The King of Fighters 2003
Character FAQ on Kyo Kusanagi
For The JAMMA/MVS Arcade & The Neo*Geo Advance Entertainment System
By Raul Torrez (
[email protected])
This FAQ is Copyrghted Work 2004 Raul Torrez
The King of Fighters 2003, SNK Playmore, Kyo Kusanagi, other SNK Characters are
all Registered Trademarks and Copyrighted by SNK Playmore Corporation of Japan.
========
Contents
========
I. Why Kyo Kusanagi?
II. Kyo's Bio and Info
III. KOF 2K3'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. Extra Stuff
X. Updates
XI. Closing and Credits
====================
I. Why Kyo Kusanagi?
====================
With the Game System sped up a bit, Kyo has got his speed back for some nasty
offensive. Kyo is probably ranked Mid-Tier this year. He's got one of the best
LDM in the game, longer Autoguard frames on Aragami, and 75 Shiki: Kai with
it's GUARD CRUSH POTENTIAL. He's a force to be reckon with this year.
======================
II. Kyo's Bio and Info
======================
Fighting Style: Kusanagi-Style Weapon Fighting and Chinese Art of Self-Defense
(with own variations)
Birthday: December 12
Age: 20
Country: Japan
Blood Type: B (RH-)
Height: 181cm
Weight: 75kg
Hobbies: Writing Poetry
Favorite Food: Grilled Fish
Mastered Sport: Ice Hockey
Prized Things: His Motorcycle and his Girlfriend (Yuki)
Dislikes: Hard Work
Seiyuu/Voice Actor: Masahiro Nonaka
First Appearance: The King of Fighters '94
Other Game Appearances: The King of Fighters '95-2003, The King of Fighters
Kyo, The King of Fighters R1, The King of Fighters R2, The King of Fighters Ex,
The King of Fighters Ex 2, The King of Fighters "Battle de Paradise", The King
of Fighters: Neo Wave, The King of Fighters: Maximum Impact, Gals Fighters
(cameo appearance), Capcom vs. SNK "Millennium Fight 2000", Capcom vs. SNK
"Millennium Fight 2000" Pro, Capcom vs. SNK 2 "Millionare Fighting 2001", SNK
vs. Capcom "Match of the Millennium", SNK vs. Capcom "CardFighter's Clash" SNK
Card Set, SNK vs. Capcom "Card Clash 2", SNK vs. Capcom Chaos
Kyo's King of Fighters Team Members:
KoF'94-98: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido
KoF'99: Kyo Kusanagi (Single Entry)
KoF'00: Kyo Kusanagi (Single Entry)
KoF'01: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido, Shingo Yabuki
KoF'02: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido
KoF'03: Kyo Kusanagi, Chizuru Kagura, Iori Yagami
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
KoF'03: Blaze
============================
III. KoF2k3's 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
hcf- half circle forward
hcb- half circle back
df- diagonally down forward
db- diagonally down back
uf- diagonally up forward
ub- diagonally up back
(air)- can be done in the air
(Hold)- move can be held (can be released, only after being held)
DM- Desperation Move
LDM- Leader Desperation Move
PK- must be pressed at same time (AB, CD, BC, etc.)
MSA- Multi-Shift Attack
Xx- can cancel move
x1- repeat number of times given
>- follow up
UB- Unblockable
SC- Super Cancel
OTG- Off The Ground
-------
Basics:
-------
Run- f, f (hold f while running)
Dash Back- b, b
Normal Jump- up
Short Jump- tap d, uf/ d, u/ d, ub
Quick Jump- d, uf/ d, u/ d, ub
Emergency Attack Avoidance Forward- AB or f + AB
Emergency Attack Avoidance Back- b + AB
Falling Recovery Roll- AB before hitting the ground
Throws- f or b + C/D
Throw Escape- when grabbed, f or b + C/D
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)
Multi-Shift- BC or CD
Multi-Shift Attack- qcf + BC/CD
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 + C/D
If done correctly, you're character will push away the opponent about 3 steps
away from you. Throw Escapes do not work in the air, against Benimaru, Tizoc,
Gato, Mai, Athena, Yuri, Clark, and Leona, since they all have air throws.
GROUND ONLY! Throw Escapes don't work against command throws either.
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. This year, you can roll while crouching Remember though, you can be
thrown or hit after the roll.
Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1
Power Stock)
When blocking an attack, your character will roll forward or back from the
opponent. This move can be used to distance yourself, if being pressure
attacked.
Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
When blocking an attack, your character will perform the CD Attack, which will
knock the opponent away from you. Great to distance yourself from the opponent
and keep the pace going.
Multi-Shift- BC or CD
A new addition to KOF2k3. KOF has finally added a TAG SYSTEM to their game.
Multi-Shift is when your character can tag in another character on your team.
You can't tag out whenever you want. You must wait for the words above your
Power Guage to flash, "CHANGE OK". When performed, your character that is
switching out will do a taunt/pose, as he/her disappear with the words "CHANGE"
in yellow. As the character that has been tagged in, will then jump where the
last character was positioned. Once you Multi-Shift, you must wait 5 seconds to
Multi-Shift again. But there's one flaw to Multi-Shift...... You can be hit out
of it, so it's not really safe unless you knockdown your opponent.
Multi-Shift Attack- qcf + BC/CD (requires 1 Power Stock)
When performed, your character will throw out a normal attack and leap out.
Then the character tagged in will leap in with a attack. If connected, it will
stun you opponent for a brief moment. With the stun on the MSA, you can then
follow up with a combo. If you peform the MSA while the opponent is in mid-air,
the opponent will be knocked into the air, where you can now juggle them. The
tagged character will land in the same position that the switched character was
located. You can also combo MSA from the STUN off some attacks, off juggles
from special moves/DM's, and command throws (Iori and Duo Lon). You can also be
hit out of a MSA if you not careful. You'll lose the power stock, but the
"CHANGE OK" message will remain.
