Kusanagi Kyo FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 7, 2002 Everything. Version 1.1 January 12, 2002 More Strategies Version 1.2 January 25,2002 Added Miscellany section. Various errors fixed. Version 1.3 Added Groove Info etc. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Desperation Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This is my first fighting game FAQ. Although most of the games I play are in fact fighting game, I was somewhat turned off by the large preface work, like explaining the system, abbreviations etc. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. The names (Japanese) I referenced from Rurouni Sephiroth's King of Fighters 1998 FAQ/Movelist. The Translations I transliterated directly from the Cantonese names, so they might be a bit off or sound funny. =========== II. Profile =========== Full Name: Kusanagi Kyo Age: 20 (as of King of Fighters 2000) Birthday: December 12th, 19?? Nationality: Japan Height: 181 cm Weight: 75 kg Favorite Food: Grilled Fish Favorite Sport: Ice Hockey From: The King of Fighters 1994 ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF LP= Light Punch MP= Medium Punch HP= Hard Punch LK= Light Kick MK= Medium Kick HK= Hard Kick P= Any Punch K= Any Kick PP= Two Punches Simultaneously KK= Two Kicks Simultaneously PPP= All Three Punches KKK= All Three Kicks QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) 360= Spin Joystick in Full Circle Super Jump= Tap Down, then Up or any Up direction quickly to do a further, large jump. A trail will appear behind the opponent if done correctly. Dash= Tap Forward or Back twice quickly to move quickly in that direction. Throw= When near an opponent, press either Forward or Back and Hard Punch or Hard Kick to execute a throw attack. Throw Escape= When being grabbed for a throw, Press either Forward or Back and Hard Punch or Hard Kick to escape. Evasion= Press Light Punch and Light Kick simultaneously. Depending on the groove, the character will perform an action that will evade most moves for the duration of the action. Taunt= Press Select to do a special taunt. Grooves ******* C-Groove: --------- This mode is similar to the Alpha Series as well as Capcom Groove in the original game. The character has a gauge at the bottom of the screen, which is divided into three sections, shown by a larger area as the level increases. Attacking and performing moves will increase this gauge. Depending on the Level, Different levels of Super Combos can be performed: Level 1- Super Combo Command + LP or LK Level 2- Super Combo Command + MP or MK Level 3- Super Combo Command + HP or HK The higher the level, the more powerful it usually will be. The levels are cumulative, so doing a level 2 super on with a Level 3 gauge will leave the bar with 1 level left. Dash- Tap either Forward or Back Twice quickly to do a small dash in that directly. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Air Block- Press Back whilst in the air to block. Super moves cannot be air blocked. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. A-Groove: --------- This mode is similar to the Custom Combo Groove, the V-ism from Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo Gauge, which can be filled up by attacking. At 50% full, a Level 1 Super combo can be performed. When full, a Custom Combo can be performed. Level 1- Super Combo Command + Button Level 2- Custom Combo - HP and HK Simultaneously Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a rolling dodge which can pass through most Special and Super Attacks, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. P-Groove: --------- This Groove is the most similar to the Street Fighter 3 system. It includes the Parry Command as well as a single level Super gauge which fills up when attacking. Super Combo- Super Command +Button Note that there is only one level in P-Groove, and that it will be a Level 3 combo. Parry- The Instant the opponent makes contact with a hit, Tap forward for High Attacks, and Down for low attacks. The opponent will Parry the away the opponent, leaving them open for a counterattack. The timing window has been decreased significantly though, making it harder to perform. Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Small Jump- Tap Up, or any Up Directional to do a small jump. S-Groove: --------- This groove is similar to the Extra mode from the King of Fighters series, as well as the original SNK-Groove from the Original Capcom vs. SNK. The Super Gauge is filled by Charging, Pressing the HP and HK simultaneously. The Character will begin charging up their powers and their gauge will start increasing. Note that the character cannot move or perform any attacks whilst doing this. When the Bar is full, the character is slightly stronger as well as being able to do a Level 1 Super Combo. Note that the bar will start decreasing once it reaches the maximum and the opportunity to perform Super combos will end when the bar is empty. When the Character takes enough damage, the Vitality Gauge will begin flashing. At this point the Character can do unlimited Level 1 Super moves, and if the Super Gauge is also full, a Level 3, MAX Super Combo. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Dodge- Press LP and LK simultaneously to do a quick dodge animation. The character does not move, but has the same properties as the roll. Small Jump- Tap Up, or any Up Directional to do a small jump. N-Groove: --------- This Groove is similar to the Advance Mode from the King of Fighters. The character can perform Super combos when they have 'stock.' The super Gauge is filled by attacking. When full, the Super gauge will reset but a Counter will appear in the box next to it, indicating the character now as 'stock.' The Character can perform as many Level 1 super Combos as there are number of stock. The character can 'Power MAX' by pressing HP and HK together. It will cost a single stock unit, but the character will become more powerful. In addition, MAX level moves can be performed. Run- Tap Forward or Back Twice to run towards the enemy. Safe Fall- Press All Three Punch Buttons whilst landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Small Jump- Tap Up, or any Up Directional to do a small jump. K-Groove: --------- This groove is he most similar to that of Samurai Spirits (Showdown.) the gauge fills up as the character gets hit and receives damage or performing Just Defence. When the gauge fills up, the character will be in Rage MAX mode, which allows the character to perform MAX Super combos as well as dealing more damage. Note that the bar will start decreasing once it reaches the maximum and MAX mode will end when the bar is empty. Just Defence- Tap Back right before the enemy makes contact with their hit. If done successfully, the character will take no Guard damage as well as gain some vitality. The character will also recovery sooner and be able to counterattack. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Small Jump- Tap Up, or any Up Directional to do a small jump. ================= IV. General Moves ================= Standing- ********* Light Punch- A fast, right handed jab. It is cancelable into any punch based special move. Changes into quick elbow up close. A good annoying poke. Medium Punch- Left, Hooked punch. Almost as fast as light punch, but does not cancel into any moves. Changes to elbow to groin up close. Hard Punch- Forearm hit. Does not cancel, but fast enough to interrupt all but the faster characters such as Cammy. Light Kick- Quick forward roundhouse to the midsection. Somewhat long recovery time for moves of this strength. Maybe used as a poke, but mainly useful for interrupting. Up close it becomes a Quick kick to the shins. Fast and combo-able, as it can be chained into almost any move. Medium Kick- Side high kick to the head. Does not cancel, and mainly useful for quick, last resort anti-air. Hard Kick- A leaping tornado kick to the midsection. Has fast recovery time and can interrupt many moves. Close version becomes Roundhouse kick to head; close version is cancelable into any move. Jumping- ******** Light Punch- A flying elbow, similar to one from the WWF. Does little damage but useful when you want to jam the LP button in combos. Medium Punch- A flying punch. Combo-able into MP when you land, can usually trade hits with most standard air attacks. Hard Punch- Same as Medium punch, but does more damage and slightly higher priority. Light Kick- While Jumping Straight Up; an upwards angled knee, but has extremely short range. Think of it as a pirated version or crappy version of the Jaguar/tiger