The King of Fighters XIII/EX Kyo

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NESTS Style Kyo

KOFXIII-EX Kyo Face.png

In a nutshell

Likewise with Iori, those who prefer Kyo's Rekka moveset from '96 onward will have much to look forward to with this character. Despite the name, this version of Kyo has hardly any moves from the NESTS arc. Rather, EX Kyo is more akin to his KOF '98 self, with some 2000-2002 thrown in for good measure. While he lacks the simplicity of regular Kyo, EX Kyo can perform long, damaging combos with his Rekkas, along with utilizing devastating mixups.

To select EX Kyo, highlight Kyo and hit Back/Select after downloading him.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
low chaincancel specialcancel
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
Close kof.sp
70
1st hitbox: cancel
Standing Heavy Kick
kof.sk
80
lowerbodyinv
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
1st hitbox: cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown cancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high supercancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 80
Hop: 70
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Geshiki: Goufu You
f + kof.lk
Standalone: 75
Canceled into: 60
Standalone: high
Canceled into: specialcancel
88 Shiki
df + kof.sk
55+45
1st and 2nd hit: low
Geshiki: Naraku Otoshi
d + kof.sp
50
aironly
Against airborne opponents: hardknockdown

Throw

Name
Command
Damage
Special Properties (glossary)
Issetsu Seoi Nage
f or b + kof.sp or kof.sk (while close)
65+38
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
100 Shiki: Oniyaki
dp + p
kof.lp : 70
kof.sp : 70+45
ex : 211 (6 hits)
autoguard softknockdown drivecancel
R.E.D. KicK
rdp + k
kof.lk : 70
kof.sk : 80
ex : 120
hardknockdown
212 Shiki: Kototsuki You
hcb + k
k : 30+142
ex : 30+180
softknockdown drivecancel
75 Shiki: Kai
qcf + k , k
kof.lk : 40+45
kof.sk : 30+30
ex : 40+40
softknockdown
114 Shiki: Aragami
qcf + kof.lp
ex : qcf + kof.lp + kof.sp , then qcf + kof.lp
kof.lp : 40
ex : 40
autoguard drivecancel
ex : Alters properties of follow-ups
128 Shiki: Konokizu
Aragami, then qcf + p
kof.lp : 45
ex : 35
autoguard drivecancel
127 Shiki: Yanosabi
Konokizu, then p
kof.lp : 60
ex : 40
softknockdown
125 Shiki: Nanase
Konokizu, then k
kof.lp : 60
ex : 80
reelingknockdown
127 Shiki: Yanosabi
Aragami, then hcb + p
kof.lp : 60
ex : 40
hardknockdown
Geshiki: Migiri Ugachi
Yanosabi, then p
kof.lp : 75
ex : 40
otg drivecancel
125 Shiki: Nanase
Yanosabi, then k
kof.lp : 60
ex : 80
reelingknockdown
115 Shiki: Dokugami
qcf + kof.sp
ex : qcf + kof.lp + kof.sp
kof.sp : 50
ex : 60
autoguard drivecancel
ex : Alters properties of follow-ups
401 Shiki: Tsumiyomi
Dokugami, then hcb + p
kof.sp : 35
ex : 50
drivecancel
402 Shiki: Batsuyomi
Tsumiyomi, then f + p
kof.sp : 40
ex : 40, 30
100 Shiki: Oniyaki
Batsuyomi, then dp + p
kof.sp : 64
ex : ???
softknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Ura 108 Shiki : Orochinagi
qcb hcf + p
210
ex : 120, 120, 120
softknockdown maxcancel
Saishuu Kessen Ougi : Mu Shiki
qcf qcf + p
100, 20, 20, 20, 60
hardknockdown maxcancel
Saishuu Kessen Hi-ougi : Totsuka
qcf qcf + kof.lk + kof.sk
450
hardknockdown

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Geshiki: Goufu You (Right.gif + Snkb.gif) -
  • 88 Shiki (Downright.gif + Snkd.gif) -
  • Geshiki: Naraku Otoshi (Air Snkd.gif + Snkc.gif) -

