Ground Neutral B: Yami Barai
Simply a large fireball that travels along the ground, and can traverse slopes. This attack grants the player a large amount of stage control, allowing Kyo to attack from both in the air and on the ground through his fireball and other attacks. Has the same amount of projectile durability as the Hadouken to compensate and does not have a stronger variation, but can projectile speed through tapping B (normal speed) and pressing B (fast). Activating it through a QCF input creates a larger version of the fireball that travels at max speed.
The air variation is a spark that falls to the ground, unlike the Hadouken. If the spark hist an opponent, they'll fly back a little, but be inflicted with good damage. When the spark hits a wall or slope, the spark will transform into the fireball and travel along the surface it touched, moving away from the blast zone and towards centre stage.
Ground Side Special: Ara Kami/Doku Kami
A side special that can be activated in multiple ways; the first is by
tapping the B button to get Ara Kami, an inital lunging fire attack that is safe on shield, with multiple combo paths. Doku Kami is activated by pressing the B button, an attack that lunges further (and hence more start-up), has one combo path and is unsafe on shield unless hit at max range.
Combo paths:
(Tap B) Ara Kami -> (Up + B) Kono Kizu -> (B) Migiri Ugachi OR (A) Nana Se/Dash Attack
OR
(Tap B) Ara Kami -> (Down +B) Yano Sabi -> (B) Migri Ugachi OR (A) Nana Se/ Dash Attack*
(Press B) Doku Kami -> (B) Tumi Yomi -> (B) Batu Yomi -> (B) Oni Yaki
*This path is not a true combo due to the Yano Sabi’s start-up, and as such, Yano Sabi is good for destroying shields and should also be used as a mix up tool. Hitting airborne opponents with Yano Sabi or the Migri Ugahci used specifically in this combo path will spike the opponent.
Air Side Special: Oboro Guruma
An attack leaping into the air with strong kicks, tapping B releasing one kick, with pressing B brining out three kicks that end with the third kick that can spike at the foot, meteor anywhere else along the leg. The final kick as a small hitbox above Kyo and is overall great for horizontal recovery since it can be B-Reversed.
An example video, since I couldn't find a gif. The attack in question can be seen when Kyo flashes blue:
https://youtu.be/ZzB0KoyZDUk?t=1m35s
Up Special: Oni Yaki
Kyo’s traditional Up B that has invincibility much like Shoryuken when activated through the same input. Tapping B makes it hit once, pressing B makes it hit twice, with the input making it hit once with strength somewhat comparable to the Shoryuken- but does not have the SAME strength, but does retain the same invincibility, so it's best used as a 'get off me' move. The attack is also somewhat disjointed due to the fire.
Ground Down Special: Kotu Tsuki You
Similar to Ganondorf’s Flame Wave custom move, Kyo will rush towards the opponent for a set distance depending on the button press, striking them with his elbow before pulling them into the air, causing an explosion to send the opponent flying. This move on its own is the best move at KOing opponents due to its knock-back being larger than the rest of his move set, barring fully charged smash attacks, a particular MAX Mode move and Final Smashes. Unlike Ganondorf's Side Bs, this can be blocked by shields, and as such is extremely unsafe when blocked.
Air Down Special: R.E.D Kick
A kick that starts with a leap into the air in an arc that can change height and length via ‘B’ button presses. Unlike Oboro Guruma, this attack cannot spike and can only meteor at the foot, also safe on shield when the foot hits shield. This move can also be B-Reversed.
Final Smash: Orochinagi/Ama no Murakumo
Kyo’s staple super move since KOF ’94 where Kyo creates a large serpent-like pillar of fire around him, throwing it out towards his opponent, dealing a great deal of damage and knock-back. This move can be held in place like in KOF before throwing out the move- though it does not add any benefits for doing so.
Kyo's NeoMax Super from KOF XIII. When Kyo has his MAX Mode activated and has his final Smash available, Kyo throws out a small flame. If this small flame hits an opponent, the entire screen gets filled with flames, sending everyone affected flying, the opponent who got hit with the initial small flame taking the full brunt of the attack.
Example of it can be found in this video:
https://youtu.be/rpuJX5HMDuM?t=32s