Capcom vs. SNK 2: Millionaire Fighting 2001 Kyosuke Character FAQ For the Dreamcast Version 0.2 (30 October 2001) By ProTect (e-mail: protectiam@yahoo.com) Copyright (c) 2001 ProTect The game Capcom vs. SNK 2 (hereafter referred to as CvS2) and Kyosuke are copyrights of Capcom. I do not claim Kyosuke as my intellectual property in any way. My contribution is solely the organization of Kyosuke's history, moves,etc. into one FAQ. This FAQ is mine, ProTect's. Do not post it to public forums without my permission. Do not in any way claim it as your own. DO NOT rewrite it and pass it off as your Character FAQ for another game and/or character! Plagiarism is a very serious crime. It is intellectual theft. ----------CONTENTS---------- FAQ Disclaimers Contents Purpose of This FAQ Abbreviations Used in This FAQ Standard CvS2 Gameplay Features Statistics Official Story History Game Appearances Tactics Combos Colors Kyosuke Quotes Links Credits ----------PURPOSE OF THIS FAQ------------ This FAQ is a document all about Kyosuke in CvS2. ----------ABBREVIATIONS USED IN THIS FAQ---------- B - Back: hold the control pad in the opposite direction of the opponent T - Toward: hold the control pad in the direction facing the opponent U - Up: press up on the control pad D - Down (Ducking): press down on the control pad; this will cause the character to duck UB - Up/Back: press up and back on the control pad at the same time UT - Up/Toward: press up and toward on the control pad at the same time DB - Down/Back: press down and back on the control pad at the same time; this will cause the character to duck DT - Down/Toward: press down and toward on the control pad at the same time; this will cause the character to duck DP - Dragon Punch: press T, D, DT on the control pad FB - Fire Ball: press D, DT, T on the control pad HK - Hurricane Kick: press D, DB, B on the control pad HCB - Half Circle Back: press T, DT, D, DB, B on the control pad J - Jab (also known as LP): the weakest, yet quickest punch (X button in the default button configuration) St - Strong (also known as MP): the punch that is average in strength and speed (default: Y button) Fi - Fierce (also known as HP): the strongest, yet slowest kick (default: L button) AP - Any Punch: press either J, St, or Fi 2P - Two Punches: press any combination of J, St, and Fi simultaneously Sh - Short (also known as LK): the weakest, yet quickest kick (default: A button) Fo - Forward (also known as MK): the kick that is average in strength and speed (default: B button) R - Roundhouse (also known as HK): the strongest, yet slowest kick (default: R button) AK - Any Kick: press either Sh, Fo, or R 2K - Two Kicks: press any combination of Sh, Fo, and R simultaneously AB - Any Button: press either J, St, Fi, Sh, Fo, or R Cl - Close: press the button indicated while standing within throwing range of the opponent F - Far: press the button indicated while standing outside throwing range of the opponent D - Ducking: press the button indicated while pressing D, DB, or DT (ducking) JS - Jumping Straight: press the button indicated while jumping straight up into the air (U) A - Jumping Angled: press the button indicated while jumping toward or away from the opponent (UB, UT) SC - Super Combo: a powerful move which requires a certain level of super gauge to perform L - Level: the degree (section) to which the super gauge is filled, or the strength of an SC ----------STANDARD CvS2 GAMEPLAY FEATURES---------- GROOVES The six grooves of CvS2 provide more than simply fan service nostalgia. Groove selection takes a number of factors into account in the process of capturing the feel of classic Capcom and SNK fighting games. C-Groove is a groove based on Street Fighter Alpha. The super gauge is divided into three sections, which fill mainly as the player attacks and slightly upon taking damage. As each of these sections fill, one after the other, Super Combos of varying strengths become available. Also, the amount of damage a player does to the opponent increases slightly as the gauge fills. L1 normal and special Moves do 101% the damage that L0 moves do. L2 normal and special Moves do 102% the damage that L0 moves do. L1 SCs performed with two levels of gauge do 101% the damage that L1 SCs do. L3 normal and special Moves do 105% the damage that L0 moves do. L1 SCs performed with a full gauge do 102% the damage that L1 SCs do. Unique feature: Air Blocking Other features: Dash, Roll, Counter Attack, Tactical Recovery A-Groove is based loosely on Street Fighter Alpha 3's V-Ism. The super