Throw

  • Issetsu Seoi Nage (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • 100 Shiki: Oniyaki (Dp.gif + Punch.gif) -
    • Ex.png 100 Shiki: Oniyaki (Dp.gif + Snka.gif + Snkc.gif) -
  • R.E.D. Kick (Rdp.gif + Kick.gif) -
    • Ex.png R.E.D. Kick (Rdp.gif + Snkb.gif + Snkd.gif) -
  • 212 Shiki: Kototsuki You (Hcb.gif + Kick.gif) -
    • Ex.png 212 Shiki: Kototsuki You (Hcb.gif + Snkb.gif + Snkd.gif) -
  • 75 Shiki: Kai (Qcf.gif + Kick.gif) -
    • Ex.png 75 Shiki: Kai (Qcf.gif + Snkb.gif + Snkd.gif) -
  • 104 Shiki: Aragami (Qcf.gif + Snka.gif) -
    • 128 Shiki: Ku Kizu (Aragami, then Qcf.gif + Punch.gif) -
      • 127 Shiki: Ya Sabi (Ku Kizu, then Qcf.gif + Punch.gif) -
      • 125 Shiki: Nana Se (Ku Kizu, then Kick.gif) -
    • 127 Shiki: Ya Sabi (Aragami, then Hcb.gif + Punch.gif) -
      • Geshiki: Migiri Ugachi (Ya Sabi, then Punch.gif) -
      • 127 Shiki: Nana Se (Ya Sabi, then Kick.gif) -
  • 115 Shiki: Dokugami (Qcf.gif + Snkc.gif) -
    • 401 Shiki: Tsumiyomi (Dokugami, then Hcb.gif + Punch.gif) -
      • 402 Shiki: Batsuyomi (Tsumiyomi, then Right.gif + Punch.gif) -
        • 100 Shiki: Oniyaki (Batsuyomi, then Dp.gif + Punch.gif) -
    • Ex.png 115 Shiki: Dokugami (Qcf.gif + Snka.gif + Snkc.gif) -
      • Ex.png 104 Shiki: Aragami (Ex.png Dokugami, then Qcf.gif + Snka.gif) -

Desperation Moves

  • Ura 108 Shiki: Orochinagi (Down.gifDownleft.gifHcf.gif + Punch.gif) -
    • Ex.png Ura 108 Shiki: Orochinagi (Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif) -
  • Saishuu Kessen Ougi "Mu Shiki" (Qcf.gif×2 + Punch.gif) -
  • Saishuu Kessen Hi-ougi "Totsuka" (Qcf.gif×2 + Snkb.gif + Snkd.gif) -

Tips and Tricks

  • cr.B to cl.C and cl.A to cl.C are very useful frametraps for Kyo. cr.B in particular lets him get better damage off lows. Keep those in mind for starting combos or blockstrings.
  • Most of Kyo's corner combos that start from his qcf+D, D juggle, although easier to execute with qcf+A, can be done much further from the corner than typically with the qcf+C juggle instead, due to the large amount of forward movement he gets. Its worth utilising, his damage goes up a lot more in the corner.

Combos

0% Drive

0 Bar

  • (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A xx K - (200, 26) (omit a cr.B if neccessary)

Basic low combo. Will need to avoid a cr.B after non crossup jumpins or longer ranges. Can use the P ender on the rekka if in the corner for hard knockdown and same damage.

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P xx f+P xx dp+P - (257, 26) (omit f.B if neccessary)

Easy to hitconfirm basic heavy combo. Using a link starter or coming from a non crossup jump attack will probably mean you need to avoid the f.B, making the following combo more prefferable.

  • (jump attack) (cr.B/cl.A) cl.C f.B xx hcb+K - (250, 11)

Decent hard knockdown, decent damage, easy to confirm, works at all ranges.

  • (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, hcb+K - (262, 15)

Highest damage midscreen, good knockdown, should be confirmed properly though.

  • (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, rdp+B - (184, 25)
  • cl.C xx qcf+B, B, rdp+B - (207, 25)
  • cr.B st.B xx qcf+B, B, rdp+B - (188, 28)

Best possible hard knockdown for mixups at the cost of damage.

  • (corner)(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (296, 36)

Can replace initial qcf+C with qcf+A to make combo easier but lose about 10 damage

1 Bar

  • (jump attack) cr.B cr.B st.B xx qcfqcf+P - (272, 15) (omit a cr.B if neccessary)

Basic low hitconfirm into Final Showdown.

  • cr.B st.B xx qcf+B, B, qcbhcf+P - (300, 18)

Will do slightly better damage but requires close proximity. Could add an extra cr.B in the corner.

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx hcb+P xx f+P xx dp+P - (306, 11)

Basic heavy confirm.

  • (cr.B/cl.A) cl.C xx qcf+B, B, qcbhcf+P - (326, 15)

Same as before, more damage, need close proximity.

  • (cr.B/cl.A) cl.C xx qcf+D, D, dash, hcb+BD - (294, 15)

Less damage, hard knockdown midscreen.

  • (corner)(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A xx qcf+P, dp+AC - (346, 22)

Max damage corner combo. Could do hcb+BD at the end instead for a hard knockdown, but like 5 less damage (reccomended). If you have a hard time with this combo, you can just do 2 qcf+A instead, this one only does like 5 more damage.

2 Bar

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcbhcf+AC - (427, 11)
  • (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcbhcf+AC' - (431, 15)
  • (jump attack) (cr.B/cl.A) cl.C xx qcf+B, B, qcbhcf+AC' - (454, 15) (delay the second B to get this to work. won't work in the corner properly)
  • (jump attack) (cr.B/cl.A) cr.B st.B xx qcf+B, B, qcbhcf+AC' - (420, 18) (delay the second B to get this to work. won't work in the corner properly)

Unfortunately, linking the SDM after corner juggles ends up making some of the hits miss, resulting in bad damage. So theres not much else you can do. If you do the qcf+D combo in the corner then be careful to do the SDM low so you don't miss hits.

