SNK vs. CAPCOM CHAOS
Character FAQ on Kyo Kusanagi
For The JAMMA/MVS Arcade System & The Neo*Geo Home Cart System
By Raul Torrez (Kim_Kaphwan@tekken.cc)
This FAQ is Copyrghted Work 2003-2004 Raul Torrez

SNK vs. CAPCOM CHAOS, Playmore, Kyo Kusanagi, other SNK Characters are all
Registered Trademarks and Copyrighted by SNK Playmore of Japan.

CAPCOM, and CAPCOM Characters are all Registered Trademarks and Copyrighted by
CAPCOM of Japan.


========
Contents
========

I. Why Kyo Kusanagi?
II. Kim's Bio and Info
III. SvC'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?
====================
Well, Kyo doned back his school outfit. His Autoguard still remains on his
Aragami/Dokugami chain starters. He lost and gained some moves from previous
KoF's. He seems to be a hybrid of KoF98 and 2k1. Still toned down as ever.
Other than that, he's still you're all around solid character.


======================
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
"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",
SNK vs. Capcom Chaos


=========================
III. SvC'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
charge- hold the direction for at least 2 seconds
(Hold)- move can be held (can be released, only after being held)
S*- Super Move/Desperation Move
Ex- Super Desperation Move
PK- must be pressed at same time (AB, CD, BC, etc.)
Xx- can cancel move
x1- repeat number of times given
OTG- move can be performed Off The Ground
>- follow up

Game Basics:
Front Ground Step- f, f
Back Dash- b, b
Normal Jump- up
Quick Jump- d, uf / d, u / d, ub
Front Ground Step Quick Jump- f, f, uf / f, f, u / f, f, ub
Throws- AB or CD
Throw Escape- when grabbed, AB or CD
Falling Recovery Roll- AB before hitting the ground
Guard Cancel Front Step- when blocking, f, f (requires 1/5th of a Level)
Quick Guard Cancel Front Step- when blocking, BC (requires 3/5th of a Level)
Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock/Level)
MAXIMUM Mode Activation- when Power Gauge reaches Level 3
Taunt- Start


-------------------------------
Descriptions of Basic Commands:
-------------------------------

Life Gauge-
SvC has adapted to 2 Life Gauges like Samurai Spirits 4. The Yellow Life Gauge
serves as the 1st half of your life, as the Red Life Gauge serves the 2nd half
of your life. The Red Life Gauge is something to pay attention too, especially
when it comes time to use your Exceed. More on that below.

Guard Gauge-
This gauge is under the Life Gauge. It's a GREEN Gauge that operates on Block
Damage. With each attack you block, the gauge starts to deplete. Once the Guard
Gauge runs out, words will appear on the screen saying, "Guard Crash!!". At the
same time, your GUARD will be broken, while being STUNNED for a brief moment.
Thus, leaving yourself open for a attack. Once you've been GC, your Guard Gauge
will return to normal.

Front Ground Step- f, f
Dashing is quite different from what it was in the KoF games. FGS is a new type
of dash that has the opponent slide forward. The distance it covers is around 6
steps (Sweep Distance). But what's so unique about this Dash is that you can
cancel out of it at anytime. The FGS can be canceled from a regular attack,
specials, supers, throws, and even taunts.

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, Super Moves that knock ya on to the ground.

Throws- when close, AB or CD
SvC has adapted to the 2 Button Throws from SFA3 and SFIII: 3rd Strike. The AB
Throws are the type that toss the opponent in front of you, as the CD Throws
toss the opponent behind you. The only downfall about the throws is that once
you miss a throw attempt, you'll LOSE 1/5th of a Level. So be close as possible
while attempting a throw. f + AB/CD may help too.

Throw Escape- when grabbed, AB or CD
If done correctly, you're character will push away the opponent about 2 steps
away from you. All throws must be broken with the same buttons as the opponent
is throwing you with. Meaning AB breaks AB and CD breaks CD Throws. Throw
Escapes do not work in the air. Characters that can throw in the air are Ken,
Violent Ken, Akuma/Gouki, Shin Akuma/Shin Gouki, Guile, Chun Li, Mai, and
Vega/Balrog.

