The King of Fighters XIII/Kyo
In a nutshell
Kyo is of course the original protagonist of this "crossover series", and in this iteration of the game is featured as the well rounded character that has all the fundamental tools to win. His exceptional ability to go on offense with a fast hop with a great downward hitting jump-in coupled with fast, low-hitting attacks that hitconfirm into knockdown combos makes his offensive game quite scary. As a contrast, he is also fitted with the tools to be able to keep out opponents with long reaching horizontal jumping attacks, projectiles, and great grounded normal attacks. He isn't the best in either fields but ranks high in either style of play and putting both playstyles together makes him to be force to be reckoned with.
- Far standing D has faster recovery.
- 88 Shiki (df+D) moves forward more. As a result, close C > df+D > qcf+K now does the full four hits.
- Light version of 75 Shiki: Kai (qcf+B) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- 212 Shiki: Kototsuki You (hcb+K) has slower recovery on block.
- Added EX Air Orochinagi (Air qcb hcf+AC). It does 3 hits and 300 damage. Unlike the ground version, it has no invincibility, but it is very fast, so you can use it in combos or in air-to-air battles.
- Standing Light Punch () - A standard but essential anti-air, Standing Light Punch attack. This attack could connect upon certain crouching opponents from point blank and may be used for frame traps and other utilities.
- Standing Light Kick () - A low kick that has a bit of range. Although it isn't as fast and doesn't recover as quickly as Crouching Light Kick, it's able to cancel into another attack. Typically, this attack is used to end an attack string that consists of Crouching Light Kicks and combo into 212 Shiki: Kototsuki You ( + ).
- Standing Heavy Punch () - Essentially, this attack functions like a slower, but stronger Standing Light Punch. Of course with that, Standing Heavy Punch carries a heavier risk and may be more susceptible to losing to other attacks upon its own start up animation. So while it may net more damage than a Standing Light Punch as an anti-air attack against hops, it should be reserved for more specific setups and situations. Although it may depend on the time and place, this attack could cancel into another attack upon either hit or whiff.
- 108 Shiki: Yamibarai ( + ) -
- 100 Shiki: Oniyaki ( + ) -
- 75 Shiki: Kai ( + ) -
- 212 Shiki: Kototsuki You ( + ) -
- 101 Shiki: Oboroguruma ( + ) -
- Ura 108 Shiki : Orochinagi ( + ) -
- Air Ura 108 Shiki : Orochinagi (Air + ) -
- Ura 111 Shiki : Ama no Murakumo ( + + ) -
Tips and Tricks
- Kyo's qcf + D cannot be punished by most characters. But those with one frame grabs can. Against these characters, make sure to hitconfirm into qcf+D, otherwise use qcf+B or df+D (1hit) hcb+K for combos.
- cr.B cr.A df+D (1 hit) xx hcb+K/rdp+D/BD is somewhat easier to input than cr.B cr.B st.B xx hcb+K/rdp+D/BD, but the latter combo works at a slightly bigger range and does a little bit more damage. It can apply to pretty much all combos here.
- cr.B cr.A df+D (1 hit) xx hcb+K - (213, 10)
- cr.B cr.B st.B xx hcb+K - (218, 9)
Both combos are basic hitconfirms off light attacks, the first one is slightly easier, the second one does a bit more damage.
- cl.C df+D (1 hit) xx hcb+K - (239, 11)
- (jump attack) cl.C xx qcf+D, hcb+K - (258, 15)
Maximum damage combo for 0 Bar and 0% Drive Midscreen.
- (standing opponent) cr.B cr.A df+D (1 hit) xx rdp+D - (198, 30)
- (standing opponent) cl.C df.D xx rdp+D - (224, 31)
- (jump attack) cl.C xx qcf+D, rdp+D - (243, 35)
These combos do less damage, but gives a hard knockdown right next to you, which sets up for a better position in wakeup game.
- (corner only)(jump attack) cl.C df+D (1 hit) xx qcf+D hcb+K - (275, 19)
- (corner only) cb.B cr.A df.D xx qcf+D, hcb+K - (245, 18)
You can get df.D to combo into qcf+D in the corner, so this slightly increases your damage. This also leaves you with a hard knockdown right next to the opponent.
- cr.B cr.A df+D (1 hit) xx qcb hcf+P - (258, 10)
- cl.C df+D (1 hit) xx qcb hcf+P - (287, 11)
- (jump attack) cl.C qcf+D xx qcb hcf+P - (303, 15)
The basic DM combos, all of these can combo into SDM as well.
- cr.B cr.A df+D (1 hit) xx rdp+BD - (254, 10)
- cl.C df+D (1 hit) xx rdp+BD - (283, 11)
- (jump attack) cl.C qcf+D xx rdp+BD - (303, 15)
Hard knockdown midscreen combos that don't require a standing opponent.
