The King of Fighters '99/Kyo Kusanagi: Difference between revisions

From SuperCombo Wiki
m (→‎Introduction: Grammar and wording adjustments, with paraphrasing.)
 
(29 intermediate revisions by 3 users not shown)
Line 1: Line 1:
=Introduction=
==Introduction==
Top-tier character (Maybe in top 3 of best no-banned characters in kof99).
Top-tier character (Maybe top 3 of best no-banned characters in kof99).


Mid/Close range poking and rushdown character


His gameplay is focusing around mid/close range poking and rushdown.
Shingo's master


Average as Striker.


Doesn't get a command throw.
{{ ProConTable
| pros=
* Very good damage
* One of fastest short hops of the game
* Can stun with 2 combos
* Very good mixup and crossups (j.B, j.C, j.D and j.d.C)
* Solid attack strings
* Most ground and jump normals have good reach and priority
* Normals deal with Kasumi and Clark strikers well
* qcf + A also has good reach and priority
* qcf, qcf + P evades several normal and special moves,
* qcf, qcf + P is unblockable when charged to its full strength
| cons=
* hcb D looks really cool, but is borderline useless
* rdp B whiffs on most crouching characters
* Orochinagi is horrendous without Clark striker
}}


 
==Movelist==
the only character in the game who can dizzy in 2 combos which is probably the main reason for its admittance among the top-tier characters.
 
 
his meterless combos do a lot of damages.
 
Owns a Reversal DP.
 
Kyo gets not less than 4 jump attacks who can cross-up opponent : j+B, j+C, j+D and j+d+C
 
 
he is destructive when he puts the opponent in the corner. Best Armor Mode Character.
 
His SDM Orochi Nagi can not be countered if opponent doesn't get meter. Although if used with Striker Clark, his Orochi Nagi can combo which of course makes colossal damages.
 
His mixups is very good.
 
 
 
 
His Striker isn't so bad, given you cannot roll this striker really even if he isn't a top-tier Striker.
 
=Movelist=


COMMAND ATTACKS----------------------------------------------------------------
COMMAND ATTACKS----------------------------------------------------------------
Line 129: Line 125:
     When charged to its full strength, this move is unblockable.
     When charged to its full strength, this move is unblockable.


=Combos=
==Combos==
Jump attack > cl.C or cl.D > qcf+C > hcb+P > f+P  
 
===Normal Combos===
 
*j.B or j.C or j.D > cl.C or cl.D > qcf+C > hcb+P > f+P
 
*j.B or j.C or j.D or j.d+C > cl.C or cl.D > hcb+B or qcf, qcf + A
 
*cl.C > qcf+D,D > rdp+B
 
*cr.B or cr.A x2 > df.D
 
*cr.B > cl.C > qcf+C > hcb+P > f+P
 
*cr.B > cl.C > qcfx2.A
 
 
===Corner Combos===
 
 
*j.B or j.C or j.D > cl.C or cl.D > qcf+D,D > qcf+A > hcb+P > f+P
 
*j.B or j.C or j.D > cl.C or cl.D > qcf+D,D >  qcf+B,B > dp+C or j.d+C
 
*cl.C > qcf+D,D > qcf+A > qcf+A > f+ B > cl.C
 
*j.B or j.C or j.D > cl.C or cl.D > qcf+D,D > qcf,qcf.A
 
===Combos in Counter Mode===
 
 
*CFR > hcb.B [S] qcf,qcf.P
 
*j.B or j.C or j.D > cr.A or cl.C > hcb.B [S] qcf,qcf.P
 
*j.d+C (crossup) > cr.A or cl.C > hcb.B [S] qcf,qcf.P
 
=Frame Data and Hitboxes=
Red Color = Hurtbox
 
Purple / White Color = Hitbox
 
H = High
 
L = Low
 
C = Cancel
 
KD = Knock Down
 
R = Safe on Hit and Block


Jump attack > cl.C or cl.D > hcb+B or qcf, qcf + A


Close C > qcf+D,D > rdp+B


[Corner] Jump attack > cl.C or cl.D > qcf+D,D > qcf+A > hcb+P > f+P
For Special Moves :


[Corner] Jump attack > cl.C or cl.D > qcf+D,D >  qcf+B,B > dp+C or j.d+C
Black Color = Hitbox


=Strategies=
Yellow = Fireball


{{Navbox-KOF99}}
[[Category:The King of Fighters '99]]
[[Category:The King of Fighters '99]]
[[Category:Kyo Kusanagi]]

Latest revision as of 02:22, 12 April 2025

Introduction

Top-tier character (Maybe top 3 of best no-banned characters in kof99).

Mid/Close range poking and rushdown character

Shingo's master

Average as Striker.

