Kyo Kusanagi, the face of the famous King of Fighters series and the main protagonist of it's first saga, the Orochi Saga. Kyo is the heir to the Kusanagi clan, one of 3 legendary clans in possession of the three Sacred Treasures. The Kusanagi clan weilds powerful fire, and Kyo uses it very well. Kyo is a master of the Kusanagi flame, taught by his father Saisyu. Outside of his martial art skill and legendary family name, Kyo is a highschool dropout who enters the King of Fighters tournaments mostly to stop the evil guys behind them or for the fun of fighting when there are no evil guys. He has a girlfriend he loves named Yuki. In the first saga of KOF, he teamed up with his best friends Benimaru and Daimon to form Team Japan. In KOF 97', Kyo and the other Sacred Treasures Chizuru and Iori are forced to confront Team Orochi, who eventually resummon Orochi. Kyo and Iori seal Orochi back into the Earth, hopefully destroying it forever.
Gameplay
Kyo is the epitome of a rushdown character. His ability to mix and punish the opponent is almost unmatched, with massive damage output off any starter. He has a solid low confirm, a few great overheads, one of the best normal throws, and two very ambiguous crossups. Mix that with his signature rekka special Aragami, which can be followed up in multiple ways or done to leave Kyo safe at the end of a blockstring, and Kyo gets a vortex of guesses that can close out a round quick. He also has stellar defense, with great normals for mashing and a very scary DP, and plenty of good anti-airs.
This isn't without sacrifice though. Kyo struggles very hard in neutral, lacking any kind of projectile or even a consistent rewarding poke. Kyo has to take a risk to get in, whether by jumping or running or rolling, as he gets beaten in neutral by almost everyone. While he does have decent reach with normals like 5HK and 3HK, these have various weaknesses such as being crouchable or having a lot of endlag. Kyo can very rarely convert a poke into knockdown either, forcing him to rely on his up-close game to secure rounds.
If you like a character who can get in the opponents face and spin the wheel of mix until they die, you'll love Kyo. Especially if you're willing to put up with his underwhelming neutral.
Groove Selection
Best - K: Kyo can be run well with almost any groove, but shines mostly in K groove. While rolls do help him, JD and rage turn the already high damage Kyo into a punish machine, dishing out damage from almost any starter. Rage also makes his already scary oki mixup even scarier, as it only takes a few good hits for Kyo to win, and he can easily combo into level 3 Orochinagi in the corner for massive damage.
Useful - C/N/A/P: The other grooves are all varying in usefulness but generally are good. C-Kyo gets access to damaging and flashy level 2 combos and can more easily end combos in his autocombo super, alongside airblock and Alpha Counters that aid his defense. N-Kyo is sort of a lesser K-Kyo, with roll giving him a good defensive tool and RC specials for neutral use. You lose out on a lot of meter potential however, as Kyo's level 1 supers are very weak. A-Kyo gets access to the powerful Custom Combo mechanic, and in classic Kyo style his CC is highly damaging and puts your opponent in the corner where you want them. P-Kyo is shockingly good, as his meterless punishes are devastating and his level 3 punishes even more so. One good parry from P-Kyo puts your opponent deep in the corner.
Worst - S: Despite his usefulness in other grooves, S-Kyo has very little going for him. Kyo has decent but underwhelming and combo-oriented supers, so having infinite level 1s means nothing to him. S-Kyo also has to actively give up space to build meter, which harms his heavily aggro gameplan.
Kyo is a close range brawler with stellar mixup and some of the highest damage in the game. His pressure and ability to open up opponents make him terrifying up close, and his combo potential is much higher than average. He has to struggle through neutral to get there first, however. Kyo is best in K-Groove.
