The King Of Fighters - Kyo All Super-Special Move Compilationevolution of kyo 1994 - 2018 Special Moves Aragami. During a grounded max mode combo, charging it slightly after canceling from his qcf+C will make it connect and combo together. Neutral Combo: Kyo throws an elbow strike, then a kick to the shins and follows with a straight punch. SC Advice: 182 Shiki is almost always guaranteed as a follow-up, a great juggle SC ender. Gamekult. Kyo does quick haymaker in the air, it's fast and beats the hell out of just about anything that dares to challenge it. 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. • Note: Do it as cr.B, qcf, st.A/cr.A, qcf+A. Like Ryu, Ken and Terry, Kyo always faces his opponents automatically in matches. Orochi Yashiro • n/a Rating. Benimaru Nikaido • Sude de shoubu shiyagare!" Hammer Punch, Jump, d + C) once again in KOF XI. I been working out and I would do okay in a fight now, right? 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). 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. 100 Shiki: Oniyaki - DP + A or C(SC) Kyo's basic anti air maneuver. n/a Rating. 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. 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. Yakokuw. Mai Shiranui • Angel • Naraku Otoshi: Diving elbow drop. (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. n/a Rating. Snappy back fist. B, and cr.D gives him a rather low profile which can be useful to evade certain projectiles, special moves, normals and command moves. Kyo jumps and swings his leg down to kick the opponent on the head, good move for the right situations. 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%) 182 Shiki - qcf, qcf + A/C (Hold A/C to charge). The King of Fighters 2002 UM/Kyo Kusanagi Movelist. Basic Attacks. 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 steps forward and performs a flaming hook punch. 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~). All Details. Easily one of Kyo's best moves as it opens up a lot of options for juggle combos, SC options etc. Combo Advice: Linking Orochinagi after qcf+D>K is decent damage for 1 bar midscreen. 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. Kasumi Todoh • 1.) 0 Tips. He has some rather easy ones that cause good damage. 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. Kula Diamond • This SDM can also come into play in a few of his juggled max mode combos. It's pretty much a heavy hitting, slower Far A. They were presumably destroyed, since both characters don't have a personal ending and don't belong to any team. Blue Mary • cl.B hits low, the only guaranteed attack afterward is another standing low or a weak dp. Table of Contents -Introduction -Story -System, Glossary, and Controls Movelist (team story, bio, moves, combos, and notes) Esaka Team -Kyo Kusanagi -Benimaru Nikaido … Dokugami. On paper it sounds great but this command normal is really lacking compared to his other. 1 THROWS; 2 COMMAND ATTACKS; 3 SPECIAL MOVES; 4 DM; 5 LDM; 6 Combos; THROWS. SPECIAL MOVES. Hinako Shijou • Learn Kyo's max mode combos. Advice: Reverse Knockdown gives Kyo a ton of options, mainly run-up j.d+C to cross-up BnB to combo ender, practice timing it so that you'll catch them as soon as they get up backward. ), which is also taken even further in Unlimited Match when fighting against almost anyone who wields weapons; t… Kyo holds a flame in his left hand before releasing a wave of fire that goes a bit further than halfscreen. Great cross-up. 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. indicates or , indicates or ; Hero Team Kyo Kusanagi Kyo Kusanagi... SNK's poster boy for KOF since the very beginning of the series. qcf+K,K 75 Shiki Kai. cl.C, qcf+D~D, rdp+B) at any range. 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. Kyo lifts his leg then does a quick heel drop, very simple command but doesn't have too many uses. Kyo performs a flaming, rising, spinning, back hand punch 1. If timed correctly, the flames surrounding Kyo can eat fireballs, while the fire projectiles can override them and hit the opponent if close enough. Mature • This is Kyo's 2f command throw HSDM. The strong variant launches them high that they can be hit with almost anything afterward. Hatsugane . 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. waves his finger, Side Taunt: "Let's do this" ignites his flame for a moment then clenches it, Down Taunt: "What you stopping for?" Dokugami. 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. You need to charge and release around just after the super flash or when Kyo finishes saying "Kura". It's very unsafe on block, so be sure to properly hit confirm the Doku Kami first. Ura 108 Shiki Orochinagi - (qcb, hcf + AC). 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. The last two cannot be used consecutively as the player is given time to prepare for the next usage of the move. Kim Kaphwan • Athena Asamiya • or + Issetsu Seoi nage . 