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Saishuu Kessen Ougi Mu Shiki (最終決戦奥義さいしゅうけっせんおうぎ無式むしき; lit. "Final Play-Off Secret Skill: No Method"), also known as Sanjingi no Ichi (三神技之壱さんじんぎのいち; Three Divine Arts No.1), is one of Kyo Kusanagi's Super Special Moves in The King of Fighters series.

Input
Most appearances + or
The King of Fighters 2003 +

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 used as his MAX2 as the Saishuu Kessen Ougi Zero Shiki (最終決戦奥義さいしゅうけっせんおうぎ零式ぜろしき; Final Playoff Secret Skill: Zero Method), which is often more damaging while also using the full MAX version animation only.

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[]

Works as a sudden frametrap that usually has higher priority over other moves, especially as a SDM. It also negates projectiles. Also works as an in-your-face counter if the blocked move has a high recovery time.

However, connecting it on an airborne hit (if used especially as an anti-air) is not recommended even within the corner, as the victim will get knocked out of range (if using the MAX version) or even fall through the rest of the blows (if in the corner).

Gallery[]

Quotes[]

Japanese Romaji
Japanese Text
English Translation
Appears In
Kore ga... Kusanagi no ken da!
これが... 草薙の拳だ!
This is... the Kusanagi's fist!
The King of Fighters '97
Misete yaru! Kusanagi no kobushi wo-!
見せてやる! 草薙の拳をぉっ!
I'll show you! The fist of the Kusanagi-!
The King of Fighters '98 onwards
Gouka no mae de mu ni ke'ere-!
業火の前で無に還えれぇー!
Go back to nothing before the hellfire-!
The King of Fighters 2002 onwards, KUSANAGI's Zero Shiki

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 into the Dokugami>Tsumi Yomi>Batsu Yomi>midair Oniyaki, but instead the combo is animated as either Dokugami>Aragami or Dokugami>Aragami>Oniyaki.
  • 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.
  • Kusanagi's Zero Shiki is a play on words for Kyo's Mu Shiki; Mu (無) in Japanese means "nothing", while Zero is a number that represents nothing.
  • Though curiously, the Mu Shiki was never in the original Kyo's move set whenever either Kyo-2 has access to it, and when 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.
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