Pros
Cons
Vortex: Incredible mixups up close, with overheads and lows and an amazing normal throw that all can lead into another knockdown and another mixup
High Damage: One of the highest average damage characters, his meterless damage output is incredibly rewarding
Hard Knockdowns: Easy access to hard knockdowns from his throw, j.2HP, and 623HK
Brawling Normals: Great up close normals for brawling and catching bad movement
Anti-Air: Stellar anti-air options and an amazing DP
Poor Neutral:Lacks a projectile or any good poke, and is often played in K-Groove where he has no rolls, meaning Kyo has to commit a lot harder to win
Weak Level Ones: Level 1 supers are combo unfriendly, limiting his use in Grooves without easy access to level 3s
Low Range: Lack of many long range buttons means he struggles to contest some of the most powerful buttons in the game
Weak to Zoning: Committal gameplan leads to a huge weakness to zoning and patient opponents who don't get opened up easily
Normal Moves
Far Normals
5LP
Far Jab Light Punch 5LP / Far LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
300
3
RF/SP/SU
Mid
High
3
5
7
15
+5
+5
None
A quick light jab. Crouchable but has decent range and is very fast.
5MP
Far Strong Medium Punch 5MP / Far MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
900
9
SP/SU
Mid
High
4
6
22
32
-5
-5
None
5MP is a strong button for whiff punishing as it combos into Kyo's 236MP and reaches quite far for a Kyo normal. Sees less use than his 2MP however, which is essentially the same button but cannot be crouched.
5HP
Far Fierce Heavy Punch 5HP / Far HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1400
14
None
Mid
High
8
6
17
31
+1
+1
None
Kyo sticks out his fist in front of him. Crouchable again, and not cancellable like 5MP. While it is fairly damaging it sees basically no use except as an occassional anti-air.
5LK
Far Short Light Kick 5LK / Far LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
500
5
SU
Mid
High
5
4
14
23
-1
-1
None
A quick little kick. Useful to prod opponents with, and as a safer standing poke. Only cancels into supers, however, and only 236236P will combo from it.
5MK
Far Forward Medium Kick 5MK / Far MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
900
9
None
Mid
High
8
5
19
32
-2
-2
None
Kyo kicks up into the air. One of Kyo's many useful anti-airs, notably for when opponents are farther away.
5HK
Far Roundhouse Heavy Kick 5HK / Far HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1300
13
SU
Mid
High
7
7
24
38
-5
-5
Low
One of Kyo's best moves in neutral. 5HK reaches far and starts up fast, and Kyo's foot hurtbox is gone. His lower hurtbox in general retracts far back, meaning this cleanly beats a lot of popular low pokes. One of your farthest reaching normals in general, poke around in neutral with this.
Close Normals
clLP
Close Jab Close Light Punch cl.LP / cl5LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
400
4
RF/SP/SU
Mid
High
2
6
6
14
+5
+5
None
A very fast standing jab. Good get-off-me button, and would be useful for links but it can be crouched under.
clMP
Close Strong Close Medium Punch cl.MP / cl5MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
800
8
SP/SU
Mid
High
3
12
11
26
0
0
None
A medium normal with plenty of active frames. Your go-to for meaties, as it can hit meaty enough to link into other normals and combos into any of his specials.
clHP
Close Fierce Close Heavy Punch cl.HP / cl5HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1400
14
None
Mid
High
8
6
17
31
+1
+1
None
Identical to the far version, which makes it basically useless up close.
clLK
Close Short Light Kick cl.LK / cl5LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
500
5
SP/SU
Mid
Mid
4
4
11
19
+3
+3
None
A low hitting kick that does not actually hit low. Not a bad button but is usually outshined by his other lights up close.
clMK
Close Forward Close Medium Kick cl.MK / cl5MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1000
10
SP/SU
Mid
High
4
5
16
25
+1
+1
None
Despite having the same animation, MK does have a close version! It does 100 more damage and gains the ability to cancel. This is niche, as 5MK is mostly an anti-air and very niche otherwise.
clHK
Close Roundhouse Close Heavy Kick cl.HK / cl5HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1200
12
SP/SU
Mid
High
4
4
21
29
-1
-1
None
Kyo's main close normal for combos. Mainly, you'll cancel this into 236MK or 236HK and juggle from there. Used after any jump-in or to start punishes on negative moves that recover close, like DPs.
Crouching Normals
2LP
Crouching Jab Crouching Light Punch 2LP / cr.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
300
3
RF/SP/SU
Mid
Mid
3
4
7
14
+6
+6
None
A standard and good 2LP. Fast, mashable, and links into Kyo's strong medium normals. Usually outshined by 2LK, as they have the exact same data but 2LK is a low.
