Difference between revisions of "The King of Fighters XIII/Kyo Kusanagi/Data"

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Line 19: Line 19:
| name = stand A
| name = stand A
| input = st.A
| input = st.A
| input2 = A
| input2 = 5A
| images = XIII Kyo st.A.png
| images = XIII Kyo st.A.png
| hitboxes =  
| hitboxes =  
Line 38: Line 38:
| name = stand B
| name = stand B
| input = st.B
| input = st.B
| input2 = B
| input2 = 5B
| images = XIII Kyo st.B.png
| images = XIII Kyo st.B.png
| hitboxes =  
| hitboxes =  
Line 50: Line 50:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====st.C====
====st.C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stc
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stc
| name = stand C
| name = stand C
| input = st.C
| input = st.C
| input2 = C
| input2 = 5C
| images = XIII Kyo st.C.png
| images = XIII Kyo st.C.png
| hitboxes =  
| hitboxes =  
Line 68: Line 69:
| blockadv = -9
| blockadv = -9
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====st.D====
====st.D====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_std
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_std
| name = stand D
| name = stand D
| input = st.D
| input = st.D
| input2 = D
| input2 = 5D
| images = XIII Kyo st.D.png
| images = XIII Kyo st.D.png
| hitboxes =  
| hitboxes =  
Line 86: Line 88:
| blockadv = -3
| blockadv = -3
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 94: Line 96:
| name = close C
| name = close C
| input = cl.C
| input = cl.C
| images = XIII Kyo cl.C 1.png, XIII Kyo cl.C 2.png
| images = XIII Kyo cl.C 1.png
| hitboxes =  
| hitboxes =  
| damage = 70
| damage = 70
Line 105: Line 107:
| blockadv = +0
| blockadv = +0
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 125: Line 127:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====cr.B====
====cr.B====
Line 143: Line 145:
| blockadv = +1
| blockadv = +1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====cr.C====
====cr.C====
Line 180: Line 182:
| blockadv = -8
| blockadv = -8
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 200: Line 202:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====j.B====
====j.B====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hb
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hb
| name = hop B
| name = hop B
| header = yes
| header = no
| version = hop B
| version = hop B
| orderId = 1
| orderId = 2
| input = h.B
| input = h.B
| images = XIII_Kyo_h.B.png
| images = XIII_Kyo_j.B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
Line 220: Line 222:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jb
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jb
| name = jump B
| name = jump B
| header = no
| header = yes
| version = jump B
| version = jump B
| orderId = 2
| orderId = 1
| input = j.B
| input = j.B
| input2 =  
| input2 =  
Line 240: Line 242:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====j.C====
====j.C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jc
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jc
Line 258: Line 261:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====j.D====
====j.D====
Line 276: Line 279:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 296: Line 299:
| blockadv = -1
| blockadv = -1
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====j.CD====
====j.CD====
Line 314: Line 317:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 334: Line 337:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 340: Line 343:
====f+B====
====f+B====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rawf+b
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rawf+b
| name = Goufu You
| name = Ge Shiki • Gofu Yo
| version = Raw
| version = Raw
| orderId = 1
| orderId = 1
Line 356: Line 359:
| blockadv = -2
| blockadv = -2
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_cancelf+b
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_cancelf+b
| name = Goufu You
| name = Ge Shiki • Gofu Yo
| version = Canceled into
| version = Canceled into
| orderId = 2
| orderId = 2
Line 365: Line 368:
| input = f+B
| input = f+B
| input2  = 6B
| input2  = 6B
| images = XIII_Kyo_cancel_f+B.png
| images = XIII_Kyo_raw_f+B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
Line 376: Line 379:
| blockadv = -2
| blockadv = -2
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
====df+D====
====df+D====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_df+d
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_df+d
Line 394: Line 398:
| blockadv = -11
| blockadv = -11
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


