Can be performed while in air in XIII only. 402 Shiki Batsuyomi (四百弐式・罰詠み) - ' 96~XI, XIV: → + A or C during Tsumiyomi.Removed in XII along with its follow-ups, but returns in XIV. 115 Shiki Dokugami (百拾五式・毒咬み) - ' 96~XI, XIV: ↓ ↘ → + CĪlong with Aragami, replaces Yami Barai in '96.Removed in XI, but returns as a follow-up attack to Munotsuchi in XIV. Ge-Shiki Tsurubeotoshi (外式・釣瓶落とし) - XIV: A or C during Munotsuchi.124 Shiki Munotsuchi (百弐拾四式・六槌) - XIV: → ↘ ↓ ↙ ← + B or D during Aragami.
![king of fighters kyo king of fighters kyo](https://wiki.supercombo.gg/images/3/3b/Kyo_by_Ogros.jpg)
![king of fighters kyo king of fighters kyo](https://news.toyark.com/wp-content/uploads/sites/4/2019/01/Storm-KoF-98-Kyo-001.jpg)
This would also pave way for powerful mixups and combos if pressure was well-setup. Kyo made way for archetypes with moves that not only had multiple inputs, but each followup had its own unique features. Mastering it though allowed players to more easily adapt to use other characters that had more diverse movesets. However, Kyo adds varying amount of original follow-up techniques from these moves that range from kicks-to-elbow dropping attacks.ĭue to this, Kyo is a strong combo character that takes a while to master as his moveset from KOF '96 and following games explodes to ridiculous levels. Kyo discards both his 108 Shiki: Yami Barai and 101 Shiki: Oboroguruma, instead focusing on two of the clan's other techniques, the 114 Shiki: Aragami (Method 114: Savage Bite) and 115 Shiki: Dokugami (Method 115: Poison Bite), both of which serves as the start of Kyo's Rekka moves. He has now become a offensive Rushdown Character who specializes in close combat and pressure. Due to Goenitz nearly killing him prior to the events of the '96 tournament, starting with The King of Fighters '96, Kyo completely revamps his fighting style.