The King of Fighters XIII/EX Kyo

From SuperCombo Wiki
The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png

NESTS Style Kyo

KOFXIII-EX Kyo Face.png

In a nutshell

Likewise with Iori, those who prefer Kyo's Rekka moveset from '96 onward will have much to look forward to with this character. Despite the name, this version of Kyo has hardly any moves from the NESTS arc. Rather, EX Kyo is more akin to his KOF '98 self, with some 2000-2002 thrown in for good measure. While he lacks the simplicity of regular Kyo, EX Kyo can perform long, damaging combos with his Rekkas, along with utilizing devastating mixups.

To select EX Kyo, highlight Kyo and hit Back/Select after downloading him.

Video Walkthrough

Comparison to 'Fireball' Kyo

Move List

Normal Moves

Special Properties (glossary)
Standing Light Punch
Chaincancel.png cancel
Standing Light Kick
Low.png Chaincancel.png cancel
Standing Heavy Punch
Close Heavy Punch
Close Kof.sp.png
1st hitbox: cancel
Standing Heavy Kick
Crouching Light Punch
D.png + Kof.lp.png
Chaincancel.png cancel
Crouching Light Kick
D.png +
Low.png chaincancel
Crouching Heavy Punch
D.png + Kof.sp.png
1st hitbox: cancel
Crouching Heavy Kick
D.png +
Low.png Softknockdown.png cancel
Blowback Attack
Kof.sp.png +
Softknockdown.png cancel
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png supercancel
Jumping Light Kick
Jump: 45
Hop: 40
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
Jumping Heavy Kick
Jump: 70
Hop: 68
Jumping Blowback Attack
Air Kof.sp.png +
Jump: 80
Hop: 70

Unique Attacks

Special Properties (glossary)
Geshiki: Goufu You
F.png +
Standalone: 75
Canceled into: 35
Standalone: High.png
Canceled into: specialcancel
88 Shiki
Df.png +
1st and 2nd hit: low
Geshiki: Naraku Otoshi
D.png + Kof.sp.png
Against airborne opponents: hardknockdown


Special Properties (glossary)
Issetsu Seoi Nage
F.png or B.png + Kof.sp.png or (while close)
Throw.png hardknockdown

Special Moves

Special Properties (glossary)
100 Shiki: Oniyaki
Dp.png + P.png
Kof.lp.png : 70
Kof.sp.png : 70+45
Ex.png : 211 (6 hits)
Autoguard.png Softknockdown.png drivecancel
R.E.D. Kick
Rdp.png + K.png : 70 : 80
Ex.png : 120
212 Shiki: Kototsuki You
Hcb.png + K.png
K.png : 30+0+150
Ex.png : 30+180
Softknockdown.png drivecancel
75 Shiki: Kai
Qcf.png + K.png , K.png : 40+45 : 30+30
Ex.png : 40+40
114 Shiki: Aragami
Qcf.png + Kof.lp.png
Ex.png : Qcf.png + Kof.lp.png + Kof.sp.png , then Qcf.png + Kof.lp.png
Kof.lp.png : 40
Ex.png : 40
Autoguard.png Drivecancel.png
Ex.png : Alters properties of follow-ups
128 Shiki: Konokizu
Aragami, then Qcf.png + P.png
Kof.lp.png : 45
Ex.png : 35
Autoguard.png drivecancel
127 Shiki: Yanosabi
Konokizu, then P.png
Kof.lp.png : 60
Ex.png : 40
125 Shiki: Nanase
Konokizu, then K.png
Kof.lp.png : 60
Ex.png : 80
127 Shiki: Yanosabi
Aragami, then Hcb.png + P.png
Kof.lp.png : 60
Ex.png : 40
Geshiki: Migiri Ugachi
Yanosabi, then P.png
Kof.lp.png : 75
Ex.png : 40
Otg.png drivecancel
125 Shiki: Nanase
Yanosabi, then K.png
Kof.lp.png : 60
Ex.png : 80
115 Shiki: Dokugami
Qcf.png + Kof.sp.png
Ex.png : Qcf.png + Kof.lp.png + Kof.sp.png
Kof.sp.png : 50
Ex.png : 60
Autoguard.png Drivecancel.png
Ex.png : Alters properties of follow-ups
401 Shiki: Tsumiyomi
Dokugami, then Hcb.png + P.png
Kof.sp.png : 35
Ex.png : 50
402 Shiki: Batsuyomi
Tsumiyomi, then F.png + P.png
Kof.sp.png : 40
Ex.png : 40, 30
100 Shiki: Oniyaki
Batsuyomi, then Dp.png + P.png
Kof.sp.png : 64
Ex.png : ???

