The King of Fighters 2002 "Challenge to Ultimate Battle"
Character FAQ on Kyo Kusanagi
For The MVS Arcade System & The Neo*Geo Home Cart System
By Raul Torrez (
[email protected])
This FAQ is Copyrghted Work 2002-2003 Raul Torrez
The King of Fighters 2002, Kyo Kusanagi, other SNK Characters are all
Registered Trademarks and Copyrighted by SNK Playmore of Japan and Eolith.
Contents:
I. Why Kyo Kusanagi?
II. Kyo's Bio and Info
III. KoF2002's Basic Commands
IV. Kyo's Basic Moves
V. Kyo's Special Moves
VI. Kyo's Combos
VII. Strategies
VIII. Kyo's Entrance and Winning Poses
IX. Extras
X. Updates
XI. Closing and Credits
I. Why Kyo Kusanagi?
Kyo has gained back his AUTOGUARD for his Aragami/Dokugami! Other than that
nothing really new. He a bit faster with some of his moves. His combos are
still damaging. Along with MAX Mode, he can do some pretty nasty stuff. He's
still a bit toned down from last year. None the less, he's still a Solid
Character to play.
II. Kyo's Bio and Info
Fighting Style: Kusanagi-Style Weapon Fighting and Chinese Art of Self-Defense
(with own variations)
Birthday: December 12
Age: 20
Country: Japan
Blood Type: B (RH-)
Height: 181cm
Weight: 75kg
Hobbies: Writing Poetry
Favorite Food: Grilled Fish
Mastered Sport: Ice Hockey
Prized Things: His Motorcycle and his Girlfriend (Yuki)
Dislikes: Hard Work
Seiyuu/Voice Actor: Masahiro Nonaka
First Appearance: The King of Fighters '94
Other Game Appearances: The King of Fighters '95-2002, The King of Fighters
Kyo, The King of Fighters R1, The King of Fighters R2, The King of Fighters
"Battle de Paradise", Gals Fighters (cameo appearance), Capcom vs. SNK
"Millennium Fight 2000", Capcom vs. SNK "Millennium Fight 2000" Pro, Capcom vs.
SNK 2 "Millionare Fighting 2001", SNK vs. Capcom "Match of the Millennium", SNK
vs. Capcom "CardFighter's Clash" SNK Card Set, SNK vs. Capcom "Card Clash 2"
Kyo's King of Fighters Team Members:
KoF'94-98: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido
KoF'99: Kyo Kusanagi (Single Entry)
KoF'00: Kyo Kusanagi (Single Entry)
KoF'01: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido, Shingo Yabuki
KoF'02: Kyo Kusanagi, Goro Daimon, Benimaru Nikaido
Kyo's King of Fighters Background Music:
KoF'94: ESAKA
KoF'95: Funky ESAKA
KoF'96: ESAKA?
KoF'97: ESAKA Forever
KoF'98: ESAKA, ESAKA?, and ESAKA Forever
KoF'99: Tears and ESAKA~The ACID MiX
KoF'00: Good Bye ESAKA
KoF'01: Marchless Flame
KoF'02: Tears
III. KoF2002 Basic Commands
Kyo's Key Configuration:
A- weak punch
B- weak kick
C- strong punch
D- strong kick
f- forward
b- back
u- up
d- down
Start- taunt
qcf- quarter circle forward
qcb- quarter circle back
df- diagonally down forward
db- diagonally down back
uf- diagonally up forward
ub- diagonally up back
(Hold)- move can be held (can be released, only after being held)
(air)- can be done in the air
DM- Desperation Move
SDM- Super Desperation Move
HSDM- Hidden Super Desperation Move
P- punch
K- kick
PK- must be pressed at same time (AB, CD, BC, etc.)
Xx- can cancel move
>- follow up
OTG- Off The Ground
UB- Unblockable
Basics:
Run- f, f (hold f while running)
Dash Back- b, b
Normal Jump- up
Short Jump- tap d, uf/ d, u/ d, ub
Quick Jump- d, uf/ d, u/ d, ub
Emergency Attack Avoidance Forward- AB or f + AB
Emergency Attack Avoidance Back- b + AB
Falling Recovery Roll- AB before hitting the ground
Roll Canceling- when attacking, AB (requires 1 Power Stock)
Throws- f or b + C/D
Throw Escape- when grabbed, f or b + any button
Knockdown Attack- CD (can be done standing or in air)
Guard Escape Roll Forward- when blocking, AB or f + AB (requires 1 Power Stock)
Guard Escape Roll Back- when blocking, b + AB (requires 1 Power Stock)
Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
MAX Mode Activation- BC (requires 1 Power Stock)
MAX Mode CANCEL Activation- while attacking, BC (requires 2 Power Stocks)
Taunt- Start
Descriptions of Basic Commands:
Falling Recovery Roll- AB before hitting the ground
Whenever hit by an attack that knocks you to the ground, you can recover before
hitting the pavement. This command will only work if hit by basic attacks,
special attacks, DM's, and SDM's that knock ya on to the ground.
Throw Escape- when grabbed, f or b + any button
If done correctly, you're character will push away the opponent about 2 steps
away from you. Throw Escapes do not work in the air, against Benimaru, Mai,
Athena, Yuri, Clark, and Leona, since they all have air throws. GROUND ONLY!
Knockdown Attack- CD (air)
If hit by this attack, the opponent will hit the ground. Think of this as a
Fierce Attack. Not even the falling recovery roll will work after being hit by
the Knockdown Attack. You can cancel in the middle of the CD Attack by
interrupting it with a special move or DM/SDM/HSDM.
Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB
Just like in KoF'98, using this command will enable your character to AVOID an
attack from the opponent. Your character is INVINCIBLE for that breif moment of
rolling. Remember though, you can be thrown or hit after the roll.
Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1
Power Stock)
When blocking an attack, your character will roll forward or back from the
opponent. This move can be used to distance yourself, if being pressure
attacked.
Roll Canceling- while attacking, AB (requires 1 Power Stock)
A new addition to KoF2k2, in which you can CANCEL Normal Attacks such as
A,B,C,D or a CD Attack into a roll. You can use this as a mix-up or to close in
on your opponent.
Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock)
When blocking an attack, your character will perform the CD Attack, which will
knock the opponent away from you. This year, the Guard Knockdown Attack deals
damage to the opponent. Great to distance yourself from the opponent though.
You can also Roll Cancel (AB) during the Guard Knockdown Attack.
MAX Mode Activation- BC (requires 1 Power Stock)
Returning from Kof'98 with new abilties. Max Mode occurs when you break a Power
Stock which results in your character posing while turning Yellow. MAX Mode has
a Time Limit of at least 17 seconds. During this time you are allowed to.....
-Perform a Desperation Move (free in MAX Mode)
-Perform a Hidden/Super Desperation Move (1 Power Stock)
-Perform MAX Cancels on Normal/Special Moves (reduces 1/4 of the MAX Mode Gauge
each cancel)
-Perform Super Cancels for the DM/SDM's (at least 2 Power Stocks)
-Inflict 25% more damage on the opponent.
Note: WHITE Flashes will occur each time you cancel into a special move. Once a
DM/SDM/HSDM is performed, MAX Mode will end. You are allowed to MAX Cancel
Normal/Special Moves around 4-6 times. You cannot build up your Power Gauge
during MAX Mode.
MAX Mode CANCEL Activation- while attacking, BC (requires 2 Power Stocks)
Instead of breaking a stock which causes a slight DELAY, you can now CANCEL a
Normal/Command Move into MAX Mode without the DELAY. MAX Mode CANCEL Activation
takes 2 stocks to perform. 1 for the move cancel and the other for the MAX Mode
Activation. The recovery time is great on the CANCEL. This also opens the doors
for EXTENDED Combo Options.
Desperation Moves & Super Desperation Moves- (requires 1 or 2 Power Stocks)
DM's and SDM's are your Super Moves. In order to use DM/SDM's, you must fill up
the Power Gauge to stock a DM. You can store up to 5 stocks. Only certain DM's
can become SDM's. SDM's take 2 Power Stocks to use. 1 stock to activate into
MAX Mode and the other to perform the SDM. SDM's must be done by presing 2
buttons, instead of one button. There will be a RED flash to indicate that you
successfully pulled off the SDM.
Hidden Super Desperation Moves- (requires 2 Power Stocks)
A new addition to KoF2k2. In order to perform a HSDM, you're life gauge must be
at least 75-80% (1/4 or less) gone. Once that's been established, you must
activate into MAX Mode (1 Power Stock) and use another Power Stock for the
HSDM. This allows the character to pull off a Hidden Super Desperation Move.
The background will turn BLUE to indicate that you have successfully pulled off
the HSDM.
Super Cancels- (requires 2 or 3 Power Stocks)
This feature is back from KoF2k1. Super Canceling allows you to cancel special
moves into DM/SDM's. In order to Super Cancel, you must have a least 3 Power
Stocks at the most. 1 Power Stock to Super Cancel and 1 or 2 Power Stocks to
perform the DM/SDM. When the character starts to flash white, this indicates
that you have successfully Super Canceled.
Counter Wire Attacks-
This feature from KoF2k1 also carried unto Kof2k2. These are attacks based on
counter hits. Counter Wire Attacks occur during a counter hit, in which the
opponent goes flying towards the wall and will be bounced back after hitting
the wall. You can follow-up alot of stuff with this move. This is something to
watch for in the future.
IV. Kyo's Basic Moves
A (weak punch):
standing- High Standard Jab, which comes out quick. Can be canceled into Goufu
You, 88 Shiki, Oniyaki, 75 Shiki: Kai, Aragami, Dokugami, R.E.D. Kick,
Hikigane, DM/SDM Orochi Nagi, and HSDM Kamukura.
crouching- Low Standard Jab, which comes out quick and can be canceled into
Goufu You, 88 Shiki, Oniyaki, DM/SDM Orochi Nagi, and HSDM Kamukura. Great
crouching combo starter for Kyo.
jumping- Downward Elbow, which comes out quick and is a good short jump move.
close- Forward Elbow Strike, which hits high and comes out quick. It can be
canceled into Goufu You, 88 Shiki, Kamukura. It can be chained from crouching
A/B.
B (weak kick):
standing- A Side Snap Kick which comes out quick. Great poke attack.
crouching- A Quick Low Kick, which can be caneled into crouching A/B or
standing A/B. Another good combo starter.
jumping- Forward Knee Strike, which comes out quick. You can use this move as
one of Kyo's short jump moves.
diagonal & short jumping- Downward Knee Strike, which comes out quick. You can
use this as one of Kyo's cross-over moves. One of his best short jump moves
too.
close- Low Side Kick, which comes out quick. Another great combo stater with
Kyo. Can be canceled into Goufu You, 88 Shiki, Oniyaki, Kamukura.
C (strong punch):
standing- Backhand Hit, which comes out fast. Not much on this move.
crouching- A Rising Uppercut, which comes out fast and can be canceled into
Goufu You, 88 Shiki, Oniyaki, Aragami, Dokugami, 75 Shiki: Kai, HSDM Kamukura,
and DM/SDM Orochi Nagi. Great anti-air move too.
jumping- 45 degree angle downward punch, which comes out fast and is a great
jump in attack. You can link standing A/B/C/D or crouching A/B/C for combo
starters.
close- A Standing Uppercut, which comes out fast and can be canceled into Goufu
You, 88 Shiki, Oniyaki, Aragami, Dokugami, 75 Shiki: Kai, and HSDM Kamukura.
