Saishuu Kessen Ougi Mu Shiki (
Most appearances | ![]() ![]() ![]() |
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 (
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[]
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.
- In Neo Geo Battle Coliseum and The King of Fighters All-Star, Kyo is instead shown using 182 Shiki when Kyo and Iori reenact this as a unique D-Assault.
- 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.
Kyo's Move List | |
---|---|
Throws | Issetsu Seoi Nage • Hatsugane |
Command Moves | Ge-Shiki Goufu You • Ge-Shiki Naraku Otoshi • 88 Shiki • Yoke • Spirit Builder |
Special Moves | 108 Shiki Yami Barai • 100 Shiki Oniyaki • 101 Shiki Oboro Guruma • 75 Shiki Kai • 212 Shiki Kototsuki You • R.E.D. Kick • 910 Shiki Nue Tsumi • 114 Shiki Aragami • 115 Shiki Dokugami |
Super Special Moves | Ura 108 Shiki Orochinagi • Saishu Kessen Ougi Mu Shiki • 182 Shiki • 524 Shiki Kamukura • 555 Shiki Kamui • 123 Shiki Shakuen |
MAX2 | 524 Shiki Kamukura |
Exceed | Saishu Kessen Ougi Mu Shiki |
Leader Super Special Moves | 524 Shiki Kamukura • Saishu Kessen Ougi Mu Shiki |
Neo Max Super Special Moves | Ura 121 Shiki Ame no Murakumo • Saishu Kessen Hiougi Totsuka |
Climax Super Special Moves | Ura 1127 Shiki Yaegaki • Ura 1212 Shiki Yakumo |