2MP
Crouching Strong Crouching Medium Punch 2MP / cr.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
800
8
SP/SU
Mid
Mid
4
7
9
20
+6
+6
None
One of your best normals, and perhaps your best one. Kyo's 2MP is a key normal for poking, linking, pressure, and punishing. As it's 4 frames, it'll link from a majority of things (including itself!) and is a very consistent punish after parry/JD. It reaches farther than you might expect as well, and even at max range it will combo into 236MP for a knockdown. It can be fairly hard to contest as well, as it recovers very quick and is easy to whiff. This also makes it an effective meter builder. A good do-it-all normal held back almost only by average range.
2HP
Crouching Fierce Crouching Heavy Punch 2HP / cr.HP
Starting Hitbox
Anti-Air Hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
1200, 1100
12, 11
SP/SU, SU
Mid
High
5
6
29
40
-11
-11
None
Another good anti-air in Kyo's moveset. It reaches quite high, and the hurtbox on the arm is very small, meaning it's good at beating people above you. Usually you want to use 623P on opponents at this range, but this is good in situations where you can't react in time to do the full input.
2LK
Crouching Short Crouching Light Kick 2LK / cr.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
200
2
RF/SP/SU
Low
Low
3
4
7
14
+6
+6
None
Your main crouching light, and main light in general. Fast, very plus, and a low. Links into 2MP even after doing two, allowing Kyo to do long low confirms. On it's own, it combos into some faster specials and confirms into his supers.
2MK
Crouching Forward Crouching Medium Kick 2MK / cr.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
900
9
SU
Low
Low
7
9
16
32
-5
-5
None
A far reaching low poke. Not special cancellable and only combos into supers at close range, but not bad to toss in at the end of a blockstring for a surprise low. Even then it's outshined by 2HK. Occassionally useful but you usually have a better option, and Kyo isn't gonna win from pokes usually anyway
2HK
Crouching Roundhouse Crouching Heavy Kick / Sweep 2HK / cr.HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
1300
13
None
Low
Low
6
6
22
34
-DWN
-2
None
Kyo's sweep. Fairly standard but a bit committal since it can't be cancelled. Still can be nice to get a far knockdown or whiff punish into oki, but watch whiffing this.
Jumping Normals
8LP
Jumping Jab Jumping Light Punch j.LP / 8LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
, , +
600
6
None
High
High
4
22
0
26
Varies
Varies
None
A fast jump normal. Has a lot of active frames, and can be useful in some ways to intercept air utilities like Bison headstomp, but has very little use otherwise.
8MP
Jumping Strong Jumping Medium Punch j.MP / 8MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
, , +
900
9
None
High
High
4
10
0
14
Varies
Varies
None
A weaker but faster j.HP. Not much purpose.
8HP
Jumping Fierce Jumping Heavy Punch j.HP / 8HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
, , +
1100
11
None
High
High
6
10
0
16
Varies
Varies
None
One of Kyo's heavy air normals. Does good damage, but is generally outshined by jHK both in neutral and diagonal jumps.
8LK
Jumping Short Jumping Light kick j.LK / 8LK
Neutral Jump
Diagonal Jump
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
600
6
None
High
High
4
22
0
26
Varies
Varies
None
Kyo sticks out his knee. Similar to jLP with high active frames and fast startup, but similarly niche, especially since it's a neutral jump normal.
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,+
500
5
None
High
High
4
22
0
26
Varies
Varies
None
A knee with lots of active frames. Also has a clean crossup hitbox, which is great to set up hop crossups after knockdowns. Surprisingly hard to contest because of how active it is.
8MK
Jumping Forward Jumping Medium Kick j.MK / 8MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
, , +
900
9
None
High
High
5
7
0
12
Varies
Varies
None
A decent air-to-air as it's one of his farthest reaching air normals.
8HK
Jumping Roundhouse Jumping Heavy Kick j.HK / 8HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1100
11
None
High
High
6
10
0
16
Varies
Varies
None
Kyo kicks outwards. Kyo's njHK is arguably his best air-to-air, but it is a bit slow.