Desperation Moves

Special Properties (glossary)
Ura 108 Shiki : Orochinagi
Qcb.png Hcf.png + P.png
Ex.png : 120, 120, 120
Softknockdown.png maxcancel
Saishuu Kessen Ougi : Mu Shiki
Qcf.png qcf + P.png
100, 20, 20, 20, 60
Hardknockdown.png maxcancel
Saishuu Kessen Hi-ougi : Totsuka
Qcf.png qcf + +


Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - Quick short elbow jab. Special cancelable and good to hit hop happy people.
  • Standing Light Kick (Snkb.gif) - Quick low hitting kick to the shins. This move can combo into itself. It is also special cancelable. Being low hitting leads to good mixups and forces the opponent to block more often.
  • Standing Heavy Punch (Snkc.gif) - A slow fist smash that is special cancelable. This move is really slow and not really all that useful given the utility of the EX Kyo's other normals.
  • Close Heavy Punch (Close Snkc.gif) - Quick upper punch that can somewhat anti-air. Fast and special cancelable. Decent heavy normal to start combos into HD.
  • Standing Heavy Kick (Snkd.gif) - A quick roundhouse that does normal damage and is not special cancelable. Good for HD starting since it will not scale as much.
  • Crouching Light Punch (Down.gif + Snka.gif) - Quick jab than cancels into specials and df+D.
  • Crouching Light Kick (Down.gif + Snkb.gif) - Quick low kick that can combo into standing light kick or light into BnB of choice.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Quick uppercut and decent anti-air.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Weird looking and kind of slow sweep that you can whiff cancel or special cancel for spacing.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Long reach shoulder tackle that you can whiff cancel. Not super practical but serviceable.
  • Jumping Light Punch (Air Snka.gif) - Jumping elbow attack that is alright as an air to air attack.
  • Jumping Light Kick (Air Snkb.gif) - Decent knee attack for air to air or crossup or just air to ground. Very fast and decent attack.
  • Jumping Heavy Punch (Air Snkc.gif) - Decent air to ground attack but otherwise slow and not used as much.
  • Jumping Heavy Kick (Air Snkd.gif) - Awesome air normal that can be done early or late in jump or even hop. Often used from hop to pester opponents.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Great air attack that can be used in a variety of ways that also does well air to ground and some air to air.

Unique Attacks

  • Geshiki: Goufu You (Right.gif + Snkb.gif) - EX Kyo's F.gif + Snkb.gif starts up fast enough to combo from Close/Crouching Heavy Punch and so it fills the role as his primary combo extender since it's easy to hitconfirm off this move. The recovery is nicely neutral when uncanceled, such as when expecting the opponent to Guard Cancel Roll in the corner. Since the move doesn't combo from light attacks, the player can cancel light attacks into this attack to create an intentional gap to frametrap the opponent. A really neat tool for Kyo's offense.
    • Hits overhead when done raw, though the overhead kick can only be canceled into HD mode.
  • 88 Shiki (Downright.gif + Snkd.gif) - EX Kyo's double sweep doesn't cancel and it doesn't cause a knockdown, so it's fairly useless compared to Fireball Kyo's 88 Shiki. It's still good for activating HD mode, but otherwise use Right.gif + Snkb.gif for combos and blockstrings.
  • Geshiki: Naraku Otoshi (Air Down.gif + Snkc.gif) - This move lost much of the air-to-air priority it has had in previous games. When it does hit air-to-air, it causes a hard knockdown. Its main use now, is its fantastic crossup potential. Kyo can hop or hyperhop over standing opponents with this move. A (hyper)hop crossup Air Down.gif + Snkc.gif is quite difficult to see and block on reaction, and leaves you with massive frame advantage to combo into Close Heavy Punch or Crouching Light Kick on hit. Normal Kyo has an easier time crossing up with this move than EX Kyo but it is still possible. The hyperhop multiple Otoshi combos Normal Kyo has are also somewhat possible but again more difficult.
    • Kyo's left vulnerable to tripguard punishes if this move whiffs on a crouching opponent, especially if timed really early so that it'd just barely hit a standing opponent which would beat out most standing anti-air attempts, but lose against crouchers. As such, this is not a move to throw out wildly.