D (strong kick):
standing- Hopping Spinning Roundhouse Kick, which comes out fast and can be
used as a poke attack. Not much else this move can do.
crouching- A Low Snap Kick, which comes out fast with it great reach. You can
cancel Goufu You, 88 Shiki, Oniyaki, Aragami, Dokugami, 75 Shiki: Kai, R.E.D.
Kick, Hikigane, DM/SDM Orochi Nagi, and HSDM Kamukura if sweep does or doesn't
hit. Doing this will allow you to catch the opponent off guard, which you can
score free hits. You can also CANCEL OUT cD without even seeing it come out.
You must be very quick.
jumping- Forward Side Kick, which comes fast and can be used as an anti-to-air
attack.
diagonal & short jumping- Forward Snapping Side Kick, which comes out fast and
can be used as another short jump-in attack. Good Anti-air attack as well.
close- A Standing High Kick, which comes out fast and can be canceled into
Goufu You, 88 Shiki, Oniyaki, Aragami, Dokugami, 75 Shiki: Kai, and DM/SDM
Orochi Nagi.
AB (Emergency Attack Avoidance Forward/Back)
Kyo will do a roll forward or back to avoid the attack. Very Fast and
Invincible at the start up of the move.
CD- (Knockdown Attack)
On the ground, Kyo will extend both arms back, while pushing his body forward.
Then his arms will hits the opponent, which seems to be a shoulder attack of
some sorts. In the air, Kyo will do an Shoulder Strike. This move is best used
in the air or as a short jump attack. It's safer and will score you some hits
over the opponent. Great jump-in too. You can also cancel in the middle of
Kyo's CD Attack by interrupting it with a special move or DM/SDM/HSDM.
V. Kyo's Special Moves
-Throws
Hatsugane- when close, f or b + C
Issetsu Seoi Nage- when close, f or b + D
-Command Moves
Ge Shiki: Goufu You- f + B
Ge Shiki: Naraku Otoshi- in air, d + C
88 Shiki- df + D
-Special Moves
114 Shiki: Aragami- qcf + A
>128 Shiki: Kono Kizu- qcf + P (after Aragami)
>127 Shiki: Yano Sabi (1)- hcb + P (after Aragami)
>127 Shiki: Yano Sabi (2)- P (after Kono Kizu)
>125 Shiki: Nanase- K (after Kono Kizu/Yano Sabi (1)
>212 Shiki: Kototsuki You- hcb + K (after Yano Sabi (1)
>Ge Shiki: Migiri Ugachi- P (after Kono Kizu/Yano Sabi {1}
115 Shiki: Dokugami- qcf + C
>401 Shiki: Tsumi Yomi- hcb + P (after Dokugami)
>402 Shiki: Batsu Yomi- f + P (after Tsumi Yomi)
>100 Shiki: Oniyaki- f, d, df + P (after Batsu Yomi)
R.E.D. Kick- b, d, db + B/D
100 Shiki: Oniyaki- f, d, df + A/C
75 Shiki: Kai- qcf + K, K
427 Shiki: Hikigane- hcb + B/D
-Desperation Moves
Ura 108 Shiki: Orochi Nagi- qcb, hcf + A/C (Hold)
SDM Ura 108 Shiki: Orochi Nagi- qcb, hcf + AC (Hold)
HSDM 524 Shiki: Kamukura- hcb, hcb + AC (UB)
-Super Cancels
100 Shiki: Oniyaki
427 Shiki: B Hikigane
-Counter Wire Attacks
UNKNOWN
Move Descriptions:
Hatsugane- when close, f or b + C
Kyo grabs the opponents head, then does a Mid Elbow Strike which sends the
opponent a distance away before hitting the ground.
Issetsu Seoi Nage- when close, f or b + D
Kyo grabs the opponents head and flips him/her over his shoulder. Then, Kyo
does an Elbow Drop, which send the opponent bouncing on the ground.
Ge Shiki: Goufu You- f + B
Kyo will do an Axe Kick. This move is an overhead hit, which can be used
against opponents that turtle alot. But be careful, this move comes out very
slow. This move can be comboed from standing A/B/C/D or crouching A/C. If
comboed, the move becomes cancelable into Aragami, Dokugami, R.E.D Kick,
Oniyaki, and DM Orochi Nagi.
Ge Shiki: Naraku Otoshi- in air, d + C
As Kyo is in the air, he will do a Double Axe Handle. If the opponent is in the
air and you hit him/her with Naraku Otoshi, it will knockdown the opponent onto
the ground. Best cross-up attack with Kyo.
88 Shiki- df + D
While Kyo is crouching, he will strech out his forward leg and hit the
opponents ankle, then his back leg will strech forward and hit the opponents
ankle once more. 88 Shiki moves Kyo forward as well. Nice combo ended too. Best
MAX Mode CANCEL Activation move.
114 Shiki: Aragami- qcf + A
Kyo will move forward, while punching the opponent with a flaming fist. Aragami
has gained back it's AUTOGUARD ability. Cancelable move in MAX Mode. Aragami
has many follow-ups.
>128 Shiki: Kono Kizu- qcf + P (after Aragami)
After Aragami, Kyo will move forward with an Upward Flaming Punch. Kyo has 2
follow-ups which are Yano Sabi (2) and Migiri Ugachi.
>127 Shiki: Yano Sabi (1)- hcb + P (after Aragami)
After Aragami, Kyo will do a Mid Flaming Elbow Strike, which send the opponent
clashing to the ground. Kyo has 2 follow-ups which are Nanase and Kototsuki
You.
>127 Shiki: Yano Sabi (2)- P (after Kono Kizu)
After Kono Kizu, Kyo will do a Mid Flaming Elbow Strike, which send the
opponent clashing to the ground.