Multi-Shift System-
I'll try to explain the MS System, so that you can understand how to get the
character you want in the during battle.
Note: Name of character with CAPS LOCKED is the person in battle.
-----------------------------------------------------------------------
Example:
________________________________
-> |____________LEADER______________|
|________________________________|
|________________________________|
KIM
Jhun
Kyo
OK! I have Kim in, so I want to replace him with Kyo, so I would hit CD.
CHANGE
________________________________
|____________LEADER______________|
|________________________________|
-> |________________________________|
Kim
Jhun
KYO
OK! So I have Kyo in so I want to replace him with Jhun, but this time I do a
Mutli-Switch Attack (qcf + BC).
CHANGE
________________________________
|____________LEADER______________|
-> |________________________________|
|________________________________|
Kim
JHUN
Kyo
So now I have Jhun tagged in, but I want Kim back again. I'd hit BC!
CHANGE
________________________________
-> |____________LEADER______________|
|________________________________|
|________________________________|
KIM
Jhun
Kyo
Kim is back in battle.
-----------------------------------------------------------------------
So in closing for TAGS,
Character 1 = BC for C2
= CD for C3
Character 2 = BC for C1
= CD for C3
Character 3 = BC for C1
= CD for C2
Leader System-
While choosing a character in the Character Select Screen, the 1st character
you choose, will be your LEADER Character. This only means that they will be
assigned the LDM. While playing, you can indicate who your LEADER is by the
BLUE COLOR GAUGE.
Desperation Moves- (requires 1 Power Stock)
DM's are your Super Moves. In order to use DM's, you must fill up the Power
Gauge to stock a DM. You can store up to 5 stocks. Each character has there own
number of DM assigned to them.
Leader Desperation Moves- (requires 2 Power Stocks)
New addition to KOF2k3. LDM's are replacing the previous SDM's. It baiscally
the same as a SDM, but only the LEADER can use the SDM. LDM's take 2 Power
Stocks to use. SDM's must be done by presing 2 buttons, instead of one button.
There will be a RED Aura around the character to indicate that you successfully
pulled off the LDM.
Super Cancels- (requires 2 or 3 Power Stocks)
This feature is back from KoF2k2. Super Canceling allows you to cancel special
moves into DM/LDM'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/LDM. When the words on the screen flash "SCANCEL", this
indicates that you have successfully Super Canceled.
Counter Wire Attacks-
This feature from KoF2k1-2k2 also carried unto Kof2k3. 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, MSA, Aragami, Dokugami, R.E.D. Kick,
Hikigane, DM Orochi Nagi, DM 182 Shiki and LDM San Shingi no Ichi.
crouching- Low Standard Jab, which comes out quick and can be canceled into
Goufu You, 88 Shiki, Oniyaki, Hikigane, MSA, R.E.D. Kick, Aragami, Dokugami, DM
Orochi Nagi, DM 182 Shiki and LDM San Shingi no Ichi. 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, Oniyaki, 75 Shiki: Kai, Hikigane, Aragami,
Dokugami, MSA, R.E.D. Kick, DM Orochi Nagi, DM 182 Shiki and LDM San Shingi no
Ichi. 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 canceled into crouching A/B, standing
A/B, MSA, or 88 Shiki. 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, 75 Shiki: Kai,
Hikigane, Aragami, Dokugami, R.E.D. Kick, DM Orochi Nagi, DM 182 Shiki, LDM San
Shingi no Ichi.
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, Hikigane, R.E.D. Kick, Aragami, Dokugami, 75
Shiki: Kai, DM 182 Shiki, DM Orochi Nagi, LDM San Shingi no Ichi. 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, Hikigane, R.E.D. Kick, Aragami, Dokugami, 75 Shiki:
Kai, DM Orochi Nagi, DM 182 Shiki, LDM San Shingi no Ichi. Has great priority
and can snuff most attacks and DM's.
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 Orochi Nagi, and LDM San Shingi no Ichi 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, Hikigane, Aragami, Dokugami, R.E.D. Kick, 75
Shiki: Kai, DM 182 Shiki, DM Orochi Nagi, and LDM San Shingi no Ichi.
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- (Guard Knockdown Attack)- When Blocking
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.
======================
V. Kyo's Special Moves
======================
-Throws
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 + A (after Aragami)
>127 Shiki: Yano Sabi (1)- hcb + A (after Aragami)
>127 Shiki: Yano Sabi (2)- A (after Kono Kizu)
>125 Shiki: Nanase- K (after Kono Kizu/Yano Sabi (1)
>Ge Shiki: Migiri Ugachi- A (after Kono Kizu/Yano Sabi {1}
115 Shiki: Dokugami- qcf + C
>401 Shiki: Tsumi Yomi- hcb + C (after Dokugami)
>402 Shiki: Batsu Yomi- f + C (after Tsumi Yomi)
>100 Shiki: Oniyaki- f, d, df + C (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
Multi-Shift Attack- qcf + BC/CD
Taunt- Start
-Desperation Moves
DM Ura 108 Shiki: Orochi Nagi- qcb, hcf + A/C (Hold)
DM 182 Shiki- qcf, qcf + A/C (Hold)
LDM San Shingi no Ichi- qcf, qcf + AC
-Super Cancels
100 Shiki: Oniyaki
427 Shiki: B Hikigane
-Counter Wire Attacks
DM 182 Shiki (FULLY CHARGED)
------------------
Move Descriptions:
------------------
Issetsu Seoi Nage- when close, f or b + C/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, Hikigane, R.E.D
Kick, 75 Shiki: Kai, Oniyaki, DM 182 Shiki, DM Orochi Nagi, LDM San Shingi no
Ichi.
