Quick Links
- Stat And Move List Key
- Team Sacred Treasures Stats And Move Lists
- Kyo Kusanagi Stats And Move List
- Iori Yagami Stats And Move List
- Chizuru Kagura Stats And Move List
- Team Strategy Guide
- Kyo Kusanagi Strategy Guide
- Iori Yagami Strategy Guide
- Chizuru Kagura Strategy Guide
The King Of Fighters 15 is not the first time Team Sacred Treasures has appeared in the series. On the contrary, they existed as a secret team in the series multiple times. Playing as this team would unlock secret endings pivotal to the game's story in entries past.
Team Sacred Treasure's three central fighters, Iori Yagami, Kyo Kusanagi, and Chizuru Kagura, hail from three families who sealed the evil entity Orochi hundreds of years ago. Since Verse's arrival posed new evidence of this seal breaking, the three reunite to prevent the resurrection of evil. But, can you master these fighters and prevent Orochi's return? Keep reading, and we'll show you how!
Stat And Move List Key
Abbreviation | Meaning |
---|---|
LP | Light Punch |
LK | Light Kick |
HP | Heavy Punch |
HK | Heavy Kick |
[EX] | The move has an EX version, activated by pressing two of the corresponding attack button. |
[MAX] | The move has a MAX version, activated by pressing two of the corresponding attack button. |
[Midair] | The character must be air-bound to perform the move. |
[Close-range] | The character must be in close-range to the opponent to perform the move. |
[Charge] | The corresponding directional input must stay held for a brief period before proceeding to the following directional input. |
All the stats in this article come from SNK's The King Of Fighters 15 official website. This site is an excellent resource for new and veteran players to learn more about their fighters, as well as pick up juicy bits of story that you can't find anywhere else!
All stat grades are rated out of five, represented visually (with green squares) and numerically.
Team Sacred Treasures Stats And Move Lists
Kyo Kusanagi Stats And Move List
Stats
Attack | 🟩🟩🟩🟩⬛ (4/5) |
---|---|
Defense | 🟩🟩🟩🟩⬛ (4/5) |
Reach | 🟩🟩⬛⬛⬛ (2/5) |
Speed | 🟩🟩🟩⬛⬛ (3/5) |
Beginner Score | 🟩🟩🟩⬛⬛ (3/5) |
Move List
Command Moves | |
---|---|
Ge-Shiki • Gofu Yo | ➡️ + LK |
88 Shiki | ↘️ + HK |
Ge-Shiki • Naraku Otoshi | [midair] ⬇️ + HP |
Special Moves | |||||||
---|---|---|---|---|---|---|---|
100 Shiki • Oniyaki [EX] | ➡️⬇️↘️ + LP or HP | ||||||
RED. KicK [EX] | ⬅️⬇️↙️⬅️ + LK or HK | ||||||
75 Shiki • Kai [EX] | ⬇️↘️➡️ + LK or HK | ||||||
↳ 75 Shiki • Kai (Follow-Up) | [LK or HK 75 Shiki • Kai] LK or HK | ||||||
114 Shiki • Aragami | ⬇️↘️➡️ + LP | ||||||
↳ 128 Shiki • Konokizu | [114 Shiki • Aragami] ⬇️↘️➡️ + LP or HP | ||||||
↳125 Shiki • Nanase | [128 Shiki • Konokizu] LK or HK | ||||||
↳127 Shiki • Yanosabi ① | [128 Shiki • Konokizu] LP or HP | ||||||
↳ 127 Shiki • Yanosabi ② | [114 Shiki • Aragami] ➡️↘️⬇️↙️⬅️ + LP or HP | ||||||
↳212 Shiki • Kototsuki Yo | [127 Shiki • Yanosabi ②] ➡️↘️⬇️↙️⬅️ + LK or HK | ||||||
↳Ge-Shiki • Migari Ugachi | [127 Shiki • Yanosabi ②] LP or HP | ||||||
↳ 124 Shiki • Munotsuchi | [114 Shiki • Aragami] ➡️↘️⬇️↙️⬅️ + LK or HK | ||||||
↳427 Shiki • Hikigane | [124 Shiki • Munotsuchi] LK or HK | ||||||
