

B: This is a low kick done with Kyo's inner leg. This move will also chain into command moves. This move will chain into other lights and can also cancel into special moves. Very good for close range hit confirms as it hits mid. A: Kyo will elbow the opponent with his outer arm. Has low body invincibility against some sweeps and ground skimming projectiles. D: Performs a roundhouse kick, jumping slightly off of the ground in place. Can be used for stopping hops but isn’t whiff cancellable. C: Does a backfist motion towards the opponents facial area. B: Performs a side kick with his inner leg. A: Kyo will punch forward with his inner arm.


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. For example, close st.C now hits twice and you can only cancel the first hit. 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. Otherwise, they are also very useful in combos. 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. He also has a new rekka follow up from his qcf+A (Aragami) where he can perform a low flame laced punch. As expected, Kyo has relatively good damage output and excels pretty well at air juggles as he normally does.
The king of fighters xiv how to#
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. 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). Once again, Kyo retains most of his moves from former KOF games, sporting a nice close to midrange game. The fighting style in question, originates from KOF96 when he began using flame laced punching attacks for elaborate rekka follow ups). 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. Whereas, in KOFXIII, there were in fact two Kyo versions, one of which were available via DLC purchase. This time around, Kyo is utilizing his fighting style based more or less on how he fought in KOF98. 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.

The king of fighters xiv series#
Kyo Kusanagi is and always has been one of the poster boys of the King of Fighters series ever since his debut in KOF94. A - df+D - qcf+D,D - (corner onlyĬl.C - df+D - qcf+D,D - qcf+A - qcf+A - (SC) - qcb~hcf+P (corner only) Ura 1127 Shiki * Yaegaki - + Quick Combo Reference Quick Combo ReferenceĬr.B - Cr.A - df+D - qcf+B,B - qcf+A, qcf+A, KĬr.B - Cr. 75 Shiki: Kai - + / Additional command - /ġ14 Shiki * Aragami - + 128 Shiki * Konokizu - + / 127 Shiki * Yanosabi - / 125 Shiki * Nanase - /ġ27 Shiki * Yanosabi - + / Geshiki * Migari Ugachi - /ġ24 Shiki * Munotsuchi - + / 427 Shiki * Hikigane - / Ge-shiki * Tsuriganeotoshi - /Ĥ01 Shiki * Tsumiyomi - + / 402 Shiki * Batsuyomi - + / 100 Shiki * Oniyaki - + /