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. It seems to be toned down
ALOT this year. It suffers the most on recovery. It can be punished if blocked
or not. So use carefully.
114 Shiki: Aragami- qcf + A
Kyo will move forward, while punching the opponent with a flaming fist. Aragami
has alot more frames on AUTOGUARD. Nice move to zone with, not to mention that
the flame can negate mid/high level projectiles. Aragami has many follow-ups.
>128 Shiki: Kono Kizu- qcf + A (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. Move can be delayed.
>127 Shiki: Yano Sabi (1)- hcb + A (after Aragami)
After Aragami, Kyo will do a Mid Flaming Elbow Strike, which send the opponent
clashing to the ground. Move can be delayed.
>127 Shiki: Yano Sabi (2)- A (after Kono Kizu)
After Kono Kizu, Kyo will do a Mid Flaming Elbow Strike, which send the
opponent clashing to the ground. Move can be delayed.
>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. Move can be
delayed.
>Ge Shiki: Migiri Ugachi- A (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. This move can OTG. Move can be delayed.
115 Shiki: Dokugami- qcf + C
Kyo will move forward, while punching towards the opponents face. Dokugami's
flame can negate mid/high level projectiles. Dokugami goes half screen.
Dokugami also has 3 follow-ups.
>401 Shiki: Tsumi Yomi- hcb + C (after Dokugami)
After Dokugami, Kyo will do a Flaming Jab to the stomach. Move can be delayed.
>402 Shiki: Batsu Yomi- f + C (after Tsumi Yomi)
After Tsumi Yomi, Kyo will leap into the air with a Flaming Punch. Move can be
delayed.
>100 Shiki: Oniyaki- f, d, df + C (after Batsu Yomi)
After Batsu Yomi, Kyo leaps straight into the air, while uppercutting with the
Crimson Flames around him. Move can be delayed.
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. Doesn't have
much priority as it once had. So it can either be punished or trade hits from
time to time.
100 Shiki: Oniyaki- f, d, df + A/C
Kyo leaps straight into the air, while uppercutting with the Crimson Flames
around him. The A Oniyaki has a small leap, as the C Oniyaki has a larger leap.
A/C Oniyaki knocks down the opponent. Oniyaki is Kyo's Super Cancel move. You
have to cancel it on the 1st hit with A/C Oniyaki. Oniyaki is a great anti-air
attack.
75 Shiki: Kai- qcf + K, K
Kyo hops in the air, while doing 2 front kicks, which launches the opponent up
in the air. After 75 Shiki: Kai, you can follow-up with Aragami, Dokugami, 88
Shiki, Oniyaki, Hikigane, MSA, R.E.D. Kick, Narku Otoshi, Goufu You, or Orochi
Nagi. B version knocks down the opponent, as the D version juggles. Has great
recovery time which is a plus and can't forget it's MAD GUARD CRUSH ABILITY.
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.
Multi-Shift Attack- qcf + BC/CD
Kyo will do his CD attack from 2k2, where he moves forward and does a shoulder
strike. Can be performed only when the words "CHANGE OK" are above your power
gauge. Does a bit of damage and has invicibility start up. If Kyo is tagged in
by the MSA, he'll leap in with his R.E.D. Kick animation. Remember though, Kyo
can be countered if he's tagged in.
Taunt- Start
Kyo stands in one place with his finger waving at the opponent, while saying,
""Mou oyasumi kai?" ("Is it bedtime already?"). 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. Orochi Nagi comes out slow if used normally, but the
wave comes out fast if button is held down. This move can be delayed. When A
version is delayed, Kyo has a small window of invincibility to low attacks.
When the C version is delayed, Kyo has a small window of invincibilty on
jumping, mid/high level attacks. The distance is past half screen.
182 Shiki- qcf, qcf + A/C (Hold)
A Returning DM from KoF2k, Kyo twist his torso back a bit, as crimson flames
surrounding him on the ground while saying, "Kore de... KIMERU ZE!" (This is...
THE END OF THE ROAD!"). Kyo holds his fist back and twist his body forward to
hit the opponent with a MASSIVE Crimson Flamed Dokugami. This move can be delay
by holding P. By doing so, 182 Shiki becomes more powerful. You can hear the
Flame charges while delaying his move. There are 3 Flame Charges until Kyo
releases the DM. This DM is UNBLOCKABLE when fully charged, as it was in KoF2k.
The A version is a ground base attack, as the C version is a anti-air attack.
The distance is half screen. The A version is fast as the C version. This DM is
also his COUNTER WIRE Attack if "FULLY CHARGED". So if connected upon "COUNTER
HIT!", the opponent will fly towards the nearest wall, then bounce back towards
Kyo. This can lead ton any juggle you want to perform.
LDM San Shingi no Ichi- qcf, qcf + AC-
(A.K.A.: Saishuu Kessen Ougi: Mu Shiki)
Kyo's KoF'97 SDM, where he holds up a flame above his head and then clenches
the flame down while saying, "Misete yaru... Kusanagi no Kobushi yo!" ("I will
show you my power... Of The Kusanagi Fist!). This has Kyo summon a Crimson
Flame Pillar, in which he does a series of Dokugami's (while his body is on
fire), while finishing off with Batsu Yomi and Oniyaki. Mu Shiki goes full
screen. Mu Shiki has start up invincibility. The Fire Pillar can negate
normal/DM projectiles and other attacks, as the flame attacks can negate
mid/high level projectiles. Mu Shiki is very fast too!
