Saishu Kessen Ougi Mu Shiki

Saishuu Kessen Ougi Mu Shiki (lit. "Final Playoff Secret Skill: No Method"), also known as Sanjingi no Ichi (Three Divine Arts No.1), is one of Kyo Kusanagi's Super Special Moves in The King of Fighters series.

Description
Kyo creates a brief pillar of flames in front of him via his Yami Barai animation, then punches his opponent away with a leading-armed rear hook via the 115 Shiki Dokugami, creating 4 afterimages of himself in the process that knocks them away on the final punch into a spin-out knockdown. The afterimage punches are also able to guard-crush any defender.

Stronger versions then are iconic for having Kyo perform the entire Dokugami>Tsumi Yomi>Batsu Yomi sequence each with afterimages, finishing with a singular midair 100 Shiki Oniyaki all while glowing orange. This version is used by default for the LDM version in 2003 and is used by default for Kyo-Classic in Maximum Impact 2 and Regulation 'A'; this also likely inspired later games to have Kyo be able to perform an alternate version of the Oniyaki off of the Batsu Yomi.

Kusanagi on the other hand, instead names his version as the Saishuu Kessen Ougi Zero Shiki (Final Playoff Secret Skill: Zero Method), which is often more damaging, though curiously, the Mu Shiki was never in the original Kyo's moveset whenever Kusanagi has access to Zero Shiki (albeit in 2002 UM, only Kyo-2 has the former with it being one of his only supers shared with the original Kyo in general).

In the cases where Kyo can access the base version as a DM/Super, he is able to perform a unique taunt off of it; in later games, this taunt depending on the game (such as in Neo Geo Battle Coliseum) can empower him briefly with various effects for a short duration.

Only in the Capcom vs. SNK games, the initial flame pillar by itself akin to Iori Yagami's Ya Sakazuki is able to put the victim in stasis.

Strategy
To be added soon...

Trivia

 * While this is thought to be the move that defeated Orochi during the climax of The King of Fighters '97, the ending animation shows a completely different attack, mainly for the MAX versions.


 * The Capcom vs. SNK 1 and 2 animations of the attack's stronger versions notably differs in that Kyo does not go from a Batsu Yomi into a midair Oniyaki, but instead goes from the Tsumi Yomi into a higher-rising Oniyaki instead.


 * The Maximum Impact series version of the attack also differs in that Kyo throws in an Aragami in between the sequence, and that afterimages are not involved due to the usage of 3D models.