On hit, it doesn't knock the opponent down, they are just briefly inflamed, then they recover while standing. [51] Appearances Edit The light version can punish moves with bad recovery, but it still fails as a reversal option. n/a Rating. EX Kensou • Neutral attack- Attacks with an elbow, then extends a punch, then uppercuts (7%) Dash Attack- Lunges forwards with a jump kick (6%) Side Tilt- Backhands his opponent (5%) Up Tilt- Jumps forwards with two rising kicks (9%) Down Tilt- Does two sweeping kicks (6%) This move is very important to Kyo as it really pulls his air game and combo opportunities together. Learning it is very useful but qcfx2+A can make for a nice and easy substitute in most cases. 0:58. Shiki Goufu You: Standing axe kick that works as an overhead. Nameless • Terry Bogard • This performed with the simple motion, b, b, db, d + C. Canceling Kyo's back dash in this manner increases the distance Kyo travels … Vanessa • He has some rather easy ones that cause good damage. He does not have a command throw, but his mixups are good enough thanks to priority on his air (j.B, air + C) and ground moves (close C, crouching B, + A). cl.C, qcf+D>K, hcb+B, qcf+A/qcf+B>K, dp+C, cl.C, dp+C(1) (SC) qcfx2+P / qcb,hcf+P(C). Neutral attack- Attacks with an elbow, then extends a punch, then uppercuts (7%) Dash Attack- Lunges forwards with a jump kick (6%) Side Tilt- Backhands his opponent (5%) Up Tilt- Jumps forwards with two rising kicks (9%) Down Tilt- Does two sweeping kicks (6%) Kyo slams the opponent onto the ground then does an elbow drop. Since this command is limited the best special attack links are either of his punch rekkas starters. On block it really isn't very safe but it provides a good amount of push back to keep you out of certain harms way. When fully charged there is not damage or distance increase to the range to the fire strike or the flames traveling in-front of him. Hinako Shijou • It has some invincibility (about 9 frames) but can be easily punished if done on block or whiffed altogether. You can use it on it's own (f+B [BC] run cl.C~) or as a Max Bypass link (cl.C, f+B, qcf+BC~). Kyo Kusanagi was first introduced as a cocky delinquent high school student who is the heir of his clan, Kusanagi, one of the three clans that sealed the legendary snake entity, Orochi, 1,800 years ago. Kusanagi • Athena Asamiya • Billy Kane • Defense • Sie Kensou • Neither of them are all that combo friendly although they do have a few set-ups. If you have the meter to use this super, be sure it's going to hit them in some form or fashion because if it misses, you will be without 3 stocks. Chris • raises his fist in victory, Victory 2: "Heh heh...feel the burn?" As usual Orochinagi makes for a mediocre reversal/anti-air as it only has a short window of full invuln before being low/high invuln during the charge depending on A/C version. df+D 88 Shiki. You can combo it from his standing and crouching light punch, as well as his stand C, but beyond that there isn't many other offensive options to use this HSDM. I been working out and I would do okay in a fight now, right? You'll need to know when and how to use each one. By itself it covers a good distance but it has rather slow start-up. Learn Kyo's max mode combos. Through most of his development, Kyo was meant to be called Syo Kirishima, and was dressed in martial arts clothing common with fighting games at the time. Kyo - 2 • 88 Shiki: Double low kick. Anytime you'll need that version it'll be noted as. Has a variety of super cancel points but most of it involves him using his 75 Shiki Kai launcher first. Kyo King of Fighters 14 moves Overview. Basic Attacks. Combo Advice: Works well after simple BnB's (e.g. 1. (You (bastard)! 3:27 "KOF '97" Theme - Esaka Forever (Kyo Kusanagi) While charging doesn't increase damage and actually slightly decreases its range, the charged version of Orochinagi has a faster release, which is very important. SC Advice: 182 Shiki is almost always guaranteed as a follow-up, a great juggle SC ender. cl.C despite it's short range is a great combo starter and comes out very quickly (3 frames). Contents. King • Blue Mary • SNK just released Kyo Kusanagi's trailer in KOF XV. The weak version makes Kyo do a low invincible spin jump to a punch that launches them into the air, while the strong variant makes him lower his head in a high invincible stance then a quick punch in place. Kyo steps forward and performs a flaming hook punch. 