Kyo Kusanagi – KOF XIV

Kyo Kusanagi



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

Best Position: Point

Best Tools:

  • Close stand HP
  • Air LK
  • Dp HP
  • Crouching LK


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”.

  • Fighting style: Kusanagi style of ancient martial arts + personal style of Chinese boxing (Kenpo)
  • Birthdate: Dec. 12th
  • Birthplace: Japan
  • Height/Weight/BT: 181cm/75kg/Type B (RH-)
  • Hobbies: Writing poems
  • Favorite food: Broiled fish
  • Forte in sports: Ice Hockey
  • Likes: His motorcycle.  His girlfriend (Yuki).
  • Dislikes: Effort, Determination


  • Kyo’s student, Shingo, hates milk.



LP “Light Punch

  • Crouch : 2nd fastest normal
  • Stand : Anti hop move
  • Far :
  • Hop :
  • Jump :

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 :

HP “Heavy Punch

  • Crouch : great anti air
  • Stand : great
  • Far :
  • Hop :
  • Jump : Same as hop

HK “Heavy Kick

  • Crouch :
  • Stand :
  • Far : Good poke
  • Hop :
  • Jump : Same as hop

HPHK “Blowback

  • Stand: .
  • Air: Great


Command Normals

? LK “Ge-shiki • Goufu You”

  • Overhead
  • chains

?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



P 100 Shiki Oniyaki[EX]

  • HP version has guard point
  • EX hits multiple times

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

1.qcf LP114 Shiki • Aragami   [EX]


2a. qcf LP “128 Shiki • Konokizu”

  • Causes juggle
  • Follow with 3a/3b

2a ender 1 P “127 Shiki • Yanosabi”

2a ender 2 K “125 Shiki • Nanase “

2b. P 127 “Shiki • Yanosabi

  • Sends opponent to the ground.
  • Overhead
  • Kick followup is not possible in KOF14

2b ender P “Geshiki • Migari Ugachi”

2c.  K 124 Shiki • Munotsuchi

  • Hits standing opponent

2c. ender 1 K 427 Shiki Hikigane

  • Standing combo hit

2c. ender 2 P Ge-shiki • Tsuriganeotoshi

  • Leaping air attack with hammer

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

1. qcf HP 115 Shiki: Dokugami [EX]

  • Heavy version of bodega
  • The starter of his fire fist chains

2 HP”401 Shiki • Tsumiyomi

3 HP “402 Shiki • Batsuyomi

4 HP “100 Shiki • Oniyaki

  • Sequence ends

K “212 Shiki • Kototsuki Yo” [EX]

  • Lower invincibility at startup

qcf K “R.E.D Kick”

  •  EX causes juggle


Supers & Climax


qcf x2 P “182 Shiki”

  • chargeable
  • Can Adv or Climax Cancel
  • Goes over low sweeping normals

 P “Ura 108 Shiki Orochinagi” 

  • an old KOF website took this name

x2 P “Ura 1127 Shiki Yaegaki

  • Combo

Best Combos


Swag by Bubblan

Dark Chaotix

Triple ON by Dune


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).




ET throwing out crazy stuff


Opponent doesn’t want to block? Ok

Safe Jump


Punish Shun

Frame Data

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