Guard Cancel Front Step- when blocking, f, f (requires 1/5th of a Level)
Quick Guard Cancel Front Step- when blocking, BC (requires 3/5th of a Level)
When blocking an attack, your character will Front Ground Step towards the
opponent. You're Character is INVICIBILE during the Front Ground Step, until
you cancel out of it or wait till it the Front Ground Step ends.  This move can
be used as a way to escape Pressure Attacks and score Free Hits. Theres no
difference between the Quick GCFS or the Normal GCFS, it's just the the BC
version is a shortcut if you can't do the f, f version.

Guard Knockdown Attack- when blocking, CD (requires 1 Power Stock/Level)
When blocking an attack, your character will perform the CD Attack, which will
knock the opponent away from you. In SvC, the Guard Knockdown Attack deals a
little damage to the opponent. Great to distance yourself from the opponent
though.

MAXIMUM Mode Activation- When Power Gauge reaches Level 3
Returning from KoF'2k2 with new abilties. Max Mode occurs when you reach Level
3 on the Power Gauge. This results in your character gaining Cancel Abilities
on certain attacks. You have 3 Levels in MAX Mode. MAX Mode has a Time Limit of
at least 17 seconds. During this time you are allowed to.....
-Perform 1 to 3 Super Moves/Desperation Moves (free in MAX Mode)
-Perform Guard Cancel Front Step (reduces 1/5th or 3/5th of the MAX Mode Gauge)
-Perform Guard Knockdown Attacks (requires 1 Level in MAX Mode)
-Perform Free Cancels on Normal/Special Moves (reduces 1/4 of the MAX Mode
Gauge each cancel)
-Perform Super Cancels for the Super Moves/Desperation Moves (requires 1 Level
in MAX Mode)
-Perform Free Super Cancel on Exceed's
-Damage Decreases by 25% on the opponent when hit with Special Attacks.
Notes: WHITE Flashes will occur each time you "Cancel" into a special move.
You are allowed to MAX Cancel Normal/Special Moves around 6-8 times.
You cannot build up your Power Gauge during MAX Mode, unless the opponent
Taunts. The taunt will build some power to the MAXIMUM Gauge.
You lose more Power Meter on the MAXIMUM GAUGE if you do Free Cancels, S*/DM's,
and Super Cancels. This results in shorten time in MAX Mode.

Desperation Moves/Super Moves- (requires 1 Power Stock/Level)
In order to use S*, you must fill up the Power Gauge to stock a S*. You can
store up to 2 stocks. You can also get 3 more stocks of S* in MAXIMUM MODE.
Most S* can inflict damage up to a Quarter of Health, on the Life Gauge.

Exceed- requires 2nd Life Gauge with the Characters Name FLASHING RED
Exceed Attacks are the lvl.3/SDM's of the game. In order to perform a Exceed,
your 1st Life Gauge must be 50% (1/2 or more) gone. Once this is established,
The NAME of your Character will begin to FLASH RED. During this time, you can
perform the Ex. You are allowed only ONE Ex Attack per Match. Meaning, if you
use it during Round-1, you won't be able to use the Ex in Round-2 or 3.
REMEMBER, ONCE PER MATCH!

Super Cancels- (requires 1 Power Stock/Level in MAXIMUM MODE)
This feature is back from KoF2k2. The only difference is, that Super Cancels
can only be done in MAXIMUM MODE. Super Canceling allows you to cancel special
moves into S*/Ex. In order to Super Cancel, you must have a least 1 Power
Stock/Level at the most. When the character starts to flash white, this
indicates that you have successfully Super Canceled.

Taunt- Start Button
Each character has a taunt. While in the taunt, you may cancel out of it
anything with anormal/special moves. By using the taunt, you give meter to the
opponents Power Gauge. So use at your own risk.


=====================
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,
Kototsuki You, S* 182 Shiki, S* Orochi Nagi, and Ex Mu Shiki.

crouching- Low Standard Jab, which comes out quick and can be canceled into 
Goufu You, 88 Shiki, Oniyaki, 75 Shiki: Kai, Aragami, Dokugami, R.E.D. Kick,
Kototsuki You, S* 182 Shiki, S* Orochi Nagi, and Ex Mu Shiki. Great crouching
combo starter for Kyo.

jumping- Downward Elbow, which comes out quick. Not much use for it.

close- Forward Elbow Strike, which hits high and comes out quick. It can be
canceled into Goufu You, 88 Shiki, Oniyaki, 75 Shiki: Kai, Aragami, Dokugami,
R.E.D. Kick, Kototsuki You, S* 182 Shiki, S* Orochi Nagi, and Ex Mu Shiki. It
can be chained from crouching A/B.


