Difference between revisions of "The King of Fighters '94/Kyo Kusanagi"
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{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* | * Has a TOD and can route into it off a lot of common hits | ||
* Has uniquely strong mixup options, including an unreactable standing overhead, corner crossups, and a standing low | |||
* Has a solid fireball-and-uppercut game, good midrange pokes, and good movement, making him versatile in neutral | |||
* Two excellent guard cancel options with a 1f invuln dp and a partially-invincible flying kick | |||
| cons= | | cons= | ||
* | * Can't reliably convert from outside cl.C range | ||
}} | }} | ||
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'''Desperation Move''' | '''Desperation Move''' | ||
Ura 108 Shiki Orochinagi - [[image:qcb.gif]] [[image: | Ura 108 Shiki Orochinagi - [[image:qcb.gif]] [[image:db.gif]] [[image:fd.gif]] + [[image:c.gif]] | ||
==Normals== | ==Normals== | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_cla | | moveId = Kyo_cla | ||
| description = | | description = Bog standard cl.A. All of Kyo's light normals are worse than his amazing 2B, so just use that. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_clb | | moveId = Kyo_clb | ||
| description = | | description = Standing low. Has some use as a mixup option, since people might not keep downbacking vs a standing opponent. For most uses, though, stick to 2B. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_clc | | moveId = Kyo_clc | ||
| description = | | description = Extremely fast close normal that converts into Oboro Guruma on hit for tons of damage, stun, and corner carry. Pretty good range too. All around great move. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_cld | | moveId = Kyo_cld | ||
| description = | | description = Don't let the upkicks animation fool you: this doesn't launch the opponent. No real advantage over cl.C. | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_fa | | moveId = Kyo_fa | ||
| description = | | description = Certainly a normal. Very hard to get this to land, due to cl.A's range being so similar. Not sure why you'd go for it, though. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_fb | | moveId = Kyo_fb | ||
| description = | | description = Gigantic poke for how fast it is. Dominates a lot of space in neutral. Good to throw out every once in a while. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_fc | | moveId = Kyo_fc | ||
| description = | | description = Less range and a bit worse on whiff than f.B, but a lot more damage. Kyo doesn't get combos off far normals, so that might be a worthwhile tradeoff. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_fd | | moveId = Kyo_fd | ||
| description = | | description = f.C with double the recovery and 7 extra damage. Not useful. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_2a | | moveId = Kyo_2a | ||
| description = | | description = Very mashable crouching jab. Unfortunately, it's worse than 2B. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_2b | | moveId = Kyo_2b | ||
| description = | | description = God normal. Huge low profile low kick that charge cancels into cl.C for a stun loop. Fast, mashable, plus, and highly rewarding. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_2c | | moveId = Kyo_2c | ||
| description = | | description = Very fast anti-air. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_2d | | moveId = Kyo_2d | ||
| description = | | description = Don't let the 3D animation fool you: the first hit isn't special cancellable. Very low profile, and good range for a sweep. Good to throw out sometimes at ranges where nothing else hits. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_nja | | moveId = Kyo_nja | ||
| description = | | description = Exists. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_ja | | moveId = Kyo_ja | ||
| description = | | description = Also exists. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_njb | | moveId = Kyo_njb | ||
| description = | | description = Good air-to-air normal, but 2C and Oniyaki are good enough that Kyo doesn't need to meet people in the air. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_jb | | moveId = Kyo_jb | ||
| description = | | description = Incredible normal. Crosses up even in the corner, covers Kyo's entire body, and is both disjointed and highly active. Great for jump-ins and general air use. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_jc | | moveId = Kyo_jc | ||
| description = | | description = Pretty good jump-in normal. Also crosses up. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_jd | | moveId = Kyo_jd | ||
| description = | | description = Very long air-to-air. Again, Kyo doesn't really need to meet people in the air, but a good backjump j.D isn't a bad thing to have. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_fjd | | moveId = Kyo_fjd | ||
