============================================================================== The Complete Shin Kyo Kusanagi Guide Version 1.0 King of Fighters 99: Millennium Battle By Psyke AKA Sean Goh 14th November 1999 Email: psyke@singnet.com.sg Website: http://i.am/psyke ============================================================================== Do not take any information from this faq unless you have permission. You may put this faq up on your homepage but only in it's original form. Email me if you want to use any part of it, for your homepage or for your faq. Thank you ============================================================================== Contents -------- 1) Introduction 2) Story 3) How to get the secret characters - Shin Kyo Kusanagi - Iori Yagami 4) Normal Moves - Standing attacks - Close standing attacks - Crouching attacks - Vertical jumping attacks - Jumping attacks - Command attacks 5) Special Moves 6) Desperation and Super Desperation Moves 7) Shin Kyo's stances - Beginning poses - Win poses - Special openings 8) Combos 9) About the author 10) Credits ============================================================================== 1) Introduction --------------- This faq is dedicated to 1 of 2 secret characters in KOF99, the True Kyo Kusanagi, or more commonly known as Shin Kyo. He differs a bit from the 98 Kyo, due to the change of the game play system itself as well as some move changes. I believe he was stronger in 98 than in 99, simply because there were more combos and chains in 98 than in 99, and many of his DMs and SDMS could be linked and comboed. In 99, both his DMs got weakened, and therefore he seems weaker in contrast. However, many other characters returning to 99 from 98 also got weaker, an a lot at it too, so you may consider Kyo lucky to have been weakened just a little. Well just look at Iori. He's still strong in 99, but compared to 98 he has been weakened, a lot. He lost many of his normal chains and some of his more skilled based combos. Don't get me wrong I still love using Iori, but some how I prefer playing 98 more than 99. To sum up my feelings towards KOF99, I'd say that I really miss the old system of rolling and chain combos. Some of the good old C into command move into DM combos were not working in 99, which really saddens me. But nevertheless, it's still a KOF game and can win over Street Fighter Zero 3 anyday~ (I hate Street Fighter Zero 3......I loved Zero 2 but I simply hate 3) Anyway here's Shin Kyo's bio from SNK: Shin Kyo Kusanagi Bio -------------------------------------- Fighting Style : Kusanagi-ryuu Kobujutsu and Garyuu Kempo (Kusanagi-style weapon fighting and Chinese art of self-defense with own variations) Birthday : 12 / 12 Age : 20 Birthplace : Japan Blood Type : B (RH-) Height : 181cm Weight : 75kg Hobby : Writing poetry Favorite Food : Yakizakana (grilled fish) Best Sport : Ice hockey Most Important : His motorcycle and his girlfriend (Yuki) Dislikes : Hard work Colour A : Blue Jeans, White Jacket, Black T-shirt Colour B : Black Jeans Seiyuu : Masahiro Nonaka Endquote : "Huh? Don't tell me think I was a clone?" ------------------------------------------------------------------------------ 2) Story ------------------------------------------------------------------------------ After the battle with Orochi, Kyo found himself unconsious in a very dark room. He was drained of all energy and a hand was clutching his face. This person asks Kyo if he is Kyo and thanks him for his data. Kyo realises that something is taken from him and it's his blood. Kyo couldn't see this guy, but he can keep hearing him calling his name. Suddenly fire explodes everywhere and he saw someone standing in front of him. The word "NESTS" is engraved on his body.Another explosion comes and blasts Kyo to a further distance where he saw many dead bodies. And they are all Kyos! Kyo now realises what's going on. Someone has been making clones of himself. Kyo now again hears this guy calling him. Without hesitation, Kyo quickly escapes from this place. As Kyo escapes from this place, he says "NESTS! You will pay dearly for this!" ------------------------------------------------------------------------------ 3) How to get the secret characters ------------------------------------------------------------------------------ You need to get on the logo screen to be able to use Kyo or Iori. The machine MUST be on Level 5 or above. You must select a whole roulette team. At any time, if you get a selection of the characters below in one team and defeat the CPU or Human team, the code will appear and the relevant mark , or will appear on the title screen. for Kyo: K', Maxima, Whip, Kyo-1, Kyo-2, Shingo and Benimaru for Iori: Bao, Jhun, Li Xiangfei, Kasumi Todo, Athena, Kim and Leona Once you have the "" symbol below the KOF logo at the logo screen..then goto the player select screen, and reach the Roulette select box, hold start and press Kyo: left, right, up, left, down, right. Iori: right, left, up, right,down, left. ============================================================================== To fight Real Kyo or Iori after defeating Kryzalid -------------------------------------------------- 1. Choose one of the 7 full teams to battle with the computer. 2. After clearing the 5th stage (Just before meeting Kryzalid), take note of your Battle Ability. 3. Defeat Kryzalid. 4. After finishing the Boss Stage, if the Battle Ability after the 5th stage is between 200 and 280 points Iori will appear. Otherwise if the Battle Ability is above 280 points Kyo will appear. ============================================================================== ============================================================================== 4) Kyo's Normal Moves --------------------- Here I will give a brief description of all of Shin Kyo's moves, and a rating of usefulness. Command moves are at the bottom of this section. Remember this is purely my opinion of the moves, so don't flame me or anything if you do not agree : ) Move Rating ----------- * - Poor attack ** - Not too useful *** - Average attack **** - Good attack ***** - Abuse it! ------------------------------------------------------------------------------ 4a) Standing Moves ----------------------------------------------------------------------------- Stand A (**---) Kyo throws out a fast punch to the face level. Your regular standing weak punch. Not much of a use unless you are standing near to the opponent. ------------------------------------------------------------------------------ Close Stand A (***--) An elbow to the face. Very fast, and linkable. Use this as your basic combo starter if u are close to your opponent. You can chain 2 of these together if you are fast or if the opponent is in the corner. ------------------------------------------------------------------------------ Stand B (*****) A very fast kick to the waist level. Very very good for poking games. Fast and powerful enough to stop many attacks. The range is terrific, and you should try to use this move when the opponent is around 3 steps in front of you. Very good for arritaing your opponent and stopping attacks. ------------------------------------------------------------------------------ Close Stand B (***--) Kyo kicks the opponent at shin level. Similar to the close standing A, this move is useful for chains and combos. Unlike in 98, you can only chain 2 of these together, but then you can always add another stand A for 3 chain hits. ------------------------------------------------------------------------------ Stand C (**---) Swinging punch that comes out modedrately fast. Not too useful on its own, but it's ranges isn't that bad. Can be used to stop attacks if timed carefully. Overall, not that useful. ------------------------------------------------------------------------------ Close Stand C (*****) You need this to start most of your lengthy combos. It's fast and linkable. Always combo with his qcf + K special move if the opponent is in the corner. Refer to combo section for more combos. ------------------------------------------------------------------------------ Stand D (***--) Jumping turn kick. Good for pushing and poking, but a little laggy as compared to his stand B. Looks cool, but I don't think you'll use it much in a match. ------------------------------------------------------------------------------ Close Stand D (****-) Actually, this is exactly the same as his close stand C in terms of purpose and combobility. I gave it one star less because I think his stand C looks cooler : ) ------------------------------------------------------------------------------ 4b) Crounching Moves ------------------------------------------------------------------------------ Crouch A (*****) Fast, linkable. What else do you want? You can chain 2 of these if you're fast. But the real bonous here is that you can chain this to his command move: down towards D for a 3 hit combo which take good damage. Plus, add another down B at before the down A and you have a simple yet damaging 4 hit combo which you should always do when your down B connect. More on this later. ------------------------------------------------------------------------------ Crouch B (*****) As above, your should always do another down A, down towards D when your down B connects. Simple and effective. Looks cool too. ------------------------------------------------------------------------------ Crouch C (****-) Kyo does an uppercut from crouching position. Your most basic anti air move. I don't use this move very often, because I prefer his uppercut, which looks cooler and does more damage. Not too reliable at times and tends to trade hits with high prioty jumping attacks such as K's jump D. ------------------------------------------------------------------------------ Crouch D (**---) Average sweeping attack. Why use this when you can use his command move? Well at least it looks good and is moderately fast. Rarely used in a match up. ------------------------------------------------------------------------------ 4c) Vertical Jumping Moves ------------------------------------------------------------------------------ Vertical Jump A (*----) A dropping elbow attack. Quite useless. Do this only if you want variety or you want to lose the match. ------------------------------------------------------------------------------ Vertical Jump B (**---) Kyo raises his knee as he jumps up. You can actually use this to cancel out your opponent's jumping attacks, but don't get your hope up too high. Anyway I don't think you'll be seeing this move too much. ------------------------------------------------------------------------------ Vertical Jump C (****-) Good way to start your combos. Easy to chain to a stand C or D. Very useful. ------------------------------------------------------------------------------ Vertical Jump D (**---) Kyo jumps up and sticks out his foot. Good range, but rarely used. ------------------------------------------------------------------------------ 4d)Jumping Moves ------------------------------------------------------------------------------ Jump A (*----) A dropping elbow attack. Quite useless. Do this only if you want variety or you want to lose the match. ------------------------------------------------------------------------------ Jump B (***--) A jumping weak knee. Not too useful if used as a jumping attack. But, the good thing is that it can be used for cross overs! I know I know, jump C is better, but I find that this is actually easier to cross over with. It's faster and more irritating. But it's harder for the cross over to be comboed due to the weak nature of the kick. Use to annoy. ------------------------------------------------------------------------------ Jump C (*****) Good way to start your combos. Easy to chain to a stand C or D. Can be used as a cross over to do more skill based combos. Very useful. ------------------------------------------------------------------------------ Jump D (*****) Similar to the jump C, but with better range. Cross overs not possible but priority is quite high. Use small hops when doing this move. Very useful as well. ------------------------------------------------------------------------------ 4e) Command Attacks ------------------------------------------------------------------------------ Foward + B (****-) Kyo does a 2 hit overhead kick. The animation has changed from pervious versions, but it's still as useful for pressuring the opponent in chain combos. Can be linked from Kyo's stand C, and can follow up with a special move if you have previously added another attack before it. ------------------------------------------------------------------------------ Down Towards + D (*****) Great for chain combos. Easy to set up and safe if blocked. The combo to do here is down B, down A, down towards D. If you have the opponent in the corner or if the opponent is big in size you can do the down A twice for a total of five hits. I've done a 6 hit one in KOF98 against Chang. We were both rolling towards each other I think but some how I got really close to him and I did 3 down As before the down B and the down towards D. Use this combo whenever you can. It's as safe as you can get. ------------------------------------------------------------------------------ 5) Special Moves ------------------------------------------------------------------------------ Here I will describe Kyo's special moves in detail. How they look like what they are for, what they can be comboed from, and so on. Email me if you find any mistakes. Key: ~~~~ QCF : Quater Circle Forward QCB : Quater Circle Backward HCF : Half Circle Forward HCB : Half Circle Backward DP : Dragon Punch Motion RDP : Reverse Dragon Punch Motion ------------------------------------------------------------------------------ Short Moves list ~~~~~~~~~~~~~~~~ I have used a hierachary style of showing Kyo's somewhat consusing firefists moves. The moves with are connect below means that they can be down after the move on top. 114 Shiki Ara Kami: QCF + A | | |-- 128 Shiki Kono Kizu: QCF + P | | | | | |-- 127 Shiki Yano Sabi: P | | | | | |-- 125 Shiki Nana Se : K | | |-- 127 Shiki Yano Sabi: HCB + P | | |-- 127 Shiki Yano Sabi: P | | |-- 125 Shiki Nana Se : K 115 Shiki Doku Kami: QCF + C | |-- 401 Shiki Tumi Yomi : HCB + P | |-- 402 Shiki Batu Yomi : Fwd + P 707 Koma Ho Furi (R.E.D Kick) : RDP + K 910 Shiki Nue Tumi (Counter) : QCB + P 100 Shiki Oniyaki (Uppercut) : DP + P 212 Shiki Kototuki You (Rush attack) : HCB + K ------------------------------------------------------------------------------ Special Moves Analysis ------------------------------------------------------------------------------ i) 114 Shiki Ara Kami: QCF + A (***--) Kyo does a sweeping fist as flames are seen coming from his fists. Good for poking games due to it's autoguard capabilities. Often you will see it eat up your opponent's attacks and hit them. Make full use of this and slowly chip away their health with his fire fists. Can be followed up with: ------------------------------------------------------------------------------ ii) 128 Shiki Kono Kizu: QCF + P (**---) Kyo throws another firefist in succession. Combos if the first arakami hits. Even if it doesn't hit you can still do this move becase it knocks the opponent to a safe distance. Can be followed up with either: ------------------------------------------------------------------------------ iii) 127 Shiki Yano Sabi: P (**---) Kyo does a overhead attack. Use when the opponent is crouching. It will hit standing opponents as well, if they are close. ------------------------------------------------------------------------------ iv) 125 Shiki Nana Se : K (****-) After the 2 fire fists, Kyo kicks the opponent with his leg lifted high up. Looks very cool and will definately hit if the first 2 hits connect. But be careful, as doing this move if the 2 fire fists are blocked will give your opponent a change to counter attack. Therefore: do this only if the first 2 fists connect. The original 114 Shiki Ara Kami: QCF + A can also be followed up by: ------------------------------------------------------------------------------ v) 127 Shiki Yano Sabi: HCB + P (**---) Kyo does an overhead attack with his fire fists. Hits standing and crouching opponents and slams them into the ground. A little laggy, so it's not comboable. Looks cool none the less. Can be followed up with either: ------------------------------------------------------------------------------ vi) 127 Shiki Yano Sabi: P (**---) After the HCB + P connects the opponent will be lying on the ground. This move makes Kyo knock the opponent while they are lying face down! Way cool! But you should never ever do this move if the HCB + P does not connect. It's very laggy and will cost you if the opponent is not down. ------------------------------------------------------------------------------ vii) 125 Shiki Nana Se : K (****-) So what do I do if the HCB + P is blocked? Simple. You kick the opponent away! As in the other fire fist combo, you can use this kick to get away from the opponent if he blocks your attack. Niffty eh? ------------------------------------------------------------------------------ viii) 115 Shiki Doku Kami: QCF + C (***--) This series of Kyo's fire fists are much more straight foward, as there is only one pattern. This move comes out slower, but does great damage if all 3 attacks connect. Has awesome autoguard capabilites. Can be followed up with: ------------------------------------------------------------------------------ ix) 401 Shiki Tumi Yomi : HCB + P (**---) Kyo does a punch to the opponent's stomach. Looks good. Doing this move if the Doku Kami gets blocked is a good idea, since it pushes you a bit back into a safer distance. Can be followed up with: ------------------------------------------------------------------------------ x) 402 Shiki Batu Yomi : Fwd + P (**---) Kyo executes an uppercut with his elbow. Do this move only if the previous 2 fire fists connect. This is due to a bad lag when Kyo falls from his uppercut. Useful only when the 2 hits connect. ------------------------------------------------------------------------------ xi) 707 Koma Ho Furi (R.E.D Kick) : RDP + K (****-) Kyo does a flying kick to the shape of an rainbow's arc. That's how it's name came about.I love this move. Well at least only the B version. Never use the D version. One chain that I do all the time, all the way from KOF97, is: Jump C/D, stand C, fwd + B (2 hits), B version R.E.D kick It will combo if the opponent is very near, but even if the opponent blocks the move he/she will be knocked too far away to counter your attacks. Try it. I love this chain. ------------------------------------------------------------------------------ xii) 910 Shiki Nue Tumi (Counter) : QCB + P (****-) Another move which makes Kyo so special. This move can be used on it's own as well as a counter which will counter all normal moves by the opponent, high and low. When used on it's own, it serves as an uppercut. But here's it's real purpose: to counter normal moves. Try doing it as the opponent stands up from a fall. If they block, they get pushed back. If they attack, they get countered! Looks way cool and the best part is the satisfaction when you pull off this move. ------------------------------------------------------------------------------ xiii) 100 Shiki Oniyaki (Uppercut) : DP + P (****-) Kyo's anti air special move. Looks very cool as he spins up in the air surrounded by flames. Hasn't changed much down the years and still as effective as in KOF94. Use when you see the opponent jumping at you. And yah, don't ever use the C version, cause the A version works just as well and doesn't leave you open too much if youu miss. ------------------------------------------------------------------------------ xiv) 212 Shiki Kototuki You (Rush attack) : HCB + K (**½--) Kyo's new move. Quite lame compared to it's previous version, but scores high on cool factor. The D version takes an eternity to come out, and Kyo looks like he's dancing while waiting to punch the opponent. I cannot think of any scenario to use the D version except while fighting Kryzalid's first form (he's a sucker for the D version). So, always use the B version and it's best to use it in combos. Connects off well with the stand C/D and down A/B. Some how I still perfer this move in 98, where it was much much more useful and looks more awesome. The good thing about this move in 99 is that it pauses a bit after you connect, and looks good when the opponent is hit. ------------------------------------------------------------------------------ 6) Desperation and Super Desperation Moves ------------------------------------------------------------------------------ i) DM: S108 Shiki Orochinagi: QCB HCF + P (*----) Kyo's trademark desperation move takes a dive for the worse this year. Now it's so slow you simply cannot combo it off anything at all, and the opponent can see it coming a mile away. Can be delayed by holding down the button. In KOF97 and KOF98 this DM was really useful. You could combo it off Kyo's stand/crouch C and used it in combos as well as in juggles. Now, I can't think of any combos involving this super laggy DM. SDM version: (***--) Kyo's body ignites into flames and if the opponent touches him will be juggles firstly by his body flames and then by the flames from his fists. Useful for opponents who like to roll behind you. ------------------------------------------------------------------------------ ii) DM: 182 Shiki: QCFx2 + P (***--) New desperation move for Kyo. Looks similar to his new HCB move. Kyo turns from his back and executes a 2 hit gut punch. Comes out fast, but not as fast as his old DM from KOF97 and KOF98. Can be chained from his close C, but not from crouching attacks such as down A and down B. This makes the DM much less useful than before. Looks pretty much okay though. I miss his old DM. but at least one of his clones has it.... Misc note: This DM can also be delayed by holding down the button. When at max, this move becomes unblockable. SDM version: (***--) Doesn't differ much from the DM version. Hits harder and does more damage that's all. Somewhat dissapointing, because SNK's special moves have always been more cooler looking than this...... Shin Kyo as Striker ------------------- Shin Kyo, when used as a striker, will do the SDM version of his Orochinagi DM when called out. It is best used for cross overs, but the flames do not juggle. That is, if the opponent is hit by the flames from Kyo's body the flames from his hands will miss later. Overall, a good striker. ------------------------------------------------------------------------------ 7) Kyo's Stances ------------------------------------------------------------------------------ Beginning pose: --------------- When Kyo is selected as the first character in a match, he will appear with his headband on. He then proceeds to take his hand band off, and then burns it. I use Kyo as the starting character just to see this. Win poses --------- Winpose A - Lights a flame on the end of his finger then blows it out saying "Hehe...moetaro?" ("Hehe...burned?) Winpose B - He's about to light the end of his finger but changes his mind and says "Anta ja moene na...." ("You're so bad I don't even need to burn you.") Winpose C - Holds his fist in the air aflame, then closes his fist, snuffing the fire saying "Ore no...kachi da!" ("This is...my victory!") Special Openings: ----------------- Shin Kyo vs K': They both looks at each other and wields their flames. They say something to each other and extinguishes their flames. Shin Kyo vs Iori: Iori backfaces Kyo an lights up his purple flames. Kyo does the same and wields his flame. Iori extinguishes his flames while Kyo says something, after which Kyo also extinguish his flames. Shin Kyo vs Benimaru: Similar to 98, where Benimaru points at Kyo. Shin Kyo vs Shingo: Shingo pus his hands in front of his face and shouts "Kusanagi-sannnnn!" He then puts his hands down by his sides and seem to psyche himself up for the match. ------------------------------------------------------------------------------ 8) Combos ------------------------------------------------------------------------------ Beginner combos: 1) jump C/D, stand C/D, hcb + B (Rush 4 hits) 2) down B, down A, dp + A (Rush 3 hits) 3) jump C/D, stand C/D, qcf + A, qcf + A, B/D (Rush 5 hits) 4) jump C/D, stand C/D, qcf + C, hcb + C, fwd + C (Rush 5 hits) 5) jump C/D, down B, down A, down towards D (Rush 5 hits) 6) jump C/D, stand C, qcf qcf A (Rush 4 hits) Intermediate combos: 1) jump C/D, stand C/D, forward + B, rdp + B (Rush 5 hits) 2) opponent in corner: jump C/D, stand C/D, qcf + D D, dp + C (Rush 5 hits) 3) down B, down A, hcb + B (Rush 4 hits) Expert combos: 1) opponent in corner: jump C/D, stand C/D, qcf + D D, qcf + B B, dp + C (Rush 7 hits) 2) opponent in corner: jump C/D, stand C/D, qcf + D D, qcf + A, qcb + A, A (Rush 7 hits) 3) cross over with jump C, stand C, foward B, qcf + C, hcb + C, C (Rush 6 hits) 4) cross over with jump C, down B, down A, hcb + B (Rush 5 hits) ------------------------------------------------------------------------------ 9) About the author ------------------------------------------------------------------------------ This is my 5th faq, but my the first that I've based on solely 1 character. I'm a 19 year old guy in Singapore stuying in Temasek Polytechnic doing my final year in Information Technology. I love video games and own a Playstation. I play KOF almost everyday, and love every minute of it. I used to love Street Fighter, but KOF97 came along and made me hate SF. Hehe :þ ------------------------------------------------------------------------------ 10) Credits ------------------------------------------------------------------------------ As this faq was done in half a day, I don't have a lot of people to thank : ) Nevertheless, here they are: Gunsmith For info on Kyo bio, as well as the story and his win poses. Check out his KOF99 faq! Kao Megura For the japanese move names Psyke (that's me) For loving KOF All the people at For providing me so much info on KOF it was a pleasure the KOF4EVER board knowing you people ============================================================================== And KOF players please check out this bbs at http://i.am/kof I believe it's the place where the best KOF fanatics hang out, and it's the best place to talk about your feelings on KOF and discuss gameplay stuff ============================================================================== Stuff I will be adding (and need help in now) --------------------------------------------- 1) Counter and armor mode combos 2) Character strategies 3) Misc information Till the next update, keep KOF alive! Any queries and suggestions can be mailed to psyke@singnet.com.sg Thanks for reading! ============================================================================== Psyke AKA Sean Goh psyke@singnet.com.sg http://i.am/psyke ==============================================================================