Knee - While Jumping Towards; A downwards angled knee, aimed towards the head of opponent. Combo-able into other moves when landed. Medium Kick- A half Jumping forward spin kick, it can hit in the air, but you have to hit deep if you want to connect grounded enemies for combos. Hard Kick- While Jumping Straight Up- A down angled back kick, useful for air countering. Has most range of all Air attacks -While Jumping Towards; A flying downwards Axe-kick. Due to the movement of his leg, you will need to hit deep if you use it as a combo starter. Crouching- ********** Light Punch- A very fast punch the crotch region. Moves as fast as you can jam the button. Cancelable into many moves. Medium Punch- A slow right punch. Cancelable into "Wicked Chew" Hard Punch- A full uppercut, he rises from ducking motion but does not leave the ground like a dragon punch. Since it has long frames of animation the recovery is slow. Combo-able into Wicked and Poison bite chains. Also useful for anti-air. Light Kick- Quick kick to the ankles. Moves as fast as you can jam the button, and can be cancelled. Medium Kick- A turning kick to the back of the legs, similar to the air version. Slow, and does not combo. Hard Kick- An extended Sweep. Fast enough to be a good poke, but has recovery time. ================ V. Special Moves ================ Most of Kyo's moves are both standard and unusual. His trademark bite chains are now back, although they are still lacking the Auto-guard. His Wicked Bite and Poison bite chains are similar to combos from Killer Instinct, where you follow up with different commands. The moves assume you are player 1 facing right. Command Moves: -------------- 88 Shiki- DF+HK Does a two part lunging low kick; similar to a sweep but does not knock down. Axe Kick- F+MK An overhead kick downwards on enemy. Hits only on the way down. Ge Shiki; Nakaku Otoshi- D+HP (Air) A Two fisted slam onto opponent. Knocks down if hit. Similar to CD attacks from King of Fighters. ?? (Shoulder Charge)- F+HP A shoulder check onto opponent. Knocks down opponent if hit, similar to his CD attack from King of fighters. Long recovery time for opponent to do anything. Throws: ------- Forearm - (B or F+HP) Kyo grabs the enemy and does a forearm blow. Dropping elbow - (B or F+HK) Kyo throws opponent over shoulders then does an elbow drop. Special Moves: -------------- 114 Shiki Ara Gami (Wicked Bite) Chains: **************************************** Starter- -------- 114 Shiki: Ara Gami (Wild Bite)- QCF+LP or MP "Body ga amei aze!" A lunging, flaming right hook towards the enemy. The Medium punch version goes slightly further, but the speed is the same. Has a slight recovery, so it cannot be pulled off mindlessly. Follow Ups- ----------- 128 Shiki: Kono Kizu (Nine Wounds)- After Ara Gami, QCF+P "Orusu de ze!" A follow up to the Ara Gami chain. Lifts left arm for a quick ground flaming uppercut. 127 Shiki: Ya Sabi (Eight Rust)- After Ara Gami, HCB+P "Garaaki da ze!" -OR After Kono Kizu, P A downwards elbow. Knocks down enemy. Can be followed up if chained after Ara Gami. Enders- ------- 125 Shiki: Nanase (Seven Chance) - After Kono Kizu/Ya Sabi, K A dashing side kick. Will knock down opponent if all three hits connect. Open to punishment if blocked. GeShiki:Migiri Ugachi (Digging Stone Pavement)-After Kono Kizu/Ya Sabi,P After Kono Kizu- does downwards elbow to knock down opponent. After Ya Sabi- Does punch to downed opponent. Overview: --------- Ara Gami --> Kono Kizu --> Migiri Ugachi --> P or K \-> Ya Sabi --> P or K 115 Shiki: Doukigami (Poison Gnaw Fest) Chain- ****************************** Starter- -------- 115 Shiki: Douki Gami (Poison Gnaw Fest), QCF+HP "Oriya" Does a left flaming hook punch. Takes a step before hitting, causing a slight delay. Does slightly more damage than Ara Gami. Follow Up- ---------- 401 Shiki: Tsumi Yomi (Compose Sin) - After Douki Gami, HCB+P Does a twisting (and painful looking) flaming gut punch. Ender- ------ 402 Shiki: Batsu Yomi (Retribution Compose) - After Tsumi Yomi, F+P Does a leaping shoulder attack. Prone to punishment. Does up to three hits. Other Attacks: ************** 100 Shiki: Oni Yaki (Ghost Burner)- DPM+P A rising lariat attack; his version of anti-air. Similar to dragon punch, but this being a Capcom game, lacks invincibility other than start up. Stronger punches causes the Oni Yaki to go further up. The flame spirals are limited to aesthetic uses, as the hit only counts when Kyo makes physical contact with the enemy. As usual, use Hard punch version only when combo ending or you are CERTAIN you will hit the enemy. Use Light punch version mostly. 