SNK Wiki

Fatal Fury: City of the Wolves is out now! Be mindful that pages related to it will have unmarked spoilers, so navigate at your own discretion.

READ MORE

SNK Wiki

114 Shiki Aragami (百拾四式ひゃくじゅうよんごき荒咬あらか; Method 114: Savage Bite) is a Special Move in The King of Fighters series.

This, along with its followup attacks, is primarily used by Kyo Kusanagi. This along with the similarly named 115 Shiki Dokugami, being one of the many new techniques he personally developed for a more offensive-varied focus to make up for his first defeat by Goenitz's hands before the events of The King of Fighters '96.

Through the events of KOF: Chronicle, this attack was first presented as a prototype by the name of Agata 114 Shiki: Tane Hozuki (亜型百拾四式あがたひゃくじゅうよんしき種鬼灯たねほおずき; Sub-Type Method 114: Seed Ogre Lamp), which was initially only a small spark emitted from Kyo's punch until he could fully perfect the attack by the time the 96 tournament starts.

Inputs
114 Shiki Aragami +
├► 128 Shiki Konokizu + or during 114 Shiki Aragami
├► 125 Shiki Nanase or during 128 Shiki Konokizu
└► 127 Shiki Yanosabi ➀ or during 128 Shiki Konokizu
├► 127 Shiki Yanosabi ➁ + or during 114 Shiki Aragami
├► Ge Shiki Migari Ugachi or during 127 Shiki Yanosabi ➁
└► 212 Shiki Kototsuki You + or during 127 Shiki Yanosabi ➁
└► 124 Shiki Munotsuchi + or during 114 Shiki Aragami
├► 427 Shiki Hikigane or during 124 Shiki Munotsuchi
└► Ge Shiki Tsurube Otoshi or during 124 Shiki Munotsuchi

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 followup moves that have normally stayed the same in this specific setup across games:

128 Shiki Konokizu XV

128 Shiki Konokizu (百弐拾八式ひゃくにじゅうはちしき九傷このきず; Method 128: Nine Wounds; AKA Masticate)

+ or during 114 Shiki Aragami
Kyo with fire, full-through uppercuts his opponent with his leading arm while stepping forward in unison. Normally knocks the foe away on hit.
127 Shiki Yanosabi XV

127 Shiki Yanosabi (百弐拾七式ひゃくにじゅうしちしき八錆やのさび; Method 127: Eight Rusts; AKA Oxidation)

  • or ➀ during 128 Shiki Konokizu
  • + or ➁ during 114 Shiki Aragami
Kyo in one step forward drives his leading arm to fire-elbow the foe overhead (and thus must be blocked high), which slams the foe down to the ground upon connecting.

When done after the Konokizu, Kyo needs to be within close enough range due to the knockback of Konokizu possibly sending the victim too far away outside the corner.

When done after Aragami via the HCB motion variant, it comes out a bit slower and normally would not combo from said Aragami, even off of a counter hit; it works more like an overhead frame trap in that regard.
125 Shiki Nanase XV

125 Shiki Nanase (百弐拾五式ひゃくにじゅうはごしき七瀬ななせ; Method 125: Seven Rapids; AKA Rapids of Rage)

or during 128 Shiki Konokizu or 127 Yanosabi ➁ (either one from 114 Aragami)
Kyo kicks his opponent away with leaping side kick with his leading leg. In some games, mainly during the NESTS Saga, this is replaced with a following-legged spinning roundhouse instead aimed at the foe's head (his new far standing animation).

While it normally knocks away with a spin-out knockdown, the variant done after Aragami-to-Yanosabi is normally meant to enforce blockstrings than anything else, since the Aragami-bridge Yanosabi has already floored the opponent which causes the Aragami-Yanosabi-Nanase sequence to whiff on hit.

Likely due to niche if not barely any practicality however, the Aragami-to-Yanosabi-to-Nanase route has been removed as of KOF XIV.
Ge-Shiki Migari Ugachi XV

Ge-Shiki Migiri Ugachi (外式げしき砌穿みぎりうが; Outer Method: Momentary Driller; AKA Instantaneous Smash)

or during 127 Shiki Yanosabi ➁
Kyo kneels down on the ground to fire-punch it with his following arm, normally meant to smash the victim downed from the Aragami-version of Yanosabi. Hits mid despite its looks (can be blocked either standing or crouching).
212 Shiki Kototsuki You Grab XV

212 Shiki Kototsuki You (弐百拾弐式にひゃくじゅうにごき琴月 陽きんげつよう; "Method 212: Zither Moon Yang")

+ or during 127 Shiki Yanosabi ➁
Kyo grabs his opponent by their neck or face to lift them up, then explodes them in his grip. Unlike the base Kototsuki You, Kyo transitions into picking the foe off of the ground (via being downed by Aragami-version Yanosabi) without the elbow lunge. Also is a blockable hit-grab like the base version.
124 Shiki Munotsuchi XV

124 Shiki Munotsuchi (百弐拾四式ひゃくにじゅうよんしき六槌むのつち; Method 124: Six Mallets)

+ or during 114 Shiki Aragami
Kyo sweeps his opponent's feet with a low-hitting lariat hook of fire. Added in KOF XIV, and fills in the spot of his unique version of a prior Aragami-chain-finisher of 88 Shiki only in KOF XI. Just like the Aragami-version of Yanosabi, it comes out a bit too slow to properly combo even on a counter hit, working more as a low-hitting frame trap.
427 Shiki Hikigane XV

427 Shiki Hikigane (四百弐拾七式よんひゃくにじゅうななしき轢鉄ひきがね; Method 427: Plowing Iron)

or during 124 Shiki Munotsuchi
Kyo uppercuts his opponent with a flaming leading fist. Normally doable standalone since its debut in the NESTS saga, it was first added to the Aragami series in XI for only base-version Kyo where it could only be done off of either Aragami (uses the version) or Konokizu (uses the version).