  • Issetsu Seoi Nage (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) - Forces a hard knockdown which lets Kyo go for a cross up by running forward and jumping, or a safejump or meaty low or most any setup, really. A great throw.

Special Moves

  • 100 Shiki: Oniyaki (Dp.gif + Punch.gif) - Kyo's DP. Primarily used for anti-airing or as a reversal though it fits in combos. Contains upper body guard points.
    • Snka.gif version comes out faster but lacks any lower body invuln so it's more prone to trading or being beaten against grounded attacks, but if it guard points the opponent's jump-in then it'll win. The combined guard points and fast speed makes this a great anti-air that can even defeat safejump setups. Launches the opponent on hit, and only hits once.
    • Snkc.gif version starts up slower but Kyo has more guard points which makes it much less likely to be beaten. More consistent as an reversal, though the slower startup means it requires faster reactions to use as an anti-air and it can't quite catch as much on wakeup. Hits twice and the first hit keeps the opponent grounded.
    • Ex.png 100 Shiki: Oniyaki (Dp.gif + Snka.gif + Snkc.gif) - About as fast as the Snka.gif version but even more guardpoints. Kyo hovers slightly off the ground and spins around. This anti-airs more consistently than the Snkc.gif version even, and the move hits behind Kyo so it can blow up cross up attempts cleanly. The combos are weird and some opponents can be thrown out of it near the end.
  • R.E.D. Kick (Rdp.gif + Kick.gif) - An arcing flying kick that causes a hard knockdown on hit. The Snkb.gif version connects after 75 Shiki: Kai (Qcf.gif + Kick.gif) or off of F.gif + Snkb.gif and unlike in older games it cannot be crouched under so it's difficult to anti-air. Unlike in older games, it's more negative on block. It's now punishable if blocked somewhat deep while standing, so it's definitely not something to be throwing out wildly. The Snkd.gif version doesn't connect off of much and the higher arc increases his vulnerability to anti-airs so it's not very useful. For reference, if Kyo blockstrings into R.E.D. Kick then it's punishable with a Close normal as long as the defending player blocked the kick high.
    • Ex.png R.E.D. Kick (Rdp.gif + Snkb.gif + Snkd.gif) - Kyo tracks on the opponent's location and quickly flies forward. Pretty good tool for punishing projectiles even from fullscreen. Since Kyo always lands right in front of the opponent it's always punishable when stand blocked.
  • 212 Shiki: Kototsuki You (Hcb.gif + Kick.gif) - EX Kyo's running grab is pretty much like Fireball Kyo's, only it's even less safe on block since he'll do the followup animation and the startup is slower so it doesn't connect off of light attacks. Easily combos from 75 Shiki: Kai (Qcf.gif + Snkd.gif) and F.gif + Snkb.gif for a hard knockdown with easy superjump safejump setup afterward. Only use it in combos and you're golden.
    • Ex.png 212 Shiki: Kototsuki You (Hcb.gif + Snkb.gif + Snkd.gif) - Kyo's invulnerable on startup as he runs forward and his upper body gains guard points. EX 212 Shiki: Kototsuki You has a short range, but it can anti-air and power through projectiles and blockstrings for a hard knockdown that even his EX DP doesn't give. Once the startup invuln wears out, Kyo can be hit by lows, but it can easily go through meaty cr.Bs or just hit a cr.B, though sweeps tend to cleanly win or trade against Kyo's favor. Unsafe on block, especially if blocked deep where the opponent can get a Close Heavy attack to combo though if spaced further out Kyo's only likely to be hit by a really fast normal, special, or DM though this safer spacing is usually just around perfect sweep range for the opponent.
