The King of Fighters XIV/Kyo Kusanagi

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Charaimg kusanagi.png


Contents

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hatsugane -   /   +  

Issetsu Seoi Nage -   /   +  

Command Normals

Ge-shiki * Goufu You -   +  

88 Shiki -   +  

Geshiki Naraku Otoshi -  /  /   +   in the air

Special Moves

100 Shiki Oniyaki -   +   /   (*)

R.E.D Kick -   +   /   (*)

75 Shiki: Kai -   +   /  

Additional command -   /  

114 Shiki * Aragami -   +  

128 Shiki * Konokizu -   +   /  
127 Shiki * Yanosabi -   /  
125 Shiki * Nanase -   /  


127 Shiki * Yanosabi -   +   /  
Geshiki * Migari Ugachi -   /  


124 Shiki * Munotsuchi -   +   /  
427 Shiki * Hikigane -   /  
Ge-shiki * Tsuriganeotoshi -   /  

115 Shiki: Dokugami -   +   (*)

401 Shiki * Tsumiyomi -   +   /  
402 Shiki * Batsuyomi -  +   /  
100 Shiki * Oniyaki -   +   /  

212 Shiki * Kototsuki Yo -   +   /   (*)

Desperation Moves

Ura 108 Shiki * Orochinagi -     +   /   (!)

182 Shiki -     +   /   (!)

Climax Desperation Move

Ura 1127 Shiki * Yaegaki -     +    

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

Far A

Kyo will punch forward with his inner arm. HIGH hit-detection (whiffs vs crouching opponents). Does not chain.

Does not cancel into anything.

25 damage.

Far B Performs a side kick with his inner leg. Can good for poking the opponent on the ground.

MID hit-detection.

Does not chain.

Does not cancel into anything.

30 damage.

Far C Does a backfist motion towards the opponents facial area.

HIGH hit-detection.

Does not chain into anything.

Does not cancel.

80 damage.

Far D Performs a roundhouse kick, jumping slightly off of the ground in place. Does not seem to have any low invincibility.

MID hit-detection.

Does not chain.

Does not cancel.

90 damage.

Close

Close A

Close B

Close C

Close D

Crouching

Crouching A

Crouching B

Crouching C

Crouching D

Jumping

Jump A

Jump B

Jump C

Jump D

Blowback Stand CD Jumping CD

Throws

Command Moves

Special Moves

Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

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