gauge has two sections, which fill like C-Groove. When the first section is full, the player can do L1 SCs. When the gauge is completely full, Custom Combos (CCs) can be activated by pressing Fi and R simultaneously. CC mode causes the character to cause less damage in exchange for being able to do moves more quickly, effortlessly, and spontaneously than normal. It is possible to cancel the CC into an SC at any point. Blocking is not possible during a CC; any attack that hits the player will end the CC. Non-CC normal and special moves do the same amount of damage that L0 C-Groove moves do. Non-CC SCs do the same amount of damage that L1 C-Groove SCs performed with one level of gauge do. CC normal moves and SCs do 72% the damage that non-CC normal moves and SCs do. CC special moves do 80% the damage that non-CC special moves do. Unique feature: Custom Combo Other features: Dash, Roll, Counter Attack, Safe Fall P-Groove plays a lot like Street Fighter III. The super gauge (which fills in the same way as C-Groove) is not divided into sections; to do an SC a full gauge is necessary. Normal and special moves do the same amount of damage that L0 C-Groove moves do. SCs do the same amount of damage that L3 C-Groove SCs do. Unique feature: Parrying Other features: Dash, Small Jump, Tactical Recovery S-Groove is the classic King of Fighters system. The super gauge is not divided into sections, but different levels of SCs are available. The gauge does not fill automatically when the player attacks; there is a manual charge (activated by pressing Fi and R simultaneously) which fills the gauge. L1 SCs are available when the gauge is full. When the player's health is reduced below a certain amount, the health gauge begins flashing red. At this point, the player can use unlimited L1 SCs, or fill the gauge to perform one MAX level (L3) SC. (Empty)When the super gauge is not full and the health gauge is not flashing, normal and special moves do the same amount of damage that L0 C-Groove moves do. (Desperation)When the super gauge is not full and the health gauge is flashing, normal and special moves do 105% the damage that Empty moves do. Desperation SCs do 105% the damage that L1 C-Groove SCs performed with one level of gauge do. (Charged)When the super gauge is full but the health gauge is not flashing, normal and special moves do 115% the damage that Empty moves do. Charged SCs do 115% the damage that L1 C-Groove SCs performed with one level of gauge do. (Charged Desperation)When the super gauge is full and the health gauge is flashing, normal and special moves do 105% the damage that Charged S-Groove moves do. Charged Desperation SCs do 105% the damage that L3 C-Groove SCs do. Unique features: Dodge, Manual Super Gauge Charge, Desperation Mode Other features: Run, Counter Attack, Small Jump, Tactical Recovery N-Groove resembles the Advanced system of more recent King of Fighters games. Like S-Groove, the super gauge is not divided into sections. It fills, like C- Groove's gauge, as the player attacks. When it is full, it will begin to fill again, with the previous full gauge becoming a stock (a small dot), up to three of which can be stored. This stock can be used to perform an SC, or it can be broken (press Fi and R simultaneously) to power up the player's attacks (the character will flash yellow). If the player has two or more stocks, it is possible to do a MAX level (L3) SC by first breaking a stock, then doing the SC as normal. Non-powered up normal and special moves do the same amount of damage that L0 C- Groove moves do. Non-powered up SCs do the same amount of damage that L1 C-Groove SCs performed with one level of gauge do. Powered-up normal and special moves do 120% the damage that non-powered up moves do. Powered-up SCs do the same amount of damage that L3 C-Groove SCs do. Unique features: Counter Movement, Stock Breaking Other features: Run, Roll, Counter Attack, Small Jump, Safe Fall K-Groove is similar to Samurai Shodown gameplay. The super gauge is like P- Groove's gauge, undivided and with no stocks, but it fills only from being attacked, not by attacking or manually charging. When the gauge is full, the character will flash red and enter Rage mode. In Rage mode, the character's moves become substantially more powerful. Rage mode continues until the gauge runs out or the player does an SC. Non-Rage normal and special moves do the same amount of damage that L0 C-Groove moves do. Rage normal moves do 135% the damage that non-Rage moves do. Rage special moves do 130% the damage that