The King of Fighters 2002 "Challenge to Ultimate Battle" Character FAQ on Kyo Kusanagi For The MVS Arcade System & The Neo*Geo Home Cart System By Raul Torrez (Kim_Kaphwan@tekken.cc) This FAQ is Copyrghted Work 2002-2003 Raul Torrez The King of Fighters 2002, Kyo Kusanagi, other SNK Characters are all Registered Trademarks and Copyrighted by SNK Playmore of Japan and Eolith. Contents: I. Why Kyo Kusanagi? II. Kyo's Bio and Info III. KoF2002'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 has gained back his AUTOGUARD for his Aragami/Dokugami! Other than that nothing really new. He a bit faster with some of his moves. His combos are still damaging. Along with MAX Mode, he can do some pretty nasty stuff. He's still a bit toned down from last year. None the less, he's still a Solid Character to play. 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 '95-2002, The King of Fighters Kyo, The King of Fighters R1, The King of Fighters R2, The King of Fighters "Battle de Paradise", 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" 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 KoF'02: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido 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 KoF'02: Tears III. KoF2002 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 Desperation Move HSDM- Hidden Super Desperation 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 Roll Canceling- when attacking, AB (requires 1 Power Stock) Throws- f or b + C/D Throw Escape- when grabbed, f or b + any button 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) MAX Mode Activation- BC (requires 1 Power Stock) MAX Mode CANCEL Activation- while attacking, BC (requires 2 Power Stocks) 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- when grabbed, f or b + any button If done correctly, you're character will push away the opponent about 2 steps away from you. Throw Escapes do 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. You can cancel in the middle of the CD Attack by interrupting it with a special move or DM/SDM/HSDM. 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. Roll Canceling- while attacking, AB (requires 1 Power Stock) A new addition to KoF2k2, in which you can CANCEL Normal Attacks such as A,B,C,D or a CD Attack into a roll. You can use this as a mix-up or to close in on your opponent. 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. This year, the Guard Knockdown Attack deals damage to the opponent. Great to distance yourself from the opponent though. You can also Roll Cancel (AB) during the Guard Knockdown Attack. MAX Mode Activation- BC (requires 1 Power Stock) Returning from Kof'98 with new abilties. Max Mode occurs when you break a Power Stock which results in your character posing while turning Yellow. MAX Mode has a Time Limit of at least 17 seconds. During this time you are allowed to..... -Perform a Desperation Move (free in MAX Mode) -Perform a Hidden/Super Desperation Move (1 Power Stock) -Perform MAX Cancels on Normal/Special Moves (reduces 1/4 of the MAX Mode Gauge each cancel) -Perform Super Cancels for the DM/SDM's (at least 2 Power Stocks) -Inflict 25% more damage on the opponent. Note: WHITE Flashes will occur each time you cancel into a special move. Once a DM/SDM/HSDM is performed, MAX Mode will end. You are allowed to MAX Cancel Normal/Special Moves around 4-6 times. You cannot build up your Power Gauge during MAX Mode. MAX Mode CANCEL Activation- while attacking, BC (requires 2 Power Stocks) Instead of breaking a stock which causes a slight DELAY, you can now CANCEL a Normal/Command Move into MAX Mode without the DELAY. MAX Mode CANCEL Activation takes 2 stocks to perform. 