Shin Kyo Faq Version 1.2 Date when faq was created: 1-2-2000 Game: King of Fighters '99: Millennium Battle Platform: Neo Geo Author: Minh Chi Email: Squallff896@aol.com Note: This is a new update on this faq. For anyone who have read this before, there is a few minor changes. My suggestion is that you don't have to read on if you already read this on my older version! Hi there! My main topic will be Shin Kyo. He's not as great as he was in '98. Some of his moves have changed for the worst making Kyo a little more weak. But most people use him because he looks cool, and he's a secret character. Hopefully with this faq, you'll gain a better understanding of using Kyo. I intended this faq for players of beginner to expert in KoF '99. That just means that you at least know how to block, jump, perform special moves, slide, control the different jumps, etc. If after reading this faq, you don't understand something or if something is wrong, feel free to mail me a message to fix the faq! Its even fine if you just want to send comments on this faq. One last note, do not sell or plagiarize this faq! You can use this on your faq as long as you give me credit. Here is my short guideline to how this faq will be constructed: I. How to Get Kyo II. Movelist functions III. Striker functions IV. Strategy V. Combos VI. Conclusion+References ======================================================================= = I. How to Get Kyo Kyo in the beginning of the game is not selectable. To get him selectable, you must choose a random team (just go to the ? and let it choose all 4 of your characters). The random team must consist of at least 3 of the following characters: Kyo-1, Kyo-2, K, Shingo, Benimaru, Maxima, Whip, and some other characters that I have forgotten. I'll tell you right now, it's extremely difficult to get 3 of these characters. You must be very lucky! After you beat a team (CPU or human player) with the random team with the characters above, on the victory screen where the B.A are given, there will be a code that will teach you how to use Kyo. Kyo is now accessible. To be certain, check if there is <K> on the bottom of the KoF logo after the short opening demo. It's best if someone actually already got Kyo accessible so you don't have to go through all this hard-work. Once you have Kyo accessible, start the game like you normally would, hold start at the ? and enter the following code: left, right, up, left, down, right. The sun symbol (under Kyo-1) will change into Kyo. Now just go to Kyo and select him. ======================================================================= = II. Movelist Here is the legend for the moves: qcf-quarter circle forward qcb-quarter circle back dp-dragon punch motion rdp-reverse dragon punch motion hcf-half circle forward hcb-half circle back x2-do motion twice b-back db-down back d-down df-down forward f-forward s-standing c-crouching ^-corner combo !-crossover *-super move or preferably called desperation move (DMs for short). jump-jump forward /-or K-any kick button P-any punch button 1-these numbers indicate follow up order (e.g. 2 can be followed after 1) >-can be canceled in counter mode Far range standing: A-a nice jab. It's weak in damage but is comboable, preferably into Kyo's special sweep kick (df+D). B-a far kick. It's best as a far poke and that's probably its only use since it is uncomboable. C-a far backhand. This is the best button to go for at far range since it is comboable, preferably Dokugami (qcf+C), and it does a hefty damage. Watch out though for sweeps, because most players will go for sweep at far range and you are extremely vulnerable when using C. D-a spin kick. Does the same damage as C but is not comboable. The good part is that it is invulnerable to sweeps (except for Iori, and any other characters with high sweeps). Close range standing: A-an elbow. Does very little damage but comboable. Not preferred! B-a low kick. What I like about this is that it hits low even though you are standing. It is also comboable! In a way this can also be used as a high-low move. Not bad I guess. C-a strange punch. Definitely better to use than A or B since it does more damage and is comboable. It is also the only way you can chain into Aragami (qcf+A) or Dokugami (qcf+C) to do high damaging combos. D-an outward kick. Pretty much the same as C. So its interchangeable with C! Low: A-a low jab. Not really powerful in damage but is