0 Tips. 1.) Kusanagi lives only to fight and wants to find a strong fighter for him to test his skills. Dandre Gee. Done by pressing repeatedly three times. Take your favorite fandoms with you and never miss a beat. Learn the proper spacing, correct jump angles and attack timings to make the cross-up as ambiguous as possible. Kim Kaphwan • Dark Flames Battle #48 - Kusanagi (Me) vs. Kusanagi. Desperation Moves can only be performed when Power Charge is MAXIMUM or Lifebar is flashing (20% or less). (Otacon) Oh come on Snake, don't tell me you haven't heard of Kyo Kusanagi, (Snake) I remember the name from some tournaments with those "street fighters", but besides that nothing, (Otacon) Well before that he was a regular in the King of Fighters tournaments, which set themselves apart with three man teams rather than one on one. Movement • Deals more damage than the LP version when all hits c… 0 Tips. Kyo attacks with a burning right hook, then a burning upper, then finally elbow downwards (11%), Spirals upwards with a flaming backhand (15%), Jumps forwards and slams a kick downwards at his opponent as he flips forwards (14%), "I'll show you...The fist of the Kusanagi!" The most important moves on Kyo's arsenal. They were presumably destroyed, since both characters don't have a personal ending and don't belong to any team. (when facing right) Has autoguard at the beginning of the move. Kyo does quick haymaker in the air, it's fast and beats the hell out of just about anything that dares to challenge it. Like Ryu, Ken and Terry, Kyo always faces his opponents automatically in matches. Kyo performs a flaming, rising, spinning, back hand punch 1. This requires you to initiate the Oniyaki very early in reaction to a jump. Far B can be used as a quick poking tool but can still be punished if anticipated, Far C has okay reach but can still be punished by a crouching normal or a special attack, Far D has good reach, Kyo is also airborne when he uses this normal so can make him evade crouching attacks or ground projectiles, Crouch B hits low, comes out at the same speed at his crouch A, Crouch C can be used as an anti-air because of it's vertical hitbox, to whiff cancel it you have to cancel it right before he stretches his arm up into the air, very early, Crouch D knocks the opponent down, to whiff it has to be done right before he sticks his leg out, Jump B can be used as a quick jump-in attack, Jump D has a long start-up but it's a really good jump-in meaty attack and air-to-air, for the best results use it during a hyper hop, CD come out really slow, can be whiff canceled to trick your opponent, gives Kyo some nice frame advantage on block, Jump CD is his best air-to-air, short range but very strong, Grabs the opponent and performs a shoulder attack. … Maybe I could have a team with Raiden and Meyrl. Learn how to properly cross-up your opponent with j.B or j.2C during an untechable, hard knockdown. 100 Shiki: Oniyaki - DP + A or C(SC) Kyo's basic anti air maneuver. Is it a clue of the team that is coming? Either after a heavy kick normal throw, rdp+B or after a Ge Shiki Migiri Ugachi (qcf+A, hcb+P, P). COMMAND ATTACKS. More information about KOF XV is coming next week.--- (Snake) Interesting scenario. Kyo does a quick rising flaming uppercut, a standard dp with the usual options. K' • This page was last edited on 2 April 2021, at 16:20. You can use this as a quick punish option against whiffed specials or DMs during their recovery if you are close enough, or to punish certain moves that are not safe on block, as well. He was first introduced in The King of Fighters 2002 as a hidden character. Can be used as a go-to reversal because of its full-body invincibility for a short amount of time. Max Mode Advice: It can be used as a Max mode starter. Yakokuw. Gauges • When Power Charge is MAXIMUM and Lifebar is flashing (20% or less) a Desperation Moves becomes a Super Desperation Moves. No it still isn't cancel-able, but it works well after his close C or either of his crouch low