=================
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 Orochi Nagi - 4-hits
cA, 88 Shiki - 3-hits
cB, MSA - 2-hits
cB, cB, 88 Shiki - 3-hits
cB, sA, Oniyaki - 3-hits
cA, cA, Oniyaki - 3-hits
cA, sA, Oniyaki - 3-hits
cA, B 75 Shiki: Kai - 3-hits
cA/B, cA, B 75 Shiki: Kai - 4-hits (C)
cA, Goufu You, Dokugami, Tsumi Yomi - 5-hits
cA, sC, Goufu You - 3-hits
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 Orochi Nagi - 3-hits
cC/sC, DM Orochi Nagi - 2-hits
cC/sC, D 75 Shiki: Kai - 3-hits
cC/sC, D 75 Shiki: Kai, B 75 Shiki: Kai - 5-hits (C)
cC/sC, D 75 Shiki: Kai, Oniyaki - 4-hits
cC/sC, D 75 Shiki: Kai, MSA - 4-hits
cC/sC, D 75 Shiki: Kai, Naraku Otoshi - 4-hits
cC/sC, D 75 Shiki: Kai, Goufu You - 4-hits
cC/sC, D 75 Shiki: Kai, DM Orochi Nagi - 4-hits (Very Fast)
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, MSA - 5-hits
cC/sC, D 75 Shiki: Kai, B Hikigane, DM Orochi Nagi - 5-hits
cC/sC, D 75 Shiki: Kai, B Hikigane(*), DM 182 Shiki - 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, Kono Kizu, Migiri Ugachi - 6-hits (C)
cC/sC, D 75 Shiki: Kai, Dokugami - 4-hits
cC/sC, D 75 Shiki: Kai, Dokugami, MSA - 5-hits (C)
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 - 6-hits (C)
cC/sC, D 75 Shiki: Kai, B Hikigane, D Hikigane - 5-hits (C)
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 - 4-hits
B Hikigane(*), DM Orochi Nagi - 2-hits
B Hikigane(*), DM 182 Shiki - 2-hits
sC/D, 88 Shiki - 3-hits
sC/D, Goufu You - 2-hits
sC/D, Oniyaki - 2-hits
sC/D, Oniyaki(*), DM Orochi Nagi - 3-hits
sC/D, Oniyaki(*), DM 182 Shiki - 3-hits
sC/D, Aragami - 2-hits
sC/D, Aragami, Kono Kizu, Migiri Ugachi - 4-hits
sC/D, Aragami, Kono Kizu, Nanase - 4-hits
sC/D, Dokugami- 2-hits
sC/D, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 5-hits
Naraku Otoshi, jC - 2-hits
Naraku Otoshi, MSA - 2-hits
jA, jC - 2-hits
jC/D, MSA - 2-hits
cX Naraku Otoshi, sC/sD, DM Orochi Nagi - 3-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
182 Shiki - 7-hits
Note: Any combo involving crouching/standing at the beginning of the combo, can
start from a jumping B/C/D or Naraku Otoshi.
==============
Advance Combos
==============
Naraku Otoshi, far sA, LDM San Shingi no Ichi - 16-hits
cX Naraku Otoshi, DM 182 Shiki - 2-hits
cX Naraku Otoshi, sC, Goufu You, B Hikigane(*), DM Orochi Nagi - 6-hits (Chang
Only)
cX jB, sA, Goufu You, LDM San Shingi no Ichi - 18-hits (Chang Only)
jC/D, sC, D 75 Shiki: Kai, B Hikigane(*), DM 182 Shiki - 6-hits
jC/D, sC, D 75 Shiki: Kai, B Hikigane(*), DM Orochi Nagi - 6-hits
jC/D, sC, D 75 Shiki: Kai, B Hikigane, DM Orochi Nagi - 6-hits (very fast)
jC/D, sC, D 75 Shiki: Kai, B Hikigane(*), LDM San Shingi no Ichi - 16-hits (C)
jC/D, cB, sC, D 75 Shiki: Kai, B Hikigane(*), DM Orochi Nagi - 7-hits
jC/D, sC, DM 182 Shiki - 3-hits
jC/D, sC, LDM San Shingi no Ichi - 16-hits
jC/D, cB, cA, LDM San Shingi no Ichi - 17-hits
jC/D, cA, C Oniyaki(*), LDM San Shingi no Ichi - 17-hits
==========
Tag Combos
==========
jC/D, sC, D 75 Shiki: Kai, Dokugami, MSA K', Eins Trigger, Blackout, etc. (Sets
up UB Glitch)
jC/D, sC, D 75 Shiki: Kai, Dokugami, MSA Kim, d, u + D(*), qcb, db, f + K/BD -
17/24-hits
jC/D, sC, D 75 Shiki: Kai, Dokugami, MSA Terry, dp + B, AB break, qcf, qcf +
B/D - 9-hits (C)
jC/D, sC, D 75 Shiki: Kai, Dokugami, MSA Shingo, qcf, qcf + BD - 11-hits (C)
jC/D, sC, D 75 Shiki: Kai, Dokugami, MSA Shen, qcf, qcf + A/C - 7-hits (C)
jC/D, sC, D 75 Shiki: Kai, Dokugami, MSA Gato, sA/f + B, qcf, qcf + B, sA, qcf,
qcf + B - 25-hits (C)
jC/D, sC, D 75 Shiki: Kai, Dokugami, MSA Iori, qcf, hcb + A, qcf + AC x4 -
23-hits (C)
jC/D, sC, D 75 Shiki: Kai, B Hikigane, MSA K', qcf, qcf + B/D - 8/10-hits
jC/D, sC, D 75 Shiki: Kai, B Hikigane, MSA King, qcb, qcb + B/D - 14-hits (C)
jC/D, sC, D 75 Shiki: Kai, B Hikigane, MSA Joe, dp + D(*), qcf, qcf + A/C -
15-hits (C)
cA, MSA Athena, sC, qcb, f + AC, qcb + C, MSA Kyo, hcb + D/dp + C - 18-hits
jC, MSA Athena, sC, qcb, f + AC, qcf + C, MSA Kyo, qcf + A, hcb + A, A -
20-hits (C)
jC, MSA Duo Lon, cB, qcf + A, f + B, qcb + A, cB, qcf + A, f + B, qcb + A, cB,
qcf + A, f + B, qcb + A, cB, MSA Kyo, cB, cA, qcf, qcf + AC - 32-hits (C)
jC, MSA Duo Lon, cB, qcf + A, f + B, qcb + A, cB, qcf + A, qcf + A, qcf + A,
qcf + B, MSA Kyo, qcf, qcf + AC - 25-hits
===============
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.