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,+
1200
12
None
High
High
6
6
0
12
Varies
Varies
None
Kyo's main all purpose jump in. Long reach, highest damage, and decent frame data. Not much to explain, just a good air normal.
Command Normals
6HP
Blowback Shoulder Ram 6HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1300
13
SP/SU
Mid
High
14
13
20
47
-DWN
-3
None
Kyo rams his opponent with his shoulder. Knocks them far away on hit, and can be special cancelled. Midscreen not much use as it sends too far for meaningful oki, but it's a useful meaty in the corner due to its high active frame count. Always cancel into 236LP/MP on hit to keep yourself safe. Has some use in a few combo routes.
3HK
88 Shiki Low Kicks 3HK
First Kick
Second Kick
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
400+800
4+8
None
Mid, Low
Low
11
4(8)4
20
47
0
0
None
A double kick that aims low and reaches far. An important footsies normal for Kyo, as it's fast and safe. It can be good to toss these out when in range to keep opponents from trying to approach you, and keep the pace of the match in Kyo's favor. Be careful not to whiff though as it has a decent bit of endlag.
6MK
Ge Shiki: Goufu You Overhead Kick 6MK
The one missing hitbox in a sea of hitbox data...
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000
10
None
High
High
32
3
22
55
-5
-5
None
A long, committal, reactable overhead. Not the best overhead, as it's negative on hit and a full 32 frame startup means it's more than reactable. Still, Kyo has many lows from many ranges. If an opponent is scared to stand up vs Kyo pressure, this can be slipped in.
j2HP
Ge Shiki: Naraku Otoshi Dunk, Axe Hands j2HP
Dunk On Em
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
In Air +
1400
14
None
High
High
8
6
0
14
-DWN
Varies
None
Kyo dunks on the opponent with a two-fisted downward punch. Very very scary attack, especially when combined with low jumps. Most aerials in CvS2 do not give a knockdown on their own, and need to be linked into grounded attacks or specials. This move, however, gives an immediate and potent hard knockdown. This makes it a very scary overhead option, especially in low jump where it can be done early on giving the opponent very little time to react. After some knockdowns, Kyo can even have this setup to crossup or fake crossup, making it a key part of his vortex. This normal is especially potent vs tall characters, namely the feared top tier Sagat, as they cannot crouch under it as easily.
Throws
4/6HP
Hachi Tetsu Punch Throw Near Opponent, 4/6HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Near Opponent /+
1700
0
None
Grab
Grab
3
1
13
17
-DWN
Grab
None
Kyo shoulders the opponent and tosses them away. Not a bad throw, but almost completely outshined by his amazing kick throw. It is however the faster throw, and one of Kyo's fastest attacks in general, making it a nice punish against certain things.
4/6HK
Issetsu Seio Nage Kick Throw Near Opponent, 4/6HK
He needs it
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Near Opponent /+
1900
0
None
Grab
Grab
5
1
13
19
-DWN
Grab
None
A beast of a normal throw. Higher than average throw range makes it so Kyo can threaten tic throws and walk up throws more than most characters, and the knockdown this gives is amazing. Some of Kyo's best knockdown oki will come from his kick throw. It helps that it also does a chunk of damage, making it a tool worth fearing. It goes without saying, but a character like Kyo who already has good mixup really appreciates having a scary throw as well.
Special Moves
Aragami
Kyo's Rekka series can be intimidating at first, but the tree is fairly simple! Here is a quick rundown. Aragami > Konokizu > Nanase/Yanosabi Aragami > Yanosabi > Nanase/Migiri Ugachi There are different reasons to use either of these two trees and the two possible enders for each, but memorizing the order is simple.
114 Shiki: Aragami Rekka Starter 236LP/MP
Bodega!!
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
500
2
Into Rekka Followups
Mid
High
15
3
11 (cancel), 29 (raw)
47
-5
-5
None
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
600
2
Into Rekka Followups
Mid
High
18
4
14 (cancel), 34 (raw)
56
-10
-10
None
The first hit of Kyo's rekka series. Important tools for combos and pressure, but not as good for neutral as they are in the classic KOF games. They are notably unsafe, especially the MP version, and while pushback usually makes you fairly safe from punishment you still can't threaten much after an empty Aragami. The real strength lies in making your opponent scared of what you do after. The followups make for potent frametraps, one of which being an overhead as well, meaning opponents will often standblock. This is when you can catch them with surprise lows, which Kyo has plenty of. Mix up your options after this move to keep your opponent on their toes and score knockdowns.