non-Rage moves do. SCs do 110% the damage that L3 C-Groove SCs do. Unique features: Just Defense, Rage Mode Other features: Run, Small Jump, Safe Fall SPECIAL FEATURES Air Blocking (press B, DB, or UB in the air): Guard against attacks in mid-air. Only available in C-Groove. Dash (press T T or B B): Quickly move forward or backward a short distance. Available in C-Groove, A-Groove, and P-Groove. Run (press T and hold T): Quickly move forward. Available in S-Groove, N-Groove, and K-Groove. Roll (press J and Sh simultaneously): Roll a short distance to avoid incoming attacks. Available in C-Groove, A-Groove, and N-Groove. Dodge (press J and Sh simultaneously): Step to the side to avoid incoming attacks. Only available in S-Groove. Counter Attack (press T, St, and Fo immediately after blocking): Attack an attacking opponent with a pre-set move (uses super gauge). Available in C- Groove, A-Groove, S-Groove, and N-Groove. Counter Movement (press B or T and J and Sh immediately after blocking): Move forward or backward a short distance to attack an attacking opponent with a move of the player's choice. Only available in N-Groove. Tactical Recovery (press and hold 2P when knocked down): Stay on the ground slightly longer than usual to avoid follow-up attacks. Available in C-Groove, P- Groove, and S-Groove. Safe Fall (press 2P when knocked down): Flip backwards to avoid follow-up attacks. Available in A-Groove, N-Groove, and K-Groove. Parrying (press T while being hit): Take no damage from attacks and set up counters. Only available in P-Groove. Just Defense (press B while being hit): Absorb the energy of attacks as a small amount of health and super gauge. Only available in K-Groove. Small Jump (tap U quickly): Jump in such a way as to avoid most attacks. Available in P-Groove, S-Groove, N-Groove, and K-Groove. ----------STATISTICS---------- Full Name: Kyosuke Kagami Birthdate: 4 April ???? Height: 182 cm Weight: 66 kg 3 sizes: B95 W75 H79 Blood Type: B Nationality: Japanese ----------OFFICIAL STORY HISTORY------------ In Rival Schools, Kyosuke was a member of the Taiyo High School morals committee. When a female clerk turned up missing, he came to investigate. The clerk was the mother of Batsu Ichimonji (the boy who helps Kyosuke with his Final Symphony Remix super combo), a new transfer student to Taiyo High, so one of Kyosuke's first steps in his investigation was to befriend Batsu. Kyosuke, along with Batsu and their friend Hinata Wakabi (the girl in the Final Symphony Remix), contended with various other schools until they finally arrived at Justice High School, where Batsu's mother was being held captive. They fought Justice High's principal (and Batsu's father) Raizo Imawano, then Kyosuke revealed that Raizo was not their true enemy. The man behind the sinister plot was none other than Kyosuke's twin brother Hyo Imawano. Kyosuke admitted to his friends that, while under his brother's mind control, he himself had kidnapped Batsu's mother. But now that he had discovered true friendship, he would challenge his brother's evil ambition. Kyosuke and his friends defeated Hyo, who came to realize that the power of friendship was much stronger than he had imagined. Hyo renounced the hateful ways of his father (whom Kyosuke hated so much that he took his mother's last name rather than be dishonored by association with his father), and began to change into a happy, friendly (but still serious) young man, much like his brother Kyosuke. Batsu's mother Shizuku, now safe, told Batsu that he must forgive his father Raizo because many years ago he had left the Imawano family (and ninja clan) in order to protect Batsu and herself. Raizo's older brother Mugen Imawano had been so angered by this that had he sent his son Hyo to brainwash Raizo into following his will. Now that Raizo had been freed from Hyo's mind control, he would be free to guide Justice High to the goal for which he had originally founded it: to educate students to make a positive impact in the Japanese government. In Project Justice, set a year after Rival Schools, the students and schools from Rival Schools were being terrorized once again, this time by Batsu himself! Kyosuke was certain that his friend Batsu was not truly responsible for the violence being perpetrated against the schools, so he joined the battle alongside Batsu and Hinata to clear Batsu's name. After much fighting and many reunions with old friends from other schools, Kyosuke and his friends unmasked the Batsu imposter. His true identity was Kurow Kirishima, leader of the