1 for the move cancel and the other for the MAX Mode Activation. The recovery time is great on the CANCEL. This also opens the doors for EXTENDED Combo Options. Desperation Moves & Super Desperation Moves- (requires 1 or 2 Power Stocks) 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 5 stocks. Only certain DM's can become SDM's. SDM's take 2 Power Stocks to use. 1 stock to activate into MAX Mode and the other to perform the SDM. SDM's must be done by presing 2 buttons, instead of one button. There will be a RED flash to indicate that you successfully pulled off the SDM. Hidden Super Desperation Moves- (requires 2 Power Stocks) A new addition to KoF2k2. In order to perform a HSDM, you're life gauge must be at least 75-80% (1/4 or less) gone. Once that's been established, you must activate into MAX Mode (1 Power Stock) and use another Power Stock for the HSDM. This allows the character to pull off a Hidden Super Desperation Move. The background will turn BLUE to indicate that you have successfully pulled off the HSDM. Super Cancels- (requires 2 or 3 Power Stocks) This feature is back from KoF2k1. Super Canceling allows you to cancel special moves into DM/SDM's. In order to Super Cancel, you must have a least 3 Power Stocks at the most. 1 Power Stock to Super Cancel and 1 or 2 Power Stocks to perform the DM/SDM. When the character starts to flash white, this indicates that you have successfully Super Canceled. Counter Wire Attacks- This feature from KoF2k1 also carried unto Kof2k2. These are attacks based on counter hits. Counter 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. 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 HSDM Kamukura. crouching- Low Standard Jab, which comes out quick and can be canceled into Goufu You, 88 Shiki, Oniyaki, DM/SDM Orochi Nagi, and HSDM 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, 88 Shiki, 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, 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, HSDM Kamukura, and DM/SDM Orochi Nagi. 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, and HSDM 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 HSDM 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. You can also CANCEL OUT cD without even seeing it come out. You must be very quick. 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, 75 Shiki: Kai, and DM/SDM Orochi Nagi. 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 the air, Kyo will do an Shoulder 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. You can also cancel in the middle of Kyo's CD Attack by interrupting it with a special move or DM/SDM/HSDM. 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) HSDM 524 Shiki: Kamukura- hcb, hcb + AC (UB) -Super Cancels 100 Shiki: Oniyaki 427 Shiki: B Hikigane -Counter Wire Attacks UNKNOWN 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, R.E.D Kick, Oniyaki, and DM Orochi Nagi. 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. Best cross-up attack with Kyo. 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. Best MAX Mode CANCEL Activation move. 114 Shiki: Aragami- qcf + A Kyo will move forward, while punching the opponent with a flaming fist. Aragami has gained back it's AUTOGUARD ability. Cancelable move in MAX Mode. 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. This move can OTG as well. >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 move forward, while punching towards the opponents face. Dokugami has also gained back it's AUTOGUARD ability. Dokugami goes half screen. Cancelable move in MAX Mode. Dokugami also has 3 follow-ups. >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. Cancelable move in MAX Mode. 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 mid/high projectiles. The D version also has INVINCIBILITY Start Up. B/D Hikigane also can be used as anti-air attacks. The B version is also one of Kyo's Super Cancel moves. Cancelable move in MAX Mode. Taunt- Start Kyo stands in one place with his finger waving at the opponent, while saying, "Kore kara nan daro?" (Haven't We Already Begun?") You can cancel out the taunt in the middle of Kyo's speech. 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 distance is past half screen. The wave comes out fast as well. 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. HSDM 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. Kamukura is very fast this year. You can use Kyo's HSDM as a wake up/reversal move if opponent is next to you. Note: You cannot grab Choi Bounge with HSDM Kamukura. 