to give him that extra boost for his high/low mix-up game. Style 818 [88 Shiki]: df + D Kyo kicks near the ground twice, one foot then the other. During a grounded max mode combo, charging it slightly after canceling from his qcf+C will make it connect and combo together. Kyo's strongest move "Ura 1127 Shiki Yaegaki" (裏千百武捨七式 八重垣) is both a reference to his father's technique as well as the Kusanagi myths from his origins. In the mid 90's, Kyo's moveset and special moves were definitely original and offered something unique from … Shingo Yabuki • Souji Kusanagi VS Kyo Kusanagi. cl.C, qcf+D~D, rdp+B) at any range. The King of Fighters 2002 UM/Kyo Kusanagi Movelist. As mentioned by Kim Kaphwan, Kyo has not finished high school yet because of the KOF Tournaments. Ryuji Yamazaki • Andy's qcb+A with df+D, cr. Robert Garcia • n/a Rating. Ura 108 Shiki • Orochinagi + or Long-press OK 182 Shiki + or Long-press OK Climax Super Special Moves. n/a Rating. Good for Anti-airing opponents and great for converting & super cancelling into Kyo's qcb,hcf+LP/HP super. Kyo holds a flame in his left hand before releasing a wave of fire that goes a bit further than halfscreen. [51] Appearances Edit Normal Throws. Kyo does a jumping kick, if you press another button after the first hit he will do another kick to launch them into the air. Yuri Sakazaki, The King of Fighters 2002 Unlimited Match, https://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_2002_UM/Kyo_Kusanagi&oldid=34656. Hits low, even when cancelled into. cl.B hits low, the only guaranteed attack afterward is another standing low or a weak dp. Basic Attacks. EX Kyo Kusanagi (KOF:XI) From Shoryuken Wiki! Read more about the timing in the combo section. qcb,hcf+P is normally too slow to combo from any grounded move's hitstun but by charging it briefly by holding A or C you can make it faster. Clark Still • Chang Koehan • Kyo Kusanagi... SNK's poster boy for KOF since the very beginning of the series. Throws. raises a fist engulfed in flames, Victory 1: "This is....my win!" Up Tilt: Kyo does a swift uppercut with his left fist. Table of Contents -Introduction -Story -System, Glossary, and Controls Movelist (team story, bio, moves, combos, and notes) Esaka Team -Kyo Kusanagi -Benimaru Nikaido … Special Moves Aragami. Kyo Kusanagi • b/f+C/D Issetsu Seoi Nage. Fight me with your bare hands! Use in moderation after a cl.strong X or even as am anti-air, weak version can also connect after using the strong kicks but only in the corner. or + Issetsu Seoi nage . Hammer Punch, Jump, d + C) once again in KOF XI. You can even try to use the shield on your wake up if you briefly hold it, snuffing any meaty attacks (hops attacks might be safejumped). EX Robert • Li Xiangfei • The last two cannot be used consecutively as the player is given time to prepare for the next usage of the move. His clan wields pyrokinetic powers, an inherited power that few members obtain. Leona Heidern • The second string is mainly for crouching state abusers (Most of them are chargers), and you camn even do an OTG after it. Kyo throws out a heavy flame imbued haymaker. D. Kyo's df+D, cr. After that disaster we got known as King of Fighters 12, SNK Playmore redeemed itself with the release of King of Fighters 13 which proves that KOF 12 was an incomplete game and KOF13 is the complete version of it as all characters that missed the cut (left out is more like it) from the previous game. Kyo retains the ability to cancel his back dash into his Ge Shiki Naraku Otoshi (A.K.A. When you charge the Orochinagi, Kyo can be hit before the fire strike is released. Combo Advice: Not something you'll lose any often in combos. 