Title: Kyo-1 Faq v.1.0 (c)1-3-2000
Game: King of Fighters '99: Millennium Battle
Platform: Neo Geo
Author: Minh Chi
Email: [email protected]

First thing I want to say is that this faq was intended for players
with basic knowledge of this game. Mainly that just means you know how
to slide, safe land, jump, etc. If not, I suggest you read Kao Megura's
general KoF '99 faq first. It can be found at www.gamefaqs.com. If you
see any errors or see that some part can be fixed or made better please
tell me! Oh, and one other thing! This guide is for the benefit for
everyone, do not try to sell this faq for money because that is very
dishonest to people; including me! You can use this faq if you first
ask for my permission. Now, on with the faq.

Here's my outline for my Kyo-1 faq:
I. Movelist
II. Striker
III. Strategy
IV. Combos
V. Conclusion & Reference

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I. Movelist

Here is the legend for the moves:

qcf-quarter circle forward
qcb-quarter circle back
dp-dragon punch motion
rdp-reverse dragon punch motion
hcf-half circle forward
hcb-half circle back
x2-do motion twice
b-back
db-down back
d-down
df-down forward
f-forward
s-standing
c-crouching
^-corner combo
!-crossover
*-super move or preferably called desperation move (DMs for short).
jump-jump forward
/-or
K-any kick button
P-any punch button
>-can be canceled in counter mode

Far range
A-Short elbow. Its comboable but not preferred! Don't use this much,
its useless except for pokes.
B-A knee. Does too little in damage, comboable but lack range. Not too
useful.
C-A far reaching backhand. Comes out a little too slow for my liking.
The good part is that it is comboable and better than using D.
D-A spinning jump kick. It is not comboable but is invulnerable to
sweeps! Try using this after a low A/B. Chances are that your opponent
will try to sweep and end eating your far D.

Close range
A-Same as far A. Like its far range, comboable but not preferred!
B-Same as far B. Comboable but not preferred!
C-Some kind of punch? Same as '98. This is the most preferred button
because it causes more damage and is comboable!
D-Some kick? Interchangeable with C. But C is more better in case for
some reason you become out of range you can still chain something
afterwards (assuming you won't be sweep).

Low
A-A low jab. Same as the other A attacks!
B-A quick sweep. Not strong in damage but is great because you can
chain a low A after it! It also hits low!
C-Some weird looking uppercut. Can be used as anti-air attack but must
be timed correctly. In other words, it can be quite unreliable. It is
also comboable!
D-A knockdown sweep! Just your standard sweep! Comes out quite slow
though...

Vertical jump
A-some weird elbow. Useless!
B-An air knee. A great air to air move but does very little damage.
Hmm.. useless!
C-A punch. Does decent damage but the range is too close!
D-A far kick. Definitely the best out of all the buttons!

Horizontal jump
A-Same as above. Useless!
B-Same as above with a slight different animation! Still useless
though!
C-Same as above!
D-Same as above! D and C can be interchangeable though!

Others
CD-knockdown attack! The air CD is quite powerful but you should never
use the ground version.
AB, any button-Slide attack. Doesn't cover a lot of range but use this
like every other character.

Special & Super moves

Kurogami (f+A): A cheap imitation of Shingo's aragami! I think Krizilid
must had copy the wrong move because this looks more like Shingo's
flameless and autoguardless aragami. Anyway it is nothing more than an
extra hit to your combos. But it is a good move because it cannot be
retaliated. What I also like about this is that you can link a special
move after it regardless if you use the Kurogami alone or after a C/D.

Honofuri (f+B): This is the same as Kyo's elbow attack but without
flames. It comes out slow but can be used in high-low mind games! Hits
high and also comboable if followed before another attack (e.g. C,
Honofuri)! Note that if you follow Honofuri after an attack, it is not
going to be an overhead.

Migiri Ugachi (df+C): Same as Kyo's ground punch but without flames
(well, he is an imperfect clone!). Not only does it hit low, it can
also be used to hit your opponent when they are lying on the floor
(only Kyo-1, Whip and Takuma can do this). Whenever you knockdown your
opponent and you are somewhat close, do it to get an extra hit. It can
also destroy ground projectiles (namely Kyo, Iori, and Terry). Make
sure when you use it, it hits because if you miss you will be left wide
open to attacks.

