Rivals of Aether

Rivals of Aether

129 ratings
Kyo Kusanagi
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3.896 MB
Dec 25, 2022 @ 1:16am
Feb 15 @ 10:48pm
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Kyo Kusanagi

Description
I'll show you... the fists of the Kusanagi!

The protagonist of KOF, Kyo Kusanagi is ready to shatter all expectations!


2023/8/10 it's over 10,000 downloads !!
Thank you for supporting me guys.



3.0 is out!
https://youtu.be/mSuhqDzLh4w


























Fspecial rekka in a nutshell:


un-techable attacks:
Konokizu, Yanosabi, Munotsuchi & dspecial counter
EX uspecial(Oniyaki), EX air special(Oboroguruma), EX air dspecial(R.E.D kick)

there's NO jump cancel during the animation of Hikigane(weak ver),
so be careful when doing that when near edge.

dspecial(Nuetsumi), air nspecial(Air Orochinagi), air dspecial(R.E.D KicK)
and air fspecial(Oboroguruma) have few cooldown time so you can't spam them too much.(being 20/20/30/45)

Kyo has invincible frames when he successfully activates command grab(Kototsukiyou)
and dspecial(Nuetsumi).

Kyo can wall jump after 1st flame came out during uspecial(Oniyaki).



stuffs other than specials:
Kyo has 2 unique tilts: uftilt(Geshiki.Goufuyou) & dftilt(88 Shiki).
Press forward + attack while holding up / down to do these unique tilts.

Kyo's dattack(Nanase) can go off ledge,
and gravity won't affect his movement until the attack ends.

Kyo's bair(Air Hourin) will turn you around (just like Olympia's)

attacks that can cancel into all 4 ground specials:
3rd hit of jab/utilt/uftilt(when you successfully hit enemy)
fstrong(when you DIDN'T hit enemy)(aka "Kara cancel")
1st hit of dftilt(when you successfully hit enemy AND not doing that from fspecial rekka combo)



special features:
unique intro voices when fighting against Iori, K' & Kyort
alter voice set for alt colors #8 & #12~14



Finally I can add Kyo in RoA because I found that the artstyle of KOF Chronicle would work perfectly.
There were like only 8 attacks for Kyo in KOF Chronicle, and I managed to do some custom sprites(200+).
I believe it's totally worth it.



special thanks:
SNK for making KOF & Metal Slug Defense / Attack & KOF Chronicle
Bar-kun, Final H-G & everyone in Extended Workshop Discord for offering opinions
Ness (yeah) for offering opinions & making a new stage for Kyo (Esaka Construction Site)

Kyo Kusanagi's copyright belongs to SNK.
This item was uploaded for the purposes of non-profit entertainment and personal use only.
45 Comments
Moe Joe The Hobo Jan 20 @ 6:20pm 
Amazing.
FulgurHalcyon Dec 23, 2023 @ 11:42pm 
Please give him an actual recovery I beg
Gamingfan1935 Aug 31, 2023 @ 5:50pm 
brilliant work on kyo! i absolutely love this! I do hope for more snk fighter soon like terry and maybe athena asamiya, if possible.
that boy M Aug 28, 2023 @ 3:12pm 
we need orochi next
mnicat Aug 1, 2023 @ 2:05am 
I wish there were more fighting game characters with custom spritework
C8236 Jul 1, 2023 @ 1:15pm 
freaking love this addon thank you for making this
A3RO Feb 4, 2023 @ 8:28am 
Strong hikigane is pretty ridiculous, it kills light characters at 90% and medium characters around 100%, lasts forever and has a huge hitbox. It's easy to avoid which makes it somewhat fair. However, the hitbox for it could be trimmed off a bit from the flame, or have a separate hitbox for the flame which also would be strong, but not kill as early and send at a more diagonal angle while Kyo's fist would be like the original hikigane where it'd retain the same kill power. The hitbox of Kyo's air side b almost makes no sense to be that big, even if his recovery kind of sucks. A slight vertical reduction would be fine. Kyo's air hurtbox doesn't match up with the animation.

Overall, I think this character is great, but doesn't feel too amazing to play in comparison to the vanilla characters and some other workshop characters. With a few tweaks this character could be even better than before. Sorry for the wall of text.
A3RO Feb 4, 2023 @ 8:27am 
His back air is more of an issue, it's like an air version of his forward smash, the strength of it is alright but the stun is long enough for them to bounce off the ground and still be in hit stun long enough to hit the blast zone. The hit-stun should be reduced significantly and maybe an adjustment for the hitbox and angle to be a bit more inwards. Down smash needs a slight buff in knockback, otherwise it's fine. Up smash needs a bit of a lower hitbox trim while the upper hitbox should probably be slimmed down to his head. His smash attacks being made cancellable could work pretty well for his combo game.Kyo's side B has a problem with linking a lot of the time, it could be made a bit faster or have some kind of weak dragging effect so people don't fall out. Some of the follow ups are borderline useless, a lot of the time they can just roll right out and punish you, specifically the weak hikigane follow-ups. There's no reason to use them. (Part 2)
A3RO Feb 4, 2023 @ 8:19am 
Sorry to leave a comment twice, but I'd like to give some feedback on Kyo. A few of his moves launch too far away for him to get another hit in. Especially neutral air, up air and up tilt which doesn't feel good at all because his range is stubby. Feels more like he just gets stray hits in rather than actually using combos. Against characters with a bit more range, it's like you have nothing going for you apart from throwing out strong moves hoping they die early, which isn't fun for any player. It gives him a lopsided kind of feel where you cycle the same 4 moves and occasionally something else to be effective.

Kyo's forward smash is way too big for how active it is and how long it stuns, it feels pretty cheap to edgeguard with because it's practically a free kill. The hitbox for it should be resized to be smaller and have a hit-stun reduction. (Part 1)
Redblur Jan 28, 2023 @ 8:39pm 
please give him like 1 or 2 more units foward or upward on up b other than this he fucking rocks.