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    Kyo-1 by Shirow

    Version: Final | Updated: 04/29/02 | Search Guide | Bookmark Guide

      Kyo-1 FAQ for The King of Fighters '99
      Systems: Arcade, PSX, Neo-Geo, Dreamcast
      Written by: Orochi K
      E-mail: kartelkertra <at> caramail <dot> com
      FAQ created on April 28, 2001
      Final Version - Last revised: April 29, 2002
      Copyright 2001-2002, Orochi K. All rights reserved. This is a free 
      publication and cannot be used for profitable purposes. All of the info 
      contained in this FAQ can be easily obtained just by playing the game and 
      some searching, but please don't take info from this guide and just claim
      it to be yours.  Webmasters who wish to post this FAQ on their site should
      read the disclaimer before e-mailing me.
      The King of Fighters and  are Copyright SNK, Japan.
      This FAQ may be viewed only at the following sites w/out having to ask me:
      - www.gamefaqs.com (also check there for the latest version)
      - www.neoseeker.com
      - www.cheatcc.com
      - www.psxcodez.com
      - www.cheatcodes.com
         I. Introduction
        II. Why choose Kyo-1?
       III. Bio sheet
        IV. Profile
         V. Control notation
        VI. Short moves list
            a) Normal throws
            b) Command moves
            c) Special moves
            d) Desperation moves
       VII. Moves descriptions
            a) Normal moves
            b) Normal throws
            c) Command moves
            d) Special moves
            d) Desperation moves
      VIII. Combos
        IX. Author's last word
         X. Legal disclaimer
        XI. Contact info
       XII. Revision history
      XIII. Credits
    Well, just as I said in my '98 Robert FAQ, I have rewritten all my '99 FAQs.
    All the combos are still just the same. I've added more notes and the format
    has changed as you must already have noticed if you had written the FAQ a
    while back. Enough prattling now, on to it!
    "Too many clones result in no clones at all, which is a pity!" 
       - Me, at the Fighting Games Message Board (GameFAQs)
    Yes, why? After all, he's only supposed to be a clone. Go for Shin Kyo 
    instead! Well, I will tell you why. 2 things come in play when using Kyo-1:
    brute strength and for veteran KOF players, nostalgia.
    STRENGTH - Don't think that just because he's a clone, Kyo-1 is weak or 
    you're in for a major disappointment. Kyo-1 is insanely strong and although
    he doesn't have many combos, the little he has is enough. In fact, I'm pretty
    sure he would be considered a monster if he had any more.
    NOSTALGIA - Kyo-1 is none other than Kyo '94. Same moves and same attributes.
    You can only like him.
    Fighting Style:        Kusanagi-ryuu Kobujutsu and Garyuu Kempo
                           (Kusanagi-style weapon fighting and Chinese art
                           of self-defense with own variations)
    Birthday:              7 / 5 
    Age:                   20
    Birthplace:            Japan 
    Blood Type:            B (RH-)
    Height:                181cm 
    Weight:                75kg
    Hobby:                 Arranging techniques
    Favorite Food:         Mero (melon?) 
    Best Sport:            None
    Most Important:        His genes
    Dislikes:              Shin Kyo (Original)
                     "Victory is mine...was there any doubt?"
    Kyo-1 is a clone of Kyo who was created after the battle against Orochi.
    When Kyo disappeared after the battle, he was in fact kidnapped by Krizalid
    who took his DNA in the hope of creating an army of warriors. While Kyo
    eventually managed to escape, Krizalid had enough data to carry on with
    his projects. As a started, 2 "incomplete" clones of Kyo Kusanagi were
    made, Kyo-1 and Kyo-2. Both were then made to participate in KOF '99 as
    solo entries. Needless to say, everyone was pretty startled to see 2 clones
    but as the tournament progress, it was clear that these were not the true
    Kusanagi. Kyo-1 is in fact a copy of Kyo as he was in '94 and before he
    was hurt by Rugal. He has the same moves although he seems to be stronger
    <Compiled by myself. Thanks to KOF Online for some info.>
               ub   u   uf                        A        B
                 \  |  /        
               b -- n -- f                   
                 /  |  \      
               db   d   df                        D        C
      General Notations:
       n    - neutral                             A     - Weak Punch
       d    - down                                B     - Weak Kick
       u    - up                                  C     - Strong Punch
       b    - back                                D     - Strong Kick
       f    - forward                             
      Special Notations:
       db   - down-back                           P     - Press A or C
       df   - down-forward                        K     - Press B or D         
       ub   - up-back                             AB    - Escape          
       uf   - up-forward                          CD    - Attack
       qcf  - d,df,f                              START - Taunt
       qcb  - d,db,b             
       hcf  - b,db,d,df,f  
       hcb  - f,df,d,db,b
       dp   - f,d,df
       rdp  - b,d,db
      NOTE: A/B/C/D position may be different! The buttons always represent the 
            same thing though.