====j.d+C====
====j.d+C====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jd+c
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_jd+c
| name = Naraku Otoshi
| name = Ge Shiki • Naraku Otoshi
| input = j.d+C
| input = j.d+C
| input2 = j.2C
| input2 = j.2C
Line 413: Line 417:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 419: Line 423:
====qcf+P====
====qcf+P====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+a
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+a
| name = Yamibarai
| name = 108 Shiki • Yamibarai
| version = qcf+A
| version = qcf+A
| version2  = 236A
| version2  = 236A
Line 427: Line 431:
| images = XIII Kyo QCF+P.png
| images = XIII Kyo QCF+P.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 60
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 436: Line 440:
| blockadv = -2
| blockadv = -2
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+c
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+c
| name = Yamibarai
| name = 108 Shiki • Yamibarai
| version = qcf+C
| version = qcf+C
| version2  = 236C
| version2  = 236C
Line 448: Line 452:
| images = XIII Kyo QCF+P.png
| images = XIII Kyo QCF+P.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 60
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 457: Line 461:
| blockadv = -5
| blockadv = -5
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+ac
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+ac
| name = Yamibarai
| name = 108 Shiki • Yamibarai
| version = qcf+AC
| version = qcf+AC
| version2  = 236AC
| version2  = 236AC
Line 469: Line 473:
| images = XIII Kyo QCF+P.png
| images = XIII Kyo QCF+P.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 100
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 478: Line 482:
| blockadv = +5
| blockadv = +5
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


Line 484: Line 488:


{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+a
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+a
| name = Oniyaki
| name = 100 Shiki • Oniyaki
| version = dp+A
| version = dp+A
| version2  = 623A
| version2  = 623A
Line 492: Line 496:
| images = XIII Kyo DP+P.png
| images = XIII Kyo DP+P.png
| hitboxes =  
| hitboxes =  
| damage = 55+23
| damage = 55+23 (78)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 501: Line 505:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+c
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+c
| name = Oniyaki
| name = 100 Shiki • Oniyaki
| version = dp+C
| version = dp+C
| version2  = 623C
| version2  = 623C
Line 513: Line 517:
| images = XIII Kyo DP+P.png
| images = XIII Kyo DP+P.png
| hitboxes =  
| hitboxes =  
| damage = 80+25x2
| damage = 80+25x2 (125)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 522: Line 526:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+ac
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_dp+ac
| name = Oniyaki
| name = 100 Shiki • Oniyaki
| version = dp+AC
| version = dp+AC
| version2  = 623AC
| version2  = 623AC
Line 534: Line 538:
| images = XIII Kyo DP+P.png
| images = XIII Kyo DP+P.png
| hitboxes =  
| hitboxes =  
| damage = 70+19+18+17+16+15+14+13+12+11
| damage = 70+19+18+17+16+15+14+13+12+11 (205)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
Line 543: Line 547:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


====hcb+K====
====hcb+K====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+b
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+b
| name = Kotokskio
| name = 212 Shiki • Kototsuki Yo
| version = hcb+B
| version = hcb+B
| version2  = 63214B
| version2  = 63214B
Line 556: Line 560:
| images = XIII Kyo HCB+K.png
| images = XIII Kyo HCB+K.png
| hitboxes =  
| hitboxes =  
| damage = 30+128
| damage = 30+128 (158)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup = 14
| active =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv = -8
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+d
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+d
| name = Kotokskio
| name = 212 Shiki • Kototsuki Yo
| version = hcb+D
| version = hcb+D
| version2  = 63214D
| version2  = 63214D
Line 577: Line 581:
| images = XIII Kyo HCB+K.png
| images = XIII Kyo HCB+K.png
| hitboxes =  
| hitboxes =  
| damage = 30+128
| damage = 30+128 (158)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup = 14
| active =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv = -8
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+bd
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_hcb+bd
| name = Kotokskio
| name = 212 Shiki • Kototsuki Yo
| version = hcb+BD
| version = hcb+BD
| version2  = 63214BD
| version2  = 63214BD
Line 601: Line 605:
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup =  
| startup = 4
| active =
| active =
| recovery =  
| recovery =  
Line 607: Line 611:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


