The King of Fighters '95/Kyo

From SuperCombo Wiki

Introduction

Strengths Weaknesses
  • Extremely damaging combos
  • Can TOD off of simple light hit confirms
  • Specials for every situation
  • Amazing super
  • Easy infinite combo
  • Spot dodge attack also combos into infinite
  • He plays by his own game
  • Frames aren't as good as Saisyu's frames
  • Infinite is harder to do midscreen
  • You will lose friends

Movelist

Normals

Close Range Normals

cl.A
Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - Sp 3 3 - - +3 +2 -

cl.B
Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low 0 - Sp 5 4 - - +0 -1 -

cl.C
Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - Sp (1st) 1 2, 8 - - 1st= +3 ; 2nd= +4 1st= +1 ; 2nd= +2 -

cl.D
Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - Sp 4 2 - - +3 +1 -

Far Normals

st.A
Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - Ch, Sp 3 3 - - +3 +2 -

st.B
Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - X 5 3 - - +2 +1 -

st.C
Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - Sp 7 8 - - +5 +3 -

st.D
Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - X 7 5 - - +1 -1 -

Crouching Normals

cr.A
D.pngKof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - Ch, Sp 4 2 - - +3 +2 -

cr.B
D.pngKof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - - Ch, Sp 4 3 - - +4 +3 -

cr.C
D.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - None 2 2, 2 - - 1st= -3 ; 2nd= -1 2nd= -5 ; 2nd= -3 -

cr.D
D.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low 0 - - 9 3 - - KD +0 -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - 3 16 - - - - -

nj.B
U.pngKof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - 3 16 - - - - -

nj.C
U.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - 3 8 - - - - -

n/bj.D
U.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - 3 8 - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - 3 16 - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - 3 18 - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - 3 8 - - - - -

fj.D
Ub.png/Uf.png+Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - 5 8 - - - - -

Throws

Reigetsu
B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Throw - - - - - - - - - -

Blowback/Guard Attacks

Blowback
Kof.sp.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - 9 2 - - KD -8 -

Aerial Blowback
Jump Kof.sp.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - 7 9 - - KD - -

Dodge > Counterattack
Kof.lp.pngKof.lk.png > Any button
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Dodge - Mid 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Counterattack - Mid 0 - - - - - - - - -

Command Normals

Ge Shiki ~ Goufu You
F.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

88 Shiki
Df.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Ge Shiki ~ Naraku Otoshi
Jump D.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Special Moves

108 Shiki ~ Yami Barai
Qcf.pngP.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - -

100 Shiki ~ Oniyaki
Dp.pngP.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - 0 - - - - - - - - -

101 Shiki ~ Oboro Guruma
Rdp.pngK.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - 0 - - - - - - - - -

212 Shiki ~ Kototsuki You
Hcb.pngK.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - 0 - - - - - - - - -

75 Shiki Kai
Qcf.pngK.png > K.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - 0 - - - - - - - - -

Super Moves

Ura 108 Shiki ~ Orochinagi
Qcb.pngHcf.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - 1F~15F (Upper Body), 1F~43F (Throw Invul)

Combos

  • (j.X), cl.C/cl.D, qcf P
Simple stun combo that takes off a massive chunk of health.
  • cr.B x1-2, cl.B, qcf P / dp A / dp C~dp A
Basic light confirm combo, though unnecessary if you can link into cl.C consistently.
  • (j.X), cr.B x1-2, (link) cl.C/cr.C, qcf D > D, qcf B > qcf D, ([microwalk qcf B > qcf D] x1-2), rdp D / hcb K
Keep in mind the infinite does NOT work in KOF95 Special if you play that version instead.
The infamous Kyo infinite in KOF95. This is the variant you do when midscreen. Since the pushback on Kyo's upkicks pushes the opponent too far back, he must microwalk after the second rep of upkicks. Whether starting the combo as a jump-in or not, Kyo can link cr.B into cl.C naturally without any ABC cancels, but is not necessary if starting with a jump-in. Of course, you may ABC cancel to make the combo even more consistent and connect cl.C/cr.C much faster, but the option to link it naturally is there if you're bad with ABC cancels, unlike other characters. Almost always only 3 reps is necessary since the opponent will likely be dead by that point. Optionally, Kyo can also morph rdp D to do a cl.X reset, but this is also not necessary. Kyo can end the combo with hcb K if you want something flashier.
If you're struggling to do the microwalk, after the second rep, perform the qcf motion for the special attack, continue holding forward, wait a little bit to give Kyo the room to microwalk forwards, and then press B to perform upkicks, followed by qcf D to extend the infinite. It should look something like this example.
  • (Corner) (j.X), cr.B x1-2, (link) cl.C/cr.C, qcf D > D, [qcf B > qcf D] xN, rdp D / hcb K
Infinite combo, only this time Kyo does not need to micro walk since both players are in the corner. Only difficult if you're not used to the stiffer controls of older fighting games. Keep in mind that it is possible to do the infinite too fast in which case Kyo can accidentally push the opponent too high up and whiff qcf D, but all you need to do is wait a smidge between each rep. If on Ryo's stage, this combo is even better since the stage starts out with both corners readily available as the platform rises to the top, which also resets at the start of every round.
  • cr.B x1-3, qcf B > qcf D, [infinite combo]
Alternatively easy way to confirm into an easy juggle or infinite combo with one extra cr.B and no cl.C link.
  • AB Dodge > Dodge Attack, qcf D > D, [infinite combo]
As if Kyo wasn't deadly enough, he can confirm into his infinite off of a dodge attack, though you'll need to be very fast in order to cancel the dodge attack. Be careful Kyo doesn't move past the opponent or else the controls will reverse sides as well.

Strategy

Game Navigation

General
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Characters
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