Having him as a LEADER this year is a BIG Plus, since he's faster and has a
nice damaging LDM. If paired up with the correct characters, you may get
amazing results.
Kyo's short jump is as good as ever. Standing C is Kyo's best short jump attack
which you can really utilize, next to short jumping B. d + C can be used as a
cross-up too, but tougher to connect in 2k3. Kyo's 75 Shiki: Kai should be
abused as much as possible due to it's GUARD CRUSH POTENTIAL. But beware of
using it on grapple characters.
Kyo's cD is still great as it has been for years. 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).
Aragami should be used as a zoning move. The AUTOGUARD stays out much longer
than the previous years.
---------
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 C
version DM Orochi Nagi as a means of defense too. Kyo's sD works great as a
poke attack, to keep opponents at bay. Guard Knockdown Attack if needed, so you
can get back into the game. But overall, Kyo shouldn't be used as a Defensive
character.
-------------------
Poke Attack Strings
-------------------
Kyo has a few strings which can keep the opponent at bay. His strings are based
on how he gets to the opponent, either running or short jumping towards them
with a jA/C/D. This will also INCREASE your Power Gauge for Power Stocks. I'll
list a few pokes such as.....
cB, cA, cD (Bread and Butter String)
cB, cA, cD, "B" R.E.D. Kick
cB, cA, cD, Aragami "Chain" Mix-ups (High/Low game)
cB, cA, cD, 88 Shiki (Nice Pressure)
cB, cA, cD, A Oniyaki
cB, cA, cD, "B" R.E.D. Kick, A Oniyaki
cB, cA, cD, "B" R.E.D. Kick, Aragami "Chain" Mix-ups (High/Low game)
cB, cA, cD, "B" R.E.D. Kick, short jumping cX Naraku Otoshi
cB, cA, cB, cD
cB, sC, Aragami "Chain" Mix-ups
cB, sC, 88 Shiki (Low/High game)
cB, cB, short jump B, cB, cA, sB
cB, cB, walk up and Throw
cB, cB, far sD
cB, cB, sB, short jumping C
cB, sB, far sC
cA, sB, far sD
cB, cA, Goufu You (can cancel into special/DM after Goufu You)
sC, Goufu You, D Hikigane/Aragami
short jumping C, short jumping back D (retreat poke)
short jumping C, cB, short jumping C, cB, cA, "B" 75 Shiki: Kai (pretty safe)
jC/D, sC, "D" 75 Shiki: Kai, sC, "D" 75 Shiki: Kai (GUARANTEED GUARD BREAK
STRING!)
jC/D, sC, "D" 75 Shiki: Kai, sC, Goufu You, "D" 75 Shiki: Kai (GUARANTEED GUARD
BREAK STRING!)
After the "Guaranteed Guard Crush String", it's probably best to do sC (sC link
isn't nesscessary) into Kyo's LDM (if available) or right into sC, Dokugami
Chains.
-----------------------
Bread and Butter Combos
-----------------------
Here are Kyo's MUST LEARN B&B Combos.
cA, qcf + B, B
cB, cA, qcf + B, B (Corner Only, but does work outside of corner if fast enough)
cB, cA, qcf, qcf + AC (MUST LEARN)
sC, qcf + C, hcb + C, f + C, dp + C (MUST LEARN)
sC, qcf + D, D, rdp + B (MUST LEARN)
sC, qcf + D, D, hcb + B, dp + A/C
sC, qcf + D, D, qcf, qcf + A/C
sC, qcf + D, D, hcb, qcf + A/C
sC, qcf + D, D, qcf + A, hcb + A, A (Corner Only)
sC, qcf + D, D, hcb + B, qcf + B, B (Corner Only and most damaging w/o DM's)
jC/D, sC, qcf, qcf + A/C
jC/D, sC, qcf, qcf + AC
----------
Recovering
----------
Kyo's wake up move would either have to be A Oniyaki, D Hikigane, MSA, DM
Orochi Nagi, LDM San Shingi no Ichi, 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. It does become more useful
if you super cancel the C Oniyaki into a DM/LDM. Just be sure to you have
another power stock before attempting.
---------
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 up Kyo. A version is much
safer to use than the C vesion. The recovery time on the C version is awful. If
you use the C Version and it's blocked, be sure to have another Power Stock to
Super Cancel into DM 182 Shiki or DM Orochi Nagi.
-R.E.D Kick (rdp + B)
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. If you hit on COUNTER, you can do Oniyaki
or LDM San Shingi no Ichi.
-DM Orochi Nagi
They jump towards you, be sure to use the C version. Due to the jump/high
attack invincibility. Beats out most air attacks.