    |---------------------------- NORMAL THROWS --------------------------------|
     Hatsugane                                   When close, b / f + C
     Issetsu Seoi Nage                           When close, b / f + D
    |---------------------------- COMMAND MOVES --------------------------------|
     Kurogami                                     f + A 
     Honofuri                                     f + B
     Migiri Ugachi                                df + C 
    |---------------------------- SPECIAL MOVES --------------------------------|
     Yami Barai                                   qcf + P
     Aoki                                         qcb + P 
     75 Shiki Kai                                 qcf + K, K
     Oboro Guruma                                 f,d,df + K
    |-------------------------- DESPERATION MOVES ------------------------------|
     Orochi Nagi                                  qcb,hcf + P, hold P to charge
    |---------------------------- NORMAL MOVES ---------------------------------|
     Close A  :  A quick jab in the face. The problem with this is that when
                 you pull it, it makes Kyo-1 go a few steps back if it hits
                 such that you can't even combo onto it.
     Usefulness  :  [**---]
     Close B  :  Kyo-1 will hit the opponent in the stomach with his knee. This
                 move has no uses. It has a terrible recovery time and suffers
                 from the same limitations as his close A. It's a great tool
                 for poking though but there are risks to using it even in this
     Usefulness  :  [**---]
     Close C  :  A strong punch in the face and an excellent move at that too.
                 Good damage, nice recovery time and comboable onto anything.
                 Use as your starter for combos!
     Usefulness  :  [*****]
     Close D  :  A strong kick which hits high. Very quick to come out although
                 the recovery time may pose a slight problem against quicker
                 opponents. Comboable too but the close C is a tad better.
     Usefulness  :  [****-]
     Far A  :  Practically the same as the close A and with the same limitations.
               Not worth it!
     Usefulness  :  [**---]
     Far B  :  Same as close B but with a worse recovery time and it isn't
     Usefulness  :  [**---]
     Far C  :  A great move! Kyo-1 will punch the opponent high. The move is
               cancellable and interruptable which makes it a great attack
               which is useful in any situation.
     Usefulness  :  [*****]
     Far D  :  Strong kick in the stomach but the recovery time is rather lame.
               Still, it is cancellable and has a great range such that it'll
               take the opponent by surprise a lot of times.
     Usefulness  :  [****-]
     Crouch A  :  A jab in the stomach. Has fairly decent recovery time but the
                  range really sucks. Still good for poking though.
     Usefulness  :  [**---]
     Crouch B  :  Very quick low kick. Has an excellent recovery time and its 
                  range makes it good for poking. 
     Usefulness  :  [****-]
     Crouch C  :  Kyo-1 will hit the opponent in the face a bit like Terry's
                  Rising Upper. This is one damaging attack! The move is 
                  interruptable too and can be used as started for combos and
                  is very useful.
     Usefulness  :  [*****]
     Crouch D  :  Knocks the opponent down. Kyo-1's crouch D is better than most
                  characters because his is a normal sweep while all the rest
                  mainly have roundhouse sweeps. The recovery time is a bit
                  lame and you should pull it only when you are safe. Due to
                  Kyo-1's ability to hit downed opponents with certain moves,
                  the crouch D can be used as starter for combos.
     Usefulness  :  [*****]
     Jump A  :  Kyo-1 will hit the opponent in the face with his elbow. The
                angle it comes out is rather weird though and makes the attack
                very unreliable. It has decent recovery time but you'd be better
                not using it.
     Usefulness  :  [**---]
     Jump B  :  Again a jump attack which is rather awkward. The recovery time
                is quite decent but once more, the move is very unreliable.
     Usefulness  :  [**---]
     Jump C  :  A jumping attack that will soon become a favorite of yours...
                Until you discover the jump D which is just below. Still, the
                jump C is great too and if anything else, has better recovery
                time and is quicker to come out.