====rdp+K====
====rdp+K====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+b
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+b
| name = Oborogurma
| name = 101 Shiki • Oboroguruma
| version = rdp+B
| version = rdp+B
| version2  = 421B
| version2  = 421B
Line 618: Line 622:
| input = rdp+b
| input = rdp+b
| input2 = 421B
| input2 = 421B
| images =  
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| hitboxes =  
| hitboxes =  
| damage = 40
| damage = 40
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup = 10
| active =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv = -11
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+d
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+d
| name = Oborogurma
| name = 101 Shiki • Oboroguruma
| version = rdp+D
| version = rdp+D
| version2  = 421D
| version2  = 421D
Line 639: Line 643:
| input = rdp+d
| input = rdp+d
| input2 = 421D
| input2 = 421D
| images =  
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| hitboxes =  
| hitboxes =  
| damage = 40+38+63
| damage = 40+38+63 (141)
| guard = Mid
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup = -13
| active =
| active =
| recovery =  
| recovery =  
Line 650: Line 654:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+bd
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_rdp+bd
| name = Oborogurma
| name = 101 Shiki • Oboroguruma
| version = rdp+BD
| version = rdp+BD
| version2  = 421BD
| version2  = 421BD
Line 660: Line 664:
| input = rdp+bd
| input = rdp+bd
| input2 = 421BD
| input2 = 421BD
| images =  
| images = XIII Kyo RDP+B.png, XIII Kyo RDP+D.png
| hitboxes =  
| hitboxes =  
| damage = 60+57+90
| damage = 60+57+90
Line 671: Line 675:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


====qcf+K====
====qcf+K====
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+b
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+b
| name = 75 Shiki Kai
| name = 75 Shiki Kai
| version = qcf+b
| version = qcf+b
| version2  = 236B
| version2  = 236B
Line 682: Line 686:
| input = qcf+b
| input = qcf+b
| input2 = 236B
| input2 = 236B
| images =  
| images = XIII Kyo QCF+K.png
| hitboxes =  
| hitboxes =  
| damage = 35+33
| damage = 35+33
Line 693: Line 697:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+d
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+d
| name = 75 Shiki Kai
| name = 75 Shiki Kai
| version = qcf+d
| version = qcf+d
| version2  = 236d
| version2  = 236d
Line 703: Line 707:
| input = qcf+d
| input = qcf+d
| input2 = 236D
| input2 = 236D
| images =  
| images = XIII Kyo QCF+K.png
| hitboxes =  
| hitboxes =  
| damage = 30+28
| damage = 30+28
Line 714: Line 718:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+bd
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcf+bd
| name = 75 Shiki Kai
| name = 75 Shiki Kai
| version = qcf+bd
| version = qcf+bd
| version2  = 236BD
| version2  = 236BD
Line 724: Line 728:
| input = qcf+bd
| input = qcf+bd
| input2 = 236BD
| input2 = 236BD
| images =  
| images = XIII Kyo QCF+K.png
| hitboxes =  
| hitboxes =  
| damage = 40+38
| damage = 40+38
Line 735: Line 739:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}


==Desperation Moves==
==Super Special Moves==
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId =  
====qcb,hcf+p====
| name =  
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcbhcf+p
| input =  
| name = Ura 108 Shiki • Orochinagi
| input2 =  
| version = qcb,hcf+A/C
| images =  
| version2  = 2141236A/C
| orderId = 1
| input = qcb,hcf+A/C
| input2 = 2141236A/C
| images = XIII Kyo QCBHCF+P.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
Line 754: Line 762:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId =  
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcbhcf+ac
| name =  
| name = Ura 108 Shiki • Orochinagi
| input =  
| version = qcb,hcf+AC
| input2 =  
| version2  = 2141236AC
| images =  
| orderId = 2
| input = qcb,hcf+AC
| input2 = 2141236AC
| images = XIII Kyo QCBHCF+P.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 210 / 120 x3
| guard =  
| guard = Mid
| cancel =  
| cancel =  
| startup =  
| startup =  
Line 771: Line 782:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
}}
 