0 Tips. qcf+K,K 75 Shiki Kai. It's very unsafe on block, so be sure to properly hit confirm the Doku Kami first. The strong variant launches them high that they can be hit with almost anything afterward. Easily one of Kyo's best moves as it opens up a lot of options for juggle combos, SC options etc. Character Moves ----- Basic Moves R1/R2 Step Right 1 or 2 steps L1/L2 Step Left 1 or 2 steps UP Dodge (speed up) BACK Guard (Speed Down) DOWN POW bar recharge Cross Punch moves (1) Circle Kick Moves (2) Square Combination moves (3) Triangle DMs (4) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-= Kyo Kusanagi ----- Punch Attacks (X button) R1 Standard … cl.C, dp+C whiffs on crouching (Vice, Mature, Bao). SC Advice: The SC points are on hit for both, but to get the most out of it try a launcher (qcf+D~D) then Hikigane (hcb+B, or hcb+D in corner) then you can freely SC into any of his DM's, 182 Shiki DM requires you to hold it for a little bit otherwise you'll whiff. Introduction. As a side note, this attack can be super canceled into Kyo's 182 Shiki. Ura 108 Shiki Orochinagi - qcb, hcf + A/C (Hold A/C to charge). strong X then the f+B follow-up. The King of Fighters XIV All Kyo Kusanagi CLIMAX Special, MAX Super Moves & Super Moves. His clan wields pyrokinetic powers, an inherited power that few members obtain. Issetsu Seoi Nage: Kyo slams the opponent then drops the elbow on them. Kyo is top-tier character in mode but up mid-tier in advanced mode, focusing around mid/close range poking and rushdown. When designing characters for the first The King of Fighters, developers wanted a new hip hero who would easily rival the Fatal Fury and Art of Fighting characters in style. Ura 108 Shiki Orochinagi - (qcb, hcf + AC). Kyo debuted as sort of a "vanilla" and easily-likeable protagonist. Normals. Ge-shiki • Gofu Yo + 88 Shiki + Ge-shiki • Naraku Otoshi + Special Moves ... Super Special Moves. Cross-up Advice: Aim it so that his legs hits the opponent in the head then he will cross them up. You need to charge and release around just after the super flash or when Kyo finishes saying "Kura". Foxy • Iori Yagami (Japanese: 八神 庵, Hepburn: Yagami Iori) is a fictional character from SNK's The King of Fighters video game series. Seth • Naraku Otoshi: Diving elbow drop. Choi Bounge • The Oniyaki is only affective against jump attacks during it's later frames of attack. Whip • (Otacon) Actually I was hoping you would invite me on. List of Characters in Versions of Smash Bros Lawl, https://smashbroslawlorigins.fandom.com/wiki/Kyo_Kusanagi?oldid=137707, Neutral attack- Attacks with an elbow, then extends a punch, then uppercuts (7%), Dash Attack- Lunges forwards with a jump kick (6%), Up Tilt- Jumps forwards with two rising kicks (9%), Side- Attacks with an exploding uppercut (12-18%), Up- Holds his arm behind himself as a fiery aura builds up, then lunges with forwards with a swinging punch (17-26%), Down- Slashes his arm forwards, sending a large wave of fire forwards (14-22%), Ledge attack: Slides forwards, then does an exploding gut punch (17%), Pummel- Ignites his flame while holding on (4%), Forward- Throws forwards then does a shoulder charge (8%), Backward- Moves his opponent behind himself then attacking with a flaming backhand (14%), Up- Lifts them up, then causes an explosion with his flames (14%), Down- Slams his opponent down then does a body slam into their chest (16%), Forward- Punches diagonally forwards (12%), Backward- Punches diagonally backwards (12%), Down- Extends a kick diagonally downwards (7%). cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, (C)qcf+A(whiff), delay dp+C(1), (C)hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P, cl.C, qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+P, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+P, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+P, cl.C, df+D(1), BC run, cl.C/cr.C, hcbx2+AC, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C (SC)qcb,hcf+AC, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)qcf+D>K, hcb+B, (C)qcf+A(whiff), delay dp+C(1), (C)hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+AC, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, hcb+D (SC) qcb,hcf+AC, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+AC, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+P, (C)hcb+B, delay dp+C(1) (SC) qcb,hcf+AC(2), qcf+A, dp+C, cl.C, qcf+D>K, (hcb+B,) hcb+D (SC) qcb,hcf+AC, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC(1), qcf+A, dp+C, cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C, (C)qcf+D>K, raw BC, dp+C(1), (C)hcb+B, [qcf+A, dp+C(1), (C)hcb+B]x2 (SC) qcb,hcf+AC(1), qcb,hcf+P(C). This is Kyo's 2f command throw HSDM. You can also perform it immediately after a qcf+D~D launch when not in max mode. Yashiro Nanakase • This