-LDM Shingi no Ichi
The best thing about this LDM is that it be comboed on a airborne opponent. The
Pillar itself makes it a great anti-air, plus you're invincible until the
pillar disappears.
-Hikigane (D Version)
You can used this if it's well timed. Good against cross-ups.
----------
Air-to-Air
----------
-Naraku Otoshi (in air, d + C)
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.
----------------
Cross Up Attacks
----------------
-jC
Works well on Average to Tall Characters.
-Naraku Otoshi
Works better on Tall Characters. Chang comes to mind.
-jB
His main cross-up on all characters. Better use, when opponent is crouching or
waking up from a knockdown attack..
-------
Baiting
-------
Another way to have the opponents come to you is to bait them out with attacks.
Just do a series of random attacks to have them confused enough to be like
"WTF?" and come right to you.
Example 1: cB, cB, cA, cB, cB or cB, cB, cA, D Hikigane/R.E.D. Kick/Aragami
Example 2: b, b, f, f, D Hikigane
You can also bait out wake up attacks. Just run/advance towards the opponent
while they wake up, then as they perform their move start to backdash. This
will leave the opponent opened for a mistake punisher attack. Whatever you
throw out is entirely up to you.
-------
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 or 75 Shiki: Kai, which is the better
choice. 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.
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 + C (Naraku Otoshi) into a sC is good enough. You can follow up with
stuff of your own.
--------
Pressure
--------
-75 Shiki: Kai (qcf + K, K)
With the Guard Crush Potential it has, need I say more. Everytime you do a
close sC, be sure to do "D" 75 Shiki: Kai. It's a safe move and if they try to
attack or roll, just hit them with another sC into 75 Shiki: Kai or Dokugami
Chains.
-Multi-Shift Attack (qcf + BC/CD)
If you can incorporate this into the attacks strings and have your secondary
character continue where Kyo left off on the pressure. I'd usually do a MSA
right after Kyo's cA or after a cD, "D" R.E.D. Kick, into MSA. It works
wonders. The worst that could happen is that you might trade hits with the
opponent if they have good reflexes and retaliate.
-cA
You can use cA as a pressure attack. One good way of using cA is by doing
run/dash canceling into cA.
Example: cA, f, f, df + cA, cA, f, f, df + cA, cA, f, f, df + cA, MSA.
You can also do a short jumping B/C attack after the cA. You can make your own
pressure string form that.
-Naraku Otoshi (in air, d + C)
Upon knocking your opponent, you may do a short jumping neurtal Naraku Otoshi.
If opponent hit, you can do sC, Dokugami Chains or another short jumping attack
(jB/C).
------
Glitch
------
-DM Orochi Nagi
There is a way to make DM Orochi Nagi come out much faster than usual. You must
HOLD DM Orochi Nagi for at least 0.2/0.4 seconds, then RELEASE. This makes Kyo
unleash his Crimson Wave much faster. The best way to practice is by WATCHING
THE MOVEMENT of KYO'S BODY. When you see Kyo's Body PUSH BACK, that's when do
DM Orochi Nagi. Without knowing this, you'll never be able to link some of
Kyo's combos such as.....
- sC, 88 Shiki, DM Orochi Nagi - 4-hits
- cC/sC, Goufu You, DM Orochi Nagi - 3-hits
- cC/sC, D 75 Shiki: Kai, DM Orochi Nagi - 4-hits
- cC/sC, D 75 Shiki: Kai, B Hikigane, DM Orochi Nagi - 5-hits (without Super
Canceling Hikigane)
---------------------
Building Power Stocks
---------------------
The best way to build those Power Stocks up, is either Kyo's D Hikigane or
attack strings.
-D Hikigane (hcb + D)
Mainly you just keep throwing out Kyo's D Hikigane. It takes about 10 D
Hikigane's to get a ONE Stock. The easiest way of throwing out D Hikigane
safely would have to be AFTER a throw. You are at least guaranteed TWO D
Hikigane's. Or you could just always do it after a knockdown move, like A
Oniyaki.
-Aragami (qcf + A)
Throwing out this move everynow and then while zoning will increase the power
gauge.
------
Leader
------
Having Kyo as a LEADER is great. If he's your LEADER, you should have him as
the 2nd or 3rd character to come out. You don't want a low health Kyo to come
out into battle with a powerful LDM. Speaking of which, the LDM is what makes
him really shine. You can combo right into it with ease. Alot of players have
mixed opinions about Kyo being good this year, just for the fact he has the LDM
and nothing else to save him. But it's up to you on how you use Kyo. I myself
personally think he's a great as LEADER. But if you teamed him up with a good
LEADER or teamates, he'd still be the same....... just without the LDM.
---------------
Playing It Safe
---------------
-Aragami (qcf + A)
One thing that does suck about Aragami is that it lags. This is most likely due
to the delay on Aragami's Chains. It's not really safe to use when up close.
50% of the time you'll get hit. So you should at least make sure your spaced
out from the opponent (Half Screen), baiting, or use during a blocked combo.
Doing a set of Aragami Chains will result with the same lag effect. So if you
do the chain, make sure your doing it in the corner off a sC/D or a corner
juggle from 75 Shiki: Kai.
-88 Shiki (df + D)
This move has been butchered beyond belief. If blocked, your most likely gonna
get punished pretty bad. The problem just isn't the horrible LAG, but the
spacing when blocked. Only use if you know your gonna combo into it.
From what I could gather on the distance upon connecting the 88 Shiki (df + D)
is that the standing/crouching C/D sends them "2 steps" back half screen
distance, while the standing/crouching A/B sends them only "1 Step" back half
screen distance. One good thing about the standing/crouching A/B into 88 Shiki
is that once the opponent gets pushed back, it sets you up for a perfect
opportunity for a short jumping B/C or f + B. But it's for the best you just
combo with the C/D.