>125 Shiki: Nanase- K (after Kono Kizu/Yano Sabi (1)
After Kono Kizu/Yano Sabi (1), Kyo will do a Spinning Roundhouse Kick, whick
sends the opponent flying in the air, then falls to the ground.
>212 Shiki: Kototsuki You- hcb + K (after Yano Sabi (1)
After Yano Sabi (1), Kyo will step forward and grab the opponent by the neck,
then holds him/her up in the air, and finishes by exploding the opponent with
Kyo's Crimson Flames. Kototsuki You can grab the opponents while crouching,
standing, or airborne. This move can OTG as well.
>Ge Shiki: Migiri Ugachi- P (after Kono Kizu/Yano Sabi {1}
After Kono Kizu/Yano Sabi {1}, Kyo will perform a Diagonal Down Forward Flaming
Punch, which grounds the opponent.
115 Shiki: Dokugami- qcf + C
Kyo will move forward, while punching towards the opponents face. Dokugami has
also gained back it's AUTOGUARD ability. Dokugami goes half screen. Cancelable
move in MAX Mode. Dokugami also has 3 follow-ups.
>401 Shiki: Tsumi Yomi- hcb + P (after Dokugami)
After Dokugami, Kyo will do a Flaming Jab to the stomach.
>402 Shiki: Batsu Yomi- f + P (after Tsumi Yomi)
After Tsumi Yomi, Kyo will leap into the air with a Flaming Punch.
>100 Shiki: Oniyaki- f, d, df + P (after Batsu Yomi)
After Batsu Yomi, Kyo leaps straight into the air, while uppercutting with the
Crimson Flames around him.
R.E.D. Kick- b, d, db + B/D
Kyo will leap into the air, in a rainbow like angle, then kicking the opponent.
This sends the opponent crashing to the ground. A great anti-air attack. The B
version goes near half screen distance and has a small arch jump, while the D
version goes past half screen and has a larger arch jump. The B version is the
fastest and the D version is the slowest, due to it's large arch.
100 Shiki: Oniyaki- f, d, df + A/C
Kyo leaps straight into the air, while uppercutting with the Crimson Flames
around him. The A Oniyaki has a small leap, as the C Oniyaki has a larger leap.
A/C Oniyaki knocks down the opponent. Oniyaki is Kyo's Super Cancel move. You
have to cancel it on the 1st hit with A/C Oniyaki. Oniyaki is a great anti-air
attack. Cancelable move in MAX Mode.
75 Shiki: Kai- qcf + K, K
Kyo hops in the air, while doing 2 front kicks, which launches the opponent up
in the air. After 75 Shiki: Kai, you can follow-up with Aragami, Dokugami, 88
Shiki, Oniyaki, Hikigane, CD Attacks, R.E.D. Kick, Narku Otoshi, Goufu You, or
Orochi Nagi.
427 Shiki: Hikigane- hcb + B/D
B version, Kyo does a dashing spin, which he then does a Flaming Upward Punch.
D version, Kyo stands in place, while doing a Flaming Uppercut. The B version
is fast and can hop over ground projectiles. The D version is fast and can
negate mid/high projectiles. The D version also has INVINCIBILITY Start Up. B/D
Hikigane also can be used as anti-air attacks. The B version is also one of
Kyo's Super Cancel moves. Cancelable move in MAX Mode.
Taunt- Start
Kyo stands in one place with his finger waving at the opponent, while saying,
"Kore kara nan daro?" (Haven't We Already Begun?") You can cancel out the taunt
in the middle of Kyo's speech.
Ura 108 Shiki: Orochi Nagi- qcb, hcf + A/C (Hold)
Kyo stands in one place with his arm raised up in the air, while a Flame is
burning from his hand. Then, Kyo reels his arm back and swings his arm forward
to unleash a Crimson Wave. This move can be delayed. The distance is past half
screen. The wave comes out fast as well.
SDM Ura 108 Shiki: Orochi Nagi- qcb, hcf + AC (Hold)
As the background changes Negetive, Kyo stands in one place, while his body is
on fire/flaring up and with his arm raised up in the air with a Flame burning
from his hand. Then, Kyo reels his arm back and swings his arm forward to
unleash a Crimson Wave. This move can be delayed. The disance is past half
screen. The wave comes out fast as well. While Kyo's body is on fire, he is
invulnable to being hit by normal projectiles and normal hits. If Kyo is
touched while his body is burning, the opponent will be burned/pushed away.
This is Kyo's most powerful DM.
HSDM 524 Shiki: Kamukura- hcb, hcb + AC (UB)
Kyo grabs the opponent by the head, while saying "Asobi wa owari da!"
("Playtime is over!"). Then, Kyo does a series of Aragami's and Dokugami's
(while his body is on fire), while finishing off with Batsu Yomi and Oniyaki.
Somewhat of a redone Mu Shiki. When Kyo grabs the opponent, it looks as if he's
starting to RIOT. Kamukura is very fast this year. You can use Kyo's HSDM as a
wake up/reversal move if opponent is next to you.
Note: You cannot grab Choi Bounge with HSDM Kamukura.
