, qcf+B>B, qcf+A, qcf+A > hcb+P > P (381 402 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==
'''No cornerAnywhere''' * 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, cr) cl.C, f+BD, rdp+BD, qcf+B>(delay) B, qcf+AAC, dp+C (SC, ) qcb,~hcf+AC P (brief hold then release) (462 528-583 DMG) (1500 MAX)
* cr.B, clcr.C(1)A, df+D(2), (BC, cr) cl.C, f+BD, rdp+BD, qcf+B>(delay) B, qcf+A > (Delay) qcf+A, dp+A (SC, ) qcb,~hcf+AC P (brief hold then release) (492 524-579 DMG){1250 MAX}
==3 meters==
'''Anywhere''' * 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, (place combo heredelay) qcf+A > qcf+A (SC) qcbx2 A+C = (place damage amount here572-610 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 = (place combo description here598-653 DMG){1500 MAX}
==4 meters==
'''Corner Only''' * cr.B, cr.A, df+D(2), (place combo hereBC) = cl.D, rdp+BD, qcf+BD, qcf+AC, qcf+B>B, qcf+A > (delay) qcf A, dp+A (SC) qcb~hcf+P (place damage amount hereSC)qcfx2 AC = (place combo description here669-724 DMG){1250 MAX}
==5 meters==
'''Corner Only''' * cr. B, cr. A, df+D(2) (place combo hereBC) = cl. D, rdp+BD, qcf+B> (place damage amount heredelay)B, qcf+AC, dp+C (SC) qcb~hcf+A+C (brief hold then release) (SC) qcbx2+AC (place combo description here779-883 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=
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:Kyo Kusanagi]]

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