>Yami Barai (qcf+P): Kyo's infamous '95 ground projectile. I find this
quite weak! It's great for a projectile but the problem is its lag
time. It takes Kyo at least a second to dish out the move giving your
opponent plenty of time to slide in or jump in and open a can of wup
ass on you. Don't use this at jumping range! One note though is that
the C version comes out faster than the A version. So at close range or
in a combo, use the C version. Oh yeah, it can also hit your opponent
when they are lying on the floor giving you a free hit! It's also safer
than Migiri Ugachi (df+C).

Oboro Guruma (dp+K): Kyo's infamous '94 kick. This is the meat of Kyo's
high damaging combos. Only and I repeat only use this in a combo. If
you use this by itself, you are sooooo dead! For its highest potential
as an anti-air it requires a lot of timing. Just try to dish it out way
ahead of time before your opponent gets too close. The B version does 1
hit but the D version does 3 hits. One other important note is that if
your opponent ducks or was hit while ducking, Oboro Guruma will
completely miss! In fact against Choi, it will completely miss even
when he is standing! So be careful!

Shiki Kai (qcf+K,K): Kyo's juggle starter. Compare it with '95 version,
this really sucks! Both hits will not hit unless you do it extremely
close or against the wall! It can be used as air defense but is quite
unreliable. This move produces a lot of juggling possibilities and can
be dished out without fear of being retaliated. It also has no juggling
limit unlike Shin Kyo. Both B and D version lets you juggle at
character height.

>Aoki (qcb+P): Looks a lot like Kyo's Punishment Creator. This move
sucks too! The problem is its range! The only way you can do this
safely and connect all 3 hits is if you do this very close to your
opponent! Does decent damage but not really the best move when used
alone!

*Orochinagi (qcb,hcf+P): Kyo's infamous Serpent Wave. The C version
gives you invulnerability to low attacks and the A version gives you
invulnerability to high attacks (or was it the other way around?). You
can also delay it by holding down P. It is Kyo's only super move! Does
decent damage but can't really be used. Why? Well for one it can not be
used in a combo, not even a juggle. The only time you could use it
would be after a grab striker (e.g. Benimaru, Shingo, Maxima) and
that's it. The SDM is also great because of the fire protecting you
(don't rely on it to protect you all the time though). Now to use it,
you want to use it in a way such that only the tip would make contact
with your opponent. That way you wouldn't get countered back. But of
course you aren't completely safe yet!

================================================================
II. Striker

I'm tired of saying how weak the striker system is so I'll just go on
and explain what Kyo-1 does. Kyo-1 will jump out from the side of the
screen with a R.E.D kick and will continue with a Shiki Kai if blocked
or miss. If it hits, it ends with the R.E.D kick. Both Kyo-1 and Kyo-2
does the same thing as a striker. Needless to say, he is useless. The
only use I find for it is to defend yourself from jump in attacks when
you're at the corner (yet it is only about 60% effective). Don't try to
rely on the Shiki Kai to hit, your opponent is too smart for that. What
can I say, Kyo-1 sucks as a striker. Use someone else like Shin Kyo,
Athena, Kim, or Robert.

===================================================================
III. Now I like to devote some of this guide to tactics and strategies
for using Kyo-1. The combo section will be the last section because it
is pretty much self-explanatory.

-One of the weakness with Kyo-1 is that he has little to no air
defense. Prepare to be abused by players using characters with powerful
air CD attacks. The only reliable air defense is a low C. Though I said
you can use Shiki Kai (qcf+B,K) and Oboro Guruma (dp+B), they are very
ineffective. Usually you'll trade hits but the damage for a jump attack
is more than those two attacks. So use only the low C. If your opponent
just start going crazy with jump CD, just use guard cancel (block, CD).
You'll waste a super but like you were able to use it anyway. Just use
it and go back on offense.

-Here's a very useful tip. When you follow up after Oboro Guruma (dp+D)
always use the Migiri Ugachi (df+C). For any other attacks, use Yami
Barai (qcf+P). Why? Smart players know how to safe land which will
prevent you from doing a pursuit hit. If you follow with a Yami Barai,
you are not only safe, you can also cause tick damage. Remember this
tip!