VI. Kyo's Combos
s- standing
c- crouching
j- jumping
cX- cross-up
(C)- must be done in corner
(*)- Super Cancel
============================
Beginner/Intermediate Combos
============================
cB, cA, 88 Shiki - 4-hits
cB, cA, Oniyaki - 4-hits
cB, cA, Oniyaki(*), DM/SDM Orochi Nagi - 4/6-hits
cB, cB, cA, 88 Shiki - 4/5-hits
cB, sA, Oniyaki - 3-hits
cA, cA, Oniyaki - 3-hits
cA, sA, Oniyaki - 3-hits
cA, sC, Goufu You - 3-hits
cA, sC, B R.E.D Kick - 4-hits (very fast)
cA, sC, Goufu You, DM Orochi Nagi - 4-hits
cA, sC, Goufu You, Aragami - 4-hits
cA, sC, Goufu You, Dokugami - 4-hits
cA, sC, Oniyaki - 3-hits
cA, sC, Aragami- 3-hits
cA, sC, Aragami, Kono Kizu, Migiri Ugachi/Nanase - 5-hits
cA, sC, Dokugami - 3-hits
cA, sC, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits
cA, sA, Oniyaki(*), DM/SDM Orochi Nagi - 3/7-hits
cC/sC, DM/SDM Orochi Nagi - 2/5-hits
cC/sC, SDM Orochi Nagi - 7-hits (C)
cC/sC, D 75 Shiki: Kai - 3-hits
cC/sC, D 75 Shiki: Kai, B 75 Shiki: Kai - 5-hits (C)
cC/sC, D 75 Shiki: Kai, Oniyaki - 4-hits
cC/sC, D 75 Shiki: Kai, CD Attack - 4-hits
cC/sC, D 75 Shiki: Kai, Naraku Otoshi - 4-hits
cC/sC, D 75 Shiki: Kai, DM/SDM Orochi Nagi - 4/6-hits
cC/sC, D 75 Shiki: Kai, B Hikigane - 4-hits
cC/sC, D 75 Shiki: Kai, B Hikigane, D Hikigane - 5-hits
cC/sC, D 75 Shiki: Kai, B Hikigane, Oniyaki - 5-hits
cC/sC, D 75 Shiki: Kai, B Hikigane, Aragami - 5-hits
cC/sC, D 75 Shiki: Kai, B Hikigane, cC/sC - 5-hits
cC/sC, D 75 Shiki: Kai, B Hikigane, Naraku Otoshi - 5-hits
cC/sC, D 75 Shiki: Kai, B Hikigane, jCD Attack - 5-hits
cC/sC, D 75 Shiki: Kai, Aragami, Kono Kizu - 5-hits
cC/sC, D 75 Shiki: Kai, Aragami, Aragami - 5-hits
cC/sC, D 75 Shiki: Kai, Aragami, sC - 5-hits (C)
cC/sC, D 75 Shiki: Kai, Aragami, Yano Sabi (1), Migiri Ugachi - 5/6-hits (C)
cC/sC, D 75 Shiki: Kai, Aragami, Yano Sabi (1), Kototsuki You - 5-hits (C)
cC/sC, D 75 Shiki: Kai, Aragami, Kono Kizu, Migiri Ugachi - 6-hits (C)
cC/sC, D 75 Shiki: Kai, Dokugami - 4-hits
cC/sC, D 75 Shiki: Kai, Dokugami, sC - 5-hits (C)
cC/sC, D 75 Shiki: Kai, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits
cC/sC, D 75 Shiki: Kai, 88 Shiki - 4/5-hits
cC/sC, D 75 Shiki: Kai, R.E.D. Kick - 4-hits
cC/sC, D 75 Shiki: Kai, D Hikigane - 4-hits (C)
cC/sC, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki - 7-hits (C)
cC/sC, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Naraku Otoshi - 7-hits (C)
cC/sC, D 75 Shiki: Kai, B Hikigane, D Hikigane - 5-hits (C)
D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, dash in, Oniyaki - 6-hits
cC/sC, Goufu You, B R.E.D. Kick - 3-hits (very fast)
cC/sC, Goufu You, DM Orochi Nagi - 3-hits
cC/sC, Goufu You, Aragami - 3-hits
cC/sC, Goufu You, Dokugami - 3-hits
cC/sC, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi - 5-hits
cC/sC, Goufu You, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits
B Hikigane(*), DM/SDM Orochi Nagi - 2/5-hits
sB, sB, cA, 88 Shiki - 5-hits
sC/sD, 88 Shiki - 3-hits
sC/sD, Goufu You - 2-hits
sC/sD, Oniyaki - 2-hits
sC/sD, Oniyaki(*), DM/SDM Orochi Nagi - 3/5-hits
sC/sD, Aragami - 2-hits
sC/sD, Aragami, Kono Kizu, Migiri Ugachi - 4-hits
sC/sD, Aragami, Kono Kizu, Nanase - 4-hits
sC/sD, Dokugami- 2-hits
sC/sD, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 5-hits
cX Naraku Otoshi, sC/sD, DM/SDM Orochi Nagi - 3/6-hits
cX Naraku Otoshi, sC/sD, Goufu You, DM Orochi Nagi - 5-hits
cX Naraku Otoshi, sC/sD, Aragami, Kono Kizu, Nanase - 5-hits
cX Naraku Otoshi, sC/sD, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 6-hits
cX Naraku Otoshi, sC/sD, D 75 Shiki: Kai, B Hikigane, dash in, Oniyaki(*),
DM/SDM Orochi Nagi - 7/10-hits
HSDM Kamukura, Aragami, Yano Sabi (1), Kototsuki You (OTG) - 9-hits (C)
(Kyo must do the Aragami Chain IMMEDIATELY after HSDM Kamukura, so Kototsuki
You will OTG.)
Note: Any combo involving crouching/standing at the beginning of the combo, can
start from a jumping C/D or Naraku Otoshi.