↳Ge-Shiki • Tsurubeotoshi | [124 Shiki • Munotsuchi] LP or HP | ||||||
115 Shiki • Dokugami [EX] | ⬇️↘️➡️ + HP | ||||||
↳401 Shiki • Tsumiyomi | [115 Shiki • Dokugami] ➡️↘️⬇️↙️⬅️ + LP or HP | ||||||
↳402 Shiki • Batsuyomi | [401 Shiki • Tsumiyomi] ➡️ +LP or HP | ||||||
↳100 Shiki • Oniyaki | [402 Shiki • Batsuyomi] ➡️⬇️↘️ + LP or HP | ||||||
212 Shiki • Kototsuki Yo [EX] | ➡️↘️⬇️↙️⬅️ + LK or HK |
Super Special Moves | |
---|---|
Ura 108 Shiki • Orochinagi [MAX] | ⬇️↙️⬅️↙️⬇️↘️➡️ + LP or HP (Hold OK) |
182 Shiki [MAX] | ⬇️↘️➡️⬇️↘️➡️ + LP or HP (Hold OK) |
Climax Super Special Moves | |
---|---|
Ura 1212 Shiki • Yakumo | ⬇️↙️⬅️↙️⬇️↘️➡️ + [HP + HK] |
Normal Throws | |
---|---|
Hatsugane | [close-range] ⬅️ or ➡️ + HP |
Issetsu Seoi Nage | [close-range] ⬅️ or ➡️ + HK |
Iori Yagami Stats And Move List
Stats
Attack | 🟩🟩🟩🟩🟩 (5/5) |
---|---|
Defense | 🟩🟩🟩⬛⬛ (3/5) |
Reach | 🟩🟩🟩⬛⬛ (3/5) |
Speed | 🟩🟩🟩🟩⬛ (4/5) |
Beginner Score | 🟩🟩🟩🟩🟩 (5/5) |
Move List
Command Moves | |
---|---|
Ge-Shiki • Yumebiki | ➡️ + LP |
↳ Ge-Shiki • Yumebiki (Follow Up) | [Ge-Shiki • Yumebiki] LP |
Ge-Shiki • Gofu In "Shinigami" | ➡️ + LK |
Ge-Shiki • Yuriori | [midair] ⬅️ + LK |
Special Moves | |||
---|---|---|---|
108 Shiki • Yamibarai [EX] | ⬇️↘️➡️ + LP or HP | ||
100 Shiki • Oniyaki [EX] | ➡️⬇️↘️ + LP or HP | ||
127 Shiki • Aoibana1 [EX] | ⬇️↙️⬅️ + LP or HP | ||
↳ 127 Shiki • Aoibana2 | [127 Shiki • Aoibana1] ⬇️↙️⬅️ + LP or HP | ||
↳ 127 Shiki • Aoibana3 | [127 Shiki • Aoibana2] ⬇️↙️⬅️ + LP or HP | ||
212 Shiki • Kototsuki In [EX] | ➡️↘️⬇️↙️⬅️ + LK or HK | ||
Kuzukaze [EX] | [close-range] ➡️↘️⬇️↙️⬅️➡️ + LP or HP | ||
311 Shiki • Tsumakushi [EX] | ➡️⬇️↘️ + LK or HK |
Super Special Moves | |||
---|---|---|---|
Kim 1211 • Yaotome [MAX] | ⬇️↘️➡️↘️⬇️↙️⬅️ + LP or HP | ||
↳ Ura 316 Shiki • Saika | [LP or HP Kim 1211 • Yaotome] ⬇️↘️➡️⬇️↘️➡️ + LP or HP | ||
Ura 1018 Shiki • Yashiori [MAX] | ⬇️↙️⬅️↙️⬇️↘️➡️ + LP or HP (Hold OK) |
Climax Super Special Moves | |
---|---|
Ura 1131 Shiki • Hozuki | ⬇️↙️⬅️↙️⬇️↘️➡️ + [HP + HK] |
Normal Throws | |
---|---|
Sakahagi | [close-range] ⬅️ or ➡️ + HP |
Kanyarai | [close-range] ⬅️ or ➡️ + HK |
Chizuru Kagura Stats And Move List
Stats
Attack | 🟩🟩🟩🟩⬛ (4/5) |
---|---|
Defense | 🟩🟩🟩⬛⬛ (3/5) |
Reach | 🟩🟩⬛⬛⬛ (2/5) |
Speed | 🟩🟩🟩🟩🟩 (5/5) |
Beginner Score | 🟩🟩⬛⬛⬛ (2/5) |
Move List
Command Moves | |
---|---|
Jo Katsu Zheng Zheng | ➡️ + LP |
Jo Katsu Cang Cang | ➡️ + LK |
Jo Katsu Cong Cong | ↘️ + HK |
Special Moves | ||
---|---|---|
212 Katsu Otsu Shiki Choumon no Isshin [EX] | ⬇️⬇️ + LP or HP or LK or HK | |
212 Katsu Shinsoku no Norito [EX] | ⬇️↙️⬅️ + LP or HP or LK or HK | |
↳ Stop | [212 Katsu Shinsoku no Norito] LP or HP/ LK or HK | |
↳ 212 Katsu Shinsoku no Norito Ten Zui | [212 Katsu Shinsoku no Norito] ⬇️↙️⬅️ + LP or HP / LK or HK | |
100 Katsu Tenjin no Kotowari [EX] | ➡️⬇️↘️ + LP or HP | |
108 Katsu Tamayura no Shitsune [EX] | ⬇️↘️➡️ + LP or HP |
Super Special Moves | |
---|---|
Uramen 85 Katsu Reigi no Ishizue [MAX] | ⬇️↙️⬅️↙️⬇️↘️➡️ + LP or HP |
Uramen 1 katsu San Rai no Fujin [MAX] | ⬇️↘️➡️⬇️↘️➡️ + LK or HK |
Climax Super Special Moves | |
---|---|
Uramen 31 Katsu Kyuusen no Jouhari | ⬇️↙️⬅️↙️⬇️↘️➡️ + [HP + HK] |
Normal Throws | |