-Pokes (sB and sD)
Poke attacks can be used for both offense and defense. Kyo's sB should be used
after a whiffed Aragami, R.E.D. Kick, or during poke strings. Standing B is a
safe attack. sD is the type of attack that should be used for zoning, poke
strings, or run and poke tactic. sD suffers from lag, but has some proirity
that can beat out most moves and DM's. Just go with whatever one is
comfortable. sB is probably the best choice.
----------------------------------------
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 LDM Shingi no Ichi (works better in the corner)
-sC, into Aragami Chains
-sC, into 88 Shiki
-sC, into 75 Shiki: Kai
-sC, into Dokugami, throw
-sC, into Dokugami, short jumping B/C (works wonders in the corner)
You can also mix-up with jC/D after 75 Shiki: Kai. As you hit the opponent in
mid air, you'll land first. This is where you decide to either rush in or throw
out a special move. Most of the time when the opponent lands, they'll go into
crouch block. Now if that's the case, you can catch the opponent with an
overhead attack such as jA/B/C/D, jumping d + C, f + B, or Aragami Chains.
------
Throws
------
Kyo can get throws off easy by simply "Tick Throwing". Tick Throwing is done by
hitting a opponent with a cA/B, then walk up and throw. (cB works best!) For
some odd reason you can also use close standing C.
While waking up from an attack, you can get a throw in.
You can also do Kyo's Dokugami (qcf + C), then throw.
You may do a "FEINT" Short Jump, then Tick Throw.
You can "WHIFF" a jD towards your opponent. When the jD Whiffs, you'll land
right next to the opponent and be able to get a FREE Throw in. But you must
attack with jD real late to WHIFF the jD animation. Ticking Throwing is a
ABSOLUTE MUST LEARN Tactic! Works very well against defensive players.
-------------
MISCELLANEOUS
-------------
-Throws (f or b + C/D)
Since 2k3 has one throw per character and the recovery is insane on the throws
too. You can JUST FRAME a throw on recovery. Easy way to do this is to
knockdown, then throw out a close sA. Once the sA WHIFFS, this should put you
can the right frame to throw the opponent again. With Kyo it works great,
because he'll still be near the opponent to throw them again. All ya gotta do
is switch up the buttons (C/D) on the throws. You can do it infinite times
until the throw is broken. Cheaty, but effective!
-Back Dash (b, b)
During Kyo's Back Dash, you can cancel into Naraku Otoshi (d + C). This will
result with Kyo doing d + C and back dashing much further back.
======================================
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 while saying, "Iku ze!" ("Here I come!") and gets into his
fighting position.
Entrance 2- Kyo vs. Iori Yagami
Kyo stands in place with his hands inside his pockets and hair covering his
face, then raises his head towards Iori and says, "Sa, Hajime yo ka?" ("Now,
Are you ready to begin?"). Iori, who is facing the towards the background,
begins to turn his head towards Kyo and responds to him. Then both go into
thier respected fighting stances.
Entrance 3- Kyo vs. Chizuru Kagura
Kyo will do his regular "Iku ze!" ("Here I come!) entrance. Chizuru waves her
arms in a circular motion to create the Mirror of Yata, to show Kyo that Orochi
is still sealed within the mirror.
Entrance 4- Kyo vs. K'
Kyo will do his regular "IKU ZE!" entrance. K', who has his head raised high
and a sinister grin on his face with his hand place upon his hip. He then says,
"Owari ni suru ze!" ("I'll finish this!") and gets into his fighting stance.
Winpose 1- Kyo blows a Flame which is coming from his finger, and says "Hehe!
Moetaro!" ("Hehe! 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 brown biker jacket off and flips it over
his shoulder while saying, "Manzoku Shitaka, Yagami?" ("Are you Satisfied,
Yagami?")
Tag Out Pose- Kyo raises his arm into the air, then clenches his fist, while
saying "Hehe!"
Time Over Pose- Kyo turns torwards the background and clenches his fist, with a
pissed off look on his face.
================
IX. Extras Stuff
================
---------
1. Quotes
---------
Quote 1-
"It's a law of history: I don't lose so easy."
Quote 2-
"Like raging flames of the sun. This is the fists of Kusanagi!"
Quote 3-
"What? I guess KOF without me isn't KOF, right?"
Quote 4-
"What miraculous stamina! Taking such a basting!"
Quote 5- (vs. Hero Team)
"Hmm. You got the look down. But you lack the substance."
Quote 6- (vs. Iori Yagami)
"You never evolve... That's what you're all about!"
Quote 7- (vs. Benimaru Nikaido and Goro Daimon)
"You never change. That's why you always lose."
Quote 8- (vs. Shingo Yabuki)
"A year sabbatical's being lazy? ...Well, you got stamina, kid!"