==============
Advance Combos
==============
Naraku Otoshi, SDM Orochi Nagi - 6/7-hits (C)
cX Naraku Otoshi, SDM Orochi Nagi - 5-hits
cX Naraku Otoshi, sC, Goufu You, Aragami, Kono Kizu, Migiri Ugachi/Nanase -
6/7-hits (you must cross-up from the corner)
cX Naraku Otoshi, sC, Goufu You, Dokugami, Tsumi Yomi(whiff), Batsu Yomi,
Oniyaki - 7/8-hits (Tsumi Yomi may/may not whiff)
cX Naraku Otoshi, sC, Goufu You, B Hikigane(*), DM/SDM Orochi Nagi - 6/9-hits
cX Naraku Otoshi, sC, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki(*),
DM/SDM Orochi Nagi - 9/12-hits
jC/D, sC, D 75 Shiki: Kai, B Hikigane(*), DM/SDM Orochi Nagi - 6/11-hits
jC/D, cB, sC, D 75 Shiki: Kai, B Hikigane(*), DM/SDM Orochi Nagi - 7/12-hits
jC/D, cB, sC, Dokugami, HSDM Kamukura, Aragami, Yano Sabi (1), Kototsuki You
(OTG) - 9-hits (C) (I'd say it's 50/50 chance to get this combo off)
(Kyo must do the Aragami Chain IMMEDIATELY after HSDM Kamukura, so Kototsuki
You will OTG.)
===============
MAX Mode Combos
===============
jD, sC, BC, dash in, cA, 88 Shiki, Dokugami, Aragami, Dokugami, Aragami,
Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 13-hits
jD, sC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, Tsumi Yomi, Batsu Yomi,
Oniyaki - 11-hits
jD, sC, Goufu You, Dokugami, Aragami, Dokugami, Aragami, Dokugami, Tsumi Yomi,
Batsu Yomi, Oniyaki - 12-hits
jD, sC, Goufu You, Dokugami, Aragami, Dokugami, B R.E.D. Kick - 7-hits
sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki:
Kai, B Hikigane, Oniyaki - 12-hits
sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki:
Kai, B Hikigane, Oniyaki(*), DM Orochi Nagi - 13-hits (C)
sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki:
Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki - 14-hits (C)
sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki:
Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki(*), DM Orochi Nagi - 15-hits (C)
sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Kono Kizu, B
Hikigane(*), DM/SDM Orochi Nagi - 10/13-hits
sC, 88 Shiki, BC, Dokugami, Aragami, Dokugami, Aragami, Kono Kizu, B Hikigane,
D R.E.D. Kick - 10-hits (C)
jD, sC, 88 Shiki(1), BC, dash in sC, 88 Shiki, Dokugami, Aragami, Dokugami,
Aragami, Dokugami, D 75 Shiki: Kai, B Hikigane, B 75 Shiki: Kai, Oniyaki(*), DM
Orochi Nagi - 18-hits (C)
=============
GLITCH Combos
=============
cX Naraku Otoshi, sC, 88 Shiki, DM Orochi Nagi - 5-hits
cA, sC, 88 Shiki, DM Orochi Nagi - 5-hits
sC, 88 Shiki, DM Orochi Nagi - 4-hits
BC Super Cancel-
When you perform Kyo's 88 Shiki, you can BC cancel into MAX MODE. But not only
can you BC cancel but perform Kyo's DM Orochi Nagi as well. Right as Kyo's Body
is PUSHED BACK/RECOVERING from 88 Shiki, input the motion for Orochi Nagi and
HIT "BC".
Example: sC, df + D, qcb, hcf + BC.
Note: These combos take 3 Stocks to perform. 2 Stocks for MAX Mode Cancel
Activation and 1 Stock for DM Orochi Nagi.
VII. Strategies
=========
Offensive
=========
Kyo is a great rushdown character. He has tons of moves to get to the opponent.
Kyo's Aragami and Dokugami being 2 of the moves that can get you close to the
opponent.
Kyo's short jump is as good as ever. Kyo's Naraku Otoshi (d + C in air) is a
great short jump attack and pressure attacks. d + C can be used as a cross-up
too. Kyo's jB is the same as d + C, except it's not as great as the Naraku
Otoshi. Kyo can do alot of nasty stuff, if you cross-up with Naraku Otoshi.
Kyo's cD is god! It can be canceled from special moves to DM's. You can use cD
as a mind game. By switching up the special moves Kyo after you do his cD.
Example, opponent is crouch blocking and you sweep (sweep doesn't hit), then go
into Aragami, Yano Sabi (1), Migiri Ugachi. (mid, low, low hit).
=========
Defensive
=========
Kyo has many moves which can be his defense. Oniyaki is Kyo's only real
anti-air attack. But you can replace Oniyaki with cC or D Hikigane. D Hikigane
can eat up projectiles and be used as a anti-air (don't take that risk). B
Hikigane can be used as a dodge for ground projectiles, which helps you go over
the fireballs and scores free hits with it's juggle ability. You can use DM/SDM
Orochi Nagi as a means of defense too. Kyo's sD works great as a poke attack,
to keep opponents at bay.
===================
Poke Attack Strings
===================
Kyo has a few strings which can keep the opponent at bay. His strings are based
on how he gets to the opponent, either running or short jumping towards them
with a jA/C/D. This will also INCREASE your Power Gauge for Power Stocks. I'll
list a few pokes such as.....
cB, cA, cD (Bread and Butter String)
cB, cA, cD, "B" R.E.D. Kick
cB, cA, cD, Aragami "Chain" Mix-ups (High/Low game)
cB, cA, cD, 88 Shiki (Nice Pressure)
cB, cA, cD, A Oniyaki
cB, cA, cD, "B" R.E.D. Kick, A Oniyaki
cB, cA, cD, "B" R.E.D. Kick, Aragami "Chain" Mix-ups (High/Low game)
cB, cA, cD, "B" R.E.D. Kick, short jumping cX Naraku Otoshi
cB, cA, cB, cD
cB, sC, Aragami "Chain" Mix-ups
cB, sC, 88 Shiki (Low/High game)
cB, sC, 88 Shiki, BC, dash in sC, 88 Shiki, Dokugami, Aragami, Kono Kizu, B
Hikigane, Aragami, Kono Kizu, B Hikigane (Stresses/Pressures Guard Crush)
Note: If you have enough Stocks, Kyo can Super Cancel into DM/SDM Orochi Nagi
from B Hikigane.