---|---|
Rei Getsu | [close-range] ⬅️ or ➡️ + HP |
Kai Ten | [close-range] ⬅️ or ➡️ + HK |
Team Strategy Guide
Team Sacred Treasures is intriguing because they are just as similar as different. Iori boasts power and speed, Kyo utilizes branching combos, and Chizuru employs zoning techniques. Yet, all three can use these techniques to rush down opponents and apply pressure.
However, Team Sacred Treasures has a significantly steeper learning curve than other teams connected to the game's main storyline, like Team Hero or Team Rival. Therefore, if you want to get the most out of these fighters, you'll need to put in a significant amount of training.
Kyo Kusanagi Strategy Guide
Kyo's defining feature, not only in this game but KOFs past, is his long list of branching combos. These branching moves make Kyo significantly more challenging to learn. However, mastering these moves also yield fantastic benefits!
Take, for instance, the 114 Shiki • Aragami. The move starts with a simple flaming punch. From there, you get three different options. The 128 Shiki • Konokizu, which launches your opponent up for a juggle, is your first option. Next, the 127 Shiki • Yanosabi ② knocks your opponent down in a tackle. Lastly, the 124 Shiki • Munotsuchi splits the difference.
Furthermore, these three moves branch off once more. Each branch of this third phase in the combo sequence offers two options: launching your adversary up or thrashing them down. Essentially, you get the choice of where you want your opponent to go.
There are plenty of opportunities to engage in devious hard-to-read mix-ups with all of these options. Therefore, we urge you to study the 114 Shiki • Aragami move tree. In turn, if you put in the practice, Kyo will become harder to read, block, and evade.
Furthermore, Kyo gets a lot out of canceling with many juggling possibilities. However, you'll need to apply some patience in this regard. Pay attention to Kyo's timing. Otherwise, your next move may come too soon or too late and miss your opponent entirely.
For reference, here's Kyo's fifth trial from Mission Mode:
- MAX Mode
- HP
- 75 Shiki • Kai | ⬇️↘️➡️ + HK | and (Follow Up) | LK or HK
- 115 Shiki • Dokugami | ⬇️↘️➡️ + HP
- 100 Shiki • Oniyaki | ➡️⬇️↘️ + LP
- 182 Shiki | ⬇️↘️➡️⬇️↘️➡️ + LP or HP [HOLD]
- Ura 108 Shiki • Orochinagi [MAX] | ⬇️↙️⬅️↙️⬇️↘️➡️ + [LP + HP] [HOLD]
- Ura 1212 Shiki • Yakumo | ⬇️↙️⬅️↙️⬇️↘️➡️ + [HP + HK]
The 75 Shiki • Kai and follow-up serve as the launcher. From there, each special move has to activate at the right time to keep the opponent in the air. Finally, the super and advanced cancels require an input hold for each move to hit. Plus, these attacks must stay held for brief, yet specific, periods. But, if you master this combo, you'll deplete about 95 percent of your foe's health.
With all of his extraordinary combo abilities in mind, it's hard to place Kyo in one spot on your team. You can get a lot done with him, even without power gauge blocks, if you make him the point. However, he can certainly deliver you the match in mid and finisher roles. However, until you have a firm grasp of his techniques, it's best to place him in a less overwhelming role.