super should be only used in max mode combos because it can't seem to connect fluidly from any normals or special moves, even super cancelled. The weak variant launches them but not too high so you have to be quick with the combo ender. The heavy punch version has 7 frame startup (-35 on block and launches on hit). cr.B, st.A/cr.A, qcfx2+A = 27% Against those, you can replace cl.C by cl.A/cr.A or go straight into dp+C after df+D(1), BC run. A column of fire shoots up from Kyo as a firey aura builds around him, then he lugnes forwards several times for several devestating firey punches (100%), Up Taunt: "Is it bedtime yet?" Dokugami. waves his finger, Side Taunt: "Let's do this" ignites his flame for a moment then clenches it, Down Taunt: "What you stopping for?" Aim to have Kyo's bent legs right over the opponent's head. When Power Charge is MAXIMUM and Lifebar is flashing (20% or less) a Desperation Moves becomes a Super Desperation Moves. As long as you keep it as written, you can add a non cross-up jump-in to every combo unless specified otherwise. On it's own it does one hit and is slow (not slower than Iori's f+B though) of 20 frames. Jump to: navigation, search. Kyo jumps and swings his leg down to kick the opponent on the head, good move for the right situations. Hatsugane . Normal Throws. If you connect with it by itself, it's just asking to be followed up as it doesn't provide much damage and doesn't knockdown at all. This slow start-up can cause this move to be beaten out by simple attacks like a quick jab or any other move that can reach him in time before attacks anyone. Kasumi Todoh • Great cross-up. indicates or , indicates or ; Hero Team Kyo Kusanagi Neutral Combo: Kyo throws an elbow strike, then a kick to the shins and follows with a straight punch. Kyo lifts his leg then does a quick heel drop, very simple command but doesn't have too many uses. B, and cr. 128 Shiki Konokizu: Small uppercut with away hand All Details. indicates or , indicates or ; Hero Team Kyo Kusanagi j/hh.d+C) to a cl. It's also really fast but really mediocre on block, a lot of people are likely to GCA you out of the way or throw out a DM but if that ever happens you do have the option to Max Cancel the second hit (df+D [2] BC) to quickly revert Kyo back to normal over-looking the recovery completely. (optional cross-up), cl.C, df+D(2), qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcfx2+A = 50%, (optional cross-up), cl.C, qcf+D>K, qcb,hcf+AC = 45%. You can use this punch by itself as a poke to stop opponents from dashing into your close range space or even trying to hop towards you. It does have auto-guard frames during the start-up, but its rather brief (during the part of the animation where it looks like Kyo is turning around or winding up his punch). This follow-up looks sort of like a quick back-hand Kyo strikes on the opponent. Evading Projectiles and Certain Moves with df+D, cr. During the course of The King of Fighters '99, Kyo-1 and Kyo-2 were merely two of thousands ready to be activated by Krizalid. THROWS. Miscellaneous, Andy Bogard • The light punch version has 4 frame startup (-27 on block and launches on hit). The strong version also whiffs on opponents that are crouching and guarding in the corner. 1 THROWS; 2 COMMAND ATTACKS; 3 SPECIAL MOVES; 4 DM; 5 LDM; 6 Combos; THROWS. Ura 108 Shiki Orochinagi - + / (Hold or to charge), 182 Shiki - + / (Hold or to charge), Ura 108 Shiki Orochinagi - + (Hold or to charge), (jump-in), cl.C, qcf+C > hcb+P > f+P > dp+P = 21%, (optional cross-up), cl.C, qcf+D>K, hcb+B, qcf+A/st.D = 22-27%, (jump-in), cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K = 33%. All Details. ), which is also taken even further in Unlimited Match when fighting against almost anyone who wields weapons; t… Combo Advice: Linking Orochinagi after qcf+D>K is decent damage for 1 bar midscreen. Down Tilt: Kyo performs a low shin kick with his right leg. Maxima • Moveset. Vice • Ramon • Weak version goes slightly into the air while the strong version goes much higher and does two hits. He also has access to command inputs, a dodge attack (like a latter), a back special move and super special moves (in Kyo's case, Desperation Moves). Special Moves Aragami. Ralf Jones • But late in production, his name became Kyo Kusanagi, likely due to the KOF story's change in direction towards th… They, along with the Yasakani and Yata clans, keep one of the three sacred treasures used to contain Orochi long ago. Wicked Chew [114 Shiki: Aragami] - qcf + A A step into a right hook. ★ cl.C, qcf+D>K, hcb+B, qcf+A / st.D / j.d+C, ★ cl.C, qcf+D>K, hcb+B, qcf+A > hcb+P > hcb+K, ★ cl.C, df+D, qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (> hcb+P) (SC) qcfx2+A / qcb,hcf+P(C), ★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A, (C)qcf+C (> hcb+P) (SC) qcfx2+A / qcb,hcf+P(C), ★ cl.C, qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P, ★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, dp+C(1) (SC) qcb,hcf+P, ★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (SC)qcb,hcf+AC, ★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+D>K, hcb+B, qcf+A, (dp+C(1)) (SC) qcb,hcf+AC, ★ cl.C, df+D(1), BC run, cl.C, dp+C(1), (C)hcb+D, (C)qcf+C, (C)qcf+A > qcf+A, (C)hcb+B, (SC) qcb,hcf+AC(1), qcf+A, dp+C(1) (SC) qcb,hcf+P, DP+A [ground recovery without guard] - (-22F), DP+C [ground recovery without guard] - (-33F), QCF B, B - 14F (-5F ~ + 2F) (Depending On delay), QCF D, D [2nd hit] - (-5F ~ + 2F) (Depending On delay), QCB~HCF+A+C [Body] ... 3F (Unable to guard after the flash startup), FAQ • or + Issetsu Seoi nage . Of course when you cancel it from a normal (which makes the animation look like his 98 Goufu You instead for some reason) it cuts the frames down to 12 making it easy to combo with along of the hit-stun stacked on top of it. If you must indulge, use his qcf+A to try to poke around with in mid-range. The combo options are there but don't expect anything that will wow you unless you enter Max Mode. Due to Kyo's design changing, some of the developers desired the return of his old look. (Snake) Otacon....do you really want me to awnser that? It has 4 levels of charge that respectively do 22%, 28%, 42% and the full charge where the move becomes unblockable and is instantly released, doing 60%. Orochi Chris • cl.D can still be used to start combos but it's a bit slower than his close C, can be spaced. 1. Kyo slams the opponent onto the ground then does an elbow drop. To get the two hits out you can use it after a close low normal but it will most likely be blocked, it will also work after a really close cross-up (e.g. f+B Geshiki: Goufu You. This SDM can also come into play in a few of his juggled max mode combos. 1:57. It has slow start-up, doesn't have any invincibility (he can be hit during his charge towards the opponent), and has bad recovery too. Orochi Yashiro • Kyo Kusanagi. Hold his hand back, showing off his flame in his palm. The King Of Fighters - Kyo All Super-Special Move Compilationevolution of kyo 1994 - 2018 ignites flame on his finger then blows it out, Victory 3: "Not enough to leave me burned out" smirks and clenches his fist, Victory 4 (Vs Iori): "What's the color of your flame, Yagami?" EX Takuma • In KOF 2002, he has a special intro against characters that use weapons in battle such as Chang Koehan, Choi Bounge, Billy Kane and Whip (save for Mai Shiranui and Malin, whom he is unaware that they use hidden weapons): "Temee! However both versions of this move work extremely well after his strong Kai launcher and will juggle the opponent on contact. Can be used as a meaty jump-in too but it's not advised to be spammed because despite it's priority it can still trade and even be beaten by a few characters CD's and dp's. Special Moves. This is the start to his Doku Kami rekkas series. His family's treasure is the Kusanagi-no-Tsurugi (草薙の剣, Kusanagi-no-Tsurugi) or Kusanagi sword and his family crest is the sun, represented in a stylized halo of fire. By itself it has a good amount of autoguard frames which can stop and counter against incoming pokes and even certain projectiles if timed correctly. Combo advice: It's best to use this rekkas after a stand C, crouching C, or a stand D. You cannot juggle using these rekkas similar to the Aragami rekkas when using qcf+D~D as a launcher. Desperation Moves can only be performed when Power Charge is MAXIMUM or Lifebar is flashing (20% or less). SPECIAL MOVES. d+C in mid-air Geshiki: Naraku