----------------------
2. Kyo's Outfit Colors
----------------------
A Button- Dark Brown Biker Jacket, White Shirt, Black Gloves, and Black Jeans
B Button- Dark Blue Biker Jacket, White Shirt, Black Gloves, and Black Jeans
C Button- Blue Biker Jacket, White Shirt, Brown Gloves, and Brown Jeans
D Button- Red Biker Jacket, White Shirt, Dark Black Gloves, and Dark Demin Blue
Jeans
--------------
3. Damage Data
--------------
Dm- Damage
C.Dm- Counter Damage
G.C- Guard Crush
/- A/C or B/D
-------------------
Normal Attack Data:
-------------------
Close A - Dm: 6 C.Dm: 8 G.C: 6
Close B - Dm: 7 C.Dm: 9 G.C: 6
Close C - Dm: 13 C.Dm: 15 G.C: 12
Close D - Dm: 15 C.Dm: 17 G.C: 12
Far A - Dm: 7 C.Dm: 9 G.C: 8
Far B - Dm: 8 C.Dm: 10 G.C: 8
Far C - Dm: 14 C.Dm: 16 G.C: 14
Far D - Dm: 16 C.Dm: 18 G.C: 14
Crouch A - Dm: 6 C.Dm: 8 G.C: 6
Crouch B - Dm: 6 C.Dm: 8 G.C: 6
Crouch C - Dm: 13 C.Dm: 15 G.C: 12
Crouch D - Dm: 14 C.Dm: 16 G.C: 12
Jump A - Dm: 6 C.Dm: 8 G.C: 8
Jump B - Dm: 7 C.Dm: 9 G.C: 8
Jump C - Dm: 13 C.Dm: 15 G.C: 14
Jump D - Dm: 14 C.Dm: 16 G.C: 14
(Note: This set also goes with diagonal jumping.)
--------------------
Special Attack Data:
--------------------
Issetsu Seoi Nage - Dm: 9x2 C.Dm: 9x2 G.C: 0
88 Shiki - Dm: 14x2 C.Dm: 16x2 G.C: 0
Ge Shiki: Goufu You - Dm: 14(12x2) C.Dm: 16(14x2) G.C: 8(6)
Ge Shiki: Naraku Otoshi - Dm: 14 C.Dm: 16 G.C: 8
Multi-Shift Attack - Dm: 8 C.Dm: 9 G.C: 0 (retreat)
Multi-Shift Attack - Dm: 8 C.Dm: 9 G.C: 0 (Tagged)
Guard Knockdown Attack - Dm: 0 C.Dm: 0 G.C: 0
100 Shiki: Oniyaki - Dm: 14x2 C.Dm: 16 G.C: 16/20
427 Shiki: Hikigane - Dm: 14/16 C.Dm: 16/20 G.C: 16/20
R.E.D. KicK - Dm: 16/18 C.Dm: 18/20 G.C: 16/20
75 Shiki: Kai - Dm: 10x2/12x2 C.Dm: 12/14 G.C: 16/20
114 Shiki: Aragami - Dm: 12 C.Dm: 14 G.C: 6
> 128 Shiki: Kono Kizu - Dm: 12 C.Dm: 14 G.C: 6
> 127 Shiki: Yano Sabi (1&2) - Dm: 12 C.Dm: 14 G.C: 6
> 125 Shiki: Nanase - Dm: 12 C.Dm: 14 G.C: 6
> Ge Shiki: Migiri Ugachi - Dm: 12 C.Dm: 14 G.C: 6
115 Shiki: Dokugami - Dm: 14 C.Dm: 16 G.C: 8
> 401 Shiki: Tsumi Yomi - Dm: 14 C.Dm: 16 G.C: 8
> 402 Shiki: Batsu Yomi - Dm: 14 C.Dm: 16 G.C: 8
> 100 Shiki: Oniyaki - Dm: 14 C.Dm: 16 G.C: 8
Ura 108 Shiki: Orochi Nagi - Dm: 28 C.Dm: 32 G.C: 0
182 Shiki - Dm: 30, 34, 38 C.Dm: 32, 36, 40 G.C: 0 (Seperate Damage for the 3
Charges)
Shingi no Ichi - Dm: 22+4 x 13 C.Dm: 24 G.C: 20, 0
--------
Comments
--------
Okay, after trying to figure out why "D" 75 Shiki: Kai does so freakin much
Guard Crush, is because "Each Kick" from "D" 75 Shiki: Kai does 20 guard</pre><pre id="faqspan-2">
points. Since that's the case, It seems "C" Oniyaki has the same Guard Crush
Potential as "D" 75 Shiki: Kai. But the problem with Oniyaki is that it's not
as abusable as 75 Shiki: Kai. So it's not even worth using.
Also, the way the damage scaling is this year on Super Canceling moves. Don't
even bother SC'ing 182 Shiki (qcf, qcf + A/C). It does crap damage when SC'ed.
If you do SC, use Orochi Nagi or Mu Shiki.
==========
X. Updates
==========
Version 0.6: June 19th, 2004
-A couple TAG Combos
-COUNTER WIRE Attack on 182 Shiki (Desperation Move)
Version 0.5: June 3rd, 2004
-First Release (Long over due)
=======================
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. 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 MSA Combos and other stuff. Everything I did on this
FAQ is from the best of my knowledge.
I'd like to thank.......
The LORD for blessing me everyday.
Joku for showing me the way to SNK with games like The Fatal Fury/King Of
Fighters Series which led me to buy a Neo*Geo AES. Not even you can forget the
countless hours we spent on KoF'96! Some fun times!
Final Showdown for IMPROVING my Gameplay. Thanks again!
SNK for creating The King of Fighters Series. The Future is Indeed Now!
SNK Playmore for developing The King of Fighters 2003 and keeping SNK "ALIVE"!
http://www.snkplaymore.jp/official/kof2003/english/index.html, where I got
Kyo's info from.
My Neo*Geo AES System and King of Fighters 2003. Without them both, this FAQ
could not possible.
The King of Fighters 2003 Flame of Nova MOOK. Got a bunch of info from that
MOOK and DVD.
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! Rest in Peace, and may The
Lord watch over you.
http://www.gamefaqs.com for hosting my FAQ along with many other great FAQ's
they have up.
Myself for staying up in the wee hours of the night to get this FAQ done.
And you for taking the time to read this FAQ.
Raul Torrez
Copyrighted (c) 2004