Capcom VS SNK 2: MILLIONAIRE FIGHTING 2001 (DC & Arcade version) Kusanagi, Kyo FAQ Author: Weltall 2 Version: 1.0 (Beta) AIM: ReccaShinen55 E-Mail: animeotaku@fushigiyugi.com ------------------------------------------------------------------------------ Disclaimer: Kyo is copyright of SNK of Japan. If you want to use this FAQ for a site please ask me. I will let you use it only if you ask. This is my second FAQ so bear with me here. Contents 1. About me (who cares right?) 2. Quick profile 3. Why use Kyo? 4. Abbreviations 5. General moves 6. Special Moves 7. Desperate Moves/Supers 8. General combos 9. General Strategies 10. Final Thoughts 11. Credits ------------------------------------------------------------------------------ 1. About me (who cares right?) My name is Jeff AKA Weltall 2 on GAMEFAQS.com. I live in New Jersey. I have playing 2D fighters ever since the first Street Fighter game was released. I always use to use Ken and Guile. I've evolved and I Hardly use them now. Yun is one of my favorites to use in CvsS 2. Along with Kyo, Athena, and Terry. My favorite Fighting game as of now is Street Fighter Alpha 3 (Zero 3). I love to use Guy in Alpha 3. Now enough about me. On with the FAQ. ------------------------------------------------------------------------------ 2. Quick Profile Kusanagi Kyo is the descedant of the Kusanagi clan. A clan, with the Yagami, sealed the Orochi thousands of years ago. He has the ability to create flames on his hands at will. Due to his love of fighting and lack of studying, he is still in school despite his age and has a girlfriend who is one of the most important things to him. Iori is his rival and fights Kyo not because of the grudge between the Yagami or Kusanagi. Just for the reason that he wants to be better and beat him. ------------------------------------------------------------------------------ 3. Why use Kyo? Kyo has been dramatically changed since CvsS. For one, he has recieved his Doukigami back. He doesn't lean as far as he does in the KOF series, but it is still a bit farther than Aragami. The autoguard part is back for alittle bit. His Final Showdown Pillar has gotten alot wider than in CvsS which is the way it should be. Also his Orochi Nagi has a faster start up, but still not as fast as KOF. Kyo is a great balance in power and speed. Use Kyo if you're not much of a comboing person and use single hits to win matches. ------------------------------------------------------------------------------ 4. Abbreviations Directions: U - Up UL - Up Left UR - Up Right L - Left R - Right D - Down DL - Down Left DR - Down Right Buttons: P - Any Punch WP - Weak Punch SP - Strong Punch FP - Fierce Punch K - Any kick SK - Short Kick FK - Forward Kick RK - Roundhouse kick Directional movements: QCF - Quarter Circle forward QCB - Quarter Circle Back HCF - Half Circle Forward HCB - Half Circle Back FDD - Forward, Down, Downforward BDD - Back, Down, Downback ------------------------------------------------------------------------------ 5. General Moves General moves are the basis of 2D fighters. Just general punch and kick attacks usually just performed with 1 or 2 buttons or motions. Without these moves, it will be ratehr hard to win. Standing: WP - A quick punch. SP - A hook punch towards the screen. FP - A forearm shot. SK - A quick side kick. FK - A high kick. RK - A jumping kick away from the screen. (A short roundhouse when close) R FP - A shoulder block. Crouching: WP - A quick punch. SP - A quick punch with the other arm. FP - A forearm uppercut. SK - Kyo does a fast floor kick. FK - Kyo's kick is alittle above the ground. RK - Kyo trips the opponent with the opposite leg with his hands up high. DR RK - Kyo does a sweeping type kick twice. Jumping: WP - Kyo does an elbow downward. SP - Kyo punches downward. FP - Looks the same as SP except a bit slower and stronger. R FP - Double axe handle that knocks opponent down. (L FP works too) SK - Kyo does a downward knee attack. (Straight jump results in a rising knee) FK - Looks the same as the crouching FK, but in the air. RK - Kyo does an air axe kick. (Straight jump results in a straight kick) Throws: FP - Kyo grabs the opponent then forearms them in the chest. RK - Kyo throws the opponent down then elbows them. Taunt - Kyo taunts with a "No no" finger sign. Roll - Kyo one arms himself to the other side while twisting on the ground. Dash - Kyo skips forward. Back dash - Backwards skip. Dodge - Kyo steps away from the screen. Winning Pose: Kyo raises his hand in the air and saying "Ore no, Kachida". Kyo has a flame on his finger and puts it out saying "Hehe, Moetaro". ------------------------------------------------------------------------------ 6. Special Moves Special moves are the pinnacle of any fighter. They are usually used to start or end combos. Don't abuse them though, because most specials have slow recovery time and you'll get owned. Aragami - QCF + WP/SP Kyo Thrust forward with his hand and