B (weak kick):
standing- A Side Snap Kick which comes out quick. Great poke attack and nice
for ZONING the opponent.

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. Another useless move.

diagonal jumping- Downward Knee Strike, which comes out quick. You can use this
as one of Kyo's cross-over moves.

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, Aragami,
Dokugami, R.E.D. Kick, Kototsuki You, S* 182 Shiki, S* Orochi Nagi, and Ex Mu
Shiki.


C (strong punch):
standing- Backhand Hit, which comes out fast. Great to use in MAX MODE.

crouching- A Rising Uppercut, which comes out fast and can be canceled into
Goufu You, 88 Shiki, Oniyaki, 75 Shiki: Kai, Aragami, Dokugami, R.E.D. Kick,
Kototsuki You, S* 182 Shiki, S* Orochi Nagi, and Ex Mu Shiki. 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, R.E.D. Kick,
Kototsuki You, S* 182 Shiki, S* Orochi Nagi, and Ex Mu Shiki


D (strong kick):
standing- Hopping Spinning Roundhouse Kick, which comes out fast and can be
used as a poke attack. Has alot of priority and snuffs out alot of specials and
supers. Great move to ZONE the opponnet.

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, Kototsuki You, S* 182 Shiki, S* Orochi Nagi, and Ex Mu Shiki if sweep
does or doesn't hit. Doing this will allows 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 his best air-to-air attack.

diagonal jumping- Forward Snapping Side Kick, which comes out fast and can be
used as another cross up attack. Good air-to-air attack as well.

close- A Standing High Kick, which comes out fast and can be canceled into
Goufu You, 88 Shiki, Oniyaki, Kototsuki You, R.E.D. Kick, Aragami, Dokugami, 75
Shiki: Kai, S* 182 Shiki, S* Orochi Nagi, and Ex Mu Shiki.

Guard Cancel Front Step- when blocking, f, f
Quick Guard Cancel Front Step- when blocking, BC
When blocking a attack, Kyo will slide forward to avoid the attack. Very Fast
and Invincible at the start up of the move. Invincibility stays until you
cancel out the GCFS or let the dash end. The range covers about 3 Character
Steps (Sweep Distance).

Guard Knockdown Attack- when blocking, CD
When blocking a attack, 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. You can not cancel out of it either. Use to distance you
from the opponent or if your getting LOCKDOWN.


======================
V. Kyo's Special Moves
======================

-Throws
Hatsugane- when close, AB
Issetsu Seoi Nage- when close, CD

-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
212 Shiki: Kototsuki You- hcb + B/D

-Super/Exceed Moves
S* 182 Shiki- qcf, qcf + A/C (Hold)
S* Ura 108 Shiki: Orochi Nagi- qcb, hcf + A/C (Hold)
Ex Saishuu Kessen Ougi: Mu Shiki- qcf, qcf + AC

-Super Cancels
100 Shiki: Oniyaki


------------------
Move Descriptions:
------------------

Hatsugane- when close, AB
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, CD
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, Kototsuki You, S* 182 Shiki, S* Orochi Nagi, and Ex Mu Shiki.

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 ender too. Best
move to start combos into MAX Mode.

114 Shiki: Aragami- qcf + A
Kyo will move forward, while punching the opponent with a flaming fist. Aragami
has it's AUTOGUARD ability, which can negate projectiles and attacks.
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 Dashing Forward 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 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, Kototsuki You, R.E.D. Kick, Narku Otoshi, Goufu You, S* 182
Shiki, or S* Orochi Nagi.

212 Shiki: Kototsuki You- hcb + B/D
Kyo will perform a running elbow attack to the opponents stomach, then he'll
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. Can be
punished if move is blocked. Only use if your during combos. Great move to use
during MAX MODE.

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. This move can be delayed. The distance is past half
screen. The wave comes out fast as well.