Konokizu
128 Shiki: Konokizu Rekka Bridge After Aragami, 236P
Combo Tool and Risky Frametrap
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
After Aragami, +
600
2
Into / Finishers
Mid
High
8
3
10 (cancel), 26 (raw)
37
-2
-11
None
The combo bridge off of Aragami. Mostly you'll use this to finish combos from Aragami hitting, as the other bridge does not combo. It can also be used as a risky frametrap, and a tool to catch people jumping over Aragami. Very unsafe and not much pushback, so if this is blocked you will get punished.
Yanosabi
127 Shiki: Yanosabi Rekka Overhead/Overhead Finisher After Aragami, 63214P/After Konokizu, P
Surprise Overhead
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
After Aragami, +/After Konokizu,
900
4
Into / Finishers
High
High
16
4
2 (cancel), 22 (raw)
42
-DWN
-7
None
Overhead followup to Aragami. Only barely reactable, but predictable if used too much. A smart opponent will standblock Aragami always and react to whether or not you did the overhead, rather than react to you doing the overhead itself. You should still represent this tool against opponents crouchblocking, as it does give a decent knockdown on hit and is a part of why blocking Aragami is scary. As a finisher, this is used in a few juggles to knockdown, but is rare. Moreso it's used as another surprise overhead at the end of an Aragami bridge.
Nanase
127 Shiki: Nanase Kick Ender After Konokizu/Yanosabi, K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
After Konokizu/Yanosabi
700
2
None
Mid
High
12
8
27
47
-DWN
-20
None
The kick ender for the Aragami chain. Combos from the 236P followup and gives a good knockdown with lots of corner carry. This is your preferred ender after long hitconfirms, as it's easy to combo into. Make sure that it hits however, as if this is blocked you're left open for your opponents favorite combo.
Migiri Ugachi
Ge Shiki Migiri Ugachi: 127 Shiki Yano Sabi OTG Ender After Yanosabi Bridge, P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
After Yanosabi Bridge
1300
5
None
Mid
Mid
15
4
36
55
-DWN
-21
None
Ender specifically for the Overhead bridge. Hits OTG (Off The Ground) so it can be used after the overhead bridge knockdown to add more damage. After some corner combos, you can whiff the first parts of the rekka (236P > 63214P > P) and this will hit for extra damage. Even more unsafe than the Kick ender, so watch for this being blocked.
Dokugami
115 Shiki: Dokugami Heavy Rekka Starter 236HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
700
3
Into Followup
Mid
High
20
3
5 (cancel), 32 (raw)
55
-11
-11
4 (autoguard)
A heavier version of Kyo's Aragami rekka. Unlike Aragami, this only has one tree to follow through. Dokugami is mostly useful for combos, as while it does have a few autoguard frames they're minor, and you're left unsafe on hit and block. The followups can whiff if this is done from farther out. While this would be a useful combo tool, it only combos from heavies, and Kyo has better options from heavies. Dokugami sees very little use because where it does work, Kyo has a better option.
Tsumiyomi
401 Shiki: Tsumiyomi Heavy Rekka Bridge After Dokugami, 63214P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
After Dokugami +
700
2
Into Finisher
Mid
High
6
3
4 (cancel), 20 (raw)
29
+1
-8
None
Bridge after Dokugami. Basically only used for combos, as it leaves you unsafe on block.
Batsuyomi
401 Shiki: Batsuyomi Heavy Rekka Ender After Tsumiyomi, 6P
First Hitbox
Last Hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
After Tsumiyomi +
500+300
2+1
None
Mid
High
6
14
41
61
-DWN
-36
None
Heavy rekka ender. Only to be used as a combo ender after heavy rekkas, as it has no purpose in Kyo's gameplan otherwise. Just like his other rekka enders, if this gets blocked, be prepared to see yourself in a combo video later.