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_j_qcbhcf+p
==Super Desperation Moves==
| name = Ura 108 Shiki • Orochinagi
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId =  
| version = j.qcb,hcf+A/C
| name =  
| version2  = j.2141236A/C
| input =  
| orderId = 3
| input2 =  
| input = j.qcb,hcf+A/C
| images =  
| input2 = j.2141236A/C
| images = XIII Kyo j.QCBHCF+P.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
Line 790: Line 802:
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display = 250px
| display = 150px
}}
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId =
| name =
| input =
| input2 =
| images =
| hitboxes =
| damage =
| guard =
| cancel =
| startup =
| active =
| recovery =
| hitadv =
| blockadv =
| invul =
| display = 250px
}}
}}


==Neomax==
==Neo Max Super Special Moves==
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId =  
{{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_qcfqcf+ac
| name =  
| name = Ura 121 Shiki • Ama no Murakumo
| input =  
| input = qcfqcf+AC
| input2 =  
| input2 = 236236AC
| images =  
| images = XIII Kyo QCFQCF+AC.png
| hitboxes =  
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Latest revision as of 09:19, 25 August 2023

The King of Fighters XIII

OverviewStrategyDataCombos

Idle

Stand

Crouch

Hop

Jump

Walk

Run

Backdash

Wake-up

Recovery Roll

Normals

Far Standing Normals

st.A

Kyo Kusanagi
kyo_sta
st.A
5A
stand A
XIII Kyo st.A.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25Mid-547+4+2-


st.B

Kyo Kusanagi
kyo_stb
st.B
5B
stand B
XIII Kyo st.B.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30Low-6311+1-1-


st.C

Kyo Kusanagi
kyo_stc
st.C
5C
stand C
XIII Kyo st.C.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
80Mid-10523-7-9-


st.D

Kyo Kusanagi
kyo_std
st.D
5D
stand D
XIII Kyo st.D.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
80Mid-8517-1-3-


Close Standing Normals

cl.C

Kyo Kusanagi
kyo_clc
cl.C
cl.C
close C
XIII Kyo cl.C 1.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
70Mid-438+2+0-


Crouch Normals

cr.A

Kyo Kusanagi
kyo_cra
cr.A
2A
crouch A
XIII Kyo cr.A.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
25Mid-548+3+1-


cr.B

Kyo Kusanagi
kyo_crb
cr.B
2B
crouch B
XIII Kyo cr.B.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30Low-448+3+1-


cr.C

Kyo Kusanagi
kyo_crc
cr.C
2C
crouch C
XIII Kyo cr.C 1.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
70Mid-5522-6-8-


cr.D

Kyo Kusanagi
kyo_crd
cr.D
2D
crouch D
XIII Kyo cr.D.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
80Low-9522SKD-8-


Jump Normals

j.A

Kyo Kusanagi
kyo_ja
j.A
j.A
jump A
XIII Kyo j.A.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-67----


j.B

Kyo Kusanagi
kyo_hb
h.B
h.B
hop B
XIII Kyo j.B.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-59----



Kyo Kusanagi
kyo_jb
j.B
j.B
jump B
XIII Kyo j.B.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-512----


j.C

Kyo Kusanagi
kyo_jc
j.C
j.C
jump C
XIII Kyo j.C.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Overhead-65----


j.D

Kyo Kusanagi
kyo_jd
j.D
j.D
jump D
XIII Kyo j.D.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-85----


Blowback Normals

st.CD

Kyo Kusanagi
kyo_stcd
st.CD
CD
stand CD
XIII Kyo st.CD.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-15618SKD-1-


j.CD

Kyo Kusanagi
kyo_jcd
j.CD
j.CD
jump CD
XIII Kyo j.CD.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-1310-SKD--


Throws

C/D throw

Kyo Kusanagi
kyo_throw
b/f+C/D when close to the opponent
4/6C/D when close to the opponent
Issetsu Seoi Nage
XIII Kyo Throw.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---------


Command Normals

f+B

Kyo Kusanagi
kyo_rawf+b
f+B
6B
Ge Shiki • Gofu Yo
XIII Kyo raw f+B.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-192190-2-



Kyo Kusanagi
kyo_cancelf+b
f+B
6B
Ge Shiki • Gofu Yo
XIII Kyo raw f+B.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Mid-212190-2-


df+D

Kyo Kusanagi
kyo_df+d
df+D
3D
88 Shiki
XIII Kyo df+D 1.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-Low-92,(6),327-9-11-


j.d+C

Kyo Kusanagi
kyo_jd+c
j.d+C
j.2C
Ge Shiki • Naraku Otoshi
XIII Kyo j.d+C.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-High-84-HKD on airborne opponent--