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 - 4/6-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, B R.E.D Kick - 4-hits (very fast) cA, sC, Goufu You, DM Orochi Nagi - 4-hits cA, sC, Goufu You, Aragami - 4-hits cA, sC, Goufu You, Dokugami - 4-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 - 3/7-hits cC/sC, DM/SDM Orochi Nagi - 2/5-hits cC/sC, SDM Orochi Nagi - 7-hits (C) 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, sC - 5-hits (C) 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) cC/sC, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki - 7-hits (C) cC/sC, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Naraku Otoshi - 7-hits (C) cC/sC, D 75 Shiki: Kai, B Hikigane, D Hikigane - 5-hits (C) D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, dash in, Oniyaki - 6-hits cC/sC, Goufu You, B R.E.D. Kick - 3-hits (very fast) cC/sC, Goufu You, DM Orochi Nagi - 3-hits cC/sC, Goufu You, Aragami - 3-hits cC/sC, Goufu You, Dokugami - 3-hits cC/sC, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi - 5-hits cC/sC, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits B Hikigane(*), DM/SDM Orochi Nagi - 2/5-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, Oniyaki(*), DM/SDM Orochi Nagi - 3/5-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 cX Naraku Otoshi, sC/sD, DM/SDM Orochi Nagi - 3/6-hits cX Naraku Otoshi, sC/sD, Goufu You, DM Orochi Nagi - 5-hits cX Naraku Otoshi, sC/sD, Aragami, Kono Kizu, Nanase - 5-hits cX Naraku Otoshi, sC/sD, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits cX Naraku Otoshi, sC/sD, D 75 Shiki: Kai, B Hikigane, dash in, Oniyaki(*), DM/SDM Orochi Nagi - 7/10-hits HSDM Kamukura, Aragami, Yano Sabi (1), Kototsuki You (OTG) - 9-hits (C) (Kyo must do the Aragami Chain IMMEDIATELY after HSDM Kamukura, so Kototsuki You will OTG.) 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 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, HSDM 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.) =============== MAX Mode Combos =============== jD, sC, BC, dash in, cA, 88 Shiki, Dokugami, Aragami, Dokugami, Aragami, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 13-hits jD, sC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 11-hits jD, sC, Goufu You, Dokugami, Aragami, Dokugami, Aragami, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 12-hits jD, sC, Goufu You, Dokugami, Aragami, Dokugami, B R.E.D. Kick - 7-hits sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki: Kai, B Hikigane, Oniyaki - 12-hits sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki: Kai, B Hikigane, Oniyaki(*), DM Orochi Nagi - 13-hits (C) sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki - 14-hits (C) sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki(*), DM Orochi Nagi - 15-hits (C) sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Kono Kizu, B Hikigane(*), DM/SDM Orochi Nagi - 10/13-hits sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Kono Kizu, B Hikigane, D R.E.D. Kick - 10-hits (C) jD, sC, 88 Shiki(1), BC, dash in sC, 88 Shiki, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki(*), DM Orochi Nagi - 18-hits (C) ============= GLITCH Combos ============= cX Naraku Otoshi, sC, 88 Shiki, DM Orochi Nagi - 5-hits cA, sC, 88 Shiki, DM Orochi Nagi - 5-hits sC, 88 Shiki, DM Orochi Nagi - 4-hits BC Super Cancel- When you perform Kyo's 88 Shiki, you can BC cancel into MAX MODE. But not only can you BC cancel but perform Kyo's DM Orochi Nagi as well. Right as Kyo's Body is PUSHED BACK/RECOVERING from 88 Shiki, input the motion for Orochi Nagi and HIT "BC". Example: sC, df + D, qcb, hcf + BC. Note: These combos take 3 Stocks to perform. 2 Stocks for MAX Mode Cancel Activation and 1 Stock for DM Orochi Nagi. VII. Strategies ========= 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 you close to the opponent. 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 (don't take that risk). 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. You can use DM/SDM Orochi Nagi as a means of defense too. Kyo's sD works great as a poke attack, to keep opponents at bay. =================== 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, sC, 88 Shiki, BC, dash in sC, 88 Shiki, Dokugami, Aragami, Kono Kizu, B Hikigane, Aragami, Kono Kizu, B Hikigane (Stresses/Pressures Guard Crush) Note: If you have enough Stocks, Kyo can Super Cancel into DM/SDM Orochi Nagi from B Hikigane. ========== Recovering ========== Kyo's wake up move would either have to be A Oniyaki, D Hikigane, CD Attack, DM/SDM Orochi Nagi, HSDM 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. ========== 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 colse 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. ======= 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. ====== Glitch ====== If you Roll Cancel (while attacking, AB) Kyo's cC/sC/sD, as soon as Kyo is done rolling, IMMEDIATELY do Aragami (qcf + A) and Kyo along with his Aragami punch will go right through the opponent unto the other side of them. Maybe it's not a glitch. But it looked a little weird to me. SEQUENCE: cC/sC/sD, AB, Aragami (qcf + A). 