Oniyaki
100 Shiki: Oniyaki DP 623P
Startup Invuln
First Active Frames
Anti-Air Hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000, 800
10, 8
None
Mid
High
4
8
38
50
-DWN
-31
4 (Full), 4 (Lower)
+
1700, 800
17, 8
None
Mid
High
4
8
49
61
-DWN
-42
4 (Full), 4 (Lower)
+
1100+800
11+8
None
Mid
High
4
9
60
73
-DWN
-50
8 (Full), 5 (Lower)
Kyo's powerful Oniyaki DP series. Very high damage reversal and anti-air specials, but majorly risky. The HP version in particular is an occasional combo ender and reversal tool, while the LP version is best for anti-air/footsies.
RED Kicks
R.E.D. Kick Overhead Kicks 421K
Rising Hitbox
Falling Hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1300, 1100
13, 11
None
High
High
24
14
15
53
-DWN
-3
None
+
1400, 1100
14, 11
None
High
High
31
12
14
57
-DWN
-2
None
+
1500, 1200
15, 12
None
High
High
38
10
13
61
-DWN
-1
None
Overhead hitting flip kicks. While these are more than reactable as an overhead mixup, your opponent still doesn't wanna block these, as Kyo is safe and can still run offense. Instead, opponents have to anti-air this like a jump. This can catch opponents who are waiting to block moves like Aragami by surprise, and even if they do react to block, your turn isn't necessarily over. These are still risky however, as you are wide open for high damage anti-airs. Can be used as a neutral "skip" but this carries more risk than a surprise overhead cancel as the opponent will be watching to anti-air you.
Kai
75 Shiki: Kai Upkicks, Launcher 236K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
400
4
Followup
Mid
High
12
11
5 (cancel), 32 (raw)
55
-DWN
-17
None
+
400
4
Followup
Mid
High
18
12
5 (cancel), 35 (raw)
65
-DWN
-20
None
+
400
4
Followup
Mid
High
22
13
5 (cancel), 38 (raw)
73
-DWN
-23
None
The first hit of Kyo's two part launcher series. On it's own, very unsafe and easily punished. Always do the followup K move, as in combos its what gives him juggles and on block it can be safer.
Kai Followup
75 Shiki: Kai Followup 236KK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
500
5
None
Mid
High
5
6
16
27
-DWN
Varies
None
600
6
None
Mid
High
5
6
19
30
-DWN
Varies
None
700
7
None
Mid
High
5
6
22
33
-DWN
Varies
None
Launcher followup to Kai. Followups can only be used with the version you started with (i.e. HK followup can only be used after 236HK).
Oboroguruma
101 Shiki: Oboro Guruma Spinning Kicks 623K
First Kick
Second Kick
Final Kick
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1400
14
None
Mid
High
8
8
31
47
-DWN
Varies
None
+
500+1100
5+11
None
Mid
High
8
6(17)6
31
68
-DWN
Varies
None
+
300+500+1200
3+5+12
None
Mid
High
8
6(17)6(12)2
38
89
-DWN
Varies
None
Kyo rises up into the air and kicks once for LK, twice for MK, and three times for HK. Powerful tools for combos, as the LK and MK versions allow for some followups after. The HK version is a fearsome combo ender, as it gives ridiculous corner carry and a great untechable knockdown. Generally, you'll only use these during combos and only after 236KK.
Kototsuki You
212 Shiki: Kototsuki You Running Grab 63214K
Elbow
Grab
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
200+1500
0
None
Mid
-6
5, 4 (hit)
32 (run), 4 (hit)
12 (run), 20 (hit)
49 (run), 33 (hit)
-DWN
-6
None
+
200+1600
0
None
Mid
High
5, 4 (hit)
64 (run), 4 (hit)
12 (run), 20 (hit)
81 (run), 33 (hit)
-DWN
-6
None
+
200+1700
0
None
Mid
High
5, 4 (hit)
48 (run), 4 (hit)
12 (run), 20 (hit)
65 (run), 33 (hit)
-DWN
-6
None
Kyo runs forward and elbows the opponent. On hit, he grabs them and blows them up. The LK version will run forward shortly, while the MK and HK versions will run fullscreen. Outside of whiffing the LK version as a gimmicky approach, there is almost never a reason to use these.