     Usefulness  :  [****-]
     Jump D  :  Your starter for combos. Has an excellent range and a good 
                recovery time. Kyo-1's jump D is a cross-over attack and so,
                be careful when you're using it or you'll be easily confused.
     Usefulness  :  [*****]
     Stand CD  :  Powerful knock-down attack. If you pull this against a cornered
                  opponent, you may perform the Migiri Ugachi or the Yami Barai
                  for a 2-hit combo.
     Usefulness  :  [*****]
     Jump CD  :  Bleh, what happened here?! The attack simply comes out too high
                 such that the probability that it'll effectively connect is
                 very small. Don't bother with it!
     Usefulness  :  [*----]
    |---------------------------- NORMAL THROWS --------------------------------|
     Hatsugane  :  When close, b / f + C
     Nice and strong throw. Kyo-1 will grab the opponent by the neck and will
     hit them in the face.
     Usefulness  :  [*****]
     Issetsu Seoi Nage  :  When close, b / f + D
     Kyo-1 will grab the opponent and slam them down on the other side. Note 
     that the Issetsu Seoi Nage will always make you switch sides with the 
     Usefulness  :  [*****]
    |---------------------------- COMMAND MOVES --------------------------------|
     Kurogami  :  f + A 
     This is an overhead attack. When used alone, it has a really lame recovery
     time but it is fairly quick to come out. It has very high priority too.
     By cancelling into it, the Kurogami becomes cancellable into anything and
     you can use it in your combos. As such, it is a very useful move and will
     work wonders both against the CPU and challengers. Great move!
     Usefulness  :  [*****]
     Honofuri  :  f + B 
     Another overhead attack and know what, as such, the Honofuri is more 
     useful than the Kurogami. Why? It is a reversal and will cancel your 
     opponent's attack during the first part and will hit them back hard on the
     second part. Moreover, it has very high priority.
     You can cancel into it such that it will thus become cancellable. However,
     owing to the long animation, the hits don't really add up and your opponent
     has a lot of time to block.
     My advice is to use it as an overhead alone. Use the Kurogami for your
     other purposes! ^_^
     Usefulness  :  [****-]
     Migiri Ugachi  :  df + C
     Kyo-1 will hit down at an angle of 45 degrees. The Migiri Ugachi is simply
     great due to the fact that it can hit downed opponents too if you are 
     quick enough. You can thus use it after your throws or your sweeps to gets
     in more hits.
     However, it is not that effective when used alone and you should use it
     only when the opponent is lying on the ground.
     Usefulness  :  [****] 
    |---------------------------- SPECIAL MOVES --------------------------------|
     Yami Barai  :  qcf + P
     Kyo 94's infamous projectile. Both will travel the whole screen although
     logically, the C version will travel faster. The A version is quick to
     come out and the C version takes a lot more time and can be pure suicide
     in some cases and against quick opponents. Your opponent can even knock you
     out while Kyo-1 is still performing the start animation. The lag time is
     that terrible...
     Both versions can be cancelled into his DM and it is possible to combo the
     DM in as will be explained in the combo section. Great move, one of his 
     Usefulness  :  [****-]
     Aoki  :  qcb + P 
     A rather lame move but it can be useful sometimes. The A version comes out
     quite quickly and has better recovery time while the C version takes some
     time to come out but it makes Kyo-1 travel further. The Aoki can be 
     cancelled into a DM in Counter Mode on the second hit.
     Usefulness  :  [**---]
     75 Shiki Kai  :  qcf + K, K
     An excellent move where Kyo-1 will hit the opponent twice and send them 
     in the air for free juggles. The button used determines how high the 
     opponent will go up. Can be used in combos and can be cancelled into a DM
     in Counter Mode for some very damaging combos.
     Usefulness  :  [*****]
     Oboro Guruma  :  f,d,df + K
     Usefulness  :  [*****]
     I have yet to see whether there's a special move that's stronger than the
     Oboro Guruma in the game. This move is really awesome and you must use it
     whenever you can considering how damaging the damn D version is.
     The B does only 1 hit and has a cool recovery time compared to its heavy
     counterpart. But it is not that damaging though, its best use is in mind
     games against human opponents. You'd be sick to use this against the CPU.
     The D version does 3 hits and _MASSIVE_ damage. And by massive, I mean it,
     almost the same as any decent lame. Moreover, it can be comboed after normal
     moves and you may also add moves afterwards for chain combos if you're
     quick enough.