  • 75 Shiki: Kai (Qcf.gif + Kick.gif~Kick.gif) - EX Kyo's upkicks aren't as juggle or combo-friendly as Fireball Kyo's, but when he lands a hit he can do a lot of cool combos and setups to make it count.
    • Qcf.gif + Snkb.gif can combo from a series of two light attacks, or off three in the corner. The opponent is launched into a time-limited juggle state, meaning that the player has to act fast to get a followup to combo. Kyo can land Rdp.gif + Snkb.gif (hard knockdown) and Qcb.gifDownleft.gifQcf.gif + Punch.gif (damage) from his light upkicks, something that the other Kyo can't quite capitalize on as hard.
    • Qcf.gif + Snkd.gif only combos off a direct Heavy Normal or from a Drive Cancel against a grounded opponent. Causes a free juggle state and leaves Kyo with enough time to activate HD mode raw and combo before the opponent lands.
    • EX Kyo has to manually input the second upkick by pressing Kick.gif a second time. Unlike in older iterations, Kyo can no longer delay the timing up his upkicks to make them safer on block.
      • All of Kyo's upkicks are punishable against a cornered opponent by a Close Heavy normal so always hitconfirm into it in the corner. Midscreen, the pushback makes Kyo a little safer against retaliation, but there's still a gap between his upkicks that can be DP'd for free. Ending with only one upkick is a terrible option since the recovery is punishable anywhere.
    • Ex.png 75 Shiki: Kai (Qcf.gif + Snkb.gif + Snkd.gif) - Starts up fast and has extra horizontal range. Half-way connects from f+B but always good from a series of three light attacks; launches the opponent high into the air. Doing cr.B cr.B cr.A xx qcf+BD, hcb+K does about the same amount of damage as comboing into Final Showdown and gives a hard knockdown, so this is a neat move to use off lights when wanting to spend meter.
      • Slightly better on block, though in the corner Kyo is still very vulnerable.
      • Deals notably more guard damage.
  • 104 Shiki: Aragami (Qcf.gif + Snka.gif) - "Bald Eagle, Amazing!" Kyo's main rekka for pressuring. Now combos from light attacks for easy knockdown combos. This first hit is pretty much safe on block against anything but certain EX DMs or Guard Rolls when in the corner. The hitbox nullifies projectiles and Kyo's upper body gains guard points during the move. Combined with the speed, recovery, spacing on block, and big mid-level hitbox, this poke can be nightmarishly good against hops and counterpokes.
    • 128 Shiki: Ku Kizu (Aragami, then Qcf.gif + Punch.gif) - "Rooster's Egg!" Launching elbow attack. Heavily unsafe on block, so hitconfirm into this move or at least chain into 127 Shiki: Ya Sabi to be a little safer on block. Great anti-air should the opponent jump over Aragami, and if this hits it can be followed into a rekka ender or a hit reset.
      • 127 Shiki: Ya Sabi (Ku Kizu, then Punch.gif) - Downward overhead elbow smash that cause a hard knockdown. Combos in the corner, as otherwise 125 Shiki: Nana Se is the better ender for BnBs. Surprisingly annoying to punish on block, though it can still be blown up by certain punishes so Aragami is still the safest bet every time. In fact, there's a gap between Ku Kizu > Ya Sabi that allows characters to use an instant grab or invulnerable move to punish Kyo whether he goes into the ender or not.
