Q: Tell us about Kyo's changes from KOF XII.
Yamamoto: He's gained his command move 'Sotoshiki Naraku Otoshi' and a mid-air version of his Orochinagi.
Sotoshiki Naraku Otoshi is an air attack that has strong crossup potential and high hitstun. Against grounded opponents, a crossup using this move lets you continue with a ground combo fairly easily, and against air opponents it will cause a hard knockdown. You can also do it during a backstep to lengthen your backstep.
Q: How's his mid-air Orochinagi?
Yamaguchi: Actually the key consideration when designing this move was 'coolness.' We thought it'd be cool if Kyo could connect a mid-air Orochinagi against an opponent launched by his 101 Shiki: Oboroguruma.
Yamamoto: Of course, coolness aside, it's also designed to be an easy-to-use move.
In addition to connecting it from his Oboroguruma via a drive cancel like we mentioned earlier, you can also use it as a mid-air followup on an opponent who's been launched by his 75 Shiki: Kai. If you do it immediately after jumping, you can even tack on a followup Oniyaki. You can even simply use it as a mid-air 'barrier' type move - it's quite useful.
Q: What about his EX moves?
Yamamoto: The regular version of his 212 Shiki: Kototsuki You is a dashing striking attack, but the EX version is a command grab. This adds a command grab to Kyo's repertory of moves, so do use it effectively to crush your opponents.
Q: What's his NEOMAX DM like?
Yamamoto: Kyo's NEOMAX is a fast projectile move called 'Ura 121 Shiki: Tenmurakumo' (ST: Am I translating this right? Damn kanji names). It has piercing properties, so it'll defeat any enemy projectiles. Because it's so fast you can use it to keep the opponent's fireballs in check. Of course it's also good to use in combos.
Yamaguchi: Kyo's is actually the first NEOMAX DM that we created. Because it was so flashy we were forced to design equally flashy moves for the rest of the cast, so you can say this move served as a benchmark for the rest of the cast's moves.
Q: What sorts of moves has Benimaru gained since KOF XII?
Yamamoto: He's gained his mid-air throw 'Spinning Knee Drop' as well as his command grab 'Benimaru Corridor'. With the addition of these moves Benimaru now has tools to serve as anti-air, feints, and overcoming the opponent's guard. I think you'll be able to play him similarly to how you've done in the past.
Q: Please tell us about his EX moves.
Yamamoto: The EX version of his Benimaru Corridor can be used as a followup attack on downed opponents (ST: WTF?) Use it when you're trying to go for additional damage. In addition to that, the EX version of Benimaru Lancer is pretty interesting. While the regular version causes lightning to strike right above Benimaru, the EX version has the lightning appear right above the opponent instead. Since you can do this move anywhere I'd recommend using it as a surprise move, or time it with when your opponent is throwing fireballs. Since it also does multiple hits, you can do followup attacks under the right conditions.
Q: What's his NEOMAX DM like?
Yamamoto: It's called 'Raiouken' (ST: seriously?) and is a high speed projectile move just like Kyo's. Benimaru directs the lightning that falls towards his opponent.
As a change from the location test, by holding the lever up, sideways or down, you can make the lightning bend in that direction. We recommend the upwards version as it'll stop jumping opponent's in their tracks. The downwards version can hit a Chin player who's lying on the ground (laughs).
Q: Please tell us about the moves Daimon has gained since KOF XII.
Yamamoto: He's gained a proper far standing A attack, as well as a command move 'Zujou Barai' (df+C). In addition, he gained 'Chou Oosotogari' (dp+K). The first two are particularly important.
His far standing A is a slap attack with long range, which a lot of people seem to use habitually in earlier games. It's a great move for keeping the opponent off you. His Zujou Barai is a move where he wipes the air diagonally above him with his arm. In addition to being an anti-air move, it also makes combos from older games possible - for instance, cancelling it into Chou Ukemi (QCB+K) and then into Jiraishin (dp+P). With the addition of these two moves, his anti-air and poking capabilities have been strengthened, and you can play him similarly to how you would in earlier games.
Q: What about his EX moves?
Yamamoto: His EX Tenchigaeshi (HCB,f+P) will let you follow up on opponents falling to the ground. Even though he's a grappler, you can still do combos like HCB,f + AC -> df+C -> HCF+A, so please give it a try.
Yamaguchi: The EX version of his Jigoku Gokuroku Otoshi (HCBx2+P) has a slightly different animation from the regular version. Do keep an eye out for it.
Q: Please tell us about his NEO MAX DM.
Yamamoto: The move's name is 'Kyoutendouchi'. In the previous location tests it was a supremely powerful Jiraishin, but was also pretty hard to use effectively. Since we also got a lot of feedback at the location tests about it being hard to use, we've changed it into a counter move. Since Daimon is a character without much invincibility, and tends to be fairly weak on defense, this move is valuable for reversing the momentum of an attack.
Yamaguchi: We've also changed the animation - he does an over-the-shoulder throw (seoinage), throws the opponent high up, and hits them with the Jiraishin as they're coming down.
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Thank you.
Next week we'll talk about the three members of the Garou Team.