| description = | | description = Worse jump-in than j.B or j.C. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_cd | | moveId = Kyo_cd | ||
| description = | | description = Has poor vertical range. Ok midrange option due to its disjoint and knockdown. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_jcd, Kyo_fjcd | | moveId = Kyo_jcd, Kyo_fjcd | ||
| description2 = | | description2 = j.D and fj.D but they knock down. Good for controlling air space. | ||
}} | }} | ||
== | ==Universal Mechanics== | ||
===Hatsugane=== | ===Hatsugane=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_throw | | moveId = Kyo_throw | ||
| description = | | description = All-around solid throw. Gives you good oki after. | ||
}} | |||
===Defensive Attack=== | |||
{{FrameDataCargo-KOF94 | |||
| moveId = kyo_defensiveattack | |||
| description = Long range for a defensive attack. This makes it worse as an anti-air, but better as an anti-fireball or get-off-me tool. | |||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_6d | | moveId = Kyo_6d | ||
| description = | | description = Hits crouchers on frame 15. Very fast overhead, good for keeping people honest and getting an extra bit of damage. There might be some potential for conversions off it if it hits meaty, but this needs to be tested further. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_j2c | | moveId = Kyo_j2c | ||
| description = | | description = Lets Kyo jump in while also air-to-airing. Pretty good to press if you want to jump in but think they might also jump at you. | ||
}} | }} | ||
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| moveId = Kyo_236a, Kyo_236c | | moveId = Kyo_236a, Kyo_236c | ||
| input = 236A/C | | input = 236A/C | ||
| description2 = | | description2 = Standard fireball. Good in neutral. | ||
}} | }} | ||
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| moveId = Kyo_623a, Kyo_623c | | moveId = Kyo_623a, Kyo_623c | ||
| input = 623A/C | | input = 623A/C | ||
| description2 = | | description2 = 1f invuln dp. Good anti-air, good guard cancel, good defensive option in general. | ||
}} | }} | ||
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| moveId = Kyo_421b, Kyo_421d | | moveId = Kyo_421b, Kyo_421d | ||
| input = 421B/D | | input = 421B/D | ||
| description2 = | | description2 = Excellent combo filler move. 2B > cl.C (link or charge cancel) > 421D provides a stun which can be looped into the same combo again for a stun loop TOD. If you convert into this move in a situation where it won't stun, you still get amazing corner carry, solid damage, and oki. | ||
Using it in neutral is a meme. The invuln might make it useful as a guard cancel, though this requires further investigation. | |||
}} | }} | ||
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===Ura 108 Shiki Orochinagi=== | ===Ura 108 Shiki Orochinagi=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kyo_2141236c | | moveId = Kyo_2141236c | ||
| description = | | description = Has a boatload of invulnerability plus a large disjointed hitbox that destroys projectiles. If you're sitting on MAX Mode or have low health, you can just kinda throw this out as a haymaker/anti-fireball. Its safety, big hitbox, and high damage make it hard to contest at its ideal ranges. | ||
}} | }} | ||
{{Navbox '94}} | {{Navbox '94}} | ||
[[Category:Kyo Kusanagi]][[Category:The King of Fighters '94]] | [[Category:Kyo Kusanagi]][[Category:The King of Fighters '94]] |
Latest revision as of 19:25, 30 September 2023
Introduction
KOF's iconic main character making his debut appearance. Didn't get bodega until 96 so he's a pretty standard shoto here.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Throws
Command Normals
Ge-Shiki Nakaru Otoshi - + in air
Special Moves
Desperation Move
Normals
Close Standing Normals
Close A
cl.A
cl.A |
---|
Close B
cl.B
cl.B |
---|
Close C
cl.C
cl.C |
---|
Close D
cl.D
cl.D |
---|
Far Standing Normals
Far A
f.A
f.A |
---|
Far B
f.B
f.B |
---|
Far C
f.C
f.C |
---|
Far D
f.D
f.D |
---|
Crouch Normals
Crouching A
2A
2A |
---|
Crouching B
2B
2B |
---|
Crouching C
2C
2C |
---|
Crouching D
2D
2D |
---|
Jump Normals
Neutral Jump A
nj.A
nj.A |
---|
Jumping A
j.A
j.A |
---|
Neutral Jump B
nj.B
nj.B |
---|
Jumping B
j.B
j.B |
---|
Jumping C
j.C
j.C |
---|
Jumping D
j.D
j.D |
---|
Forward Jump D
fj.D
fj.D |
---|
Blowback Normals
Standing CD
5CD
5CD |
---|
Jumping CD
j.CD
j.CD |
---|
Universal Mechanics
Hatsugane
Hatsugane
4/6 C/D when close
4/6 C/D when close |
---|
Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking |
---|
Command Normals
Ge-Shiki Goufu You
Ke-Shiki Goufu You
6D
6D |
---|
Ge-Shiki Nakaru Otoshi
Ge-Shiki Nakaru Otoshi
j.2C
j.2C |
---|
Special Moves
108 Shiki Yami Barai
108 Shiki Yami Barai
236A/C
236A/C |
---|
100 Shiki Oniyaki
100 Shiki Oniyaki
623A/C
623A/C |
---|
101 Shiki Oboro Guruma
101 Shiki Oboro Guruma
421B/D
421B/D |
---|
Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
21416C
21416C |
---|