comboable. B-a quick low kick. Hits low and the best part is that A or B can chain afterwards. C-an uppercut. Not only is it comboable, its also a great anti-air move. Nice! D-Kyo's standard sweep. Comes out quite slow which can lead to some problems when you have sweep battles. Nevertheless, if you want the opponent down, this is your best bet! Vertical Jump: A-a stupid elbow. Really useless! B-a nice looking knee. Has some air priority but too low in damage. Useless! C-a punch. Does decent damage but has a short range. Not good in air- to-air combat which is what players tend to do most. D-a far kick. If you want high damage and air priority, definitely use this! Diagonal Jump: A-same as vertical jump. Useless! B-similar to vertical jump. Useless! C-same as vertical jump. D-similar to vertical jump except that the kick comes out a little slower. Others: Knockdown Attack (CD)-both air and ground are shoulder rams. It will cause knockdown. That is all I can say. It's not really good. Slide attack (AB, then any button)-after the slide, Kyo can do a gut punch. The distance is fairly short. Definitely not as cheap as Kim's. Special+Super Moves: Overhead (f+B)-this has change a little. Only when you use this alone will it be an overhead. You should be able to tell by the different animation. Use this for your high-low mind games. When you use this as a chain move, the animation will be that of '98. Use it the same as '98 as extra hits. Not preferred though since not much can chain after it except probably a Dokugami (qcf+C). Double Sweep (df+D)-hits low. This does decent damage and is best used as a "safe" combo ender. Also another move added to your arsenal of high-low moves. Goufu You (air d+C)-this move is fairly good. It will knock down opponents straight to the ground when they're airborne. I also find players not able to counter this move from the ground because the way it hits. Use this move as your jump in once in a while for some better jump in results. >Oniyaki (dp+P)-Kyo's best anti-air move. What I like about it is that there is autoguard. If you can time correctly, you'll counter most attacks, both air and ground, without a scratch to your lifebar. Nice! Like to add, never use the C version! Shiki Kai (qcf+K,K)-Kyo's juggling move. It has some anti-air priority but is unreliable so don't use this on a jumping opponent. Its also not very effective when it's not used in a corner. It has a problem with reach! Also like to mention that the B version, only high juggles (where the opponent is at maximum height after juggle) will hit, preferably, use the R.E.D kick or Oniyaki. The D version can juggle from character height, giving more options to what moves can juggle afterwards. R.E.D Kick (rdp+K)-the uses for this move is plentiful. It can go over projectiles, win most airborne attacks from opponent, and has fairly safe recovery. Feel safe to do a low A after the R.E.D Kick because normally, you'll get to recover first before your opponent. Note of advice, never use the D version! One quickie; be very careful not to use this on a ducking opponent it will completely miss and you'll be stunned there for a while leaving you open to massive combos. >Nue Tsumi (qcb+P)-this will only counter low and standing regular attacks. I find it extremely hard to time the counter against an opponent, especially human players. Once you miss, you are dead! This move can also catch opponent from the air if the punch extends upward to hit the opponent. Kyo's counter is not as powerful as Kasumi's but hey, better than nothing. My note of advice is that you might want to use this when you are better and more confident. It's extremely hard to counter with Kyo. Also I have noticed that if you use this at a considerate range, if blocked, this will leave you fairly safe. Just make sure it makes contact or you'll be punished. >Hikigane (hcb+K)-This is a new move replacing Kyo's Koto Moon Positive. This move does a fancy double punch (B version) and a juggle then punch (D version). This move is not really that powerful. The B version only covers a short distance, and the D version cannot even be used in a combo. In a matter of fact, the D version is so slow and predictable, that your opponent has at least 1.5 seconds to react to it. It does decent damage, but has somewhat a slow recovery. Only the B version should be used, and only should be used in a combo. In my opinion, I would probably want to use something that does more damage! 