Difference between revisions of "The King of Fighters XIV/Kyo Kusanagi"

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'''Standing'''
'''Standing'''


* Far A: Kyo will punch forward with his inner arm. Whiffs against crouching opponents. Does not chain. Does not cancel into anything.
* st. A: Kyo will punch forward with his inner arm. Whiffs against crouching opponents. Does not chain. Does not cancel into anything.


* Far 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. 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


* Far C: Does a backfist motion towards the opponents facial area. Does not chain into anything. Does not cancel.  
* st. C: Does a backfist motion towards the opponents facial area. Does not chain into anything. Does not cancel.  


* Far 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.  
* 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'''
'''Close'''


* Close 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. 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.  


* Close B: This is a low kick done with Kyo's inner leg. Cancel-able.  
* cl. B: This is a low kick done with Kyo's inner leg. Cancel-able.  


* Close 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. 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.   
   
   
* Close D: This close heavy kick is good to link into after a BC Cancel (MAX Mode) for max damage. Starts up slower than close C (heavy punch)
* 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'''
'''Crouching'''


* Crouching A: This crouching punch special cancel-able that can be chained into df+D for a full combo confirm
* cr. A: This crouching punch is a special cancel-able move that can be chained into df+D for a full combo confirm.


* Crouching 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. 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.


* Crouching C: Great for anti-airing jump-ins, and stands up crouching opponents which is useful in a few of his combos.
* cr. C: Great for anti-airing jump-ins, and stands up crouching opponents which is useful in a few of his combos.


* Crouching D: This sweep is special 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


'''Jumping'''
'''Jumping'''


* Jump A: A jumping elbow attack that can be used for air-to-air situations
* j. A: A jumping elbow attack that can be used for air-to-air situations


* Jump B: A jumping knee attack that can cross up and be used during hops to start combos.  
* j. B: A jumping knee attack that can cross up and be used during hops to start combos.  


* Jump 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. 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.  


* Jump 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
* 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'''
'''Blowback'''


* Stand CD: A powerful shoulder attack that is whiff cancel-able into specials and command normals
* st. CD: A powerful shoulder attack that is whiff cancel-able into specials and command normals.


* Jumping 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.
* 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=
=Throws=

Revision as of 17:36, 16 August 2016

Charaimg kusanagi.png


Movelist

(*) = EX OK

(!) = MAX OK

Throws

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

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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
  • 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
  • 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 if he just continually backdashed
  • 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). No invulnerability/invincibility, 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: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)


Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • A right arrow (>) indicates a sequence of "rekka" special moves (from Aragami or Dokugami).

Notation

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)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina