The King of Fighters 2001 Character FAQ on Kyo Kusanagi For The MVS Arcade System & The Neo*Geo AES Home Cart System By Raul Torrez (Kim_Kaphwan@tekken.cc) This FAQ is Copyrghted Work 2002-2004 Raul Torrez The King of Fighters 2001, SNK, Kyo Kusanagi, other SNK Characters are all Registered Trademarks and Copyrighted by SNK Corporation of Japan and Eolith. ========= Contents: ========= I. Why Kyo Kusanagi? II. Kyo's Bio and Info III. KoF2001's Basic Commands IV. Kyo's Basic Moves V. Kyo's Special Moves VI. Kyo's Combos VII. Strategies VIII. Kyo's Entrance and Winning Poses IX. Extras X. Updates XI. Closing and Credits ==================== I. Why Kyo Kusanagi? ==================== Kyo comes back this year with a few new tricks! He's still as strong as ever. He has an arsenal of moves, in which he can play mind games with. If you want to know more on Kyo, continue to read on. ====================== II. Kyo's Bio and Info ====================== Fighting Style: Kusanagi-Style Weapon Fighting and Chinese Art of Self-Defense (with own variations) Birthday: December 12 Age: 20 Country: Japan Blood Type: B (RH-) Height: 181cm Weight: 75kg Hobbies: Writing Poetry Favorite Food: Grilled Fish Mastered Sport: Ice Hockey Prized Things: His Motorcycle and his Girlfriend (Yuki) Dislikes: Hard Work Seiyuu/Voice Actor: Masahiro Nonaka First Appearance: The King of Fighters '94 Other Game Appearances: The King of Fighters '95-2003, The King of Fighters Kyo, The King of Fighters R1, The King of Fighters R2, The King of Fighters "Battle de Paradise", The King of Fighters EX, The King of Fighters EX 2, Gals Fighters (cameo appearance), Capcom vs. SNK "Millennium Fight 2000", Capcom vs. SNK "Millennium Fight 2000" Pro, Capcom vs. SNK 2 "Millionare Fighting 2001", SNK vs. Capcom "Match of the Millennium", SNK vs. Capcom "CardFighter's Clash" SNK Card Set, SNK vs. Capcom "Card Clash 2", SNK vs. Capcom Chaos Kyo's King of Fighters Team Members: KoF'94-98: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido KoF'99: Kyo Kusanagi (Single Entry) KoF'00: Kyo Kusanagi (Single Entry) KoF'01: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido, Shingo Yabuki Kyo's King of Fighters Background Music: KoF'94: ESAKA KoF'95: Funky ESAKA KoF'96: ESAKA? KoF'97: ESAKA Forever KoF'98: ESAKA, ESAKA?, and ESAKA Forever KoF'99: Tears and ESAKA~The ACID MiX KoF'00: Good Bye ESAKA KoF'01: Marchless Flame =========================== III. KoF2001 Basic Commands =========================== Kyo's Key Configuration: A- weak punch B- weak kick C- strong punch D- strong kick f- forward b- back u- up d- down Start- taunt qcf- quarter circle forward qcb- quarter circle back df- diagonally down forward db- diagonally down back uf- diagonally up forward ub- diagonally up back (Hold)- move can be held (can be released, only after being held) (air)- can be done in the air DM- Desperation Move SDM- Super Deperation Move P- punch K- kick PK- must be pressed at same time (AB, CD, BC, etc.) Xx- can cancel move >- follow up OTG- Off The Ground UB- Unblockable Basics: Run- f, f (hold f while running) Dash Back- b, b Normal Jump- up Short Jump- tap d, uf/ d, u/ d, ub Quick Jump- d, uf/ d, u/ d, ub Emergency Attack Avoidance Forward- AB or f + AB Emergency Attack Avoidance Back- b + AB Falling Recovery Roll- AB before hitting the ground Throws- f or b + C/D Throw Escape- any button when grabbed Knockdown Attack- CD (can be done standing or in air) Guard Escape Roll Forward- when blocking, AB or f + AB (requires 1 Power Stock) Guard Escape Roll Back- when blocking, b + AB (requires 1 Power Stock) Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock) Striker Call 1- BC (requires 1 Power Stock) Striker Call 2- f or d + BC (requires 1 Power Stock) Striker Call 3- b + BC (requires 1 Power Stock) Taunt- Start ------------------------------- Descriptions of Basic Commands: ------------------------------- Falling Recovery Roll- AB before hitting the ground Whenever hit by an attack that knocks you to the ground, you can recover before hitting the pavement. This command will only work if hit by basic attacks, special attacks, DM's, and SDM's that knock ya on to the ground. Throw Escape- any button when grabbed This does not work in the air, against Benimaru, Mai, Athena, Yuri, Clark, and Leona, since they all have air throws. GROUND ONLY! Knockdown Attack- CD (air) If hit by this attack, the opponent will hit the ground. Think of this as a Fierce Attack. Not even the falling recovery roll will work after being hit by the Knockdown Attack. Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB Just like in KoF'98, using this command will enable your character to AVOID an attack from the opponent. Your character is INVINCIBLE for that breif moment of rolling. Remember though, you can be thrown or hit after the roll. Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1 Power Stock) When blocking an attack, your character will roll forward or back from the opponent. This move can be used to distance yourself, if being pressure attacked. Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock) When blocking an attack, your character will perform the CD Attack, which will knock the opponent away from you. The only problem with the attack is that it does no damage to the opponent. Great to distance yourself from the opponent though. Striker Call 1- BC (requires 1 Power Stock) Striker Call 2- f or d + BC (requires 1 Power Stock) Striker Call 3- b + BC (requires 1 Power Stock) A Striker is a character in the team, which is assigned to HELP/AID your character in the fight. Strikers play a big part in battle. Each Striker has a different ability to help the character. You still can call Strikers out while performing a special move on the ground or in air. There's a new option this year, where you can select up to 3 Strikers on your team. You can also call all 3 out at the same time. Strikers have a BIG IMPACT on your fighter during the battle. Here's a list of what the Strikers do for the character..... -By picking 1 Striker, your 3 Fighters can get up to 2 Power Stocks. -By picking 2 Strikers, your 2 Fighters can get up to 3 Power Stocks. -By picking 3 Strikers, your 1 Fighter can get up to 4 Power Stocks. -By picking 0 Strikers, your 4 Fighters can get only 1 Power Stock. -The more Strikers you chose, the shorter your Power Gauge will be. Meaning, it will not take as long to bulid your Power Gauge. -Strikers have an IMAPCT on the Strength and Defense of your Fighters. More like a Ratio System. The less Strikers you have, the less powerful your Fighter becomes. The more Strikers you have, the more powerful your fighter becomes. Desperation Moves & Super Desperation Moves- DM's and SDM's are your Super Moves. In order to use DM/SDM's, you must fill up the Power Gauge to stock a DM. You can store up to 4 stocks (determining how many Strikers are chosing). Only certain DM's can be SDM's. SDM's take 2 Power Stocks to use and must be done by presing 2 buttons, instead of one button. Super Cancels- A new addition to KoF2k1, in which you can cancel special moves into DM/SDM's. In order to Super Cancel, you must have a least 2 Power Stocks at the most. 1 Stock to Super Cancel and the other to perform the DM/SDM. When the character starts to flash white, this indicates that you have successfully Super Canceled Critical Wire Attacks- A new addition to Kof2k1. These are attacks based on counters. Critical Wire Attacks occur during a counter hit, in which the opponent goes flying towards the wall and will be bounced back after hitting the wall. You can follow-up alot of stuff with this move. This is something to watch for in the future. Counter Wire Attacks- This is basicaly your Counter Attacks. If you hit a Counter Wire Attack, you'll be able to add more hits than before. Somewhat making infinites possible. ===================== IV. Kyo's Basic Moves ===================== A (weak punch): standing- High Standard Jab, which comes out quick. Can be canceled into Goufu You, 88 Shiki, Oniyaki, 75 Shiki: Kai, Aragami/Dokugami, R.E.D. Kick, Hikigane, DM/SDM Orochi Nagi, and SDM Kamukura. crouching- Low Standard Jab, which comes out quick and can be canceled into Goufu You, 88 Shiki, Oniyaki, Aragami/Dokugami, 75 Shiki: Kai, Hikigane, R.E.D. Kick, DM/SDM Orochi Nagi, and SDM Kamukura. Great crouching combo starter for Kyo. jumping- Downward Elbow, which comes out quick and is a good short jump move. close- Forward Elbow Strike, which hits high and comes out quick. It can be canceled into Goufu You, Oniyaki, Aragami/Dokugami, 75 Shiki: Kai, 88 Shiki, Hikigane, R.E.D. Kick, DM/SDM Orochi Nagi, SDM Kamukura. It can be chained from crouching A/B. B (weak kick): standing- A Side Snap Kick which comes out quick. Great poke attack. crouching- A Quick Low Kick, which can be caneled into crouching A/B or standing A/B. Another good combo starter. jumping- Forward Knee Strike, which comes out quick. You can use this move as one of Kyo's short jump moves. diagonal & short jumping- Downward Knee Strike, which comes out quick. You can use this as one of Kyo's cross-over moves. One of his best short jump moves too. close- Low Side Kick, which comes out quick. Another great combo stater with Kyo. Can be canceled into Goufu You, 88 Shiki, Oniyaki, Aragami/Dokugami, Hikigane, 75 Shiki: Kai, R.E.D. Kick, DM/SDM Orochi Nagi, and SDM Kamukura. C (strong punch): standing- Backhand Hit, which comes out fast. Not much on this move. crouching- A Rising Uppercut, which comes out fast and can be canceled into Goufu You, 88 Shiki, Oniyaki, Aragami, Dokugami, 75 Shiki: Kai, Hikigane, R.E.D. Kick, SDM Kamukura, and DM/SDM Orochi Nagi (only in corner for SDM). Great anti-air move too. jumping- 45 degree angle downward punch, which comes out fast and is a great jump in attack. You can link standing A/B/C/D or crouching A/B/C for combo starters. close- A Standing Uppercut, which comes out fast and can be canceled into Goufu You, 88 Shiki, Oniyaki, Aragami, Dokugami, 75 Shiki: Kai, 88 Shiki, Hikigane, R.E.D. Kick, DM/SDM Orochi Nagi, and SDM Kamukura. D (strong kick): standing- Hopping Spinning Roundhouse Kick, which comes out fast and can be used as a poke attack. Not much else this move can do. crouching- A Low Snap Kick, which comes out fast with it great reach. You can cancel Goufu You, 88 Shiki, Oniyaki, Aragami, Dokugami, 75 Shiki: Kai, R.E.D. Kick, Hikigane, DM/SDM Orochi Nagi, and SDM Kamukura if sweep does or doesn't hit. Doing this will allow you to catch the opponent off guard, which you can score free hits. jumping- Forward Side Kick, which comes fast and can be used as an anti-to-air attack. diagonal & short jumping- Forward Snapping Side Kick, which comes out fast and can be used as another short jump-in attack. Good Anti-air attack as well. close- A Standing High Kick, which comes out fast and can be canceled into Goufu You, 88 Shiki, Oniyaki, Aragami, Dokugami, and 75 Shiki: Kai, R.E.D. Kick, DM/SDM Orochi Nagi, and SDM Kamukura. AB (Emergency Attack Avoidance Forward/Back) Kyo will do a roll forward or back to avoid the attack. Very Fast and Invincible at the start up of the move. CD- (Knockdown Attack) On the ground, Kyo will extend both arms back, while pushing his body forward. Then his arms will hits the opponent, which seems to be a shoulder attack of some sorts. In teh air, Kyo will do an Elbow Strike. This move is best used in the air or as a short jump attack. It's safer and will score you some hits over the opponent. Great jump-in too. ====================== V. Kyo's Special Moves ====================== -Throws Hatsugane- when close, f or b + C Issetsu Seoi Nage- when close, f or b + D -Command Moves Ge Shiki: Goufu You- f + B Ge Shiki: Naraku Otoshi- in air, d + C 88 Shiki- df + D -Special Moves 114 Shiki: Aragami- qcf + A >128 Shiki: Kono Kizu- qcf + P (after Aragami) >127 Shiki: Yano Sabi (1)- hcb + P (after Aragami) >127 Shiki: Yano Sabi (2)- P (after Kono Kizu) >125 Shiki: Nanase- K (after Kono Kizu/Yano Sabi (1) >212 Shiki: Kototsuki You- hcb + K (after Yano Sabi (1) >Ge Shiki: Migiri Ugachi- P (after Kono Kizu/Yano Sabi {1} 115 Shiki: Dokugami- qcf + C >401 Shiki: Tsumi Yomi- hcb + P (after Dokugami) >402 Shiki: Batsu Yomi- f + P (after Tsumi Yomi) >100 Shiki: Oniyaki- f, d, df + P (after Batsu Yomi) R.E.D. Kick- b, d, db + B/D 100 Shiki: Oniyaki- f, d, df + A/C 75 Shiki: Kai- qcf + K, K 427 Shiki: Hikigane- hcb + B/D -Desperation Moves Ura 108 Shiki: Orochi Nagi- qcb, hcf + A/C (Hold) SDM Ura 108 Shiki: Orochi Nagi- qcb, hcf + AC (Hold) SDM 524 Shiki: Kamukura- hcb, hcb + AC (UB) -Striker Actions Striker Attack- R.E.D. Kick -Critcal Wire Attacks Unknown -Counter Wire Attacks Unknown -Super Cancels 100 Shiki: Oniyaki (During the 1-Hit) 427 Shiki: B Hikigane ------------------ Move Descriptions: ------------------ Hatsugane- when close, f or b + C Kyo grabs the opponents head, then does a Mid Elbow Strike which sends the opponent a distance away before hitting the ground. Issetsu Seoi Nage- when close, f or b + D Kyo grabs the opponents head and flips him/her over his shoulder. Then, Kyo does an Elbow Drop, which send the opponent bouncing on the ground. Ge Shiki: Goufu You- f + B Kyo will do an Axe Kick. This move is an overhead hit, which can be used against opponents that turtle alot. But be careful, this move comes out very slow. This move can be comboed from standing A/B/C/D or crouching A/C. If comboed, the move becomes cancelable into Aragami, Dokugami, and Oniyaki. Ge Shiki: Naraku Otoshi- in air, d + C As Kyo is in the air, he will do a Double Axe Handle. If the opponent is in the air and you hit him/her with Naraku Otoshi, it will knockdown the opponent onto the ground. 88 Shiki- df + D While Kyo is crouching, he will strech out his forward leg and hit the opponents ankle, then his back leg will strech forward and hit the opponents ankle once more. 88 Shiki moves Kyo forward as well. Nice combo ended too. 114 Shiki: Aragami- qcf + A Kyo will move forward, while punching the opponent with a flaming fist. Aragami has many follow-ups. >128 Shiki: Kono Kizu- qcf + P (after Aragami) After Aragami, Kyo will move forward with an Upward Flaming Punch. Kyo has 2 follow-ups which are Yano Sabi (2) and Migiri Ugachi. >127 Shiki: Yano Sabi (1)- hcb + P (after Aragami) After Aragami, Kyo will do a Mid Flaming Elbow Strike, which send the opponent clashing to the ground. Kyo has 2 follow-ups which are Nanase and Kototsuki You. >127 Shiki: Yano Sabi (2)- P (after Kono Kizu) After Kono Kizu, Kyo will do a Mid Flaming Elbow Strike, which send the opponent clashing to the ground. >125 Shiki: Nanase- K (after Kono Kizu/Yano Sabi (1) After Kono Kizu/Yano Sabi (1), Kyo will do a Spinning Roundhouse Kick, whick sends the opponent flying in the air, then falls to the ground. >212 Shiki: Kototsuki You- hcb + K (after Yano Sabi (1) After Yano Sabi (1), Kyo will step forward and grab the opponent by the neck, then holds him/her up in the air, and finishes by exploding the opponent with Kyo's Crimson Flames. Kototsuki You can grab the opponents while crouching, standing, or airborne. >Ge Shiki: Migiri Ugachi- P (after Kono Kizu/Yano Sabi {1} After Kono Kizu/Yano Sabi {1}, Kyo will perform a Diagonal Down Forward Flaming Punch, which grounds the opponent. 115 Shiki: Dokugami- qcf + C Kyo will moves forward, while punching towards the opponents face. Dokugami goes half screen. This move also has 3 follow-ups. Dokugami can negate projectiles. >401 Shiki: Tsumi Yomi- hcb + P (after Dokugami) After Dokugami, Kyo will do a Flaming Jab to the stomach. >402 Shiki: Batsu Yomi- f + P (after Tsumi Yomi) After Tsumi Yomi, Kyo will leap into the air with a Flaming Punch. >100 Shiki: Oniyaki- f, d, df + P (after Batsu Yomi) After Batsu Yomi, Kyo leaps straight into the air, while uppercutting with the Crimson Flames around him. R.E.D. Kick- b, d, db + B/D Kyo will leap into the air, in a rainbow like angle, then kicking the opponent. This sends the opponent crashing to the ground. A great anti-air attack. The B version goes near half screen distance and has a small arch jump, while the D version goes past half screen and has a larger arch jump. The B version is the fastest and the D version is the slowest, due to it's large arch. 100 Shiki: Oniyaki- f, d, df + A/C Kyo leaps straight into the air, while uppercutting with the Crimson Flames around him. The A Oniyaki has a small leap, as the C Oniyaki has a larger leap. A/C Oniyaki knocks down the opponent. Oniyaki is Kyo's Super Cancel move. You have to cancel it on the 1st hit with A/C Oniyaki. Oniyaki is a great anti-air attack. 75 Shiki: Kai- qcf + K, K Kyo hops in the air, while doing 2 front kicks, which launches the opponent up in the air. After 75 Shiki: Kai, you can follow-up with Aragami, Dokugami, 88 Shiki, Oniyaki, Hikigane, CD Attacks, R.E.D. Kick, Narku Otoshi, Goufu You, or Orochi Nagi. 427 Shiki: Hikigane- hcb + B/D B version, Kyo does a dashing spin, which he then does a Flaming Upward Punch. D version, Kyo stands in place, while doing a Flaming Uppercut. The B version is fast and can hop over ground projectiles. The D version is fast and can negate projectiles. These also can be used as anti-air attacks. The B version is also one of Kyo's Super Cancel moves. Taunt- Start Kyo stands in one place with his finger waving at the opponent, while saying "Ason deru no ka, ore?" ("Hey, are you playing around?"). You can cancel out the taunt when Kyo is saying, "Ason deru". Ura 108 Shiki: Orochi Nagi- qcb, hcf + A/C (Hold) Kyo stands in one place with his arm raised up in the air, while a Flame is burning from his hand. Then, Kyo reels his arm back and swings his arm forward to unleash a Crimson Wave. This move can be delayed. The disance is past half xcreen. The wave comes out fast as well. A Version has invincibility frames on "start up" on the lower part of the body, as does the C Version has invincibility frames in the upper body. SDM Ura 108 Shiki: Orochi Nagi- qcb, hcf + AC (Hold) As the background changes Negetive, Kyo stands in one place, while his body is on fire/flaring up and with his arm raised up in the air with a Flame burning from his hand. Then, Kyo reels his arm back and swings his arm forward to unleash a Crimson Wave. This move can be delayed. The disance is past half screen. The wave comes out fast as well. While Kyo's body is on fire, he is invulnable to being hit by normal projectiles and normal hits. If Kyo is touched while his body is burning, the opponent will be burned/pushed away. This is Kyo's most powerful DM. SDM 524 Shiki: Kamukura- hcb, hcb + AC (UB) Kyo grabs the opponent by the head, while saying "Asobi wa owari da!" ("Playtime is over!"). Then, Kyo does a series of Aragami's and Dokugami's (while his body is on fire), while finishing off with Batsu Yomi and Oniyaki. Somewhat of a redone Mu Shiki. When Kyo grabs the opponent, it looks as if he's starting to RIOT. You can Tick into Kamukara in very different ways. I'll explain that later. Note: You "cannot" grab Choi Bounge with SDM Kamukura. Striker Attack- R.E.D. Kick - BC (requires 1 Power Stock) Kyo does B version R.E.D. Kick from out of the screen. If connected, Kyo will then perform his B version Hikigane, which launches the opponent in the air. After he hits or doesn't hit, Kyo will stand in one place while waving his finger. You can follow-up with anything you want from the Hikigane. It's a good Striker for juggling purposes. ================= VI. Kyo's Combos ================= s- standing c- crouching j- jumping cX- cross-up (C)- must be done in corner (*)- Super Cancel ============================ Beginner/Intermediate Combos ============================ cB, cA, 88 Shiki - 4-hits cB, cA, Oniyaki - 4-hits cB, cA, Oniyaki, DM/SDM Orochi Nagi - 6/8-hits (*) cB, cB, cA, 88 Shiki - 4/5-hits cB, sA, Oniyaki - 3-hits cA, cA, Oniyaki - 3-hits cA, sA, Oniyaki - 3-hits cA, sC, Goufu You - 3-hits cA, sC, Oniyaki - 3-hits cA, sC, Aragami- 3-hits cA, sC, Aragami, Kono Kizu, Migiri Ugachi/Nanase - 5-hits cA, sC, Dokugami - 3-hits cA, sC, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits cA, sA, Oniyaki, DM/SDM Orochi Nagi - 6/8-hits (*) cA, Goufu You, A Oniyaki - 4-hits cA, Goufu You, A Oniyaki, DM/SDM Orochi Nagi - 7/9-hits cA, Goufu You, Aragami - 4-hits cA, Goufu You, Dokugami - 4-hits cA, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi - 6-hits cA, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 7-hits cC, Goufu You, Aragami - 3-hits cC, Goufu You, Dokugami - 3-hits cC, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi - 5-hits cC, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits cC/sC, B 75 Shiki: Kai, D Hikigane - 4-hits (C) cC/sC, B 75 Shiki: Kai, jCD - 4-hits cC/sC, B 75 Shiki: Kai, B R.E.D. Kick - 4-hits cC/sC, B 75 Shiki: Kai, jA/B/C/D cC/sC, B 75 Shiki: Kai, Naraku Otoshi - 4-hits cC/sC, B 75 Shiki: Kai, B Hikigane, B R.E.D. Kick - 5-hits cC/sC, D 75 Shiki: Kai - 3-hits cC/sC, D 75 Shiki: Kai, B 75 Shiki: Kai - 5-hits (C) cC/sC, D 75 Shiki: Kai, Oniyaki - 4-hits cC/sC, D 75 Shiki: Kai, CD Attack - 4-hits cC/sC, D 75 Shiki: Kai, Naraku Otoshi - 4-hits cC/sC, D 75 Shiki: Kai, DM/SDM Orochi Nagi - 4/6-hits cC/sC, D 75 Shiki: Kai, B Hikigane - 4-hits cC/sC, D 75 Shiki: Kai, B Hikigane, D Hikigane - 5-hits cC/sC, D 75 Shiki: Kai, B Hikigane, Oniyaki - 5-hits cC/sC, D 75 Shiki: Kai, B Hikigane, Aragami - 5-hits cC/sC, D 75 Shiki: Kai, B Hikigane, cC/sC - 5-hits cC/sC, D 75 Shiki: Kai, B Hikigane, Naraku Otoshi - 5-hits cC/sC, D 75 Shiki: Kai, B Hikigane, jCD Attack - 5-hits cC/sC, D 75 Shiki: Kai, Aragami, Kono Kizu - 5-hits cC/sC, D 75 Shiki: Kai, Aragami, Aragami - 5-hits cC/sC, D 75 Shiki: Kai, Aragami, Yano Sabi (1), Migiri Ugachi - 5/6-hits (C) cC/sC, D 75 Shiki: Kai, Aragami, Yano Sabi (1), Kototsuki You - 5-hits (C) cC/sC, D 75 Shiki: Kai, Aragami, Kono Kizu, Migiri Ugachi - 6-hits (C) cC/sC, D 75 Shiki: Kai, Dokugami - 4-hits cC/sC, D 75 Shiki: Kai, Dokugami, sC - 5-hits (C) cC/sC, D 75 Shiki: Kai, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits cC/sC, D 75 Shiki: Kai, 88 Shiki - 4/5-hits cC/sC, D 75 Shiki: Kai, R.E.D. Kick - 4-hits cC/sC, D 75 Shiki: Kai, D Hikigane - 4-hits (C) B Hikigane, DM/SDM Orochi Nagi - 2/6-hits (*) sB, sB, cA, 88 Shiki - 5-hits sC/sD, 88 Shiki - 3-hits sC/sD, Goufu You - 2-hits sC/sD, Oniyaki - 2-hits sC/sD, Aragami - 2-hits sC/sD, Aragami, Kono Kizu, Migiri Ugachi - 4-hits sC/sD, Aragami, Kono Kizu, Nanase - 4-hits sC/sD, Dokugami- 2-hits sC/sD, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 5-hits Note: Any combo involving crouching/standing at the beginning of the combo, can start from a jumping C/D or Naraku Otoshi. ============== Advance Combos ============== Naraku Otoshi, SDM Orochi Nagi - 6/7-hits (C) cX Naraku Otoshi, SDM Orochi Nagi - 5-hits cX Naraku Otoshi, sC, Goufu You, Aragami, Kono Kizu, Migiri Ugachi/Nanase - 6/7-hits (you must cross-up from the corner) cX Naraku Otoshi, sC, Goufu You, Dokugami, Tsumi Yomi(whiff), Batsu Yomi, Oniyaki - 7/8-hits (Tsumi Yomi may/may not whiff) cX Naraku Otoshi, sC, Goufu You, B Hikigane(*), DM/SDM Orochi Nagi - 6/9-hits cX Naraku Otoshi, sC, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki(*), DM/SDM Orochi Nagi - 9/12-hits cX Naraku Otoshi, cA, sA, Goufu You, DM/SDM Orochi Nagi - 5/9-hits cX Naraku Otoshi, sA, sA, C Oniyaki(*), DM/SDM Orochi Nagi - 5/9-hits cB, sC, SDM Kamukura, Aragami, Yano Sabi (1), Kototsuki You (OTG) - 11-hits (C) jC/D, sC, D 75 Shiki: Kai, B Hikigane(*), DM/SDM Orochi Nagi - 6/11-hits jC/D, cB, sC, D 75 Shiki: Kai, B Hikigane(*), DM/SDM Orochi Nagi - 7/12-hits jC/D, cB, sC, Dokugami, SDM Kamukura, Aragami, Yano Sabi (1), Kototsuki You (OTG) - 9-hits (C) (I'd say it's 50/50 chance to get this combo off) (Kyo must do the Aragami Chain IMMEDIATELY after HSDM Kamukura, so Kototsuki You will OTG.) cX Naraku Otoshi, sC, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 7/8-hits cX Naraku Otoshi, sC, Goufu You, B Hikigane, DM/SDM Orochi Nagi - 4/6-hits cX Naraku Otoshi, sC, D 75 Shiki: Kai, B Hikigane, DM/SDM Orochi Nagi - 8/9-hits jC/D, sC, D 75 Shiki: Kai, B Hikigane, DM/SDM Orochi Nagi - 6/11-hits jC, cB, sC, D 75 Shiki: Kai, B Hikigane, DM/SDM Orochi Nagi - 7/12-hits ===================== Infinite Combo Glitch Angel ONLY! ===================== If your opponent is Angel, you can do a infinite juggle on her. While Angel is in the corner, start doing..... 75 Shiki: Kai over and over and over again. qcf + K, K qcf + K, K qcf + K, K qcf + K, K and so on till she dies. ============== Striker Combos ============== None Haven't fooled around with Strikers yet. UPDATE this part later (Which I still haven't) =============== VII. Strategies =============== Kyo can be played both offensive and defensive. --------- Offensive --------- Kyo is a great rushdown character. He has tons of moves to get to the opponent. Kyo's Aragami and Dokugami being 2 of the moves that can get yo close to the opponent. Kyo's running is great too. You can run and use Oniyaki or sC when close to the opponent. Running and poking are good tactics as well. His standing D is a nice poke, as well as his 88 Shiki. Kyo's short jump is as good as ever. Kyo's Naraku Otoshi (d + C in air) is a great short jump attack and pressure attacks. d + C can be used as a cross-up too. Kyo's jB is the same as d + C, except it's not as great as the Naraku Otoshi. Kyo can do alot of nasty stuff, if you cross-up with Naraku Otoshi. Kyo's cD is god! It can be canceled from special moves to DM's. You can use cD as a mind game. By switching up the special moves Kyo after you do his cD. Example, opponent is crouch blocking and you sweep (sweep doesn't hit), then go into Aragami, Yano Sabi (1), Migiri Ugachi. (mid, low, low hit). --------- Defensive --------- Kyo has many moves which can be his defense. Oniyaki is Kyo's only real anti-air attack. But you can replace Oniyaki with cC or D Hikigane. D Hikigane can eat up projectiles and be used as a anti-air. Aragami can also eat up projectiles. You can also use D Hikigane as power gauge bulider. B Hikigane can be used as a dodge for ground projectiles, which helps you go over the fireballs and scores free hits with it's juggle ability. R.E.D Kick is a great anti-air too. It's arch can help you go over the opponents fireball and score a hit. You can also use SDM Orochi Nagi as a means of defense, do to it's flaming shield around Kyo. You touch Kyo's SDM Orochi Nagi and you get burned. Kyo's sD works great as a poke attack and a great zoning move, to keep opponents at bay. ---------- Recovering ---------- Kyo's wake up move would either have to be A Oniyaki, CD Attack, Orochi Nagi, Kamukura (if opponent is close), or his throws. The reason for C Oniyaki not being a good recovery move, is due to it's knockdown effect. C Oniyaki doesn't like to knockdown the opponent that much. ------------------- Poke Attack Strings ------------------- Kyo has a few strings which can keep the opponent at bay. His strings are based on how he gets to the opponent, either running or short jumping towards them with a jA/C/D. This will also INCREASE your Power Gauge for Power Stocks. I'll list a few pokes such as..... cB, cA, cD (Bread and Butter String) cB, cA, cD, "B" R.E.D. Kick cB, cA, cD, Aragami "Chain" Mix-ups (High/Low game) cB, cA, cD, 88 Shiki (Nice Pressure) cB, cA, cD, A Oniyaki cB, cA, cD, "B" R.E.D. Kick, A Oniyaki cB, cA, cD, "B" R.E.D. Kick, Aragami "Chain" Mix-ups (High/Low game) cB, cA, cD, "B" R.E.D. Kick, short jumping cX Naraku Otoshi cB, cA, cB, cD cB, sC, Aragami "Chain" Mix-ups cB, sC, 88 Shiki (Low/High game) cB, cB, short jump B, cB, cA, sB cB, cB, walk up and Throw sC, Goufu You, D Hikigane/Aragami ---------- Recovering ---------- Kyo's wake up move would either have to be A Oniyaki, D Hikigane, CD Attack, DM/SDM Orochi Nagi, SDM Kamukura (if opponent is close), or his throws. The reason for C Oniyaki not being a good recovery move, is due to it's knockdown effect. C Oniyaki doesn't like to knockdown the opponent that much. --------- Anti-Airs --------- -A/C Oniyaki (dp + A/C) A version should only be used against people who plainly just jump-in. C version should be used for people who try crossing Kyo up. A version is much safer to use than the C vesion. The recovery time on the C version is awful. -R.E.D Kick (rdp + B/D) R.E.D Kick is a great anti-air too. It's arch can help you go over the opponents projectile and score a free hit. -cC This is good if you're just turtling. -SDM Orochi Nagi They jump towards you, they get BURNED. Think FLAME SHIELD when the opponent jumps at you. Beats out most air attacks. -Hikigane (D Version) You can used this if it's well timed. Good against cross-ups. ---------- Air-to-Air ---------- -Naraku Otoshi (in air, d + D) This moves slams the opponent to the ground. If you knockdown the opponent with Naraku Otoshi, you wil be set up for an offensive attack. Nice jump-in for a combo starter too. Will be