K K Y Y OOO
K K Y Y O O
K K Y O O
K K Y O O
K K Y OOO
K K U U SSS AAA N N AAA GGG IIIII
K K U U S A A NN N A A G I
K K U U SS AAAAA N N N AAAAA G GG I
K K U U S A A N NN A A G G I
K K UUU SSS A A N N A A GGG IIIII
in
Capcom Vs SNK
version 1.5 as of 9/27/2000
by Kaze <
[email protected]>
-=Table of Contents=-
I. Disclaimer
II. Copyright
III. Legend
IV. Capcom Vs SNK
V. Kyo Kusanagi
VI. Profile
VII. Moves List (Normal)
VIII. Moves List (Extra)
IX. Missing Moves
X. Strategies
XI. Extra Tidbits
XII. Final Comments
XIII. Credits
XIV. Updates
-=Disclaimer=-
Let's get this over with ;) Kyo Kusanagi and no other character within
this FAQ belongs to me. They either belong to Capcom or SNK. Kudos to
both of them for creating such great characters and making this
possible. Now I can finally see how it feels like to beat up Ryo
Sakazaki with Ryu ;)
-=Copyright=-
This FAQ belongs to me. Its not likely my FAQ would be deemed great
enough to be posted on another's site, but just in case ;) Ask me for
permission, and change nothing about this FAQ. Don't make money off of
it (I'm laughing right now). This FAQ might not be much, but its mine,
not to mention my first FAQ ;)
-=Legend=-
QCF - Quarter Circle Forward
HCF - Half Circle Forward
QCB - Quarter Circle Back
HCB - Half Circle Back
DF - Down/Forward
DB - Down/Back
UF - Up/Forward
UB - Up/Back
DP - Dragon Punch motion, F D DF
Charge - Hold <direction> for about two seconds
LP - Low Punch
HP - High Punch
LK - Weak Kick
HK - High Kick
-=Capcom Vs SNK=-
Capcom Vs SNK is the arcade crossover goodie designed by Capcom. SNK Vs
Capcom would be its Neo Geo Pocket Color relative. Starting with 28
characters with EXTRA characters to be unlocked among other hidden
characters like Nakoruru, Morrigan, Akuma, Evil Ryu, and Orochi Iori.
-=Kyo Kusanagi=-
Kyo Kusanagi is the main character of SNK's current most popular
series, the King of Fighters. His teammates were most often Benimaru
Nikaido and Goro Daimon. The former being in the game as a level one
fighter, and the latter only appearing in the background whenever Kyo
and Benimaru fight. Lately, from '99 - 2000, he has been a solo
character with no team affiliation within the game. For more info on
Kyo Kusanagi and other SNK characters, go to www.gamefaqs.com
Heh, I'm just too lazy to type up everything I know about him ;) But
basically he's been my favorite character of the series. He's also
changed alot between '95 and '96, his style now more close fighting
rather than long distance. My favorite is the new Kyo, but I believe
that the old one is just as good.
-=Profile=-
Fighting Style: Kusanagi-style weapon fighting and Chinese art
of self-defense (with own variations)
Birthdate: 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
Profile taken from one of Kao Megura's King of Fighters FAQs
-=Moves List (Normal)=-
Following move names have been taken from Kao Megura's KOF FAQs.