- (corner only)(jump attack) cl.C df+D (1 hit) xx qcf+D, rdp+B rdp+BD - (334, 15)
- (corner only) cb.B cr.A df.D xx qcf+D, rdp+B rdp+BD - (300, 14)
Best corner 1 bar combos.
- cr.B cr.A df+D (1 hit) xx qcb hcf+AC - (386, 10)
- cl.C df+D (1 hit) xx qcb hcf+AC - (422, 11)
- (jump attack) cl.C qcf+D xx qcb hcf+AC - (431, 15)
Basic SDM combos. Avoid using the SDM from qcf+D in the corner, as not all of the flames will hit, resulting in a big damage loss.
- cl.B, qcb hcf+AC - (372, 3)
- cl.C, qcb hcf+AC - (412, 7)
A selection of links into SDM. Hitconfirmable and good damage.
- cl.B cr.A df+D (1hit) xx hcb+K (DC) qcf+D, hcb+K - (258, 18)
- cl.C df+D (1hit) xx hcb+K (DC) qcf+D, hcb+K - (290, 19)
Basic 0 meter drive combos.
- cr.B cr.A df+D (1hit) xx hcb+K (DC) qcf+D, rdp+D - (247, 38)
- cl.C df+D (1hit) xx hcb+K (DC) qcf+D, rdp+D - (277, 39)
- (jump attack) cl.C xx qcf+D, hcb+K (DC) rdp+D - (261 35)
Less damage, but more corner carry and hard knockdown.
- (corner only) cr.B cr.A df+D xx qcf+D, rdp+B, dp+C (DC) rdp+B dp+C - (314, 50)
- (corner only) (jump attack) cl.C df+D xx qcf+D, rdp+B, dp+C (DC) rdp+B dp+C - (350, 51)
Extremely high stun combos for the corner. They do pretty good damage too.
- cr.B cr.A df+D (1hit) xx hcb+K (DC) qcf+D, qcb hcf+P - (298, 18)
- cl.C df+D (1 hit) xx hcb+K (DC) qcf+D, qcb hcf+P - (331, 19)
- (jump attack) cl.C xx qcf+D, rdp+D (2 hits) (SC) qcb hcf+P - (348, 23)
Basic extension of the standard hitconfirm combos into DM.
- (standing opponent) cr.B cr.A df.D xx rdp+D (2 hits) (SC) qcb hcf+P - (303, 18)
- (standing opponent) cl.C df.D xx rdp+D (2 hits) (SC) qcb hcf+P - (336, 19)
If you're crazy and need that 5 extra damage from hitconfirms.
- (corner only) (jump attack) cl.C df+D xx qcf+D, rdp+B (SC) qcb hcf+P, qcf+A, hcb+K - (481, 29)
- (corner only) cr.B cr.A df+D xx qcf+D, rdp+B (SC) qcb hcf+P, qcf+A, hcb+K - (437, 28)
Extremely powerful corner combos. Very important to learn.
- cr.B cr.A df+D (1hit) xx hcb+K (DC) qcf+D, qcb hcf+AC - (403, 18)
- cl.C df+D (1 hit) xx hcb+K (DC) qcf+D, qcb hcf+AC - (444, 19)
- (corner only) (jump attack) cl.C df.D xx qcf+D, rdp+B (SC) qcb hcf+P, qcf+A, qcb hcf+P - (517, 19)
Can omit df.D for 2 extra damage.
- (corner only) cr.B cr.A df+D xx qcf+D, rdp+B (SC) qcb hcf+P, qcf+A, hcb+K - (471, 18)
- (corner only) (jump attack) cl.C df.D xx qcf+D, rdp+B (SC) qcb hcf+P, qcf+A, qcb hcf+AC - (615, 19)
Can omit df.D for 9 extra damage.
- (corner only) (jump attack) cr.B cr.A df.D xx qcf+D, rdp+B (SC) qcb hcf+P, qcf+A, qcb hcf+AC - (561, 18)
- (corner only) (jump attack) cl.C xx qcf+D, rdp+B (SC) qcb hcf+P, rdp+B, dp+C (3 hits) (SC) qcb hcf+P - (559, 41)
- In regards to rushing down an opponent, Kyo has the ability to really get in an opponent and make the opponent question whether or not to block low or high as Kyo is able to get simple hit-confirms and damaging, knockdown combos from both jump-ins and low light attacks.
- Up close, Kyo can pressure an opponent with hopping j.B (Jumping B, Jumping Light Kick) as it has a great, fast, vertical hitbox that is quite difficult for most characters to try to anti-air on reaction due to the fact that Kyo can stick out an early j.B and induce large hit-stun on hit and still be able to combo afterwards. Couple this with a fast cr.B (Crouching B, Crouching Light Kick) that links into cr.A (Crouching A, Crouching Light Punch) and confirms into an easy knockdown combo such as cr.B, cr.A xx df.D xx hcb+D (D, Heavy Kick), Kyo could really earn quite amount of damage and set up for another high/low mix up on okizeme.