202 Shiki: Koto Tsuki You (Kyoto Moon Positive)- HCB+K A dashing elbow ending with an exploding choke. Kyo dashes with an elbow. If it connects he will raise the opponent with one arm and cause and explosion. A running grab move, it can be easily countered. It is hard to combo into, but is useful as a counterattack due to its speed. Strength of kick used determines how far he runs, as opposed to speed. Going from full screen is therefore disadvantageous, if not, asking for punishment. 707 Shiki: R.E.D(Rainbow Energy Dynamite) Kick - RDP+K A Leaping side drop kick. Kyo jumps in an arc and a turning kick to the top of enemy's head, a la Jet Li or Jacky Chan. Light kick reaches 1/4 of screen at slightly above head level, whereas Medium kick goes slightly further at normal jump height. Hard kick goes half screen and arcs t top of screen. It is still slower than its KOF incarnations, but still faster from original. Useful for countering fireballs (close) or meeting opponents in the air. Shiki 101: Oboro Gurama (Spinning Kick) - DPM+K A series of kicks aiming diagonally up. Will combo, and strength of button determines height and number of hits, where last hit knocks down. Comes out fast, but punishable if he whiffs. Shiki 75: Kai (Modified)- QCF+K, K A double hopping high kick that launches opponent. Strength of kick dictates how high he will jump. Can be chained from most basic kick attacks. =================================== VI. Super Moves/Desperation Attacks =================================== Ura 108 Shiki Orochi Nagi (Reverse Technique 108: Orochi Wave): "Korede Owari Da!" -QCB,HCF+P (Chargeable) Kyo charges up a flame and whips it into a giant crimson wave towards the enemy. Light Punch and medium punch go roughly more than half screen. Hard punch (maximum level) will surround Kyo in flames as he charges up. Enemies caught will get damaged and knocked down or launched. The flames cover his entire front, and is difficult to roll through either. His upper-half is invulnerable to attacks when the punch button is held. It is fast enough to counter some moves, such as a whiffed Dragon punch. However, the recovery time is slow so if you miss you could wind up eating a DM of your own. Saishu Kessen Ougi "Mu Shiki" (Secret Ougi; "No Style") "Miseteyaru! Kusanagi no kobushi yo!" -QCF, QCF+P Kyo whips down an exploding pillar of fire, punching through the pillar of fire rapidly and adding fire to his attacks. Light punch is the most similar to KOF incarnations, doing rapid "Douki Gami" like punches. Medium Punch is similar to "Douki Gami" ending with a "Ara Gami." Maximum level ends with an Oni Yaki. The attack can counter-attack if close enough, but has a horrible delay if blocked. It can be easily comboed into however, but it must hit grounded opponents. The flame pillar can hit airbone opponents, bit he will continue doing his attack regardless. If he does hit a jumping opponent with his fist, the opponent will be launched away. ================== VII. General Notes ================== Kyo has certainly improved from his Capcom vs SNK incarnations. He has gained his Douki Gami chains as well as having several moves sped up and improved. However, he is no where as powerful as his King of Fighters incarnations. ================ VIII. Strategies ================ Kyo's game is focuses around pressuring the opponent and connecting with his combos. His idea range is within his Ara Gami/ Douki Gami attacks. Versus; Hibiki ------ Hibiki is a popular character and for a good reason. She has powerful moves, fast and easy combos. She can poke you to death (her Medium slash has incredible priority) or snuff out your ground attacks from a safe distance with her "Touma Ni Te Kiru Nari" (Special Slash.) Your best bet would be to wait till she misses an attack and attack FAST. Shotokans (Gouki,Ken,Ryu) ------------------------- Most of them still rely on the fireball/dragon punch trap. With the onset of rolling however, their game now includes