182 Shiki- qcf, qcf + A/C (Hold)
A Returning DM from KoF2k, Kyo twist his torso back a bit, while crimson flames
surrounding him on the ground. 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 4 Flame Charges
until Kyo releases the DM. This DM is no longer unblocable 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.

Saishuu Kessen Ougi: Mu Shiki- qcf, qcf + AC
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
projectiles and other attacks. Mu Shiki is very fast too!


=================
VI.  Kyo's Combos
=================

s- standing
c- crouching
j- jumping
cX- cross-up
(MM)- cancel into MAXIMUM MODE
(1)- cancel on 1st hit
(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(*), S* Orochi Nagi - 4-hits
cB, cA, Oniyaki(*), A S* 182 Shiki - 4-hits
cB, cA, Oniyaki(*), Ex Mu Shiki - 17-hits
cA/sA, Goufu You, S* Orochi Nagi - 4-hits
cA/sA, Goufu You, A S* 182 Shiki - 4-hits
cA/sA, Goufu You, Ex Mu Shiki - 17-hits (C)
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, S* 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(*), S* Orochi Nagi - 4-hits
cC/sC, S* Orochi Nagi - 2-hits
cC/sC, A S* 182 Shiki - 2-hits
cC/sC, Ex Mu Shiki - 15-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, B 75 Shiki: Kai, Oniyaki - 6-hits (C)
cC/sC, D 75 Shiki: Kai, B 75 Shiki: Kai, Naraku Otoshi - 6-hits (C)
cC/sC, D 75 Shiki: Kai, Oniyaki - 4-hits
cC/sC, D 75 Shiki: Kai, Naraku Otoshi - 4-hits
cC/sC, D 75 Shiki: Kai, S* Orochi Nagi - 4-hits
cC/sC, D 75 Shiki: Kai, S* 182 Shiki
cC/sC, D 75 Shiki: Kai, Kototsuki You - 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, B R.E.D. Kick - 4-hits
cC/sC, Goufu You, B R.E.D. Kick - 3-hits (very fast)
cC/sC, Goufu You, S* 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
cC/sC/sD, 88 Shiki - 3-hits
cC/sC/sD, Goufu You - 2-hits
cC/sC/sD, Oniyaki - 2-hits
cC/sC/sD, Oniyaki(*), S* Orochi Nagi - 3-hits
cC/sC/sD, Aragami - 2-hits
cC/sC/sD, Aragami, Kono Kizu, Migiri Ugachi - 4-hits
cC/sC/sD, Aragami, Kono Kizu, Nanase - 4-hits
cC/sC/sD, Dokugami- 2-hits
cC/sC/sD, Dokugami, Tsumi Yomi, Batsu Yomi, Oniyaki - 5-hits
cC/sC/sD, Kototsuki You - 3-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

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, S* Orochi Nagi - 2-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)
jC/D, sC, D 75 Shiki: Kai, C Oniyaki(*), S* Orochi Nagi - 6-hits
jC/D, cB, sC, D 75 Shiki: Kai, C Oniyaki(*), S* Orochi Nagi - 7-hits

===============
MAX Mode Combos
===============
jD, sC, Dokugami, Kototsuki You(1), Dokugami, Kototsuki You(1), D 75 Shiki:
Kai, Kototsuki You(1), B 75 Shiki: Kai, Oniyaki - 13-hits
jD, sC, Dokugami, Kototsuki You, Dokugami, Kototsuki You, Dokugami, Kototsuki
You, D 75 Shiki: Kai,
jD, sC, (MM), 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, Oniyaki - 11-hits
sC, Dokugami, Aragami, Kototsuki You(1), Dokugami, Aragami, Kototsuki You(1),
Dokugami, Kototsuki You(1), D 75 Shiki: Kai, S* Orochi Nagi/182 Shiki - 12-hits
sC, C Oniyaki, Dokugami, Kototsuki You(1), Dokugami, Kototsuki You(1),
Dokugami, Kototsuki You(1), D 75 Shiki: Kai, S* Orochi Nagi/182 Shiki - 11-hits
sC, 88 Shiki(1), Dokugami, Aragami, Kono Kizu, B 75 Shiki: Kai, Oniyaki - 8-hits
sC, 88 Shiki, (MM), Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki:
Kai, C Oniyaki(*), S* Orochi Nagi - 13-hits (C)
sC, 88 Shiki, (MM), Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki:
Kai, B 75 Shiki: Kai, Oniyaki - 13-hits (C)
sC, 88 Shiki, (MM), Dokugami, Aragami, Dokugami, Aragami, Dokugami, D 75 Shiki:
Kai, B 75 Shiki: Kai, Oniyaki(*), S* Orochi Nagi - 14-hits (C)
sC, 88 Shiki, (MM), Dokugami, Aragami, Dokugami, Aragami, Kono Kizu, B 75
Shiki: Kai, Oniyaki/Naraku Otoshi - 11-hits
sC, 88 Shiki, (MM), Dokugami, Aragami, Dokugami, Aragami, Kono Kizu, B R.E.D.
Kick - 9-hits
jD, sC, 88 Shiki(1), (MM), Kototsuki You(1), Dokugami, Aragami, Dokugami,
Aragami, Dokugami, D 75 Shiki: Kai, B 75 Shiki: Kai, Oniyaki(*), S* Orochi Nagi
- 15-hits (C)


