In KOFXIII he only has the close variant for both ranges. In older games, Kyo had a far and close A. He isn't the best in either fields but ranks in either style of play and putting both playstyles together makes him to be force to be reckoned with.Ī standard but essential anti-air, Standing Light Punch attack. As a contrast, he is also fitted with the tools to be able to keep out opponents with long reaching horizontal jumping attacks, projectiles, and great grounded normal attacks. His exceptional ability to go on offense with a fast hop with a great hitting jump-in coupled with fast, low-hitting attacks that hitconfirm into combos makes his offensive game quite scary. In this iteration of the game, Kyo is featured as the well rounded character that has all the fundamental tools to win. Now, Orochi is on the verge of reawakening, and Kyo has found a new enemy in Ash Crimson, who is set to steal his sacred treasure, the Kusanagi-no-Tsurugi. After being captured for a year by the NESTS organization and cloned, Kyo resurfaced and over a three year campaign worked with his clone K' to take down the syndicate. Over the next three years it became apparent that the Orochi had been manipulating the tournament from the shadows, and in 1997 Kyo once again sealed it away along with his rival Iori Yagami, repeating their families' legacy. He has been present at nearly every King of Fighters tournament since 1994, where he entered to rescue his captured father Saisyu. Kyo is the latest heir to the Kusanagi clan, the very same clan that sealed away the Orochi 1800 years prior to the present day. Inflict DMG equal to 1101% of ATK to an enemy.The original protagonist of the series. Resets cooldowns for Active Skills, decreases cooldowns for Active Skills by 80% for 10s.Īpplies Infernal Flame to the target for 6s to all enemies (Deals Burn DMG equal to 30% of ATK every 1s, and decreases Critical Rate by 80% and DEF by 30%) Increases ATK by 5%, DEF by 5% for 10s upon using skill. Inflicts DMG equal to 100% of ATK to an enemy. Gains Hyper Armor (Super Armor & DMG Immunity) for 3s Increases Critical Rate by 18% for 5 seconds. Inflict DMG equal to 794% of ATK to an enemy. Can be used while being attacked (Only while standing) Increases Power Charge Rate by 70% for 10 seconds, decreases enemy's Power Charge Rate by 70% upon landing a skill. Inflict DMG equal to 681% of ATK to an enemy.
Disables target's Roll for 3s upon a successful attack or a Guard Inflict DMG equal to 724% of ATK to an enemy. Increases Red element Fighters'ATK by 30%, and Critical Rate by 11% Decreases DMG received by 30% for 5s upon receiving a Critical Hit Increases Penetration by 400 for 5s upon landing a skill (Stacks up to 5)ĭeals additional Burn DMG equal to 33% of ATKwhen attacking. (No Boost/Core/Cards/Gallery/Guild/Awaken boost)Īpplies Infernal Flame to the target for 5s upon landing a Critical Hit (Deals Burn DMG equal to 30% of ATK every 1s, decreases Critical Rate by 80%, and DEF by 30%). Increases ATK by 15% when HP is 30% or less Increases ATK by 15% if HP is 70% or more Increases ATK by 12% when Power is 2 or moreĭecreases DMG received from ennemies by 5% Gains a Shield to block all attacks for 1 second when attacked on a stage (One Time Only) Obtains 20% of Power at the start of the stage