114 Shiki Aragami


 * -|114 Shiki Aragami=

114 Shiki Aragami (Method 114: Savage Bite) is a Special Move in The King of Fighters series.

This, along with its follow-up attacks, is primarily used by Kyo Kusanagi.

Description
Kyo punches forward with his following arm for a fire-laced body-blow hook. This sets itself up for many of Kyo's several follow-up moves:

Strategy
Kyo's Aragami rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part.

As this move acts as a startup of Kyo's light rekka chains, the move can branch off into a few different input routes as depicted above. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on projectiles or super projectiles (such as Haoh Shoukou Ken). As for the rekka follow-ups, here are the useful strategies as explained below:


 * 128 Shiki Konokizu is mostly acts as a filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.


 * While 125 Shiki Nanase ends the Aragami chain by sending the opponent flying with a side-kick to cause a soft knockdown, the move is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block however.


 * Normally, 127 Shiki Yanosabi can be used to end the Aragami chain by slamming the opponent down onto the ground with an elbow strike. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching. The bridge version however, is an overhead attack and can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop jumping Neo Geo C Button.gif.


 * The rekka version of his 212 Shiki Kototsuki You is a hitgrab similar to his standalone special move of the same name, but is able to hit downed opponent this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.


 * While Ge-Shiki Migiri Ugachi doesn't do as much damage as the Kototsuki You ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the Kototsuki You ender.


 * Like other chains, 124 Shiki Munotsuchi can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out.


 * 427 Shiki Hikigane is a great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming an EX OK.png Shiki Kai > Aragami > Orochinagi to start the loop.
 * Can also be followed up into Aragami > Konokizu midscreen with a well timed Nanase as midscreen ender, the Yanosabi ➀ follow up can be done in the corner for abit of meterless damage and oki, he can also super cancel the second rekka hit for meter cashout.
 * Can be combo'ed into EX OK.png Shiki Kai in the corner for longer combos or can go directly into Oniyaki for Orochinagi ender.
 * Can also use Aragami > Yanosabi ➁ > Kototsuki You follow up in the corner for his hitgrab ender.


 * Ge-Shiki Tsurubeotoshi is a midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with Ge-Shiki Naraku Otoshi and resume pressure with a safejump. Also has good corner carry.

Trivia

 * Kyo's quote when using 114 Shiki Aragami, "Body ga..." (ボディが...) is often misheard as "Bodega". This slowly became a meme within the SNK community.
 * Quite obviously, these sets of follow-ups are inspired from Fei-Long's Rekka-ken (and later, Karin Kanzuki's Guren Ken) from the Street Fighter series, but greatly expanded upon.


 * -|114 Shiki Aragami Mikansei=

114 Shiki Aragami Mikansei (Method 114: Savage Bite Incomplete) is a Special Move in The King of Fighters series.

This half-baked version is used by Shingo Yabuki.

Description
Shingo punches forward with his following arm for a body-blow hook. Unlike the original version of this attack, this does not have the power of flames attached to it.

Strategy
Unlike Kyo's, who has a plethora of options after the initial move, Shingo's critical hitting mechanism is what sets this attack apart from Kyo's, giving it a random amount of boosted damage. From there, Shingo can do follow-ups and juggles, which can be seen as his own mimicry of Kyo's rekka-based gameplay.