some offense to counter rolling. Ideally you will want to keep within close range, slightly out of Dragon punch range. You can jam on the HK button often, as it has quite high priority and may snuff their fireball. If they do attempt to fireball at close range, and you have time, either do a RED kick, or High-level DM. Kyo's Koto Tsuki You (HCB+K) can usually grab them out of their Hurricane kick. The Oni Yaki however, is no match for their dragon punch. Rock Howard ----------- Possibly one of the most powerful characters in the game, he combines both Terry and Geese's moves. His counters can shut down your poking game, and his Shine Knuckle can follow or counter virtually whiffed ANYTHING. Your best bet is to play in a totally random manner, floating in and out quickly and trying to throw off his counters and leave himself open. Do note that he can ignore his counters and either feed you a Rising Tackle or delay-able Raging Storm. Try to outwit and fool Rock Players into making mistakes. Terry Bogard ------------ Terry is another favorite of many KoF veterans. He has powerful offensive move that also double as defensive ones, allowing him to counterattack directly. His Crack shoot for example is good as anti-air as well as an overhead attack. His main attack, the Rising Tackle, is a charge move, as a balancing factor to limit his incredible offensive capabilities. Against Kyo, Terry players will usually launch Power waves with a Burn Knuckle follow up. The Burn Knuckle can take you to priority school, and it is so fast it can follow his Power Waves. Up close he can combo you with his almost any of his moves, or he can pin you and keep you away. Try to block his power wave and trick him into following up with a burn knuckle. If he does fall for it, hit him as hard as you can, since it is a tough fight, Vice ---- Vice is a grappling character, so you need to be careful when using Kyo. Her de-cide can hit you from far away, and her moves can take you to priority school up close. Yagami Iori ----------- Many KoF veterans will wind up using Iori as well. Although he is toned down as well, he is still a formidable force to contend with. His Yami Barai is easier to counter, since it is ground based. However, try to be sparse with your air attacks since his Ya Otome still has anti-air capabilities. Iori also has lethal combos so try not to leave an opening. His defense and offense are equally powerful, from his Aoi Hanna to Oni Yaki. Your best chance is to out speed him and beat him to the punch, forcing him to make a mistake then counterattacking. Yamazaki Ryuji -------------- The King of keep away is more or less the same from his KoF incarnations. His snake arms can keep you at bay, as they are difficult to even roll past. His S&M move counters almost any move you smack him with, so sweep him or throw him (with HK.) Similar to Rock, you have to try to make him miss one of his snake arms or whiff an S&M move, countering with a hard hitting move or combo. ========== IX. Combos ========== Coming soon . . . ============= X. Miscellany ============= Win Quote: ---------- "Teamwork? I don't are about that. I alone am the true winner" "You should be thankful. I showed you the error of your ways!" "I didn't want you to feel cheated. so I let you play a little longer this time." "Haven't you heard the expression about dancing too close to the flame..? "You just felt the flame of the famous Kusanagi clan!" "You know that I didn't try my hardest, but did you?" Special Intros: --------------- Versus Ryu: Chucks fire at Ryu. The NGPC intro was SOOOOOOOOO much cooler. Versus Iori: Typical holding flame speech. Versus Benimaru: Holds flame in hand while Benimaru does a pose. Comments: --------- -A 20 year old high school student?? -Why not K'?? where is he?? They bring Todo but not K'?? -The NGPC version of Kyo was sooo much better. ===================== XI. Notes and Credits ===================== -Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All Characters mentioned relating to the game are as such property of Capcom. -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for showing me the "Mu Shiki" ougi and really thrashing me with it more than 3 years ago. -N.H because you will always be my flame. If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com