1. Aragami (qcf+A)-covers a pretty far distance and has autoguard. It is also unretaliatable giving you 100% recovery if blocked. 2a. Kuno Kizu (qcf+P)-a follow up after Aragami. Nothing much to say but do not use this if the Aragami was used at a far distance from the opponent because it will miss. 2b. Yano Sabi (hcb+P)-if the situation occurs where you use Aragami at a far range, use this. This is an overhead! My criticism for this though is that it comes out quite slow. Experienced players will easily counter this! 3a or b. Nanase (K)-the last follow up after Kuno Kizu or Yano Sabi. Not much to say except that you should never use this on a blocking opponent. The recovery is horrible. Actually, try to immediately do a cB, cA, double sweep (df+D). As long as your opponent is not trying to throw you, you'll mostly come out safely with this follow-up. 3a. Yano Sabi (P)-this is also the last follow up after Kuno Kizu. It should be used on a blocking opponent because it will leave you unharm. It is also conveniently an overhead. How nice! 3b. Migiri Ugachi (P)-follow up after Yano Sabi. Needless to say, this should only be used if the opponent was hit by Yano Sabi. 1. Dokugami (qcf+C)-this has a far reach and has autoguard. This serves better in your combos than Aragami. 2. Tsumi Yomi (hcb+P)-follow up after Dokugami. Use this even if your opponent blocks. It should safely push them away and leave you unharm. 3. Batsu Yomi (f+P)-only follow this if Tsumi Yomi hits otherwise you'll die. There is a way to use this as a trick but I tell you in the strategy section. *Orochinagi (qcb,hcf+P)-this is Kyo's infamous Serpent Wave. It's not as powerful as it was in '98 because the time lag for the Orochinagi is longer, meaning you can't use this in a combo. However, this super is still very good because it has a long range and should only be used at long range. The reason why is so that you can recover, so that this super can be used safely. My advice is to calculate the distance such that the tip of the flames will hit the opponent, giving you a fair distance from your opponent. Also you can delay it by holding down P. It's still not completely safe though. You can still get hit by supers or some quick far range attack. The SDM version is even better because you are protected by the heat and flames that surround you when you are delaying it. Also does hefty damage. *Hyaku Hachi Juu Ni Shiki (qcfx2+P)-This is Kyo's 2nd DM which has no purpose except for high damage combos. Like Orochinagi, you can delay it. In fact, if you delay till it automatically release (around 4 seconds), it is unblockable. Just for your knowledge, there won't be anyone stupid enough to just stand there and block. But this move comes out surprisingly fast. But just use this for combos, Ok?! ======================================================================= = III. Kyo as Striker In my opinion, the striker system of KoF '99 is quite pathetic. Its nothing more than a straight copy of the helper system in Marvel Vs Capcom. Nevertheless, it adds some "fresh" options to the world of KoF. When you call Kyo as a striker by pressing BC, he'll jump in, about a 1/5 of the screen from the edge, and do his SDM Orochinagi. It gives you some protection from jump-ins, it does a massive damage, and it gives you free juggles. It also covers about 60% of the screen, quite a long distance. Kyo's striker is definitely one of the best of all the characters. But I prefer Kyo as one of the fighters rather than the striker. If you want a good striker, try Athena, Kim, Chang, or Robert instead. ======================================================================= = IV. Strategies I like to dedicate to my faq, strategies to improve players how in using Kyo. Such strategies as what to use as best air defense, how to use the moves effectively, and how to do some tricks to open an attack on your opponent. A lot of these strategies are more general than in depth information, so apply some of these strategies to other characters you'll use. -One of the things I like to emphasize is know what moves are safe to use. Kyo has a few moves that are unretaliatable. They include: Double Sweep (df+D), Aragami (qcf+A), Shiki Kai (qcf+K,K), and Tsumi Yomi (after Dokugami). If your opponent is blocking your attacks, use these moves to ensure safety. -If you want air-defense you got air defense. Kyo