===============
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 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 Aragami w/autoguard.
You can use C Version Orochi Nagi as a means of defense too. Kyo's sD works
great as a poke attack, to keep opponents at bay.
88 Shiki (df + D) can come in handy when against mid-level projectile
characters. He can go right under the normal/super projectiles (Shinkuu
Hadouken comes to mind). Timing is critical.


-------------------
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, Aragami "Chain" Mix-ups (High/Low game)
cB, cA, 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, cA, FGS, Throw (AB/CD)
cB, cA, FGS, cA, Throw (AB/CD)
cB, cA, FGS, Naraku Otoshi/jB (cross-up)
cB, cA, FGS, meaty attacks, back dashing d + C (great for baiting uppercuts)
cB, cA, FGS, cD, cancel/whiff into Aragami Chains or B R.E.D. Kick
cB, cA, FGS, Aragami (good for incoming projectiles)
cB, cA, FGS, cD, 88 Shiki

Note: On the cD, Remember to cancel/cancel out into the Special Move.


-----------------------
Bread and Butter Combos
-----------------------
These are just some of Kim's combos that are a MUST LEARN.

cB, cA, df + D
sC, f + B, Orochi Nagi (qcb, hcf + A/C)
sA, f + B, 182 Shiki (qcf, qcf + A/C)
sC/D, qcf + DD, Special Move/Super


----------
Recovering
----------
Kyo's wake up move would either have to be A Oniyaki, Aragami, A S* Orochi
Nagi, Ex Mu Shiki, 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.

-Aragami (qcf + A)
Use on early jump-ins.

-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. Plus, it's cancelable into special moves.
Wroks very well once CC becomes a COUNTER HIT.

-Ex Mu Shiki
They jump towards you, they get BURNED by the Fire Pillar. Think FLAME SHIELD
when the opponent jumps at you. Mu Shiki can juggle the opponent, if hit in
mid-air.


----------
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. Use this alot to jump back.


----------------
Cross Up Attacks
----------------
-jC
Works well on Average to Tall Characters.

-Naraku Otoshi
Works better on Tall Characters.

-jB
His main cross-up on all characters. Better use, when opponent is crouching or
waking up from a knockdown attack..


-----------------------
Front Grond Step (f, f)
-----------------------
Kyo's FGS is a BIG part in his offensive game. You can dash and use A Oniyaki
or sC (cB, sC is optional) when close to the opponent. I'd recommend you to
dash and sC, into Aragami Chains. This while get your Power Gauge up and
improve chances of a GUARD CRUSH.
Dashing 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 go right into
MAX MODE, just go into Dokugami or Kototsuki You.
Dashing 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.
You can also MIX IT up and DASH in with a cA, FGS, then throw. Of course there
are more creative ways too.


---------------------
Building Power Stocks
---------------------
The best way to build those Power Stocks up, is either Kyo's Aragami or attack
strings.

-Aragami (qcf + A)
Just using this move with poke strings and zoning alone can get you Power Meter
in no time.

If you knock the opponent down, you can do "B" R.E.D. Kick or 75 Shiki: Kai to
build meter before they recover.