Special Moves

qcf+P

Kyo Kusanagi
kyo_qcf+a
qcf+A
236A
108 Shiki • Yamibarai
XIII Kyo QCF+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
60Mid-16-30+1-2-



Kyo Kusanagi
kyo_qcf+c
qcf+C
236C
108 Shiki • Yamibarai
XIII Kyo QCF+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
60Mid-15-33-2-5-



Kyo Kusanagi
kyo_qcf+ac
qcf+AC
236AC
108 Shiki • Yamibarai
XIII Kyo QCF+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
100Mid-13-27SKD+5-


dp+P

Kyo Kusanagi
kyo_dp+a
dp+a
623A
100 Shiki • Oniyaki
XIII Kyo DP+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
55+23 (78)Mid-------



Kyo Kusanagi
kyo_dp+c
dp+c
623C
100 Shiki • Oniyaki
XIII Kyo DP+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
80+25x2 (125)Mid-------



Kyo Kusanagi
kyo_dp+ac
dp+ac
623AC
100 Shiki • Oniyaki
XIII Kyo DP+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
70+19+18+17+16+15+14+13+12+11 (205)Mid-------


hcb+K

Kyo Kusanagi
kyo_hcb+b
hcb+B
63214B
212 Shiki • Kototsuki Yo
XIII Kyo HCB+K.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30+128 (158)Mid-14----8-



Kyo Kusanagi
kyo_hcb+d
hcb+D
63214D
212 Shiki • Kototsuki Yo
XIII Kyo HCB+K.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30+128 (158)Mid-14----8-



Kyo Kusanagi
kyo_hcb+bd
hcb+BD
63214BD
212 Shiki • Kototsuki Yo
XIII Kyo HCB+K.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
180--4-----


rdp+K

Kyo Kusanagi
kyo_rdp+b
rdp+b
421B
101 Shiki • Oboroguruma
XIII Kyo RDP+B.png
XIII Kyo RDP+D.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
40Mid-10----11-



Kyo Kusanagi
kyo_rdp+d
rdp+d
421D
101 Shiki • Oboroguruma
XIII Kyo RDP+B.png
XIII Kyo RDP+D.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
40+38+63 (141)Mid--13-----



Kyo Kusanagi
kyo_rdp+bd
rdp+bd
421BD
101 Shiki • Oboroguruma
XIII Kyo RDP+B.png
XIII Kyo RDP+D.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
60+57+90Mid-------


qcf+K

Kyo Kusanagi
kyo_qcf+b
qcf+b
236B
75 Shiki • Kai
XIII Kyo QCF+K.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
35+33Mid-------



Kyo Kusanagi
kyo_qcf+d
qcf+d
236D
75 Shiki • Kai
XIII Kyo QCF+K.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30+28Mid-------



Kyo Kusanagi
kyo_qcf+bd
qcf+bd
236BD
75 Shiki • Kai
XIII Kyo QCF+K.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
40+38Mid-------


Super Special Moves

qcb,hcf+p

Kyo Kusanagi
kyo_qcbhcf+p
qcb,hcf+A/C
2141236A/C
Ura 108 Shiki • Orochinagi
XIII Kyo QCBHCF+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---------



Kyo Kusanagi
kyo_qcbhcf+ac
qcb,hcf+AC
2141236AC
Ura 108 Shiki • Orochinagi
XIII Kyo QCBHCF+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
210 / 120 x3Mid-------



Kyo Kusanagi
kyo_j_qcbhcf+p
j.qcb,hcf+A/C
j.2141236A/C
Ura 108 Shiki • Orochinagi
XIII Kyo j.QCBHCF+P.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---------


Neo Max Super Special Moves

Kyo Kusanagi
kyo_qcfqcf+ac
qcfqcf+AC
236236AC
Ura 121 Shiki • Ama no Murakumo
XIII Kyo QCFQCF+AC.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
---------


The King of Fighters XIII

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The King of Fighters XIII
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