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The King of Fighters XIV/Kyo Kusanagi

2,294 bytes added, 19:22, 17 December 2019
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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.
* 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.
* 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. 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..
* 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 (375 385 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==
'''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, cr) cl.CD, frdp+BBD, rdpqcf+BD, qcf+B>B, qcfrun, dp+A, SC, C xx qcb,~hcf+AC P = (462 DMG534-589){1500 MAX}
 '''Corner Only''' * cr.B, cr. A, df+D(2) (BC) cl.D, rdp+BD, qcf+B> (delay) B, qcf+AC, dp+C(1SC) qcb~hcf+P (brief hold then release)(528-583 DMG) (1500 MAX)  * cr. B, cr. 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==
[[Filehttps:KyoKusanagiKOFXIVFrameData//docs.png] Kyo Kusanagi KOFXIV Frama Data Link]
'''KoF XIV: Kyo Beginner Breakdown'''
'''KoF XIV for Dummies - Beginner's guide to playing Kyo'''
'''Kyo Master ClassSlow Motion Hitboxes'''{{#ev:youtube|EHA4ALf5PXwm0cwKNjZGg4}}
=External Links=
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:Kyo Kusanagi]]

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