Supers
Final Showdown
Final Showdown Beatdown Super 236236P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
2800
0
None
Mid
High
5:8
56
35
104
-DWN
-17
9 (Full)
+
4400
0
SP/SU
Mid
High
5:8
56
30
99
-DWN
-12
15 (Full)
+
5800
0
None
Mid
High
5:8
56
30
99
-DWN
-12
23 (Full)
Kyo summons a huge pillar of fire, and lunges at the opponent with a hook like his Aragami. Level 1 ends with one punch, level 2 adds another punch, and level 3 adds a high damage Oniyaki ender. Easier to combo into than Orochinagi, but does do less damage. Will combo off of lights and quick buffers, but requires a bit of close range. Gains a lot more utility in C-Groove where it can cancel into 236HKK, leading to an Orochinagi for big damage. Despite the ridiculously tall hitbox, air opponents will not get hit by this fully, making it useless as an anti-air.
Orochinagi
Ura 108 Shiki: Orochinagi Flame Super 2141236P
Charging
The Classic
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
2500
0
None
Mid
High
5:1~15
1~53
53
73
-DWN
-20
9 (full)
+
3700
0
SP/SU
Mid
High
5:1~15
1~53
53
73
-DWN
-17
15 (Full)
+
1000+4700
0
None
Mid
High
5:1~15
1~53
53
73
-DWN
-14
23 (Full)
Kyo's signature super where he charges up his fire and then throws out a cloud of flame. Can be held, but unlike in KOF this does not increase it's damage and the max hold version is still blockable. With the level 3 version, Kyo will be covered in an active flame hitbox that can be used to make juggles consistent. Holding it is just for mindgames and to ensure max damage in juggles. These are high damage, and what you usually want to end combos in, but they can be a bit situational to land in comparison to Final Showdown. Almost always you'll land these after a Kai in the corner.
The level 1 and 2 versions are difficult to combo into, so you especially want to land the level 3 version. To land all hits of the level 3, you have to get a hit in the corner into 236HKK. Buffer the super to immediately do it as you land, and hold so they can bounce off of Kyo's body once. Then, release the super as they fall.
Advanced Strategy
Kyo has possibly the most useful kick throw in the entire game.
The opponent is left right next to you, is unable to tech roll or slow getup, and the 52 pixel range of Kyo's kick throw even lets him do it after the pushback from a d.LK.
Wake-Up Pressure/Knockdown Mixups
Kyo has some of the nastiest mix-up in the game. The whole point of Kyo is correct meter management coupled with use of low shorts to get your opponent afraid of getting super'd or CC'd. You use his mix-up strategies to make your opponent defensive and afraid so that you can throw them when necessary or confuse them, opening up situations where you can combo into Serpent Wave or Final Showdown.
Tools Kyo has for mix-ups:
LP Aragami (safe on block, not jd)
Low short or wait and then low short (link to c.mp and then cancel to Aragami/Kai)
Counterhit c.mp
Whiff to Throw or just Walk-up throw
Counterhit s.rh to super (difficult)
Meaty S.Strong xx LP Aragami
LP Aragami => Yasabi (overhead that is unsafe on block and can be slightly delayed for confusion)
Low jump to low shorts (50/50 mix-up)
Low jump crossup shorts (hop over the grounded opponent and work in shorts)
D+FP command normal mix-up (Small Jump D+FP, Whiffed SJ D+FP to throw, Crossup SJ D+FP *tall characters only*)
Jump into corner to avoid DP (situational and only on cornered opponents)
Wakeup Super
Against players with a nasty DP such as Ken, Sagat or Iori, it's important to not start out reckless. You should try to recognize if your opponent is prone to throw out wake-up dp's. Free jump-ins combined with waiting/blocking should be used when necessary to bait out whiffed dp's that open up huge punishment combos (c.lk x 2, c.mp xx aragami, etc.). Once your opponent is afraid to wake-up dp, begin to throw out more low shorts and to fish for counterhits with c.mp. Do not be afraid to walk up and kick throw, tick throw, or whiff to kick throw.