-Kyo-1 has a few safe moves he can use. They include his Kurogami
(f+A), Honofuri (f+B), Yami Barai (qcf+P), and Shiki Kai (qcf+K,K). One
move I recommend you use a lot is Shiki Kai. You not only are
completely safe, you also might get lucky and juggle your opponent with
this.

-The Honofuri attack (f+B) in my opinion is a little too slow but yet
it still works on waking opponents. Also try mixing this up with
Kurogami (f+A) after a standing C/D. Once in a while your opponent will
get hit. I don't know why though, I guess it ruins the player's timing
for a counter. Follow up with a Shiki Kai (qcf+D,K) after Honofuri to
get tick damage if blocked.

-Whenever your opponent goes for sweeps, use the standing D (far).
Usually they do a low A/B repeated times then a sweep. Stop them dead
with the D. You can actually do the repeated low A/B and let them do
the sweep, then counter them. Most players know Kyo has a very slow
sweep so they try to sweep first. The D will stop them. Note that this
will not work for opponent with high sweeps such as Iori.

-After a striker such as Benimaru, Robert, Shin Kyo, Maxima, always use
*Orochinagi (qcb,hcf+P) because it causes the most damage. The SDM
version will cut at least 50% of your opponent's life. So definitely
don't miss the opportunity! I like following it up with Shin Kyo
because it looks cool and its quite hilarious to see 2 Orochinagi; not
to mention that it takes off like 70% of your opponent's life!

If anyone has more strategies, please feel free to tell me! I'll give
you credit for anything you can contribute to this faq.

==================================================================
IV. OK, enough with the strategy and on with the combos. The combos are
splitted into 3 sections: beginners, intermediate, and advanced. Notice
that Kyo-1 has a lot of combo limitations! I even completely disregard
Kyo's counter combos because I find them too hard to do and a complete
waste of time and 3 stocks.

Beginners:
1. jump C/D, sC/D, Yami Barai (qcf+C)/Kurogami (f+A)/Oboro Guruma
(dp+D) (Oboro Guruma should only be used if your opponent is standing
and not ducking when executing the combo).

Intermediate:
1. cB, cA, Migiri Ugachi (df+C)
2. cB, cA, Aoki (qcb+A), Yami Barai (qcf+A) (note: Yami Barai may miss
depending if your opponent rolls out)
3. Kurogami (f+A), Shiki Kai (qcf+D,K), Oboro Guruma (dp+D), Migiri
Ugachi (df+C) (note: you'll probably have to run forward a little to
connect all 3 hits of Oboro Guruma. Only use Migiri Ugachi if you are
in range.)
4. Kurogami (f+A), Shiki Kai (qcf+D,K), Kurogami (f+A), Yami Barai
(qcf+C)

Advance:
1. ^jump C/D, sC/D, Kurogami (f+A), Oboro Guruma (dp+D), Migiri Ugachi
(df+C). (Note: make sure not to dish out Oboro Guruma if your opponent
was ducking! Use C version Yami Barai if they so happen to be ducking
or blocking! Yami Barai will be blocked but better than nothing.)
2. ^jump C/D, sC/D, Shiki Kai (qcf+D,K), Oboro Guruma (dp+D, Migiri
Ugachi (df+C). This is definitely the most high damage combo that Kyo-1
has.

Kyo-1 doesn't have much combos nor combo abilities so here's the ones I
will list. There are a few more but you can find them yourself. These
are the general ones I use!

===================================================================
Conclusion & Reference

In conclusion I hope you find this faq useful and worth your time. It
is not very in depth which it should be but I hope the main points here
will help you perfect using Kyo-1. All strategy and combos are
personally tested by me so there may be errors. If there are any parts
you think I should change or needs a little tuning, mail me and give me
some feedback.

I would also like to say that the only way you can get better is with
experience. Regardless of how many times you read this faq or any other
faqs, your skills won't get any better. Your knowledge may grow but as
long as you can't execute your knowledge on your skills, it will be
useless. So play a lot!

I would like to take this time to give a shout out to my friends. Yes I
made another faq. Hope this faq will be as promising as my other faqs.
At least I know I'll get feedback from you guys!

And also, thank you for reading this faq. Without readers, this faq
would be completely useless.

References

Author: Kao Megura
Website: His faq can be found at www.gamefaqs.com or
members.zoom.com/megura
Comment: I borrowed his movelist names again. Well I guess its always
best to borrow from the greatest author. Wonder what big faqs he will
make in the future?