out some moves. Use if Opponent is in your face airborne. Overall a great air-to-air attack. -jD Probabaly his best air-to-air attack. Can be used to for jumping forward/backwards or straight up into the air. It's range is good. Only bad thing is, that it won't knockdown. -------------------------------- Knockdown Attack Canceling- (CD) -------------------------------- You may interupt Kyo's CD Attack with a special move or DM/SDM/HSDM. This like another pressure tactic. Kyo can do his CD close to the opponent and if they do/don't block it, you can follow up with Kyo's Aragami "Chain". You can also use this to BAIT in your opponents by just throwing out CD Attacks away from the opponent. If they jump towards you in a middle of you're CD Attack, let them have a Oniyaki, R.E.D. Kick, or DM/SDM Orochi Nagi. CD Attack Canceling is something you should put into your gameplay. Abuse Kyo's D Hikigane while CD attacking. You're pretty much safe if using this and it keeps the pressure off you too. ------- Running ------- Kyo's Running is a BIG part in his offensive game. You can run and use A Oniyaki or sC (cB, sC is optional) when close to the opponent. I'd recommend you to Run and sC, into Aragami Chains. This while get your Power Gauge up and improve chances of a GUARD CRUSH. Running and poking are good tactics as well. His standing D is a nice poke, as well as his 88 Shiki. If you hit the opponent with 88 Shiki and have 2 stocks, do a MAX CANEL Activation (BC) during the 88 Shiki. then just go into Dokugami or dash in with sC. Rolling while running is good. It advances you behind/closer to the opponent. You can usually follow up a roll with A Oniyaki or Aragami. Running and Jumping set up alot of Kyo's jump-ins. Just running and doing a jumping d + D (Naraku Otoshi) into a sC is good enough. You can follow up with stuff of your own. ------- Baiting ------- Another way to have the opponents come to you is to bait them out with attacks. Just do a series of random attacks to have them confused enough to be like "WTF?" and come right to you. Example: cB, cB, cA, cB, cB or cB, cB, cA, D Hikigane/R.E.D. Kick/Aragami -------- Strikers -------- As for as Strikers go, I myself only use them as a means of defense. That's probably why you won't see any striker combos anytime soon. But I do know the Striker that are good for Kyo. Combo Wise- Seth, Benimaru, Kula, Robert, Goro, and Xiang Fei Defense Wise- Mai ------ Glitch ------ DM Orochi Nagi- There is a way to make DM Orochi Nagi come out much faster than usual. You must HOLD DM Orochi Nagi for at least 0.2/0.4 seconds, then RELEASE. This makes Kyo unleash his Crimson Wave much faster. The best way to practice is by WATCHING THE MOVEMENT of KYO'S BODY. When you see Kyo's Body PUSH BACK, that's when do DM Orochi Nagi. Without knowing this, you'll never be able to link some of Kyo's combos such as..... - sC, 88 Shiki, DM Orochi Nagi - 4-hits - cC/sC, Goufu You, DM Orochi Nagi - 3-hits - cC/sC, D 75 Shiki: Kai, B Hikigane, DM Orochi Nagi - 5-hits (without Super Cancelling B Hikigane) --------------------- Building Power Stocks --------------------- The best way to build those Power Stocks up, is either Kyo's D Hikigane or attack strings. -D Hikigane (hcb + D) Mainly you just keep throwing out Kyo's D Hikigane. It takes about 10 D Hikigane's to get a ONE Stock. The easiest way of throwing out D Hikigane safely would have to be AFTER a throw. You are at least guaranteed TWO D Hikigane's. Or you could just always do it after a knockdown move, like A Oniyaki. -Aragami (qcf + A) Just throw out a occasional Aragami here and there. Even if you use it to ZONE. ---------------------------------------- Mix-Ups after 75 Shiki: Kai (qcf + D, D) ---------------------------------------- A nice thing to do when you hit with qcf + D, D is doing mix-ups! What you do is hit them with qcf + D, D and run towards the airborne opponent and hit them with a "sC". Timing for this is CRITICAL. You must hit the opponent while they reach HEAD LENGTH to Kyo. This makes makes sC (stand C) CANCELABLE into ANY of his Special Moves. This tricks the opponent when they land and recover from the sC juggle. He's some nasty set-ups after sC..... -sC, into Oniyaki -sC, into "B" R.E.D. Kick -sC, into d + D (you can cancel out the Sweep into a Special Move) -sC, into SDM Orochi Nagi (works better in the corner) -sC, into Aragami Chains -sC, into 88 Shiki -sC, into 75 Shiki: Kai --------------------------------- -Getting SDM Kamukura to connect- --------------------------------- It kinda sucks when Kyo has an awesome new DM and your having a hell of a time getting it to connect. Put you worries to rest. I've come up with a few ways on how to get Kamukura to connect. 1. Short Jump in torwards the opponent and then Kamukura. 