*Command Moves*
Name - Hatsugane
Translation - [Forged Iron]
Motion - When close, back or forward + HP
Description - Grabs opponent and hits them with his shoulder
Name - Issetsu Seoi Nage
Translation - [One-Arm Over-the-Shoulder Throw]
Motion - When close, back or forward + HK
Description - Grabs opponent, lifts them over his shoulder, slamming
them behind him with his weight added in for measure
Name - Ge Shiki Goufu You
Translation - [Foreign Style: Thunder Axe Positive]
Motion - forward + LK
Description - A quick overhead forward split kick with his leg
Name - Ge Shiki Naraku Otoshi
Translation - [Foreign Style: Hades Drop]
Motion - In air, down + HP
Description - An overhead attack from the air where he entwines his
fist together and slams down on his opponent. I've heard that it can
take down the shouryuken
Name - Hachi Juu Hachi Shiki
Translation - [Style No. 88]
Motion - DF + HK
Description - Kyo hits twice, unlike his regular sweep move
*Special Moves*
Name - Hyaku Juu Yon Shiki: Aragami
Translation - [Style No. 114: Wild Bite]
Motion - QCF + Punch
Description - Lunges forward with a firey punch. There seems to be no
real damage difference between the two, so I just left it at punch. Use
either one, it'll still be the same, unlike KOF :( And no more
autoguard . . . *sob*
Name - Hyaku Ni Juu Hachi Shiki: Kono Kizu
Translation - [Style No. 128: Nine Wounds]
Motion - Following the Aragami, QCF + Punch
Description - He follows up with another burning punch. Can only be
done after the Aragami
Name - Hyaku Ni Juu Nana Shiki: Yano Sabi
Translation - [Style No. 127: Eight Rust]
Motion - Following the Aragami, HCB + Punch
Description - Following the Aragami, this is a low hitting attack,
where he hits you to the ground with his fist
Name - Hyaku Ni Juu Go Shiki: Nanase
Translation - [Style No. 125: Seven Torrents]
Motion - Following the Ku Kizu, Kick
Description - Following Ku Kizu, he makes a short flying kick at his
opponent
Name - Ge Shiki Migiri Ugachi
Translation - [Foreign Style: Time Drill]
Motion - Following the Ku Kizu or Ya Sabi, Punch
Description - Final punch, whether a short uppercut if you followed the
Ki Kizu path, or a punch into the ground if you followed the Ya Sabi
path
Name - Hyaku Shiki: Oniyaki
Translation - [Style No. 100: Demon Scorcher]
Motion - DP + Punch
Description - Sadly, it seems that this technique has lost the range it
once had. Its basically the same as Iori's in the game now. In KOF, he
moved a little bit forward from this technique compared to his rival.
In Capcom Vs SNK however, the distance and range are the same
Name - Nana Hyaku Juu Nana Shiki: Koma Hofuri
Translation - [Style No. 707: Spinning Slaughter]
AKA - R.E.D. Kick [Rainbow Energy Dynamite Kick]
Motion - Reverse DP + Kick
Description - Sadly, this move has lost much of its importance. But you
can get around it if you time it right in the right situation. Slow
overhead technique, hardly gets across the screen with HK. LK version
is a little slower than in KOF, but it still makes a difference in
timing for those used to this move being a little quicker
Name - Ni Hyaku Juu Ni Shiki: Koto Tsuki You
Translation - [Style No. 202: Moon Koto Positive]
Motion - HCB + Kick
Description - Thankfully, this move is still intact, one of my
favorites in Kyo's arsenal. But something about it doesn't feel the
same. He runs forward, hits his opponent, stunning them. Then grabs his
opponent by the neck, lifts them, and lets loose an explosion of flames
*SUPER MOVES*
Name - Ura Hyaku Hachi Shiki Orochi Nagi
Translation - [Style No. 108 Reversed: Great Serpent Mowdown]
Motion - QCB, HCF + Punch
Description - Raises his hand with a trail of flames hovering above it.
Then he rushes forward with flames covering most of his body. As a
Super Desperation Move in SNK Groove and level 3 in Capcom Groove, he
has flames covering his form, which can damage his opponent if touched.
Unfortunately, I've heard projectiles can no longer pass through him if
he stands there with the flames
Name - Saishuu Kessen Ougi "Mu Shiki"
Translation - [Final Showdown Secret "No Style"]
Motion - QCF x 2 + Punch
Description - Lets loose a firy explosion of flames in the form of a
pillar. He rushes forward with a series of punches at his opponent. In
SNK Groove, he has two different looks for the move, which is level 1
and level 3. In Capcom Groove, level 2 adds a second series of punches
before moving onto the third which is the same as the Super Desperation
Move in SNK Groove. Tap punch repeatedly to see Kyo taunt after a level
1 or 2 super move
*Comments*
Not bad, missing alot of moves, but he's still not a bad character to
use. Kyo is still a fun character to use in this mode. I miss his kicks
in KOF, but I've made up for it by using his punches more often.
Especially the jab, which seems to feel really great whenever they
connect. I'm not really much of a combo player, but probably my best
and favorite combination is a jumping jab, followed by several of his
fire punches, and if I can, followed into the Final Showdown. He's been
changed alot, and I wouldn't mind if those moves were restored in a
sequel. But I didn't start playing and expected him to play like the
Kyo I know in KOF. This Kyo is definitely different, and after playing
with him, he's still pretty good in my opinion.
-=Moves List (Extra)=-
Following move names have been taken from Kao Megura's KOF FAQs.