Groove Specific Strategy
C-Groove
In C-Groove
Against C-Groove
A-Groove
In A-GrooveCC setups (random activates)
blocked close s.HK, CC
blocked c.HK, CC
blocked meaty rdp+LK, CC
blocked meaty c.MK, CC
blocked 2nd hit of qcf+LK,K, CC
combo into qcf+MK,K, close s.HK xx rdp+LK (whiffs), CC
CC, RC rekka
CC, f+MK overhead, continue
hit with qcf+HP, hcb+P, wait, CC
the other obvious random activates, like empty jump, walk forward, etc
Customs
CC, (c.LK), close s.HK x 2, far s.HK, df+HK (1-hit), [far s.HK x 2,
df+HK (1-hit)] x N to corner, df+HK xx qcfx2+P
- you can also switch up to mashed c.LK, df+HK (2-hit) at the end,
but i find it smarter to keep it simple.
CC, [dp+MP, df+HK whiff]x8 (or to 8 hits), c.HP, c.HP, qcb,hcf+P
- this is your combo for many things, like anti-air CC, comboing after
all sorts of juggles, or traded dp+LP/MP
- start with dp+HP (1-hit), df+HK whiff if you need the range, like
after a traded dp
j.HK, close s.HK xx qcf+MK,K, dp+MK, CC, [dp+MP, df+HK whiff] x 2,
dp+MP, s.LK whiff, [j.LP x 4] x N until no meter, close s.HK/c.HP xx
qcf+HK,K, dp+HK (opponent dizzy), j.HK, close s.HK xx qcf+MK,K, dp+HK
- this should dizzy all characters 70 stun and lower if you land the
qcf+HK,K correctly, without a jumpin it should dizzy 60 stun chars
- the final hits after the dizzy won't do good damage because the CC
scaling will still be in effect, this is only useful for flash
- it's smarter to end this combo with a super, then try to land
another combo afterwards to get some real dizzy damage
Special Custom enders
- combo to 8 hits, juggle with hcb+HK, qcf+LP, hcb+P, P (all 3 hits),
continue with mashed ground custom into qcfx2+P super or qcf+MK,K,
dp+HK for dizzy
- combo to 8 hits, juggle with c.HP x 2 (think rolento super at the
end of CC), qcf+LP, hcb+P, P (first 2 whiff), continue with mashed
ground custom into qcfx2+P super or qcf+MK,K, dp+HK for dizzy
- the execution of the connected rekka chains is pretty hard in CC mode, with kara cancels and shit, sometimes you do one rekka, juggle with a jab, then do another jab when you try for the hcb+P, it's hard, i would stick to setting up whiffed chains if you're gonna really practice this
- ground custom, end with qcf+MK,K, dp+HK for dizzy
Against A-Groove
P-Groove
In P-Groove
Against P-Groove
S-Groove
In S-Groove
Against S-Groove
N-Groove
In N-Groove
Against N-Groove
K-Groove
In K-Groove
Against K-Groove
Matchups
vs. Blanka
Make it one of your goals to get in and land a kick throw. Once you do, you put your self in a highly advantageous mixup situation. Remember that since Blanka is a charge character, it becomes extremely confusing for him on how to keep his charge if you play tricky and keep switching sides with him. After the kick throw...
-low jump forward, crossup j.LK
This is safe against RC electricity, and you actually have frame advantage when you land.
From there...
-wait, kick throw again
-wait, d.LK combo to counter Blanka trying to throw you
Although it's not necessary in this instance, you can take a complete guess and try to dp+HP after the crossup low jump LK also
After the kick throw...
-low jump forward, land, kick throw again
This grabs Blanka right out of his wakeup RC electricity startup.
-low jump foward, land, meaty d.MP, d.MP xx combo
The d.MP hit perfectly meaty when you do it like this.
Whenever Blanka sticks out a d.HP, you can sweep his limb from far away if he whiffed. You can even try to do far s.HK xx super if you like.
Kyo far s.HK is a guaranteed counter to Blanka's d.MK.
One of Kyo's most often used moves is his df+HK. Blanka knows this and will be jumping up and down with his vertical j.HK to counter you. Use your Kyo dp+HP to take him out of the air whenever you're in range.
The counter to Blanka trying to do super jump MK to cross you up is to use your Kyo close s.MK anti-air.