Darkside Student Congress and representative of a group bent on eradicating the Imawano clan (of which Batsu and Kyosuke were descendants). Kyosuke and Batsu dispatched this new common foe, but they were not prepared for what was to happen next. Hyo stood before them, screaming with pain, his body pale, his eyes burning with anger beyond his control. He had been possessed by the evil spirit of his father Mugen Imawano! Kyosuke and his friends defeated this Demon Hyo, but the same ruthless spirit that had given Hyo so much power to destroy could not suffer him to live in defeat. The last time anyone saw Kyosuke, his face was streaming with tears as he held the lifeless body of his brother in his arms... ----------GAME APPEARANCES---------- Kyosuke has appeared in the following fighting games: Rival Schools Rival Schools Evolution Rival Schools Evolution 2 Project Justice Capcom vs. SNK 2 ----------TACTICS---------- All damage amounts were found using a Ratio 2 C-Groove Kyosuke at L0 against a Ratio 2 C-Groove Kyosuke on normal (2 stars) Damage Level and a Normal Groove Gauge setting. Actual damage in gameplay will vary based on the ratio and groove of Kyosuke and his opponent. NORMAL MOVES Cl J: Kyosuke pushes his opponent. 400 damage. Cl St: Kyosuke slaps his opponent in the chest. 800. Cl Fi: Kyosuke does an uppercut. 1200. Cl Sh: Kyosuke kicks his opponent's shin. 500. Cl Fo: Kyosuke knees his opponent in the crotch. 900. Cl R: Kyosuke kicks his opponent in the crotch. 1200. F J: Kyosuke thrusts his hand downward. 400 damage. F St: Kyosuke pushes his opponent. 1000. F Fi: Kyosuke swings at his opponent. 1400. F Sh: Kyosuke kicks his opponent in the side. 400. F Fo: Kyosuke flips over and kicks his opponent in the head. 800. F R: identical to Cl R. 1200. D J: Kyosuke does a straight swipe. 200 damage. D St: Kyosuke does a downward swipe. 700. D Fi: Kyosuke does an uppercut. 1200. D Sh: Kyosuke kicks his opponent's foot with his near leg. 300. D Fo: Kyosuke kicks his opponent's foot with his far leg. 800. D R: Kyosuke does a spin kick. This move knocks down the opponent. 1100. JS J: Kyosuke thrusts out his elbow. 200 damage. JS St: Kyosuke sticks out his hand. 400. JS Fi: Kyosuke swings down with his hand. 600. JS Sh: Kyosuke thrusts out his knee. 200. JS Fo: Kyosuke thrusts down his heel. 400. JS R: Kyosuke turns and thrusts down with his heel. 600. A J: identical to JS J. 200 damage. A St: identical to JS St. 400. A Fi: identical to JS Fi. 600. A Sh: identical to JS Sh. 200. A Fo: identical to JS Fo. 400. A R: identical to JS R. 600. Punch throw (Press T or B and Fi Cl) Kyosuke grabs his opponent and flips the opponent over with his legs. 1700 damage. Kick throw (Press T or B and R Cl) Kyosuke grabs his opponent and smashes the opponent once with his knee. 1900 damage. SPECIAL MOVES The name of the move, in conventional English spelling, is given first, followed by the name as translated from the kanji and katakana in the manual and/or game command lists, the command input, sometimes alternate names (if there are any) then a description of its properties. All moves can only be done on the ground unless otherwise noted. Cross Cutter (Kurosu Kattaa) FB AP Kyosuke waves his hands and creates two bursts of energy. The button used determines the move's range and maximum damage. Lightning Upper (Raijin Appaa) DP AP Raijin (a thunder god) Upper (literal reading of the kanji) Kyosuke summons a bolt of lightning. The button used determines how close to Kyosuke the bolt appears. All buttons do 800 damage. Shadow Wave (Gen'ei Ueevu) FB AP in the air Vision Wave, Phantom Wave, Illusion Wave (literal readings of the kanji) Kyosuke waves his hands and creates an arc of energy. The button used determines the move's damage. J: 1000 damage St: 1100 Fi: 1200 Shadow Breaker (Gen'ei Bureikaa) HK AP Vision Breaker, Phantom Breaker, Illusion Breaker (literal readings of the kanji) Kyosuke leaps into the air and swipes down with his hand, creating a small arc of lightning. The button used determines the move's range and damage. J: 1200 damage St: 1300 Fi: 1400 Shadow Cut Kick (Gen'ei Kikku) FB AK on the ground or in the air Vision Kick, Phantom Kick, Illusion Kick (literal readings of the kanji) Kyosuke does a flip and kicks his opponent. The button used determines the move's vertical range and damage. Sh: 1300 damage Fo: 1400 R: 1500 SUPER COMBOS All damage amounts were found using a Ratio 2 C-Groove Kyosuke against a Ratio 2 C-Groove Kyosuke on normal (2 stars) Damage Level and a Normal Groove Gauge