Iori Yagami Strategy Guide
Iori may not have as many tactical options as Kyo, but he more than makes up for this with speed and attack power. Furthermore, Iori is the least challenging character to learn in Team Sacred Treasure, with fewer special moves to memorize.
One straightforward way to start fighting as Iori is to study the 127 Shiki • Aoibana1 attack chain. Each stage of this attack is the same input [⬇️↙️⬅️ + LP or HP]. Furthermore, it's a very uncomplicated attack to perform out of a run.
You can also perform 127 Shiki • Aoibana1 through 127 Shiki • Aoibana3 through the rush combo mechanism. In this case, your input would look like this:
- [Press in order] LP • LP • LP • LK • LK • LK
Additionally, upon further inspection in Training mode, we found that this input works too:
- [Press in order] LP • LP • LK • LK • LK • LK
Another skill to consider is the 212 Shiki • Kototsuki In. Iori starts this attack by sprinting across the battlefield to the opponent. Then, if the attack successfully lands, Iori pins the opponent to the ground and pierces them with his purple flames. 212 Shiki • Kototsuki In makes a great technique when you need a fast approach.
One of Iori's significant differences from his rival, Kyo, is his projectile attack,108 Shiki • Yamibarai. This attack is a helpful defensive skill for keeping foes at a distance. However, its EX version is an excellent close-range attack that can add additional damage to a knocked-down opponent.
As you can see, Iori has a lot to offer. And we haven't even covered everything! So, it's clear that he is an asset. Like Kyo, you could get a lot done with him as a point or mid.
Yet, there are two reasons why Iori may benefit you more as a finisher. First, his shallow learning curve makes him suitable to play under pressure. Second, his Super Special moves, like the Kim 1211 • Yaotome and its follow-up Ura 316 Shiki • Saika, need more power gauge blocks.
Chizuru Kagura Strategy Guide
Chizuru is not only the most uncommon fighter on Team Sacred Treasures but the hardest to master. With the Yata Mirror in her possession, she can project copies of herself to attack opponents. However, these mirror images require precision to use effectively.
If we were to make an analogy for learning Chizuru's skills, we'd likely compare it to learning to drive. First, you must understand what moves will send her where and how to brake when needed.
Depending on the attack button strength, the range of Chizuru's special moves changes. However, this is a reasonably common fighting game concept. What's uncommon is that attack button strength also determines whether she will stay in place or swap with a mirror image at the end of an attack. So if Chizuru were a car, think of the attack buttons as her gears.
In turn, it's best to practice her moves one step at a time. Here's a table detailing her mirror image special moves and their traits based on attack button/strength for a quick reference.
212 Katsu Otsu Shiki Choumon no Isshin | 212 Katsu Shinsoku no Norito | 212 Katsu Shinsoku no Norito Stop | 212 Katsu Shinsoku no Norito Zui Ten | 100 Katsu Tenjin no Kotowari | |
---|---|---|---|---|---|
Light Punch | Short Range
No Teleport |
Fixed Range
No Teleport |
Controlled Range
No Teleport |
Fixed Range
Teleport |
Fixed Range
No Teleport |
Light Kick | Short Range
Teleport |
Fixed Range
No Teleport |
Controlled Range
No Teleport |
Fixed Range
Teleport |
NO LK VERSION |
Heavy Punch | Long Range
No Teleport |
Fixed Range
Teleport |
Controlled Range
Teleport |
Fixed Range
Teleport |
Fixed Range
Teleport |
Heavy Kick | Long Range
Teleport |
Fixed Range
Teleport |
Controlled Range
Teleport |
Fixed Range
Teleport |
NO HK VERSION |
EX | EX Punch: Long Range No Teleport
EX Kick: Long Range Teleport |
Fixed Range
Teleport |
NO EX VERSION | NO EX VERSION | Fixed Range
Teleport *Additional Damage |
It may seem like a lot to take in at first. However, once you get these details down, you can maneuver Chizuru's mirror images in intricate and deceitful ways. For instance, teleporting in close-range with 212 Katsu Shinsoku no Norito is an excellent way to cross-up opponents and serve them a nasty punishment.
Furthermore, since most of Chizuru's attacks incorporate forward movement, you can successfully push your opponent into a corner with a long enough combo. This kind of pressure is excellent for forcing your opponent into a defensive stance and triggering a guard crush.
So, how do all of Chizuru's abilities play into team order? You'll have to measure how comfortable you are with her first. It may help if you save Chizuru for last, and try your best to wipe out your opponents with the more accessible Iori and Kyo first. However, Chizuru can get a lot done without power gauge blocks, making her a much more reasonable point than her teammates.
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