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 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. ======================================== 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 HSDM Kamukura to connect- ================================== Like my crappy previous Kyo FAQ, I had ways to get the HSDM Kamukura to connect. I think it's much easier in this game since HSDM Kamukura is much faster than it was in 2k1. Anyways, here's a few ways of getting it to connect. 1. Short Jump in torwards the opponent and then HSDM 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 connect/whiff the cA/cC, you should be able to get 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 HSDM Kamukura on the crouched opponent. 4. Tick Throwing 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 Kamukura. 6. CANCEL OUT cD, then do HSDM Kamukura. 7. This is the "Super Best Ever" set up. You do Kyo's Dokugami (qcf + C), if BLOCKED or not, do HSDM 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 HSDM Kamukura. 9. Connect 75 Shiki: Kai, sC, into "B" R.E.D. Kick (moves Kyo into recovering range), opponent recovers, HSDM Kamukura. 10. Connect 75 Shiki: Kai, sC, into Dokugami (moves Kyo into recovering range), opponent recovers, HSDM Kamukura. That's all I can think of right now. Hopefully more stuff will come to mind later on. 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. Winpose 1- Kyo blows a Flame which is coming from his finger, and says "Hmph! Moetaro!" ("Hmph! You got burned!") Winpose 2- Kyo raises his arm into the air, then clenches his fist, while saying "Ore no kachi da!" ("This is my victory!"). Winpose 3- Kyo vs. Iori Yagami After Kyo defeats Iori, he takes his white jacket off and flips it over his shoulder while saying, "Manzoku Shitaka, Yagami?" ("Are you Satisfied Yet, Yagami?") Time Over Pose- Kyo turns torwards the background and clenches his fist, with a pissed off look on his face. IX. Extras ====== Quotes ====== Quote 1- Mainly towards everyone That's the Pepper! That's the stuff! OOOH YEAH! Quote 2- Towards Iori Yagami, Mature, and Vice You're weighing me down! It's the kiss off, losers! Quote 3- Towards K', Maxima, Whip, Kula Diamond, K'9999, and Angel You gotta use it or lose it! That's the best you can do? Quote 4- Towards The New Face Team/Orochi Team Will you never learn? Or must I show you more punishment! Quote 5- Towards Kusanagi You may have my old looks, but you ain't got my old stuff! Note: To Play Kusangai- Highlight Kyo, then input u, d, r, l, d, u, l, r. You should now see Kusanagi portrait. Just hit any button to select him. =================== Kyo's Outfit Colors =================== A Button- White Jacket, Blue Jeans, and a Black Shirt. B Button- White Jacket, Grey Jeans, and a Black Shirt. C Button- Yellow Jacket, Green Jeans, amd a Gold Shirt. D Button- Bright White Jacket, Black Jeans, and a Faded Black Shirt. X. Updates Version 0.5: January 4th, 2003 -First Release Version 1.0: August 1st, 2003 -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. but he own all in '98! He's just too 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 MAX Mode 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! Thanks again for that "SUPER BEST EVER" HSDM Kamukura Set-Up and OTGing HSDM Kamukura! SNK/Playmore/Neo*Geo for creating Kyo Kusanagi and The King of Fighters Series. The Future is Indeed Now! Eolith for devloping The King of Fighters 2002. King of Fighters 2002 OST, where I got Kyo's info from. My Neo*Geo AES System and King of Fighters 2002. Without them both, this FAQ could not possible. Kao Megura because I got Kyo's move names from his KoF2001 FAQ. He also writes great KoF FAQ's too. The man's The King of FAQ's! http://www.gamefaqs.com for hosting my Kyo FAQ along with many other great FAQs they have up. Myself for typing this Kyo FAQ. Man do I need sleep. And you for taking the time to read this FAQ. Raul Torrez Copyrighted (c) 2002-2003