Kyo kusanagi kof xiii
![kyo kusanagi kof xiii kyo kusanagi kof xiii](https://i.pinimg.com/originals/02/9e/b2/029eb2716bf0eed7f5f638aabed740f4.jpg)
(If you start this combo with a j.C you get 703 dmg out of it instead) You might want to charge the Orochinagi a little THEN let go and then go from there. It is rather easy but you still expend meter - 670 dmg - st.C, df+D, HD activate, s.C, df+D, QCB+D QCF+D, Regular Orochinagi, QCFx2+A/C. If you have three stocks and you want to finish the match quickly AND if the opponent is on the last opponent you can use this combo. Kyo’s DM’s by themselves are extremely viable and easy to combo into from normal moves and his special moves with expending drives. Here your not really wasting any of your stock. (You should be in the corner when you hit confirm into this combo). S.C, df+D, HD activate, s.C, df+D, qcf+D, rdp+B, x3, dp+A, qcf+D, rdp+B, qcf+B, dp+C for 541 damage by itself. Kyo’s practical HD combo’s are, as follows: (Alibi: The majority of Kyo’s HD combo should start with s.C, df+D, HD activation OR - d.b, d.a, df+D HD activation OR - f+B HD activation) Both one of Kyo’s other weaknesses are using his meter properly - his meter will get chewed up really quickly too, if the player isn’t careful. Oh yes, Kyo can a huge ton of damage with meter as well, effectively making him a good battery and anchor character. Defensive play, zoning, and Guard Cancels will help Kyo out in this scenario and he can do a lot of damage without much meter. Kyo also seems to have a hard time dealing with hoppers, using his normals requires some good timing. QCF+B or D - drive canceling from HCB+C or D or his DP)… None of Kyo’s reversals are safe at all.
![kyo kusanagi kof xiii kyo kusanagi kof xiii](https://cdn.wallpapersafari.com/87/77/W1x7RU.jpg)
The player needs to be careful and consider these circumstances: You notice that a lot of Kyo’s bigger combos rely on him somehow launch the opponent into the air? (i.e. In spite of being a versatile character, Kyo has his share of problems, regardless of how the good the player is. You can not go wrong with playing Kyo - he has everything you need to help you - A projectile, several good anti-air options, good punishes, several forward moving attacks, sweet juggling potential, a one frame command throw, a decent DM, a great Neo Max, and cool HD combos that will help the player win! “Heh, heh, Moetaru?” Plenty of HD combo opportunities from his overhead, his df.D command move, and can punish other characters exceedingly well. Kyo’s damage output is pretty sweet for the most part too and he has a pretty good Neo Max as well. A lot of Kyo’s good combos rely on him launching his opponent into the air with his upkicks (QCF+K) - both of the kicks come out automatically and they are safe on guard (except for one frame grabs). Kyo’s EX HCB+K is a one frame command throw so don’t hesitate to use this if the opponent gets too reckless. Kyo can do very well, with and without meter. His Orochinagi can be used easily in mid-air and during high damaging combos. Zoning properly with this projectile and his nice set of normals is what the player needs to succeed. This projectile should be used sparingly since the character can just jump over it, though the player CAN use this for corner juggling purposes. For Kyo has a useful ground-based projectile called the Yami Barai. Look!! A nice DP (the C version hits three times in a row with a few more start-up invincibility frames - not safe on block but build meter). Yep, yep! The first thing that needs to be understood is that Kyo Kusanagi hits very hard and is still quite combo friendly. Now… Let us get down to the nitty-gritty and learn about this cool character! Personally, he did not really have the need to be one, especially at this point - but, since SNK was so kind to provide us with EX Kyo (EX Kyo is basically his KOF98 version, but only with his NEST’s costume which is still awesome of course). In this game, Kyo is now, more-or-less, a shoto clone. I am a little surprised that no one has made a forum for this particular character yet. I, the Great Dark Hero, will construct a guide for Kyo Kusanagi for a fighting game well known as the King of Fighters XIII.