     The move is really quick to come out though and you'll keep on using it,
     trust me! Sure, the recovery time is really bad. You'll be open for any
     attack if you miss but once you get things right, just sit down and enjoy
     the best move in the whole game! And this move just happens to belong to
    |-------------------------- DESPERATION MOVES ------------------------------|
     Orochi Nagi  :  qcb,hcf + P, hold P to charge
     Usefulness  :  [*****]
     The desperation move that made Kyo so famous and now, Kyo-1 wields it. It's
     really just the same as Kyo's with no alteration. The DM will do only one
     hit and you can delay it for more damage. Kyo-1 will be invincible against
     certain projectiles when he delays the Orochi Nagi. If it is a SDM, the
     true move will do 3 hits for massive damage. Notice how Kyo-1's whole body
     will burn when you charge it? Here's the best part. If the enemy touches
     Kyo-1 while he's in this condition, the enemy will take at most 2 hits and
     be juggled. By releasing the button at the right time, the full move (i.e.
     the 3 hits) will combo in and you'll get 5 hits. I guess there's no need
     to tell you how much damage the move does in this case.
    |---------------------------- STRIKER ACTION--------------------------------|
     75 Shiki Kai  :  Press BC with Kyo-1 as your striker and while having a
                      Striker Bomb
     Kyo-1 will jump in with the R.E.D. KicK. If the opponent is quite close
     and the attack connects, he will taunt and then leave. If however the
     attack does not connect, he'll perform the 75 Shiki Kai before leaving.
     Usefulness: [***--)
    All of Kyo-1's combos. Like I said earlier, he doesn't have a lot of those
    but they're enough IMO.
     * Stand C -> df + C
       A basic combo but the opponent isn't knocked down here.
     * Stand C -> qcf + P
       Standing heavy punch followed by the Yami Barai.
     * Standing C -> dp + K
       A very damaging and easy combo.
     * Stand C -> qcb + P
       Not very useful. If the stand C is not close enough, the move may not
       follow in as a combo.
     * Stand C -> qcf+K , K
       Nice starter for combos. Of course, this is just the first part of
       better combos, scroll down to see those combos.
     * Stand C -> qcb + P -> qcf + P
       Very easy! Once the Aoki knocks down the opponent, quickly perform the
       Yami Barai. As I've describe earlier, the Yami Barai can hit downed
       opponents and if you're fast enough, you'll get a nice 3-hit combo.
     * Jump C -> stand C -> df + C
       Another basic combo.
     * Stand C -> qcf + K, K -> qcf + P
       This is how the combos with the 75 Shiki Kai should end. Timing is 
       important for the last part though. If you take too much time, the 
       opponent will have enough time to get up and block.
     * Jump C -> stand C -> dp + K  
       Very damaging!
     * Stand C -> qcf + K, K -> immediately run to where opponent will land
       -> df + C
       Getting the Migiri Ugachi to connect may be kinda hard. You need to be
       fairly quick and to know where to perform the move. Otherwise, the
       opponent will surely hit you on the counter! -_-
     * Jump C -> stand C -> qcb + P
       Not that useful but it works sometimes and it's damaging.
     * Jump C -> f + A -> dp + K
       From here on, these are the most damaging combos. Enjoy! ^_^
     * Corner opponent -> jump C -> stand C -> dp + K -> df + C
       Wait for the opponent to land to perform the Migiri Ugachi.
     * Corner opponent -> stand C -> f + A -> dp + K -> df + C
     * Corner opponent -> stand C -> qcf + D, B -> dp + K -> df + C
       Timing is extremely crucial when you pull the Oboro Guruma. Wait for
       the opponent to be at about 3/4 the screen height and quickly pull
       the move. If you've timed it well, all 3 hits will connect and the 
       rest is easy.
     * Corner opponent -> jump C -> stand C -> f + A -> dp + K -> df + C
       His most damaging combo. This actually takes more life even than a SDM
       and you'll notice that this is only a chain combo, the Orochi Nagi is
       not involved!!
     * Corner opponent -> stand C -> qcf +K, K -> df + C
       It's a nice combo but you have better choices. You can use it to tick
       the opponent! ^_^
     * Corner opponent -> jump C -> stand C -> qcf +K, K -> dp + C
     * Counter Mode -> qcf + P -> cancel into qcb, qcf + P
       A great Counter Mode combo. If you know exactly when to release the
       Orochi Nagi, the opponent won't be able to get out of it.