setting. The gauge was only as full as necessary to perform the move. Actual damage in gameplay will vary based on the ratio and groove of Kyosuke and his opponent. Super Cross Cutter (Kakusan Kurosu Kattaa) FB FB AP Scattering Cross Cutter, Dispersing Cross Cutter (literal reading of the kanji) Kyosuke waves his hands and creates several bursts of energy. Level 1: 4 bursts, 2000 damage Level 2: 5 bursts, 3000 Level 3: 5 bursts, 4200 Super Lightning Upper (Suupaa Raijin Appaa) HK HK AP Super Raijin (a thunder god) Upper (literal reading of the kanji) Kyosuke summons a huge bolt of lightning. Level 1: 4 hits, 1600 damage Level 2: 6 hits, 2400 damage Level 3: 8 hits, 4000 damage Double Shadow Cut Kick (Daburu Gen'ei Kikku) FB FB AK then FB AK on the ground or in the air Double Vision Kick, Double Phantom Kick, Double Illusion Kick (literal readings of the kanji) Kyosuke does two Shadow Cut Kicks followed by a Shadow Wave. The additional FB AK input will do another Shadow Cut Kick, which depending on its timing will either cause more damage or abort the move early and cause less damage. The hit totals and damage amounts given are without additional input. Level 1: 7 hits, 2000 damage (8 hits, 2400) Level 2: 10 hits, 3300 damage (11 hits, 4700) Level 3: 13 hits, 5200 damage (14 hits, 5600) Final Symphony Remix (Fuaina Shimfuoni Remix) HCB HCB AK Kyosuke calls out his friends Batsu and Hinata to help him beat up his opponent. This move can only be done with a full super meter, and does 6300 damage. ----------COMBOS---------- Since Kyosuke's JS attacks are the same as his A attacks, I am using A to represent both. As always, if you have any combos to add, feel free to e-mail them to the address at the top of this FAQ. Cl J, F J Cl J, F Sh, Shadow Cut Kick Cl J, D J, Lightning Upper Cl J, D Sh, Shadow Cut Kick Cl J, Cross Cutter Super Lightning Upper, A AB Cl J, D Sh, Final Symphony Remix ----------COLORS---------- These are Kyosuke's default colors in CvS2. X: Bluish white uniform, light orange hair Y: Pinkish white uniform, brown hair L: Greenish white uniform, light brown hair A: Grayish white uniform, bluish white hair B: Bluish white uniform, red hair R: Brownish white uniform, blond hair X+Y+L: Purplish white uniform, light orange hair, purple skin A+B+R: Charcoal uniform, blond hair The following are edit colors I have made for Kyosuke you may want to try. The colors are listed left to right as the blocks appear on the bar at the bottom of the screen, with the numbers representing red, green, and blue in that order. Yellow uniform, purple hair, brown shirt 30-21-23 25-16-18 20-11-13 15-6-8 31-31-10 25-26-9 21-21-3 17-16-0 13-12-0 13-7-9 5-4-0 15-7-31 10-0-26 6-14-0 0-14-0 Mint green uniform, blue hair, green shirt 29-23-22 24-18-17 19-13-12 14-8-7 22-31-10 16-26-9 12-21-3 8-16-0 4-12-0 8-12-09 0-9-0 5-12-31 0-0-26 10-0-14 9-0-12 Red uniform, black hair, purple shirt 31-22-18 26-17-13 21-12-8 16-7-3 31-0-15 30-0-14 19-0-8 15-0-0 16-0-0 12-5-9 4-0-0 7-7-7 0-0-0 3-12-18 2-12-16 Khaki uniform, pink hair, orange shirt - inspired by his Rival Schools L1 color 30-26-18 28-18-12 22-12-8 15-9-5 28-23-15 22-18-14 18-13-8 14-8-5 10-4-0 27-18-4 24-15-0 31-24-31 26-17-26 20-0-0 14-0-0 Bright blue uniform, red hair, black shirt - inspired by his Rival Schools R1 color 29-25-18 24-17-13 19-12-8 14-7-3 18-29-31 12-24-30 8-19-24 4-14-21 0-10-16 3-3-3 0-0-0 31-0-0 22-0-0 18-0-0 12-0-0 ----------KYOSUKE QUOTES-------- From Rival Schools: "Your attacks almost bored me to death!" "Is that all you can do?" ----------VERSION HISTORY---------- v. 0.2 (30 October 2001) - Added standard CvS2 gameplay features section; revised tactics section's damage information v. 0.1 (21 October 2001) - First version which contained everything not mentioned above ----------LINKS---------- GameFAQs www.gamefaqs.com The best resource for gaming information I've seen anywhere (but if you're reading this you should already know that) Shingotink's Capcom vs. SNK 2 Color Edit Archive http://geocities.com/shingotink/ OR http://shingotink.tripod.com/ A fantastic resource for color edits ----------CREDITS---------- I, ProTect, wrote this. Move names came from CvS2 command lists. Kyosuke's official history came from the Rival Schools games as mentioned. Kyosuke's statistics came from the All About Capcom Head-to-Head Fighting Games Guide. All other material came directly from the author's trial-and-error experimentation with CvS2. Capcom made the game and all other games mentioned. Kyosuke and Rival Schools/Project Justice belong to Capcom.