Crow Bites

Crow Bites is one of K's Special Moves, debuting in The King of Fighters '99.

Kula Diamond, K's former rival-turned-ally, also uses the move in her repertoire as well.

Description
The user rises upwards with an uppercut in a spiraling turn. As to be expected, K' uses a flaming uppercut that leaves a flame trail, while Kula's leaves an ice trail instead.

Both K' and Kula can specifically also followup during the attack's peak for the stronger versions. For the former, he performs a variation of his recurring j. often dubbed as Crow Bites Plus that spikes the foe down with fire. Some games allow K' to perform the airborne version of Minutes Spike right after the said kick, but only the normally comes out fast enough to connect.

Kula's version instead in some games, allows her to follow-up into a midair Ray Spin instead.

Strategy
This shared uppercut move is known for K' and Kula's anti-air and reversal tool, as well as their main combo ender for damage routes. All versions have full body invulnerability frames, however the armor differs between K' and Kula as the and  versions cover Kula's entire startup while K's entire startup is covered by  and  versions instead.

The version does one hit and stays relatively close to both K' and Kula. It also has full invincibility for Kula only. It's the slowest out of all their DPs so it's prone to even not perfect safe jumps. This is an easy super cancel, especially with K' cancelling this move into a Heat Drive or Hyper Chain Drive. And since it's only one hit you can get the full combo damage when super cancelled. When used as a combo ender, both K' and Kula have enough time to force a throw/low mix-up on quick rise, even midscreen.

The version in most games outside of KOF 2003 does two hits and travels very far forward. It also has full invincibility for K' only. Main combo ender for damage and also useful for anti-airs. Grants little oki midscreen. Hard knockdown if only the first strike hits.

The version is fast and has full invincibility for both K' and Kula. A great reversal, and is mainly used on defense and anti air.

As for K's version, after using the follow-up kick, K' gets a guaranteed 4F safe jump that will also beat wake-up rolls if you choose to press 4C/D after landing. Ending your combos/anti-airing with this move is critical to swing the momentum in K's favor.