has a number of moves for air defense. Oniyaki (dp+P) serves as the best air defense because it is fast and has autoguard. Shiki Kai (qcf+B,B) can also be used but is a little more risky. The benefit to Shiki Kai is that you can juggle afterwards, giving you more damage. R.E.D Kick (rdp+K) can also beat most airborne attacks. Extremely useful against players jumping back! Also when situation requires quick reaction, where you won't be able to pull a special move, just use cC. It's not as powerful as Oniyaki (dp+P), but it can still counter most jump-ins. -One confusing strategy in fighting games is the high-low mind games. Kyo has an overhead (f+B) that hits high and Double Sweep (df+D) that hits low. When you mix these 2 once every so often, you can get some positive results. For example, when an opponent is knockdown, when they recover, try an overhead on them. Most of the time, players block down and the overhead will hit them. Once they get use to your overhead, they will probably try to block high everytime they are knocked down, at this time, just use the Double Sweep and jackpot, you nailed them again. Just mix high and low and you'll find your opponent get hit time after time, again and again. High-low strategies are usually a form of prediction and luck. You usual never know what you'll get. But I'll tell you right now, it works! You just need to find the right time and way to use it! -Now I like to talk about R.E.D Kick (rdp+K). As I mentioned earlier, this has some great recovery. Just make sure it is used on a standing and not ducking opponent! After you use the R.E.D Kick, try a low A, Double Sweep (df+D) on your opponent. If they try to attack, guess what, you'll get 3 easy hits with this follow up. If they block, it's still OK, you'll still be safe and you get free stock to your super bar. There are other types of follow up such as low C, Dokugami (qcf+C), Tsumi Yomi (hcb+P). This does a lot more damage if you were to hit. There are others, but if I were to list the many possible way to follow up, this whole faq would be the follow ups. So it's up to you to find out! -Remember what I said about Batsu Yomi (f+P). Well there is a way to use this but it is very risky. What you do is do this at the last moment you can after Tsumi Yomi (hcb+P). In other words, delay for a short time then do it. What should happen to your blocking opponent, is that they will get hit. Why? Well, most players (especially the experienced ones) will assume you'll stop after Tsumi Yomi for safety. That's when they try to retaliate and end up eating the last hit. This trick works, but is really risky! If you make the wrong prediction and your opponent blocks the Batsu Yomi, close your eyes , let go of the controller, and prepare to die! -Kyo's counter move Nue Tsumi (qcb+P) can also be very effective once you know how and when to use it. It's best on players who use excessive low attacks. What they like to do is do a few low A or B, then do a sweep. When they try to sweep, use the counter move. It can also counter some of the characters' f+A/B or CD. Especially useful against a Choi player who loves to use that cheap combo sC, f+A, qcf,hcb+K. One very effective way to use this is do it after an Aragami combo (blocked) or after a R.E.D kick (rdp+B). 60% of the time, your opponent will go for a sweep after you use these moves and bingo, you got them. However, if you use this at the wrong time, you'll be heavily punished with combos because this move has somewhat slow recovery. What I find is that as long as you make contact, you should be able to recover safely. In my opinion this is more of trying to be fancy. This does low damage and is risky. Anyone that uses Kyo, will probably never use this. But if you so happen to see some idiot player trying to counter with this move in an arcade, that's probably me! -One thing that really pisses me off when playing KoF '99 is that players use low jump attacks too much (especially Ralf and Clark). They'll mix it up with ground combos. For most characters, the only thing you can do is a counter CD. With Kyo, there is a way to avoid this by just using Nue Tsumi (qcb+P). If they jump attack again, Nue Tsumi will catch them in the air. If they go for a sweep or ground combo, it will couter them. It will also protect you from throws! You must be careful of slides. In the corner, you'll be safe from slide- ins. That's all I can say about strategies