     * Counter Mode -> corner opponent -> stand C -> f + A -> qcf + P -> cancel 
       into qcb, qcf + A
       This is actually a 2-part combo but it can confuse the opponent.
     * Counter Mode -> corner opponent -> jump C -> stand C -> f + A -> qcf + P
       -> cancel into qcb, qcf + A
       Slightly harder to perform that above and has more risks of missing.
     * Counter Mode -> corner opponent -> stand C -> f + A -> qcf + P -> cancel 
       into qcb, qcf + A -> hop forward -> df + C
       Very damaging! Try it!
     * Counter Mode -> corner opponent -> jump C -> stand C -> f + A -> qcf + P
       -> cancel into qcb, qcf + A -> hop forward -> df + C
       Same as above with one more hit. If all the hits connect, you need only
       2 of this to beat the opponent.
     The following are contributions by The King of Chickens 2001:
     * Crouch D -> wait for opponent to hit the ground and do df + C 
       Timing important. Otherwise, the Migiri Ugachi won't connect and you'll
       be open for anything.
     * Counter Mode -> qcf + K, K -> qcb, hcf + A
       Cancel the 75 Shiki Kai on the second hit and the Orochi Nagi will 
       connect. You need to be fairly quick though.
    Now that you know all about Kyo-1, get that cursor off Kyo and Iori and
    move it to Kyo-1. Hehehehe!! I hope you'll choose him more now. Anyway,
    he's not that hard to master and you shouldn't have any problems getting
    used to playing with him! Hope you enjoyed the FAQ!
    Copyright 2001, Orochi K. All rights reserved.
    This document is a free publication and as such, cannot be used for 
    profitable purposes. Copying or reproducing any part of this FAQ without 
    the author's permission is illegal and will be treated as thus. You may 
    print it for your personal use though. This document is protected by US 
    Copyright Law, and the Berne Copyright Convention of 1976. 
    Webmasters, if you wish to post this FAQ on your site, e-mail me first but 
    note that I will give you permission only if you abide by these conditions:
       - Your site must be a non-profitable and non-commercial one.
       - It (the guide, not your site ^_^)must remain unaltered, not a single 
         character is to be removed or added.
       - No banners or advertisements of any form are to be attached to it.
       - Full credit is given to me.
    The King of Fighters and Kyo-1 (c) SNK of Japan.
    If you want to mail me for contributions, comments, feedback or you want to 
    send me some hot pics, feel free to do so. The address is found at the top 
    of this FAQ. Note however that I will only accept certain types of e-mails 
    and I will ignore the rest. Here's the list of those:
     E-mails I will accept:
     - Contributions.
     - Corrections.
     - Comments.
     - Positive/Negative feedback.
     - Webmasters who wish to post this FAQ on their site.
     - Your mail must be in text only, no executables.
     - Put the FAQ name as the subject line. Failing to do so means I will just
       ignore your mail.
     E-mails I will not accept:
     - People asking me for cheats for this game. There are sites and message 
       boards for this.
     - People asking me to send them this FAQ.
     - Nonsense e-mails like 'I think I love you' or 'Where can I find this game
       in my country?'.
     - E-mails that are all in CAPS.
     - Chainletters.
     - Spams.
     - Info already stated in this FAQ.
     - E-mails with no subject line.
     - E-mails of the type "hey jOOd, ur fak wus nut kewl n u s8d zat..."
      Final Version  on 29/4/02
      * Rewrote everything. Changed format and e-mail.
     Thanks to everyone listed here! This FAQ wouldn't have been possible 
     without them!
     - SNK <http://www.neogeo.co.jp>
       Need I say why?! ^_^
     - Jeff "CJayC" Veasey <http://www.gamefaqs.com/>
       For posting this FAQ on his site and for his great Message Boards.
     - Kao Megura <http://i.am/kao>
       For Kyo-1's movelist and bio.
     - Vincent Chua <www.kofonline.com>
       For some info concerning Kyo-1.
     - The King of Chickens 2001 <chickenno1@hotmail.com> 
       For all his contributions and for reminding me that the Yami Barai can
       be cancelled in Counter Mode and how the 75 Shiki Kai can be followed with
       a DM in counter Mode too!
     - You <insert e-mail or website here>
       For reading this guide. Fear the power of the ultimate clone now! :)
      - EOF -

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