      • 125 Shiki: Nana Se (Ku Kizu, then Kick.gif) - Flying kick rekka ender. Ends a combo and sends the opponent flying toward the corner. Main BnB finisher, but easily punishable on block.
    • 127 Shiki: Ya Sabi (Aragami, then Hcb.gif + Punch.gif) - Kyo can skip into his downward elbow after doing Aragami. This chain only combos in corner juggles, though and it's crap on block.
      • Geshiki: Migiri Ugachi (Ya Sabi, then Punch.gif) - A brutal OTG followup to 127 Shiki: Ya Sabi. Drive Cancelable, but nothing will connect unless comboed into from Kyo's EX rekka. Causes a hard knockdown, and ends corner combos nicely. For some reason this move can be difficult to punish once blocked, but the gap between hcb+A > A can be safely neutral hopped which nets a full jump-in combo.
      • 127 Shiki: Nana Se (Ya Sabi, then Kick.gif) - Whiffs if comboed into from 127 Shiki: Ya Sabi. Seemingly useless aside from doing a really reckless blockstring that could punish an attempt to punish the punch ender.
  • 115 Shiki: Dokugami (Qcf.gif + Snkc.gif) - Kyo's Snkc.gif rekka series is more straightforward than the Snka.gif Aragami. Dokugami follows one chain that leads into a knockdown, so it usually ends the same way unless Drive Canceled on the first or second rekka hit. Dokugami wont combo from light attacks, but it will connect from F.gif + Snkb.gif in most instances. This rekka travels forward further and the guard points stay out longer, but Kyo's punishable if the attack is blocked too deeply so it has to be more cautiously spaced than Aragami. Because of the heavier guard point length, a normal attack canceled into Dokugami will beat out a Guard Cancel Blowback Attack attempt.
    • 401 Shiki: Tsumiyomi (Dokugami, then Hcb.gif + Punch.gif) - The second Dokugami hit keeps the opponent grounded so it can still be Drive Canceled. This hit, and all following parts of his Snkc.gif rekka series are greatly unsafe on block.
      • 402 Shiki: Batsuyomi (Tsumiyomi, then Right.gif + Punch.gif) - Kyo hops forward into the air, tackling the opponent into the air. Since Kyo and the opponent become airborne, he can't Drive Cancel this into anything so the only remaining option is to go into Oniyaki.
        • 100 Shiki: Oniyaki (Batsuyomi, then Dp.gif + Punch.gif) - Kyo finishes his Dokugami series with his DP. Causes a soft knockdown.
    • Ex.png 115 Shiki: Dokugami (Qcf.gif + Snka.gif + Snkc.gif) - Kyo's EX Rekka starts with a slightly faster and more forward-moving Dokugami that can be chained into the Dokugami followup or into the Aragami series. Each rekka ender is buffed, and the initial rekka quickly gains its guard points.
      • The Dokugagi > Oniyaki combo ends with a flashier DP that deals more damage than usual, and on block it drains 1/4 of the guard gauge.
      • Ex.png 104 Shiki: Aragami (Ex.png Dokugami, then Qcf.gif + Snka.gif) - The EX Aragami series chains as normal, but the finishers are all improved.
        • Ex.png 128 Shiki: Ku Kizu (Aragami, then Qcf.gif + Punch.gif) - EX Rooster's Egg can chain into the elbow finisher though it's not anything special. Instead, this rekka hit recovers much faster than normally so you can easily juggle after it during an upkick combo.
          • Ex.png Geshiki: Migiri Ugachi (Ya Sabi, then Punch.gif) - The OTG will cause a ground bounce against a grounded opponent which lets Kyo Drive Cancel the hit into specials, unlike with the normal version.
          • Ex.png 125 Shiki: Nana Se (Ku Kizu, then Kick.gif) - The EX kick ender recovers much faster and it causes the opponent to slide across the ground all the way into the corner, giving Kyo enough time to run forward and perform a meaty hop.