*Command Moves*
Name - Hatsugane
Translation - [Forged Iron]
Motion - When close, back or forward + HP
Description - Grabs opponent and hits them with his shoulder
Name - Issetsu Seoi Nage
Translation - [One-Arm Over-the-Shoulder Throw]
Motion - When close, back or forward + HK
Description - Grabs opponent, lifts them over his shoulder, slamming
them behind him with his weight added in for measure
Name - Ge Shiki: Goufu You
Translation - [Foreign Style: Thunder Axe Positive]
Motion - forward + LK
Description - A quick overhead forward split kick with his leg
Name - Ge Shiki: Naraku Otoshi
Translation - [Foreign Style: Hades Drop]
Motion - In air, down + HP
Description - An overhead attack from the air where he entwines his
fist together and slams down on his opponent. I've heard that it can
take down the shouryuken
Name - Hachi Juu Hachi Shiki
Translation - [Style No. 88]
Motion - DF + HK
Description - Kyo hits twice, unlike his regular sweep move
*Special Moves*
Name - Hyaku Hachi Shiki: Yami Barai
Translation - [Style No. 108: Darkness Sweep]
Motion - QCF + Punch
Description - His projectile before '96. He sends a wave of flames
across the ground towards his opponent.
Name - Nana Juu Go Shiki: Kai
Translation - [Style No. 75: Modified]
Motion - QCF + Kick, Kick
Description - The move many cried bloody murder for when it didn't
appear in the normal Kyo's arsenal of moves ;) Well, EX Kyo has it. The
double hopping kick is back
Name - Hyaku Shiki: Oniyaki
Translation - [Style No. 100: Demon Scorcher]
Motion - DP + Punch
Description - Sadly, it seems that this technique has lost the range it
once had. Its basically the same as Iori's in the game now. In KOF, he
moved a little bit forward from this technique compared to his rival.
In Capcom Vs SNK however, the distance and range are the same
Name - Hyaku Ichi Shiki: Oboro Guruma
Translation - [Style No. 101: Twilight Wheel]
Motion - Reverse DP + Kick
Description - Depending on which kick you decide to use, depends on the
number of hits Kyo inflicts on his opponent. LK is a flying forward
kick. HK adds two more kicks, sending his opponent into the air.
Name - Ni Hyaku Juu Ni Shiki: Koto Tsuki You
Translation - [Style No. 202: Moon Koto Positive]
Motion - HCB + Kick
Description - Thankfully, this move is still intact, one of my
favorites in Kyo's arsenal. But something about it doesn't feel the
same. He runs forward, hits his opponent, stunning them. Then grabs his
opponent by the neck, lifts them, and lets loose an explosion of flames
*SUPER MOVES*
Name - Ura Hyaku Hachi Shiki: Orochi Nagi
Translation - [Style No. 108 Reversed: Great Serpent Mowdown]
Motion - QCB, HCF + Punch
Description - Raises his hand with a trail of flames hovering above it.
Then he rushes forward with flames covering most of his body. As a
Super Desperation Move in SNK Groove and level 3 in Capcom Groove, he
has flames covering his form, which can damage his opponent if touched.
Unfortunately, I've heard projectiles can no longer pass through him if
he stands there with the flames
*Comments*
If you want a Kyo with a projectile, and more emphasis on distance,
here he is ;) For those who don't like the fire fists all that much,
his projectile might be a good trade for you. The fact that it can
cancel fireballs compared to his fire fists is a nice addition. But you
lose a really cool super move in the process ;) This Kyo is actually
complete, so for those who are seeking a 'complete' Kyo, here he is. He
isn't supposed to have that second Super Move for those who don't know,
as this is Kyo from '95, where he only had one super move.
-=Missing Moves=-
In a tribute to those techniques lost in the process, I place them
here, except for the new moves which come to use from '99. All the SNK
characters are obviously pre-'99, so I'm not going to list those moves
which Kyo had gained in '99. May they return to us someday ;)
Taken from Kao Megura's FAQs
Name - Hyaku Juu Go Shiki: Dokugami
Translation - [Style No. 115: Poison Bite]
Description - This should have been the HP verson of Kyo's QCF + Punch,
which had a combination of its own. Its reach was longer, and had a
pattern of its own.
Name - Kyuu Hyaku Jisshiki: Nue Tsumi
Translation - [Style No. 910: Clipping Chimera]
Description - *sob* The move that I learned to love is not in Capcom Vs
SNK. This is Kyo's offensive counter move. He makes a small uppercut,
but if his opponent attacks him any time during it, Kyo counters by
burning them.
-=Strategies=-
*Tips Against CPU*
Sadly, I'm a mediocre gamer (I sense the sudden decrease in my FAQ's
popularily ;), so, if anyone wishes, they may contribue their
strategies using Kyo and I'll post it with credit given in your name.)
