Orochinagi

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Kyo Kusanagi

TEAM JAPAN

General

Summary:  The Scion of Flame, the king of rushdown.

Best Position: Point

Best Tools:

 

Bio: Kyo Kusanagi is the legitimate heir of the ancestral arts of the Kusanagi clan. Despite his seemingly rude and arrogant demeanor, he has innate gifts for fighting, and can reduce any of his opponents into ashes via his pyrotechnic skills. Iori Yagami is his “eternal enemy”.

Misc:

Trials:

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Normals

LP “Light Punch

LK “Light Kick

  • Crouch :
  • Stand : can’t be combo’d
  • Far :  good poke, can’t be combo’d
  • Hop : good, used for deep hits
  • Jump :
Notes.

HP “Heavy Punch

HK “Heavy Kick

HPHK “Blowback

  • Stand: .
  • Air: Great

 

Command Normals

? LK “Ge-shiki • Goufu You”


?HK “88 Shiki”

  • Hits twice
  • Used for most max mode combo starters

(Air)? HP “Geshiki Naraku Otoshi

  • Large hit box
  • Activates quickly to beat most anti air normals

Specials

 

P 100 Shiki Oniyaki[EX]


Aragami Sequence: 1 > 2a or 2b or 2c > enders

1.qcf LP114 Shiki • Aragami   [EX]

2a. qcf LP “128 Shiki • Konokizu”

2a ender 1 P “127 Shiki • Yanosabi”

2a ender 2 K “125 Shiki • Nanase “

2b. P 127 “Shiki • Yanosabi

2b ender P “Geshiki • Migari Ugachi”

2c.  K 124 Shiki • Munotsuchi

2c. ender 1 K 427 Shiki Hikigane

2c. ender 2 P Ge-shiki • Tsuriganeotoshi


115 Shiki sequence: 1 > 2 > 3 > 4 with no variation

1. qcf HP 115 Shiki: Dokugami [EX]

2 HP”401 Shiki • Tsumiyomi

3 HP “402 Shiki • Batsuyomi

4 HP “100 Shiki • Oniyaki

K “212 Shiki • Kototsuki Yo” [EX]

qcf K “R.E.D Kick”

 

Supers & Climax

 

qcf x2 P “182 Shiki”

 P “Ura 108 Shiki Orochinagi” 

x2 P “Ura 1127 Shiki Yaegaki

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Best Combos

Combos

Swag by Bubblan

Dark Chaotix

Triple ON by Dune

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Strategy

With his air dwn C hammerfist, his options obliterate defense and only those with a veritable instant anti air stand a chance against him. One mistake will lead to a 50% combo, minimum.

The biggest change for KOF13 players is using his EX RED kick to continue combos, as it sets up a juggle.

His crouch A, B, stand A and C are all four frames so he is excellent at punishing and countering.

His HCB K has lower invincibility so he can run over fireballs (but not at startup)

A proficient Kyo user will practice the distance to land his hop dwn C crossup, it differs and depends on whether the opponent is crouching or not. Try crouching B twice (not blocked) and then hyper hopping. Crouch B (not blocked) then normal hop.

He has lost the easy cr B stand B qcf A combo, however. He does still have his backdash escape route (see video below).

 


 

vids

https://twitter.com/FRZ1X/status/863522303128350722

ET throwing out crazy stuff

https://www.facebook.com/100000251663090/videos/1247292498622460/

 

Opponent doesn’t want to block? Ok

Safe Jump

 

Punish Shun

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