Otoshi. Like Ryu, Ken and Terry, Kyo always faces his opponents automatically in matches. The start-up compared to the original Orochinagi DM is the same but because the flames surround him immediately, it can give Kyo very quick shield against any attacks. Jhun Hoon • 0 Tips. or + Command Moves. The character possesses normal techniques and special moves as well as Desperation Moves. Special Moves. His corner max combos do require to be in the corner for the very end but he easily carries over a screen of distance so round start position is more than enough to get the combo. Joe Higashi • Template:CharacterInfoboxKusanagi (rendered in all captial roman letters with no kanji) is a character from The King of Fighters series of fighting games developed by SNK. Advice: Reverse Knockdown gives Kyo a ton of... Command Moves. Gamekult. In the video we can see the defender of the Kusanagi clan in action with his famous moves and with a special that shows the symbol of his clan, as well as Iori. It's pretty much a heavy hitting, slower Far A. Snappy back fist. He also has access to command inputs, a dodge attack (like a latter), a back special move and super special moves (in Kyo's case, Desperation Moves). He grabs the opponent by the head, smacks them, then unleashes a flurry of rekkas covered in flames to end in a Oki Yaki dragon punch. Since Kyo was created as a snazzy character capable of holding his own against the main characters of "Fatal Fury" and "The Art of Fighting," coming up with the right design was quite a lengthy undertaking. Takuma Sakazaki • Dokugami. Sude de shoubu shiyagare!" Desperation Moves can be performed when lifebar is flashing (20% or less) or when POWer Gaugeis full. This SDM during its recovery is more safe than the original DM version because the flame projectiles push the opponent back a few distances. 100 Shiki • Oniyaki- (dp + A/C) 1. On paper it sounds great but this command normal is really lacking compared to his other. Heidern • This beefed up version of Kyo's Orochinagi features flames surrounding his body (which causes damage to the opponent upon contact) and a short range fire projectile traveling in-front of him when the fire strike is released. The King of Fighters 2003 - Kusanagi. Kyo's strongest move "Ura 1127 Shiki Yaegaki" (裏千百武捨七式 八重垣) is both a reference to his father's technique as well as the Kusanagi myths from his origins. They return in The King of Fighters 2002: Unlimited Match as part of the Clone Team along with Kusanagi, only to presumably test their opponents and eliminate Kyo. Combo Advice: You can Super Cancel this easily from his hcb+B which will overall cost 4 meter stocks (2 stocks in max mode). Benimaru Nikaido • ... SPECIAL MOVES. Chin Gentsai • It's good to surprise the living daylights out of your opponent by empty jumping into it, or bursting it out on your wake if they are trying to meaty attack you with a ground normal. Shermie • Kyo swings both his legs on the ground to trip his opponent, nothing too special but it compliments his moveset really well. Kyo charges up briefly, then spins around and charges at the opponent with a short ranged looking uppercut. (Snake) This kid seems a bit young to be in a fight. Kyo Kusanagi was first introduced as a cocky delinquent high school student who is the heir of his clan, Kusanagi, one of the three clans that sealed the legendary snake entity, Orochi, 1,800 years ago. This is the start of his branching Aragami special moves. • Note: Do it as cr.B, qcf, st.A/cr.A, qcf+A. Lin • It's best to use this move during a combo because it is rather unsafe and risky to perform alone, even on block and it doesn't knock the opponent down by itself. B, and cr.D gives him a rather low profile which can be useful to evade certain projectiles, special moves, normals and command moves. Combo Advice: The level 2 charge can be reached very fast, so fast that depending on range you can still combo off a special hitstun making qcfx2+A do more damage than Orochinagi in a ground max combo where you have enough range and the proper spacing to charge it. or + Command Moves. His official nickname is Scion of the Flame. Mature • Trinity One(*Super Special Leader Move) *The above data is of the KOF2003 version.