for using Kyo. If anyone knows other useful or better tactics than the ones here, mail me and I'll put it in the faq and give you credit for it! ======================================================================= = V. Combos Now the final part of the faq, the combos! These combos are pretty much self-explanatory, so I won't give too much in depth info on them. It's however, splitted into 4 stages, beginners, intermediate, advance, and counter. The beginner combos are combos that anyone can do right when you first start playing for the first time. Intermediate combos require a little more understanding and practice. Advance combos are usually the harder and higher damaging combos. Counter combos can only be done after you use counter mode by pressing ABC (uses 3 stocks of super). Counter combos should range from intermediate to advance. I would say the ones less often used is advance combos because the conditions to use them is practically impossible. Beginner: 1. jump C/D, sC/D, Hikigane (hcb+B)/Oniyaki (dp+P)/Double Sweep (df+D)/Aragami (qcf+A) (note: jump C/D can be removed) Intermediate: 1. jump C/D/d+C, sC/D, Dokugami (qcf+C), Tsumi Yomi (hcb+P), Batsu Yomi (f+P) (note: jump C/D/d+C can be removed) 2. jump C/D, cB, c/sA, Double sweep (df+D)/Oniyaki (dp+P)/Hikigane (hcb+B) (note: jump C/D can be removed) 3. ^ jump C/D, sC/D, Aragami (qcf+A), Kuno Kizu (qcf+P), Yano Sabi (P)/Nanase (K) 4. sC/D, overhead (f+B), Dokugami (qcf+C) 5. ^ jump C/D, sC/D, Shiki Kai (qcf+D,D), Oniyaki (dp+P)/R.E.D Kick (rdp+B)/Shiki Kai (qcf+B,B) 6. jump C/D, sC/D, Hyaku Hachi Juu Ni Shiki (qcfx2+P) (note: requires one stock of super to do this combo) Advance: 1. ^ jump C/D, sC/D, Shiki Kai (qcf+D,D), Aragami (qcf+A), Yano Sabi (hcb+P), Migiri Ugachi (P) (note: this is the strongest combo that does not require a super) 2. ! jump D, sC/D, overhead (f+B), Dokugami (qcf+C), Tsumi Yomi (hcb+P), Batsu Yomi (f+P) (only complete with Batsu Yomi if you are close enough to connect with it.) 3. this last one is not a combo but is a very tricky set-up. Not recommended, but for any of you who want to try my personal set-up, here it is. First, get the Shiki Kai (qcf+B,B) to hit (must have both hits in). Doesn't matter how you get there. Doesn't matter if you use a striker, air counter , whatever. After Shiki Kai (qcf+B,B), immediately super jump forward and press C/D. When you land, you have many options you can go from here. Here's a few: 1) after C/D, dash either in front of or in back of the opponent, press cB, c/sA, Double sweep (df+D)/Hikigane (hcb+B). The trick here is to confuse your opponent to block the wrong side! 2) after C/D, dash forward and do an overhead (f+B)/Double Sweep (df+D). The trick here is to confuse your opponent with high-low mind games! 3) after C/D, dash low jump C/D, then into any combo (a powerful combo if jump C/D connects or a safety combo if blocked). Or instead, after C/D, dash low jump, once you land (which should be a short time after your opponent lands), throw. The trick here is to trick the opponent to get thrown! These set-ups are not perfect and can be prevented or countered. The outcome is also based on luck and prediction, so use this at your own risk. Counter: 1. jump C/D, sC/D, Hikigane (hcb+B), cancel before 2nd hit of Hikigane into Hyaku Hachi Juu Ni Shiki (qcfx2+A) There are still a number of other combos you can try that are not listed here. These are just a few general ones that I use! ======================================================================= = VI. Conclusion and References There you have it, my Shin Kyo faq. I hope this was some use to you and not just some garbage that didn't help at all in improving your skills in using Kyo. I would like to give a shout out to some friends (you know who you are) and site some people and their work for if it wasn't for them, I couldn't complete this faq. I would also like to thank SNK for providing this great game, and hope there will be future titles that are going to be better. Oh also, if you want to use part or all of this faq on your site, please ask for my permission first! If you wish to use this for your faq, at least give me credit! References: Author: Kao Megura Web site: you can go to www.gamefaqs.com or members.zoom.com/megura to find some of his works! Comment: I know I should ask first, but I borrowed some of the names for the movelist. He also has a great Kof '99 faq you should read.