General - Generally, I like using punches with Kyo. His punches are
usually quick and cause nice damage. Jumping in with jab punches, and
followed by a series of jab punches while standing or crouching, and
flowing into a series of fire fists. If possible, you can use the Final
Showdown from Normal Kyo's arsenal. His R.E.D. Kick isn't actually all
that bad in my opinion, it can be used against E. Honda's flying
headbutt. People say Kyo's Hades' Drop is very effective against the
anti-air techniques such as Ryu and Ken's Shouryu Ken. For Extra Kyo,
his no. 75 double kick move still juggles, and its a nice pop up for
something quick when you're practically in your opponent's face.
Zangief - Decided to actually start paying attention to my matches,
unfortunately it happened when I started losing ;) Argh! Big grappler,
try not to get TOO close, as Zangief will PUNISH you. But that's common
sense, I guess ;) But all of normal Kyo's attacks require him to be up
close and personal with his opponent, and against an opponent like
Zangief . . . but not to fear, as you continue to pressure Zangief and
make sure he has little chance of retaliating . . . much, you ought to
win. The LK version of the R.E.D. Kick shows its effectiveness here in
my opinion. But, however strong Zangief is (not to mention scary ;),
Kyo is alot faster. Extra Kyo seems to have an easier time against
Zangief, as his Twilight Wheel makes more hits than the R.E.D. Kick or
Oniyaki, taking his opponent higher towards the air. His double kick,
QCF + Kick Kick, shows just how important it is to Kyo and Kyo players
in this match as well, popping Zangief into the air. And his ground
projectile helps, but be warned at using too much, unless you're not
afraid of being called a turtler ;) (For those average gamers out there
like me who didn't know what this term meant for a while, it means a
person who plays defensively as they hide back and defend more than
they attack. But when they do attack, its from a distance.)
Raiden - *Sigh* Zangief and Raiden, it was these two were brought my
technique down, causing me to try and make some quick-thinking
modifications to my style. Raiden is worse, I think, as he has a poison
spit. In close fighting with him is difficult, but like Zangief, he is
slow. (Thankfully ;) More to be added soon after I stop crying whenever
I think about how whenever I reach him after beating Zangief with Kyo,
I get my behind handed to me :(
*My Favorite Teammates*
Kyo and Sakura - Before you start screaming bloody murder, no, I'm not
talking about the arcade mode for this. Despite my FAQ being marked as
an (ARC). This team-up is possible in Pair Match Mode, or if you choose
to adjust their ratio in Versus Mode. Strangely, this is my most
effective combo. Kyo and Sakura have alot in common, as in Normal mode,
the two are bereft of their projectile moves. They have similar
airborne attacks where they entwined their hands together and slam them
down over their opponents. Sakura can hold her own with Kyo. But for a
theme team, you could make these two the 'High School Team.' ;)
-=Extra Tidbits=-
Kyo vs Ryu - Kyo says something and shoots a stream of flames in Ryu's
direction. (Hey, I had to put SOMETHING in here!)
-=Final Comments=-
Capcom Vs SNK, in my opinion, is a great game. Taking into
consideration how hard it actually is to convert characters of one game
engine to another, I'd say Capcom did pretty well. They mixed in a
little of both worlds into the game, feeling neither totally like
Street Fighter or like King of Fighters. Its a hybrid. I think this
game deserves an 8.5 out of 10, at least. At most, a 9. Its not exactly
the most perfect game in the world, but its got plenty of secrets to
unlock to keep you coming back.
-=Credits=-
Kao Megura - As if I haven't thanked him enough already ;) Mostly for
the move names and translations.
My lil bro - For actually playing against me ;)
Capcom - For creating and agreeing to such a crossover idea.
SNK - For agreeing and helping to create such a crossover idea, and for
SNK Vs Capcom, the Neo Geo Pocket Color version.
-=Updates=-
version 1.5 (9/27/2000) - Strategies added (however much it made me cry
to relive my defeats); Extra tidbits added (though I have yet to know
what the hell they're saying, help anyone? ;); and I updated all the
move names to Kao Megura's KOF 2000 FAQ, check it out!
version 1.0 (9/24/2000) - Everything you see here.
-=To be added if possible=-
Some MORE strategies on using Kyo and some combos ;P And maybe some
special quote translations if I can get them. All that's left is for me
to actually get off my lazy butt and actually do those things! This FAQ
is anything but complete!