Strengths Weaknesses
  • Very good damage
  • One of fastest short hops of the game
  • Can stun with 2 combos
  • Very good mixup and crossups (j.B, j.C, j.D and j.d.C)
  • Solid attack strings
  • Most ground and jump normals have good reach and priority
  • Normals deal with Kasumi and Clark strikers well
  • qcf + A also has good reach and priority
  • qcf, qcf + P evades several normal and special moves,
  • qcf, qcf + P is unblockable when charged to its full strength
  • hcb D looks really cool, but is borderline useless
  • rdp B whiffs on most crouching characters
  • Orochinagi is horrendous without Clark striker

Movelist

COMMAND ATTACKS----------------------------------------------------------------

Ge Shiki : Goufu You >> f + B >> Overhead (2).

   Cannot be cancelled.

88 Shiki >> df + D >> Low

Ge Shiki : Naraku Otoshi >> In the air - d + C >> Knocks down airborne opponents.


SPECIAL MOVES------------------------------------------------------------------

114 Shiki : Ara Gami >> qcf + A >> Evades several normal attacks and specials.

   Has autoguard.
   Negates 1-hit projectiles.
   Can be followed with Kuu Kizu or Ya Sabi.

/128 Shiki : Kuu no Kizu >> After Ara Gami - qcf + P >> Can be followed with Migiri Udachi or Nana Se.

/127 Shiki : Ya no Sabi >> After Ara Gami or Kuu no Kizu - hcb + P >> Overhead.

   Can be followed with Migiri Udachi or Nana Se.

//Ge Shiki : Migiri Udachi >> After Ara Gami + Ya no Sabi - press P

//125 Shiki : Nana Se >> After Kuu no Kizu or Ya no Sabi - press K

115 Shiki : Doku Gami >> qcf + C >> Evades several normal attacks and specials.

   Has autoguard.
   Negates 1-hit projectiles.
   Can be followed with Tsumi Yomi.

/401 Shiki : Tsumi Yomi >> After Doku Gami - hcb + P >> Can be followed with Batsu Yomi.

//402 Shiki : Batsu Yomi >> After Tsumi Yomi - f + P

410 Shiki : Nue Tsumi >> qcb + P >> Counters several normal attacks.

/Ge Shiki : Tora Fuse >> Use Nue Tsumi to counter high attacks

/Ge Shiki : Ryuu Iri >> Use Nue Tsumi to counter low attacks

75 Shiki : Kai >> qcf + K, K >> Evades several normal attacks.

   Juggles (2).

100 Shiki : Oni Yaki >> f, d, df + P >> Has autoguard (1).

R.E.D. Kick >> b, d, db + K >> Knocks down airborne opponents.

427 Shiki : Hikigane >> hcb + K >> Has autoguard (1).

   Stuns opponent when hit (1).


DESPERATION MOVES--------------------------------------------------------------

Ura 108 Shiki : Orochi Nagi >> qcb, hcf + P, hold P to delay move >> Evades low attacks (A) (DM).

   Evades high attacks and projectiles (C) (DM).
   The flame on Kyo's body negates projectiles (C) (SDM).
   Causes damage when touched (SDM).

182 Shiki >> qcf, qcf + P, hold P to charge move. >> Evades several normal attacks and specials.

   When charged to its full strength, this move is unblockable.

Combos

Normal Combos

  • j.B or j.C or j.D > cl.C or cl.D > qcf+C > hcb+P > f+P
  • j.B or j.C or j.D or j.d+C > cl.C or cl.D > hcb+B or qcf, qcf + A
  • cl.C > qcf+D,D > rdp+B
  • cr.B or cr.A x2 > df.D
  • cr.B > cl.C > qcf+C > hcb+P > f+P
  • cr.B > cl.C > qcfx2.A


Corner Combos

  • j.B or j.C or j.D > cl.C or cl.D > qcf+D,D > qcf+A > hcb+P > f+P
  • j.B or j.C or j.D > cl.C or cl.D > qcf+D,D > qcf+B,B > dp+C or j.d+C
  • cl.C > qcf+D,D > qcf+A > qcf+A > f+ B > cl.C
  • j.B or j.C or j.D > cl.C or cl.D > qcf+D,D > qcf,qcf.A

Combos in Counter Mode

  • CFR > hcb.B [S] qcf,qcf.P
  • j.B or j.C or j.D > cr.A or cl.C > hcb.B [S] qcf,qcf.P
  • j.d+C (crossup) > cr.A or cl.C > hcb.B [S] qcf,qcf.P

Frame Data and Hitboxes

Red Color = Hurtbox

Purple / White Color = Hitbox

H = High

L = Low

C = Cancel

KD = Knock Down

R = Safe on Hit and Block


For Special Moves :

Black Color = Hitbox

Yellow = Fireball

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Andy
Athena
Bao
Benimaru
Chang
Chin
Choi
Clark
Iori
Jhun
Joe
K'
Kasumi
Kensou
Kim
King
Kyo Kusanagi
Kyo-1
Kyo-2
Leona
Mai
Mary
Maxima
Ralf
Robert
Ryo
Shingo
Takuma
Terry
Whip
Xiangfei
Yuri