- Against characters that could easily anti-air j.B with a grounded normal attack, Kyo could use this opportunity to mix-up and opponent with an early jumping attack with a greater hitbox than j.B such as j.2C (Jumping Downward C, Naraku Otoshi). Doing a well spaced, early j.2C will be able to stuff anti-air attempts that beat out j.B, but the move will whiff upon a crouching opponent that doesn't attack and leave Kyo vulnerable. In comparison to previous incarnations of Kyo, j.2C usually added a great deal of push-back so Kyo wouldn't be able to hit confirm two light attacks let alone give him a combo from one; but in KOFXIII, the push-back isn't as great so Kyo is able to jump in more liberally with j.2C and get a cr.B, cr.A into knockdown combo.
- Generally, Kyo could perform 3 crouching light attacks as a blockstring on an opponent and could land a hyper hop j.2C a cross up on most characters regardless of the opponent crouching or standing. Similarly, Kyo could cross up as well from 2 crouching light attacks on block but with a full jump j.2C instead.
- Kyo has the ground normals to be able to maintain the pace while close to the opponent. If an opponent wants to anti-air a hop, other than using j.2C in a trap Kyo could utilize his sweep or fireball to punish the opponent. If the opponent figures to try to hop over Kyo's sweep or fireball, Kyo could just use st.A (Standing A, Standing Light Punch), cl.C (Close C, Close Heavy Punch), or cr.C (Crouching C, Crouching Heavy Punch). Coming full circle, if the opponent tries to sweep against Kyo's anticipated anti-air attemps, Kyo could simple hop on the opponent's sweep with a j.B.
- When the opponent is knocked down or just simpled scared into plainly blocking, Kyo could do an empty hop to fake a jump-in attack and go straight into a low attack as he lands. Alternatively if Kyo has meter, he could use his EX hcb+K attack (212 Shiki: Kototsuki You) as it has command throw properties. If an opponent is not knocked down, Kyo can't perform a safe jump or safe hop as he does an empty jump/hop and the opponent could option select by pressing cl.C/D as Kyo is landing. Otherwise if Kyo performs a safe jump/hop, the opponent doesn't have the luxury of doing the option select and will have to jump or hop if the opponent anticipates the command throw mix-up. Kyo in this case could just empty jump/hop into his forward throw as it double as an option select as well. If the opponent tried to hop in response to a command throw, Kyo's normal throw would not come out but instead a cl.C would hit and anti-air the opponent. The weakness of doing a normal throw is that normal throws could be teched upon reaction and if the opponent anticipates a simple normal throw.
- As a zoning character, Kyo is able to utilize his fireball, aerial normals, and grounded normals quite similar as how Iori used to zone in previous games.
- As a grounded projectile, Kyo's fireball is susceptible to being hopped over or jumped over; but that encourages the opponent to go into the space Kyo readily controls with j.D, st.A, cr.C, and Kyo's dp+P (100 Shiki: Oniyaki).
- Unlike in previous games though, j.D didn't whiff against crouching opponents when done close to the ground. Now in KOFXIII, it only seems to hit on large, crouching characters such as Raiden, Goro, and Maxima. Since there isn't trip guard in KOFXIII, any character hopping or jumping into a cr.B attack or sweep will land on the ground into the attack and will be immediately be in a combo while grounded. So Kyo will have to pay mind controlling the hop and jump space with j.D or an opponent could just easily crouch underneath and score a combo on Kyo. A Kyo player will need to understand and set up and opponent to anticipate such a mistake, and the Kyo player will need to understand when to use j.B to control the downward space coming down from a hop or jump. Otherwise, Kyo could use j.D as a means of control air space from angles that his ground normals and "shoryuken" can't reach or win and really use the tip of his jumping heavy kick to stop advances from the opponent.
- Another note to keep in mind is that Kyo can cancel his backdash into his j.2C. This not only increases the distance that Kyo's backdash travels but also decreases the recovery time as he lands from his backdash. Use this as a means of moving about the screen and in trying to optimize the Kyo's ability to control areas on screen.
- In previous games, Iori's sweep was too risky to use since it was greatly punishable on block so in situations Iori had to sweep to counter poke, he'd use his fireball instead. In Kyo's case, he can similarly do the same thing just in case Kyo's sweep might not reach in time or is up against a move that might have a hitbox advantage against Kyo's sweep. Just like Iori in previous games, Kyo's fireball is vulnerable to hops so doing a fireball midscreen as a poke is just as risky or even riskier than an actual sweep so keep in mind of the risk and the set up.