==========
Recovering
==========
Kyo's wake up move would either have to be A Oniyaki, D Hikigane, CD Attack,
DM/SDM Orochi Nagi, HSDM Kamukura (if opponent is close), or his throws. The
reason for C Oniyaki not being a good recovery move, is due to it's knockdown
effect. C Oniyaki doesn't like to knockdown the opponent that much.
=========
Anti-Airs
=========
-A/C Oniyaki (dp + A/C)
A version should only be used against people who plainly just jump-in. C
version should be used for people who try crossing Kyo up. A version is much
safer to use than the C vesion. The recovery time on the C version is awful.
-R.E.D Kick (rdp + B/D)
R.E.D Kick is a great anti-air too. It's arch can help you go over the
opponents projectile and score a free hit.
-cC
This is good if you're just turtling.
-SDM Orochi Nagi
They jump towards you, they get BURNED. Think FLAME SHIELD when the opponent
jumps at you. Beats out most air attacks.
==========
Air-to-Air
==========
-Naraku Otoshi (in air, d + D)
This moves slams the opponent to the ground. If you knockdown the opponent with
Naraku Otoshi, you wil be set up for an offensive attack. Nice jump-in for a
combo starter too. Will be out some moves. Use if Opponent is in your face
airborne. Overall a great air-to-air attack.
-jD
Probabaly his best air-to-air attack. Can be used to for jumping
forward/backwards or straight up into the air. It's range is good. Only bad
thing is, that it won't knockdown.
================================
Knockdown Attack Canceling- (CD)
================================
You may interupt Kyo's CD Attack with a special move or DM/SDM/HSDM. This like
another pressure tactic. Kyo can do his CD colse to the opponent and if they
do/don't block it, you can follow up with Kyo's Aragami "Chain". You can also
use this to BAIT in your opponents by just throwing out CD Attacks away from
the opponent. If they jump towards you in a middle of you're CD Attack, let
them have a Oniyaki, R.E.D. Kick, or DM/SDM Orochi Nagi. CD Attack Canceling is
something you should put into your gameplay.
=======
Running
=======
Kyo's Running is a BIG part in his offensive game. You can run and use A
Oniyaki or sC (cB, sC is optional) when close to the opponent. I'd recommend
you to Run and sC, into Aragami Chains. This while get your Power Gauge up and
improve chances of a GUARD CRUSH.
Running and poking are good tactics as well. His standing D is a nice poke, as
well as his 88 Shiki. If you hit the opponent with 88 Shiki and have 2 stocks,
do a MAX CANEL Activation (BC) during the 88 Shiki. then just go into Dokugami
or dash in with sC.
Rolling while running is good. It advances you behind/closer to the opponent.
You can usually follow up a roll with A Oniyaki or Aragami.
Running and Jumping set up alot of Kyo's jump-ins. Just running and doing a
jumping d + D (Naraku Otoshi) into a sC is good enough. You can follow up with
stuff of your own.
======
Glitch
======
If you Roll Cancel (while attacking, AB) Kyo's cC/sC/sD, as soon as Kyo is done
rolling, IMMEDIATELY do Aragami (qcf + A) and Kyo along with his Aragami punch
will go right through the opponent unto the other side of them. Maybe it's not
a glitch. But it looked a little weird to me.
SEQUENCE: cC/sC/sD, AB, Aragami (qcf + A).
DM Orochi Nagi-
There is a way to make DM Orochi Nagi come out much faster than usual. You must
HOLD DM Orochi Nagi for at least 0.2/0.4 seconds, then RELEASE. This makes Kyo
unleash his Crimson Wave much faster. The best way to practice is by WATCHING
THE MOVEMENT of KYO'S BODY. When you see Kyo's Body PUSH BACK, that's when do
DM Orochi Nagi. Without knowing this, you'll never be able to link some of
Kyo's combos such as.....
- sC, 88 Shiki, DM Orochi Nagi - 4-hits
- cC/sC, Goufu You, DM Orochi Nagi - 3-hits
- cC/sC, D 75 Shiki: Kai, B Hikigane, DM Orochi Nagi - 5-hits (without Super
Cancelling Hikigane)
=====================
Building Power Stocks
=====================
The best way to build those Power Stocks up, is either Kyo's D Hikigane or
attack strings.
-D Hikigane (hcb + D)
Mainly you just keep throwing out Kyo's D Hikigane. It takes about 10 D
Hikigane's to get a ONE Stock. The easiest way of throwing out D Hikigane
safely would have to be AFTER a throw. You are at least guaranteed TWO D
Hikigane's. Or you could just always do it after a knockdown move, like A
Oniyaki.
========================================
Mix-Ups after 75 Shiki: Kai (qcf + D, D)
========================================
A nice thing to do when you hit with qcf + D, D is doing mix-ups! What you do
is hit them with qcf + D, D and run towards the airborne opponent and hit them
with a "sC". Timing for this is CRITICAL. You must hit the opponent while they
reach HEAD LENGTH to Kyo. This makes makes sC (stand C) CANCELABLE into ANY of
his Special Moves. This tricks the opponent when they land and recover from the
sC juggle. He's some nasty set-ups after sC.....
-sC, into Oniyaki
-sC, into "B" R.E.D. Kick
-sC, into d + D (you can cancel out the Sweep into a Special Move)
-sC, into SDM Orochi Nagi (works better in the corner)
-sC, into Aragami Chains
-sC, into 88 Shiki
-sC, into 75 Shiki: Kai
==================================
-Getting HSDM Kamukura to connect-
==================================
Like my crappy previous Kyo FAQ, I had ways to get the HSDM Kamukura to
connect. I think it's much easier in this game since HSDM Kamukura is much
faster than it was in 2k1. Anyways, here's a few ways of getting it to connect.