2. Sweep (cD) the opponent and cancel R.E.D. Kick. R.E.D. Kick should get you right next to the opponent. Now, they should be recovering from cD. So throw out an early cA/cC. If you conncet the cA/cC, yoo should be able to get SDM Kamukura off. 3. If sweep (cD) is blocked, still perform R.E.D. Kick, which will still set you up close to the opponent. Then, do SDM Kamukura on teh crouched opponent. 4. Tick Throwing SDM Kamukura is plain and simple. You just either hit the opponent with a close standing A/B or crouching A/B/C. Remember, you have to hit the opponent with the tick hit (cA/B/C or sA/B) Tick Throw all the way! 5. Use the 1st hit of 75 Shiki: Kai (qcf + B) and then go into SDM Kamukura. 6. CANCEL OUT cD, then do SDM Kamukura. 7. This is the "Super Best Ever" set up. You do Kyo's Dokugami (qcf + C), if BLOCKED or not, do SDM Kamukura. I love this set up to death. The cpu eats it everytime too. Note: The only way to get out of the SET UP is by jumping backwards. This is from what I experienced from playing people. 8. Connect 75 Shiki: Kai, sC, opponent recovers, then do SDM Kamukura. 9. Connect 75 Shiki: Kai, sC, into "B" R.E.D. Kick (moves Kyo into recovering range), opponent recovers, SDM Kamukura. 10. Connect 75 Shiki: Kai, sC, into Dokugami (moves Kyo into recovering range), opponent recovers, SDM Kamukura. ====================================== VIII. Kyo's Entrance and Winning Poses ====================================== Entrance 1- Kyo will stand in one place, while he's holding his wrist. Kyo then rises his arm up in the air, while a Flame is burning from his hand. Then, Kyo puts out the Flame and gets into his fighting position. Entrance 2- (Kyo Kusanagi vs. Iori Yagami) In the middle of the screen, Kyo and Iori stand next to each other. Kyo then rises his head towards Iori and says, "Temee no hono ga nanin iru da?" ("What color is your flames?"). Iori then turns his head towards Kyo and says, "Ita non koto wa sore dake ka? Naraba....." ("Is this all you have to ask? If so, then....."). As Iori is done speaking, they both let loose there flames, which result in a explosion, and causes them to return to there start positions Winpose 1- Kyo blows a Flame which is coming from his finger, and says "He he... moetaro!" ("He he... you got burned!") Winpose 2- Kyo rises his arm with a Flame coming from his hand, then clenches his fist which puts out the Flame, while saying "Ore no kachi da!" ("This is my victory!"). Time Over Pose- Kyo turns towards the background and clenches his fist, with a pissed off look on his face. Striker Pose- Kyo stands in place, while he tightens his glove and grins (hmph). ========== IX. Extras ========== ------ Quotes ------ -Vs. Iori Yagami "Follow me no more!" -Vs. New Hero Team "Business with NESTS? I'll introduce you personally!" -Vs. N.E.S.T.S. Team "As you've been so nice, I've returned your favours!" -Vs. any team/Generic quotes "This ain't what a real battlefield should be!" "Victory was predestined. I'm not in your bush league!" "It's all experience. Fight on dude!" ------------------- Kyo's Outfit Colors ------------------- A/C Button- White Jacket, Blue Jeans, and a Black Shirt. B/D Button- White Jacket, Grey Jeans, and a Black Shirt. =========== X. Updates =========== Version 0.5: April 22th, 2002 -First Release Version 1.0: March 10th, 2004 -First Update -Added More Combos -More Info and Strats -Extra Section -Corrected Typos/Mistakes ======================= XI. Closing and Credits ======================= This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify from the FAQ in anyway. I made this Kyo Kusanagi FAQ for people who are interested in learning him. I've loved Kyo since '96. He's just to good! If you have any contributions, comments, or corrections, feel free to e-mail me and I'll credit you. I'll update this FAQ soon with more stuff like Striker Combos and other stuff. Everything I did on this FAQ is from the top of my head. I hope this FAQ helps people out. I'd like to thank....... The LORD for blessing me everyday. Joku for showing me the way SNK with games like The Fatal Fury/King Of Fighters Series. Not even you can forget the countless hours we spent on KoF'96! Some fun times! Final Showdown for showing me how to play KoF the right way and his awesome Kamukura set-up! SNK for creating Kyo Kusanagi and The King of Fighters Series. The Future is Indeed Now! Eolith for developing The King of Fighters 2001. King of Fighters 2001 OST, where I got Kyo's info from. My Neo*Geo AES System and King of Fighters 2001. Without them both, this FAQ could not possible. Kao Megura because I got Kyo's move names from his KoF2000 FAQ. He also writes great KoF FAQ's too. The man's The King of FAQ's! http://www.gamefaqs.com for all the great faqs they have up. And you for taking the time to read this FAQ. Raul Torrez Copytrighted (c) 2002-2004