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Orochinagi - QCB,HCF + A/C: Same as normal Kyo's.ġ82 Shiki - QCFx2 + A/C: Also same as normal Kyo's. This attack puts your opponent into a jugglable state after it connects, making it highly useful for damaging combos when you get an opening. Kyo leaps into the air with a 2 hit kick. With the ability to combo this attack off of hard attacks and Kyo's df + D, the Dokugami should be used strictly for combos.
EX KYO KOF XIII SERIES
Kyo lunges forward with a series of punches. I believe it also still launches opponents into the air.ġ15 Shiki: Dokugami, 401 Shiki: Tsumi Yomi, 402 Shiki: Batsu Yomi, 100 Shiki: Oniyaki The heavy version and still dodges high attacks, while the light version can hop over low attacks.
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Hikigane is the KOF 2000 onward versionm & can be used on it's own, unlike with Normal Kyo. If close enough, the QCF + P-> K follow up will combo after the first initial hit, scoring you a knock down. Although not incredibly useful, the auto guard can be helpful for beating anticipated counter attacks at semi close range. The Aragami itself has a small window of Auto Guard just before the strike. The Aragami is the opening attack to a combination of follow up attacks. Yano Sabi Follow Up - 125 Shiki Nana Se: K Yano Sabi Follow Up - Ge Shiki: Migiri Ugachi: P Kono Kizu Follow Up - 125 Shiki Nana Se: KĪragami 2nd Attack - 127 Shiki Yano Sabi: HCB + P Kono Kizu Follow Up - 127 Shiki Yano Sabi: P Neither the ground or air versions hit overhead in this game, unlike in KOF 98.Īragami 2nd Attack - 128 Shiki Kono Kizu: QCF + A Kyo dives towards the ground doing the R.E.D Kick animation. In most cases there's simply no reason to use this move over a low jump, which is safe, an overhead, leads to huge combos, and almost as fast.Īir R.E.D.
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Although most characters have trouble punishing it consistently, characters with fast super attacks (Like Gato), have no trouble dealing damage to anyone thinking it's a good idea to do this move.
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Kick hasn't been safe when blocked for a quite a few years now. Although it's fast enough to punish anticipated ground attacks and projectiles, the R.E.D. Kyo leaps forward with an arcing drop kick. This is unfortunately only useful for corner juggles starting off of the 75 Shiki Kai maneuver. As a side note, this attack can be super canceled into Kyo's 182 Shiki. This requires you to initiate the Oniyaki very early in reaction to a jump. The Oniyaki is only affective against jump attacks during it's later frames of attack. Tiger Slayer - Near opponent, press back or forward + C or D Normal Kyo can use some of his command normals as finishers to his Aragami chains EX Kyo has a special variant of Dokugami that lets him combo Aragami into it Normal Kyo & EX Kyo have some different voice clips from each other (though they also do share a fair bit of them) One of Normal Kyo's j.D attacks is used as EX Kyo's j.E animation, meaning they have different j.E attacks Normal Kyo has special intros against Iori & Ash, where EX Kyo doesn't (Although both of them can still do the ground version) EX Kyo is able to do Mu-Shiki, R.E.D Kick in the air, & Hikigane standalone, where Normal Kyo cannot Normal Kyo is able to do Yami Barai, Kamikura, And Hikigane during Aragami/Dokugami, where EX Kyo cannot