punches inward with flames in his hands. It's the beggining of a short chain of attacks. Make sure to not chain anymore than you already have if it's blocked. Konokizu - QCF + P (after Aragami) Kyo punches upward. Second chain of the Aragami attack. Yasabi - HCB + P (after Aragami) Kyo knocks the opponent down on the ground. Slower than Konokizu. Second chain of Aragami attack. Nanase - K (after Konokizu/Yasabi) Kyo kicks forward while dashing forward a bit. Third chain of Aragami attack. Migiriugachi - P (after Konokizu/Yasabi) If it is chained after Konokizu, Kyo does a downward elbow. If chained after Yasabi, Kyo punches the opponent on the ground with a flaming fist. Third chain of Aragami Attack. Doukigami - QCF + FP Kyo leans forward punching with the other fist outward. Flames come out of his fists. Can be chained into more attacks, but with less options than Aragami. Tsumiyomi - HCB + P (after Doukigami) Kyo does a rising backhand with his Aragami fist. Second chain of the Doukigami attack. Batsuyomi - R + P (after Tsumiyomi) Kyo does a rising shoulder block for 2 hits. Don't use it if the opponent has already blocked the Doukigami and Tsuyomi. Third chain of the Doukigami attack. Oniyaki - FDD + P Kyo does a rising anti-air attack with his arms spread and twisting with flames going around him. Good attack. Don't use the FP version if you don't have to. If you opponent is on the grond, use the WP version. R.E.D. Kick - BDD + K A kick where Kyo jumps up and high, then falls down with an axe sort kick. This is a great move as it comes out fast. It's range has been lost. It goes higher instead with a stronger kick. Kai - QCF + K then K Kyo does a double rising kick and if you press K after that, he'll do another kick. An underated move. I don't usually go for it unless it's for fun. Oboroguruma - FDD + K One of Kyo's oldest moves. Kyo does a rising kick. Depending on the kick button pressed, he'll do more kicks. The last one knocks the opponent down. ------------------------------------------------------------------------------ 7. Desperate moves/Supers Desperate moves (or DMs) are used when either your guage is filled up, or if you are using S groove, have a flashing bar. The hit for alot more damage than special moves and are usually variations of the special moves. Most of the DMs have lag and bad recovery time so only use it if you're sure you will hit the opponent, otherwise you might take a nasty beating afterwards. Final Showdown - QCF x 2 + P This is one of my favorite DMs ever. Kyo forms a pillar that goes all the way up the screen, then he does a couple of Doukigami punches at the opponent. The harder the punch, the more attacks he does. A bunch of Doukigami punches at WP, SP adds a couple of Aragami punches, and FP adds a Oniyaki to end it. Even though it has been greatly improved from the first installment, it still lacks the capabilities it had in the KOF series where Kyo actually leans forward to pull it off and if it was blocked, there use to be an automatic guard crush. Orochi Nagi (Serpent Wave) - QFB, HCF + P (hold to delay) Kyo powers up his flame then lashes out a clump of flames at the opponent. Has better startup now and more range. Use this move as an anti-air as it comes out fast. For best results on level 3 or max, try to use it as near as possible toward the opponent and hold the button down.I still prefer Final Showdown more though. ------------------------------------------------------------------------------ 8. General Combos Kyo has alot of good combos. Good to chain with the Aragami moves. Jump in deep. FP, WP, WP, QCF + P x 2, P Jump in deep. FP, crouchin FP, FDD + P (C Groove only Level 3) Jump in deep. FP, WP, WP, QCF x 2 P, cancel, repeat. ------------------------------------------------------------------------------ 9. General Strategies Generally, you want Kyo to be a tight comboer. Stick on your opponent and don't run for cover unless you'r elow on health. You want to start up every combo with a jumping FP. Kyo can cancel moves so use that to your advantage. Against shotoers, you can just use the same basic strategy. They are nothing compared to Kyo. ------------------------------------------------------------------------------ 10. Final Thoughts I like Kyo, because of the potential of his moves. Most of his special moves are pretty damaging and his attacks are rather quick compared to the first game. He's a pretty good multi-hitter as well. He's not as fast as most of the characters, but his combos make up for it. ------------------------------------------------------------------------------ 11. Credits SNK for their characters. Capcom for their characters and making this super game. My dreamcast and the person who modded my DC so I can play this game 2 months earlier =) My friends who got me into 2D fighters a long time ago. Me for writing. Nyuk nyuk ^_^ Please e-mail me with questions or concerns as my e-mail is on the top of the page. Thanks everyone.