I, the Great Dark Hero, will construct a guide for Kyo Kusanagi for a fighting game well known as the King of Fighters XIII.
I am a little surprised that no one has made a forum for this particular character yet. In this game, Kyo is now, more-or-less, a shoto clone. Personally, he did not really have the need to be one, especially at this point - but, since SNK was so kind to provide us with EX Kyo (EX Kyo is basically his KOF98 version, but only with his NEST's costume which is still awesome of course). Now... Let us get down to the nitty-gritty and learn about this cool character!
Yep, yep! The first thing that needs to be understood is that Kyo Kusanagi hits very hard and is still quite combo friendly. He has every tool at his disposal. Look!! A nice DP (the C version hits three times in a row with a few more start-up invincibility frames - not safe on block but build meter). For Kyo has a useful ground-based projectile called the Yami Barai. This projectile should be used sparingly since the character can just jump over it, though the player CAN use this for corner juggling purposes. Zoning properly with this projectile and his nice set of normals is what the player needs to succeed. His Orochinagi can be used easily in mid-air and during high damaging combos. Kyo can do very well, with and without meter. Kyo's EX HCB+K is a one frame command throw so don't hesitate to use this if the opponent gets too reckless. A lot of Kyo's good combos rely on him launching his opponent into the air with his upkicks (QCF+K) - both of the kicks come out automatically and they are safe on guard (except for one frame grabs). Kyo's damage output is pretty sweet for the most part too and he has a pretty good Neo Max as well. Plenty of HD combo opportunities from his overhead, his df.D command move, and can punish other characters exceedingly well. You can not go wrong with playing Kyo - he has everything you need to help you - A projectile, several good anti-air options, good punishes, several forward moving attacks, sweet juggling potential, a one frame command throw, a decent DM, a great Neo Max, and cool HD combos that will help the player win! "Heh, heh, Moetaru??"
In spite of being a versatile character, Kyo has his share of problems, regardless of how the good the player is. The player needs to be careful and consider these circumstances: You notice that a lot of Kyo's bigger combos rely on him somehow launch the opponent into the air? (i.e. QCF+B or D - drive canceling from HCB+C or D or his DP).... None of Kyo's reversals are safe at all. Kyo also seems to have a hard time dealing with hoppers, using his normals requires some good timing. Defensive play, zoning, and Guard Cancels will help Kyo out in this scenario and he can do a lot of damage without much meter. Oh yes, Kyo can a huge ton of damage with meter as well, effectively making him a good battery and anchor character. Both one of Kyo's other weaknesses are using his meter properly - his meter will get chewed up really quickly too, if the player isn't careful.