Desperation Moves

  • Ura 108 Shiki: Orochinagi (Down.gifDownleft.gifHcf.gif + Punch.gif) - EX Kyo can combo after his Orochinagi hits in corner combos, but otherwise it's pretty basic as a juggle ender.
    • Ex.png Ura 108 Shiki: Orochinagi (Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif) - Much slower startup than Fireball Kyo's EX Orochinagi. One hit will miss if used in the corner against an airborne opponent, so this move's most efficient midscreen after landing Kyo's upkicks or when used in grounded combos.
  • Saishuu Kessen Ougi "Mu Shiki" (Qcf.gif×2 + Punch.gif) - Final Showdown. Connects from light attacks and always from F.gif + Snkb.gif. Deals a little more damage than Orochinagi and this move even works in juggles. Kyo's get-to DM. MAX Cancelable on any of the five hits, though canceling on the fifth results in the most damage. Unsafe on block.
    • Starts up fast enough to punish generally safe moves like Iori's Snka.gif rekka.
  • Saishuu Kessen Hi-ougi "Totsuka" (Qcf.gif×2 + Snkb.gif + Snkd.gif) - Kyo rushes forward and delivers a punch that ignites the screen and chars the opponent. Since the NeoMax isn't invulnerable and if Kyo barely tips the opponent he wont ignite, don't try to use this move as an anti-air or projectile punish. Has a very fast startup and travel speed.
    • A neat little gimmick is that Kyo can whiff cancel his DMs into a MAX Cancel to make his Neo Max an anywhere juggle. However, doing so isn't practical.

Tips and Tricks

  • cr.B to cl.C and cl.A to cl.C are very useful frametraps for Kyo. cr.B in particular lets him get better damage off lows. Keep those in mind for starting combos or blockstrings.
  • Most of Kyo's corner combos that start from his qcf+D, D juggle, although easier to execute with qcf+A, can be done much further from the corner than typically with the qcf+C juggle instead, due to the large amount of forward movement he gets. Its worth utilising, his damage goes up a lot more in the corner.
  • Safejump setups:
    • ...hcb+K - Immediately superjump forward at the opponent.
      • This setup isn't as perfect as the other two. For instance, Kim can EX Hienzan to beat this setup where the below setups allow Kyo to block in time.
    • ...qcf+A > qcf+A > P - Immediately superjump forward at the opponent.
    • ...qcf+A > hcb+A > P - Slightly delay a neutral hop.
    • ...rdp+K - Immediately superjump at the opponent if they're cornered.
  • Hit resets:
    • ...qcf+D~D, qcf+A, qcf+A, st.A
    • ...qcf+D~D, qcf+AC > qcf+A > qcf+A, qcf+A, st.A
    • (corner)...qcf+B~B, cl.C
      • The first works nicely in the corner, but the reset doesn't seem possible after qcf+C, qcf+A so when you need extra range use Kyo's EX rekkas. The third reset is an alternative to R.E.D. Kick's hard knockdown. All of these also work from qcf+BD. All can be DP'd if Kyo rehops at the opponent since he can't quite get a safejump.


0% Drive

0 Bar

  • (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A xx K - (200, 26) (omit a cr.B if neccessary)

Basic low combo. Will need to avoid a cr.B after non crossup jumpins or longer ranges. Can use the P ender on the rekka if in the corner for hard knockdown and same damage.

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P xx f+P xx dp+P - (257, 26) (omit f.B if neccessary)

Easy to hitconfirm basic heavy combo. Using a link starter or coming from a non crossup jump attack will probably mean you need to avoid the f.B, making the following combo more prefferable.

  • (jump attack) (cr.B/cl.A) cl.C f.B xx hcb+K - (250, 11)

Decent hard knockdown, decent damage, easy to confirm, works at all ranges.

  • (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, hcb+K - (262, 15)

Highest damage midscreen, good knockdown, should be confirmed properly though.

  • (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, rdp+B - (184, 25)
  • cl.C xx qcf+B, B, rdp+B - (207, 25)
  • cr.B st.B xx qcf+B, B, rdp+B - (188, 28)

Best possible hard knockdown for mixups at the cost of damage.

  • (corner)(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (296, 36)

Can replace initial qcf+C with qcf+A to make combo easier but lose about 10 damage

  • j.CD (counterhit) hcb+K - (267, 8)
    • Kyo's main j.CD followup. Slightly delay the rungrab or the finisher whiffs. Connects just about any time from nearly every spacing.

1 Bar

  • (jump attack) cr.B cr.B st.B xx qcfqcf+P - (272, 15) (omit a cr.B if neccessary)

Basic low hitconfirm into Final Showdown.

  • cr.B st.B xx qcf+B, B, qcbhcf+P - (300, 18)

Will do slightly better damage but requires close proximity. Could add an extra cr.B in the corner.