In XIV and XV, it instead is changed to being a followup after Munotsuchi without a half-circle-back motion needed, and only the version is performed regardless of button version used. The solo input version is removed as a result, including the prior variant.
Ge-Shiki Naraku Otoshi XV

Ge-Shiki Tsurube Otoshi (外式げしき釣瓶落つるべおとし; Outer Method: Well Bucket Dropper)

or during 124 Shiki Munotsuchi
Kyo hops at his opponent and attacks with a downward two-handed axe handle punch that hits overhead, akin to the Naraku Otoshi. Added in KOF XIV.

Strategy[]

Kyo's Aragami multi-inputs can go into a couple different chains and a couple different enders, all with different uses. While they are listed separately 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.

+
+ or
  • or
  • or
  • Corner ender (138 damage + okizeme)
  • Mid screen combo (138 damage)
+
+ or
  • or
  • + or
  • Overhead string (97 damage + okizeme)
  • Overhead string (125 damage)
+
+ or
  • or
  • or
  • Low > Mid (60 + 60 damage)
  • Low string (117 damage + juggle)

As this move acts as a startup of Kyo's light multi-input/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 (while 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 followups, 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 followups. 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 with careless abare breakouts.
  • 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, and mainly for the Yanosabi-bridge-version only works to connect on block as a blockstring extender in some games where it does even exist.
  • 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, the finisher version does not hit high and can be blocked crouching. The bridge version however, is an overhead attack and can be used to frame-trap 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 chain ender to grant safejump okizeme afterward with an immediate hyper-hop jumping .
  • The rekka/multi-input-sequence version of his 212 Shiki Kototsuki You is a hit-grab similar to his old standalone variation of the move, but is able to hit a downed opponent this time right after the Aragami-to-Yanosabi sequence to make itself an ender to his rekkas (which of course, also foregoes the initial elbow thrust). 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.
    • Only in Maximum Impact 2 and Regulation 'A' for base Kyo, an alternate version of Migiri Ugachi can be performed from the version R.E.D. Kick as + . Both versions of Migiri Ugachi in the MI games launch the foe on hit to make it work as a great OTG pick-up launcher.
  • While originally predated only by the rekka-version of the 88 Shiki for base Kyo only in KOF XI (which can only be done with from the Aragami>Yanosabi bridge), the newly added 124 Shiki Munotsuchi as of XIV being a direct Aragami-followup works arguably better. Both of these moves however still fill in the purpose of covering up the Aragami sequence's prior major weakness in lacking lows.
    • The Munotsuchi in particular however, while usable as either a frame trap (3 frames to prevent most mash-outs) or a backdash punisher to still keep the defender in relative range of the Aragami sequence onslaught, has a more beneficial knockdown effect on top of its own 2 followups unlike the 88 Shiki. The animation is also somewhat shorter along with more overall difficulty in punishing it without specific reads. Even then, there is so far only one spot to use the Munotsuchi in while there are still currently 2 possible overhead routes across the entirety of the Aragami sequence.
  • The Aragami version of 427 Shiki Hikigane was first added in XI for base Kyo which acted only as an Aragami or Konokizu finisher only with frame-trapping utility for attribute crushing; the Aragami-version used the version (avoids highs) while the Konokizu-version used the version (avoids lows) which was made slower. Only EX Kyo could perform it standalone as before while normal Kyo had it only as an Aragami sequencer.
    • Though as of KOF XIV which only uses the version and only comes after the Munotsuchi, it nonetheless 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 75 Shiki Kai > Aragami > Orochinagi to start the loop. But at a cost, the original solo version of Hikigane can no longer be accessed as it is replaced with the return of his classic Kototsuki You.
    • 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 a bit of meterless damage and oki, he can also super cancel the second sequence input for meter cash-out.
    • Can be combo'ed into 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 Tsurube Otoshi is a midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with what is essentially the Ge Shiki Naraku Otoshi (akin to older versions of him being able to perform this move mid-step-dash) and resume pressure with a safejump. Also has good corner carry, and supplements the low hit from the prior Munotsuchi.
  • In the Maximum Impact games, all of these move sequences can be super-cancel-able if Kyo has spare meter, making them strong combo options that can easily be worth the meter to spend on and provided the player's execution is deft enough depending on the super they want to use.

Gallery[]

The King of Fighters '99[]

The King of Fighters 2003[]

The King of Fighters XV[]

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 followups are inspired from Fei-Long's Rekkaken (and later, Karin Kanzuki's Guren Ken) from the Street Fighter series, but greatly expanded upon. This later inspired other branching rekka-type attacks, most notably with Ragna the Bloodedge.
  • So far only in KOF XI, normal Kyo has altered sequences of the Aragami that don't follow the usual scheme as per the norm for Kyo's other playable versions with this attack.
  • From this sequence, Kyo's Aragami-version of Kototsuki You since KOF 2001 predates the version of Iori's Kototsuki In (since XIII) as a Kototsuki variation that can pick-up downed opponents.
  • As per Kyo's personal "taste" in poetry, the Tsurube Otoshi in particular is also named after the Japanese phrase for "sinking quickly", and is also named after a Japanese creature in folklore that tends hide up in trees to drop a well-bucket for scooping up its prey.