50% Drive

0 Bar

  • (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A DC hcb+K - (274, 22) (omit a cr.B if neccessary)
  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P DC hcb+K - (306, 18)

Basic drive combos.

  • cr.B st.B xx dp+C DC qcf+D, D, hcb+K - (289, 24)
  • (jump attack) (cr.B/cl.A) cl.C xx dp+C DC qcf+D, D, hcb+K - (317, 21)

Higher damage, harder to confirm.

  • (near corner) (jump attack) cr.B cr.B st.B xx qcf+A DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (303, 47) (omit a cr.B if neccessary)
  • (near corner) (jump attack) cr.B st.B xx dp+C DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (319, 45) (omit a cr.B if neccessary)
  • (near corner) (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (361, 47)

As before, could replace the juggled qcf+C with qcf+A to make it easier for less damage.

1 Bar

  • (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A SC qcfqcf+P - (320, 22) (omit a cr.B if neccessary)
  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P SC qcfqcf+P - (353, 18)

Basic supercancels

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx qcf+A xx hcb+P xx P DC hcb+K - (364, 11)

Massive corner carry + decent knockdown.

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C DC qcf+B, B, qcbhcf+P - (375, 23)

Easiest to confirm high damage midscreen combo.

  • cr.B st.B xx dp+C DC qcf+B, B, qcbhcf+P - (348, 24)
  • cl.C xx dp+C DC qcf+B, B, qcbhcf+P - (378, 31)

Harder to confirm, slightly higher damage.

  • (near corner) (jump attack) cr.B cr.B st.B xx qcf+A DC qcf+D, D, qcf+A, qcf+A, hcb+BD - (336, 30)
  • (near corner) (jump attack) cr.B st.B xx dp+C DC qcf+D, D, qcf+A, qcf+A, hcb+BD - (355, 30)
  • (near corner) (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx qcf+A xx hcb+P xx P DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (408, 40)
  • (corner) (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A xx qcf+P, dp+C DC qcf+BD, qcf+C, qcf+A xx hcb+P xx P - (416, 49)

Corner combos. The last one is pretty finnicky, have to hit as low as possible with the dp+C. Can use qcf+A linked twice instead of the qcf+A xx qcf+P if you find this easier for the cost of about 4 damage.

2 Bar

  • (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A SC qcbhcf+AC - (425, 22) (omit a cr.B if neccessary)
  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P SC qcbhcf+AC - (465, 18)
  • cr.B st.B xx dp+C DC qcf+B, B, qcbhcf+AC - (461, 24)
  • (jump attack) (cr.B/cl.A) cl.C xx dp+C DC qcf+B, B, qcbhcf+AC - (498, 31)

These don't work in the corner and there are funnily enough not any higher damage 2 bar 50% drive combos for the corner.

  • (near corner) (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A, qcf+A, dp+C SC qcbhcf+AC - (495 27)

Will actually do LESS damage than the midscreen max damage combo but at least lets you do higher damage than the easier midscreen ones.

100% Drive

All HD combos could be started from cr.B cr.B st.B to hitconfirm from a low or f.B from an overhead.

2 Bar

  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC dp+C]x3 HDC qcf+D, D, dp+C HDC qcfqcf+BD - (770, 15)

To loop this without a supercancel, use the shortcut in HD of dp+C, forward+C to get the dp+C to qcf+C. Then just repeat. There are some easier alternatives.

  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x2 HDC qcf+C HDC qcf+D, D, qcf+A xx qcf+P, dp+C HDC qcfqcf+BD - (730, 15)
    • Can do 2 linked qcf+A at the end for only 1 less damage if you find it easier than qcf+A xx qcf+P link.
  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C xx hcb+P HDC qcf+A]x2 HDC qcf+C HDC qcf+D, D, qcf+C, dp+C HDC qcfqcf+BD - (731, 15)
  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x2 HDC qcf+C HDC dp+C HDC qcf+D, D, dp+C HDC qcfqcf+BD - (735, 15)

Less annoying that the previous combo due to no supercancel overlaps.

  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x4 xx hcb+P HDC qcfqcf+BD - (711, 15)

The easiest one, basically nothing complex required at all.


3 Bar

  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC dp+C]x3 HDC qcfqcf+P HDC qcfqcf+BD - (815, 15)
  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x2 HDC qcf+C HDC dp+C HDC qcfqcf+P HDC qcfqcf+BD - (780, 15)

Team Order

1st position

Pros

Cons

2nd position

Pros

Cons

3rd position

Pros

Cons

Basic Strategy

Offense

Neutral/Defense

Advanced Strategy

Frame Data