Normals:
Close Standing A - Random poke. Hits above the head and has mediocre priority. Use occasionally if you want to keep someone grounded (good for stopping hop fags).
Close Standing B - Low kick to the shins. Be VERY careful about using this in front of an opponent's face. It has low priority and is easily beaten out by grabs and many moves.
Close Standing C - Part of Kusanagi's B&B combos. Quick hit to the gut. Comes out fast, and works reliably off of many hopped or jumped normals. Use this for EVERYTHING when you see free openings. Use to stuff moves. Use to stuff normals. This is your B&B, learn it, love it.
Close Standing D - Hard kick to the stomach. Use this if you see a WIDE opening and want to do more damage than the C. This is also good for stopping bad jumps, as it hits slightly higher than the midsection. Be careful however, this is laggier than the Standing C, so people who know how to dodge this can capitalize on you being from the attack.
Stand CD - Kyo does a shoulder ram. Has a bit of a startup, but can be used for pressure and can be empty cancelled to mess up the rhythm of your special moves. Use this when someone is getting up from a knockdown. Causes good guard meter crush too. Don't spam this, as its lag is roll fodder.
Far A - A jab. Slightly farther range than the close one. Same purpose as the close one - use for quick pokes, to keep people guessing and crouching, and to stop hoppers. Empty cancels into his f + B from this can fuck people up.
Far B - Quick horizontal kick to the midsection. You will abuse this, as it's fast, has great range and another great grounding option. Great for harassing people from Kusanagi's maximum effective range, the end of that foot. Be careful of smart players who will use high priority/invincible moves to stuff your far B. But if you're up against characters such as Clark, abuse this like a bitch. If you can bait rolls off of this you can easily hit them while they're recovering from a roll with one of Kusanagi's B&Bs.
Far C - Far standing backhand to the face. Use this as a fakeout. Empty Far C's into special moves and command attacks are ideal. This will also sometimes come out if you flub a combo and get out of range of the standing C. Again, don't spam this too much, it's incredibly laggy and good rollers can roll past this and hit you from behind while you're trying to fake them out. However, this far C alone is what makes Kusanagi easier to play than regular Kyo, since you can technically fuck up the timing and still get free shots in.
Far D - Kusanagi hops off of one foot and uses the other to kind of do a weird roundhouse kick to the abdomen. Use this if you think someone is going to roll past your stuff, as it is perfectly animated to hit them as they come out of the roll. This is also useful against crouch fags such as Leona and Chris, and it has temporary immunity to low attacks (since Kusanagi hops off the ground). You can also use this as a far heavy poke after a knockdown, and as always you can mix this up with your light attacks to harass them. As always, be careful of rollers who can predict these, as this is not empty cancellable and will leave you wide open if you whiff this.
Crouching A - Part of Kusanagi's B&B. Use as part of your rushdown game with Kusanagi. This links into his f + B (though smart players CAN roll through it) so you can use this as a starter for pressure strings.
Crouching B - Standard low attack. Hits very fast. Use after something that forces them to block, such as a meaty jump in or a blocked fireball. This will be part of your high-low mixup game, so learn to use it. Unlike normal Kyo, however, this CANNOT be linked into his close standing C, unless you meaty the crouching B upon an opponent waking up - which of course means you will eat a fat grab if you're stupid about it. This is also the start of his B&Bs.
Crouching C - Very VERY high uppercut. Use as a clutch anti-air. Priority isn't as great as his Oniyaki, but it does have less risk. You can also use this as a high priority ground attack to stuff any of your opponent's attempts at poking you. You must hit with the initial swing of his fist to get the priority you need. Most of the time this will come out if you flub a close standing C, but it does have its uses. It's laggy as fuck though, so use wisely.
Crouching D - Standard sweep. Kusanagi gets on one foot and uses the other to trip the opponent up. Good to keep your opponent on his toes (no pun intended). You can cancel this into his command attacks or his normals, so you can use this as a fun juking option with, say, his fireballs from maximum range so that you can vary your shotokan fireball throwing rhythm. This is also incredibly laggy, so again use sparingly.
Jump A - Flying elbow. Do not use unless you use it incredibly early to win air battles.
Jump B - This has two uses: 1) As a meaty jump in (following a knockdown). Has very good priority and hits crouchers. Can only be stopped by invincible moves and high priority supers/DMs. 2) To beat people in the air. Use this extremely early to stop people from jumping. You will need to get above the guy, so this is a better option for hoppers.
Jump C - Use this if you see an opening and want to tack on extra damage. This also works incredibly well if used early against Chang users that spam hop CDs. The 45 degree angle down, however, shows that its meant for offensive uses, and should be used as such. Once you got your opponent blocking you won't have to worry about jumping in with B's, and can use Cs to guard crush and build up pressure.
Jump D - I've had negative experiences with this normal. Kusanagi basically does the last hit of his Twilight wheel, which is an axe kick that lands on your head. The hit is NOT instant, so will lose in air to air wars where the opponent attacks early. Its most effective range is at the very tip of his foot. Do not use this as a direct jump in unless you are ABSOLUTELY SURE you got a free hit. It loses against ground attacks, especially crouch ground attacks. It DOES make good air to air if you jump backwards early with it, sort of like a reverse version of Takuma's jump CD. Don't use this too often, but use it enough to mix up your air game so as to keep the opponent guessing.
Jump CD - Kusanagi basically does an air version of his ground C. Good for building pressure and does okay in air to air battles. Don't spam this, as crouch turtling fags will be able to stuff you as you land from your attack.
Vertical Jump A - Same as his jump A. Do not use.
Vertical Jump B - Instead of extending his knee down, he extends it outwards, which widens the hitbox but makes it slightly more suceptible to crouchers. Use this when you need to win a clutch air to air battle, as it's pretty fast. You can also use this when an opponent is cornered and knocked down for an alternate jump in. For some reason the vertical jump B works better than regular Kyo's jump B, not sure why.
Vertical Jump C - It's his regular jump C. Use it as you normally would.
Vertical Jump D - Kusanagi does a hard roundhouse kick that is angled 50 degrees downwards. This move has ULTIMATELY priority against crouchers, and can be used to stuff jumpers if you use the tip of it. Use it early to stop hopfags, and use it late to get good meaty jump ins on those who are knocked down. Highly recommended for use.
Command Attacks:
air


f + B - Goufu You - Positive Roaring Axe (Axe Kick pretty much) - This is Kyo's old '98 f + B, back when it was actually useful. It's a two-hitter, and hits very meaty. First hit hits mid, and the second hit is an overhead. Use this from its maximum range when you have scored a knockdown for a free overhead hit. This also combos EXTREMELY well off a point blank crouch C or D, or after a crossover jump





Moves:






Supers/DMs


SDM


HSDM/MAX2/REALLY REALLY SUPER DESPERATION MOVE