1. Short Jump in torwards the opponent and then HSDM Kamukura.
2. Sweep (cD) the opponent and cancel R.E.D. Kick. R.E.D. Kick should get you
right next to the opponent. Now, they should be recovering from cD. So throw
out an early cA/cC. If you connect/whiff the cA/cC, you should be able to get
Kamukura off.
3. If sweep (cD) is blocked, still perform R.E.D. Kick, which will still set
you up close to the opponent. Then, do HSDM Kamukura on the crouched opponent.
4. Tick Throwing Kamukura is plain and simple. You just either hit the opponent
with a close standing A/B or crouching A/B/C. Remember, you have to hit the
opponent with the tick hit (cA/B/C or sA/B) Tick Throw all the way!
5. Use the 1st hit of 75 Shiki: Kai (qcf + B) and then go into Kamukura.
6. CANCEL OUT cD, then do HSDM Kamukura.
7. This is the "Super Best Ever" set up. You do Kyo's Dokugami (qcf + C), if
BLOCKED or not, do HSDM Kamukura. I love this set up to death. The cpu eats it
everytime too.
Note: The only way to get out of the SET UP is by jumping backwards. This is
from what I experienced from playing people.
8. Connect 75 Shiki: Kai, sC, opponent recovers, then do HSDM Kamukura.
9. Connect 75 Shiki: Kai, sC, into "B" R.E.D. Kick (moves Kyo into recovering
range), opponent recovers, HSDM Kamukura.
10. Connect 75 Shiki: Kai, sC, into Dokugami (moves Kyo into recovering
range), opponent recovers, HSDM Kamukura.
That's all I can think of right now. Hopefully more stuff will come to mind
later on.
VIII. Kyo's Entrance and Winning Poses
Entrance 1- Kyo will stand in one place, while he's holding his wrist. Kyo then
rises his arm up in the air, while a Flame is burning from his hand. Then, Kyo
puts out the Flame and gets into his fighting position.
Winpose 1- Kyo blows a Flame which is coming from his finger, and says "Hmph!
Moetaro!" ("Hmph! You got burned!")
Winpose 2- Kyo raises his arm into the air, then clenches his fist, while
saying "Ore no kachi da!" ("This is my victory!").
Winpose 3- Kyo vs. Iori Yagami
After Kyo defeats Iori, he takes his white jacket off and flips it over his
shoulder while saying, "Manzoku Shitaka, Yagami?" ("Are you Satisfied Yet,
Yagami?")
Time Over Pose- Kyo turns torwards the background and clenches his fist, with a
pissed off look on his face.
IX. Extras
======
Quotes
======
Quote 1- Mainly towards everyone
That's the Pepper! That's the stuff! OOOH YEAH!
Quote 2- Towards Iori Yagami, Mature, and Vice
You're weighing me down! It's the kiss off, losers!
Quote 3- Towards K', Maxima, Whip, Kula Diamond, K'9999, and Angel
You gotta use it or lose it! That's the best you can do?
Quote 4- Towards The New Face Team/Orochi Team
Will you never learn? Or must I show you more punishment!
Quote 5- Towards Kusanagi
You may have my old looks, but you ain't got my old stuff!
Note: To Play Kusangai-
Highlight Kyo, then input u, d, r, l, d, u, l, r. You should now see Kusanagi
portrait. Just hit any button to select him.
===================
Kyo's Outfit Colors
===================
A Button- White Jacket, Blue Jeans, and a Black Shirt.
B Button- White Jacket, Grey Jeans, and a Black Shirt.
C Button- Yellow Jacket, Green Jeans, amd a Gold Shirt.
D Button- Bright White Jacket, Black Jeans, and a Faded Black Shirt.
X. Updates
Version 0.5: January 4th, 2003
-First Release
Version 1.0: August 1st, 2003
-First Update
-Added More Combos
-More Info and Strats
-Extra Section
-Corrected Typos/Mistakes
XI. Closing and Credits
This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify
from the FAQ in anyway. I made this Kyo Kusanagi FAQ for people who are
interested in learning him. I've loved Kyo since '96. but he own all in '98!
He's just too good! If you have any contributions, comments, or corrections,
feel free to e-mail me and I'll credit you. I'll update this FAQ soon with more
stuff like MAX Mode Combos and other stuff. Everything I did on this FAQ is
from the top of my head. I hope this FAQ helps people out.
I'd like to thank.......
The LORD for blessing me everyday.
Joku for showing me the way SNK with games like The Fatal Fury/King Of Fighters
Series. Not even you can forget the countless hours we spent on KoF'96! Some
fun times!
Final Showdown for showing me how to play KoF the right way! Thanks again for
that "SUPER BEST EVER" HSDM Kamukura Set-Up and OTGing HSDM Kamukura!
SNK/Playmore/Neo*Geo for creating Kyo Kusanagi and The King of Fighters Series.
The Future is Indeed Now!
Eolith for devloping The King of Fighters 2002.
King of Fighters 2002 OST, where I got Kyo's info from.
My Neo*Geo AES System and King of Fighters 2002. Without them both, this FAQ
could not possible.
Kao Megura because I got Kyo's move names from his KoF2001 FAQ. He also writes
great KoF FAQ's too. The man's The King of FAQ's!
http://www.gamefaqs.com for hosting my Kyo FAQ along with many other great FAQs
they have up.
Myself for typing this Kyo FAQ. Man do I need sleep.
And you for taking the time to read this FAQ.
Raul Torrez
Copyrighted (c) 2002-2003