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx hcb+P xx f+P xx dp+P - (306, 11)

Basic heavy confirm.

  • (cr.B/cl.A) cl.C xx qcf+B, B, qcbhcf+P - (326, 15)

Same as before, more damage, need close proximity.

  • (cr.B/cl.A) cl.C xx qcf+D, D, dash, hcb+BD - (294, 15)

Less damage, hard knockdown midscreen.

  • (corner)(jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A xx qcf+P, dp+AC - (346, 22)

Max damage corner combo. Could do hcb+BD at the end instead for a hard knockdown, but like 5 less damage (reccomended). If you have a hard time with this combo, you can just do 2 qcf+A instead, this one only does like 5 more damage.

2 Bar

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcbhcf+AC - (427, 11)
  • (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcbhcf+AC' - (431, 15)
  • (jump attack) (cr.B/cl.A) cl.C xx qcf+B, B, qcbhcf+AC' - (454, 15) (delay the second B to get this to work. won't work in the corner properly)
  • (jump attack) (cr.B/cl.A) cr.B st.B xx qcf+B, B, qcbhcf+AC' - (420, 18) (delay the second B to get this to work. won't work in the corner properly)

Unfortunately, linking the SDM after corner juggles ends up making some of the hits miss, resulting in bad damage. So theres not much else you can do. If you do the qcf+D combo in the corner then be careful to do the SDM low so you don't miss hits.

50% Drive

0 Bar

  • (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A DC hcb+K - (274, 22) (omit a cr.B if neccessary)
  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P DC hcb+K - (306, 18)

Basic drive combos.

  • cr.B st.B xx dp+C DC qcf+D, D, hcb+K - (289, 24)
  • (jump attack) (cr.B/cl.A) cl.C xx dp+C DC qcf+D, D, hcb+K - (317, 21)

Higher damage, harder to confirm.

  • (near corner) (jump attack) cr.B cr.B st.B xx qcf+A DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (303, 47) (omit a cr.B if neccessary)
  • (near corner) (jump attack) cr.B st.B xx dp+C DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (319, 45) (omit a cr.B if neccessary)
  • (near corner) (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (361, 47)

As before, could replace the juggled qcf+C with qcf+A to make it easier for less damage.

1 Bar

  • (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A SC qcfqcf+P - (320, 22) (omit a cr.B if neccessary)
  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P SC qcfqcf+P - (353, 18)

Basic supercancels

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx qcf+A xx hcb+P xx P DC hcb+K - (364, 11)

Massive corner carry + decent knockdown.

  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C DC qcf+B, B, qcbhcf+P - (375, 23)

Easiest to confirm high damage midscreen combo.

  • cr.B st.B xx dp+C DC qcf+B, B, qcbhcf+P - (348, 24)
  • cl.C xx dp+C DC qcf+B, B, qcbhcf+P - (378, 31)

Harder to confirm, slightly higher damage.

  • (near corner) (jump attack) cr.B cr.B st.B xx qcf+A DC qcf+D, D, qcf+A, qcf+A, hcb+BD - (336, 30)
  • (near corner) (jump attack) cr.B st.B xx dp+C DC qcf+D, D, qcf+A, qcf+A, hcb+BD - (355, 30)
  • (near corner) (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+AC xx qcf+A xx hcb+P xx P DC qcf+D, D, qcf+C, qcf+A xx hcb+P xx P - (408, 40)
  • (corner) (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A xx qcf+P, dp+C DC qcf+BD, qcf+C, qcf+A xx hcb+P xx P - (416, 49)

Corner combos. The last one is pretty finnicky, have to hit as low as possible with the dp+C. Can use qcf+A linked twice instead of the qcf+A xx qcf+P if you find this easier for the cost of about 4 damage.

2 Bar

  • (jump attack) cr.B cr.B st.B xx qcf+A xx qcf+A SC qcbhcf+AC - (425, 22) (omit a cr.B if neccessary)
  • (jump attack) (cr.B/cl.A) cl.C f.B xx qcf+C xx hcb+P SC qcbhcf+AC - (465, 18)
  • cr.B st.B xx dp+C DC qcf+B, B, qcbhcf+AC - (461, 24)
  • (jump attack) (cr.B/cl.A) cl.C xx dp+C DC qcf+B, B, qcbhcf+AC - (498, 31)

These don't work in the corner and there are funnily enough not any higher damage 2 bar 50% drive combos for the corner.