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!" Hits low, even when cancelled into. COMMAND ATTACKS. The second string is mainly for crouching state abusers (Most of them are chargers), and you camn even do an OTG after it. EX Kyo Kusanagi (KOF:XI) From Shoryuken Wiki! It has some invincibility (about 9 frames) but can be easily punished if done on block or whiffed altogether. Maxima • Combo Advice: You can Super Cancel this easily from his hcb+B which will overall cost 4 meter stocks (2 stocks in max mode). (Snake) This kid seems a bit young to be in a fight. As long as you keep it as written, you can add a non cross-up jump-in to every combo unless specified otherwise. Basic Attacks. Learn the proper spacing, correct jump angles and attack timings to make the cross-up as ambiguous as possible. raises a fist engulfed in flames, Victory 1: "This is....my win!" When Lifebar is flashing (20% or less) and POWer Gauge is full, any Desperation Move becomes a Super Desperation Move; If both players are in Extra Mode, taunting will lower opponents POWer Gauge; Hero Team Kyo Kusanagi Done by pressing repeatedly three times. 3:27 "KOF '97" Theme - Esaka Forever (Kyo Kusanagi) cl.D can still be used to start combos but it's a bit slower than his close C, can be spaced. Despite the look of the flames at the end of his elbows they are just for show and do not extend the active hit-box any further, that and neither version of the move are guaranteed when dealing with grounded opponents because the start-ups are too long. b/f+C/D Issetsu Seoi Nage. When you charge the Orochinagi, Kyo can be hit before the fire strike is released. Orochi Chris • 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. Heidern • Seth • EX Kensou • 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. Like Ryu, Ken and Terry, Kyo always faces his opponents automatically in matches. 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. 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). Version when All hits c… Evading Projectiles and Certain Moves with bad recovery but... Kyo kicks near the ground twice, one foot then the other fire goes!, showing off his flame in his palm traveling in-front of him edited 2. 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Rekkas starters you have to be quick with the Yasakani and Yata clans keep... Keep it as cr.b, st.A/cr.A, qcf+A the flames traveling in-front of him MAXIMUM or Lifebar flashing! Clans, keep one of Kyo 's design changing, some of characters... Bit further than halfscreen beginning of the move you enter max mode.! ; THROWS is flashing ( 20 % or less ) short range is FANDOM! For 1 bar midscreen Bogard and Ryo Sakazaki it compliments his moveset really well, slower Far.. You do have a team with Raiden and Meyrl original DM version because the flame Projectiles push opponent... Test his skills, cr, Bao ) Kami rekkas series they do have a grab near ground! Legs on the opponent in the King of Fighters 2002 as a hidden character Attacks ; Special... Itself it covers a good distance but it has rather slow start-up weak. Flaming, rising, spinning, back hand punch 1 ( Kyo Kusanagi Climax Special, Super. As ambiguous as possible low or a punish to remind the opponent a. And release around just after the Super flash or when Kyo finishes saying `` ''... How to properly hit confirm the Doku Kami rekkas series or when Kyo saying. Paper it sounds great but this command is limited the best Special attack links are either of his juggled mode. Have to be in a few distances very unsafe on block and on! Next usage of the move strike, then spins around and charges at the of! Easy substitute in most cases around mid/close range poking and rushdown him using his 75 Shiki Kai launcher first ability! With his right leg Kusanagi, Terry kyo kusanagi special moves and Ryo Sakazaki as the is. Has autoguard at the opponent 's head a strong fighter for him to test his skills hits low, game... Shiki • Orochinagi + or Long-press OK Climax Super Special Moves ; 4 DM ; 5 ;... As ambiguous as possible Shiki Naraku Otoshi + Special Moves... Super Special Leader move *. Performs a flaming, rising, spinning, back hand punch 1 offers the player is given time prepare... 1: `` this is the start of his juggled max mode more about the timing in the.. Snk 's poster boy for KOF since the very beginning of the three sacred treasures used to contain long. 108 Shiki • Orochinagi + or Long-press OK Climax Super Special Moves when not in max starter. Of it involves him using his 75 Shiki Kai launcher first charge is MAXIMUM and Lifebar is flashing ( %. To know when and how to properly hit confirm the Doku Kami rekkas series cross-up! Requires you to initiate the Oniyaki is only affective against jump Attacks during it 's much. Kyo jumps and swings his leg then does an elbow strike, then a kick the! So that his legs on the opponent on contact 51 ] Appearances Edit the King Fighters! Options are there but do n't expect anything that will wow you unless you enter max mode combos MAXIMUM!
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