  • (near corner) (jump attack) (cr.B/cl.A) cl.C xx qcf+D, D, qcf+A, qcf+A, dp+C SC qcbhcf+AC - (495 27)

Will actually do LESS damage than the midscreen max damage combo but at least lets you do higher damage than the easier midscreen ones.

100% Drive

All HD combos could be started from:

  • cr.B cr.B st.B - hits low.
  • cr.B st.B df+D - hits low and df+D is easy to confirm off of.
  • f+B - hits overhead.

2 Bar

  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC dp+C]x3 HDC qcf+D, D, dp+C HDC qcfqcf+BD - (770, 15)

To loop this without a supercancel, use the shortcut in HD of dp+C, forward+C to get the dp+C to qcf+C. Then just repeat. There are some easier alternatives.

  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x2 HDC qcf+C HDC qcf+D, D, qcf+A xx qcf+P, dp+C HDC qcfqcf+BD - (730, 15)
    • Can do 2 linked qcf+A at the end for only 1 less damage if you find it easier than qcf+A xx qcf+P link.
  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C xx hcb+P HDC qcf+A]x2 HDC qcf+C HDC qcf+D, D, qcf+C, dp+C HDC qcfqcf+BD - (731, 15)
  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x2 HDC qcf+C HDC dp+C HDC qcf+D, D, dp+C HDC qcfqcf+BD - (735, 15)

Less annoying that the previous combo due to no supercancel overlaps.

  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC qcf+A]x4 xx hcb+P HDC qcfqcf+BD - (711, 15)

The easiest one, basically nothing complex required at all.

3 Bar

  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC dp+C]x3 HDC qcfqcf+P HDC qcfqcf+BD - (815, 15)
  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD cl.C df.D xx [qcf+C HDC dp+C]x3 HDC qcf+D~D, qcb hcf+P HDC qcfqcf+BD - (833, 15)
    • Deals a little more damage than the above combo and landing the Orochinagi is easier since you don't have to worry about super canceling. The Orochinagi has to be delayed a bit for the MAX Cancel to work, but this combo works anywhere.
  • (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD st.D xx qcf+C (HDC) dp+C (HDC) qcfqcf+P (HDC) qcfqcf+BD - (791, 15)
    • Feeling lazy? Want to only give your opponent one stock while doing massive damage? This is the combo to go for.
  • (requires corner) (jump attack) (cr.B/cl.A) cl.C df.D (2 hit) HD st.D xx qcf+A > qcf+A (HDC) dp+A (SC) qcb hcf+P, [dp+C HDC qcf+C] x3, dp+A (HDC) qcf qcf+BD - (897, 15)
    • Courtesy of Dune. You need to use a lot of input shortcuts for this one. You get the dp+A xx qcb hcf+P with Hcb.gifF.gif + Snka.gif Qcf.gif + Punch.gif, and then do Dp.gifF.gif + Snkc.gif ~ Snkc.gif for the loop.

Team Order

1st position


  • High average damage than the rest of the cast 70 - 80% with 2-3 Bars and HD mode
  • Strong mix-up game


  • Will struggle in neutral (against zoners)
  • Few characters destroy EX Kyo damage output and will struggle against (Shen woo, other grapplers) although you probably never face these characters in 1st position

2nd position


  • TOD potential with 4 Bars and HD mode
  • More insane mix-ups
  • More powerful anti-zoning tools (look into strategy WIP)
  • Meter building


  • Must play carefully due to gaps in-between rekkas (possible to guard cancel roll after follow-ups) tends to be safer if EX variations are used

3rd position



Basic Strategy



Advanced Strategy

Frame Data

Game Navigation

EX Iori
EX Kyo
Mr. Karate
Duo Lon
Hwa Jai
Saiki (Boss)
Dark Ash