----------------------------------------
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 Ex Mu Shiki
-sC, into Aragami Chains
-sC, into 88 Shiki
-sC, into 75 Shiki: Kai


------
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.
While waking up from an attack, you can get a throw in.
You can also do Kyo's Dokugami (qcf + C), then throw.
You can also "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 jC animation.


-------------
MISCELLANEOUS
-------------
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, C Oniyaki(*), S* Orochi Nagi - 3-hits
- cC/sC, Goufu You, S* Orochi Nagi - 3-hits
- sA, Goufu You, S* Orochi Nagi - 4-hits
- sB, sA, Goufu You, S* Orochi Nagi - 5-hits

Super Canceling without having a Exceed Attack will result in the character to
flash white. The Exceed won't come out, instead you WHIFF the Super Cancel. You
can also do this while entering MAX MODE on your 1st Life Gauge. I still can't
make heads or tails off this one. All characters can do this WHIFF SUPER
CANCEL. It seems to have no strange properties like fast recovery time.

-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.

-Front Ground Step Buffering
Kyo can buffer his 182 Shiki (qcf, qcf + A/C) from a FGS. Example would be,
qcf, qcf, f + A/C. Same can be said with Mu Shiki (qcf, qcf + AC).


======================================
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!").

Time Over Pose- Kyo turns torwards the background and clenches his fist, with a
pissed off look on his face.

Character Select Screen Pose- Kyo stands in one place with his finger waving in
the air.


===============
IX. Extra Stuff
===============

	---------------------------
	1. Pre-Battle Conversations
	---------------------------

------------------------------
Kyo Kusanagi vs. Kyo Kusanagi-
------------------------------
Kyo 1: Good grief! Just how many clones of me are there...?
Kyo 2: Hey, you're the clone, you two-bit mimic!
Kyo 1: Say what?! The genuine article is this guy here, bud!
Kyo 2: You just don't get it.... Oh, well what the heck? Let's see what's what!

-----------------------------
Kyo Kusanagi vs. Iori Yagami-
-----------------------------
Kyo: Yagami... You are really one, big recurring nightmare!
Iori: Did you just realize this? I'll trail you until I grind you into the
ground.
Kyo: Bring it on... Yagami!
Iori: Ohhh-whoaa!

------------------------------
Kyo Kusanagi vs. Terry Bogard-
------------------------------
Terry: Hey! How 'bout it, Kyo?
Kyo: I'm game! With a foe like you, it'll be a blast.

------------------------------
Kyo Kusanagi vs. Mai Shiranui-
------------------------------
Mai: Kyo! Hey... have you seen Andy?
Kyo: Hmm. Nope. ...Geez! Talk about one love sick puppy!
Mai: What did you say? Hey, bub, are you hiding something?
Kyo: Who me? No!

------------------------------
Kyo Kusanagi vs. Ryo Sakazaki-
------------------------------
Kyo: So, how goes the dojo?
Ryo: Don't ask!
Kyo: ...Oh, yeah?

----------------------------
Kyo Kusanagi vs. Mr. Karate-
----------------------------
Kyo: Ryo's father?... What's up, pops? What's with the mask?
Mr. Karate: I'm Mr. Karate! There ain't no Takuma Sakazaki here!
Kyo: All right. All right. Don't freak out on me. Bring it on, big nose!
Mr. Karate: Hmph.

-----------------------------
Kyo Kusanagi vs. Kim Kaphwan-
-----------------------------
Kim: Just how long have you been in high school?
Kim: Well, put 'em up! I'm pumped now, sonny! Bring it on!
Kyo: What? Just like that?

-----------------------------
Kyo Kusanagi vs, Choi Bounge-
-----------------------------
Kyo: Oh, good grief! Another bonehead...
Choi: Don't pooh-pooh me! I'll slice you, buddy boy! Oooh-kee!
Kyo: You're toast, pal!

-----------------------------
Kyo Kusanagi vs. Kasumi Todo-
-----------------------------
Kyo: Well, well, well. So, you're in KOF, too...
Kasumi: Kasumi Todoh, here. Are you up for it?
Kyo: What? Just like that?

-----------------------
Kyo Kusanagi vs. Shiki-
-----------------------
Kyo: What's with the attitude? A gloomy face doesn't suit a babe like you!
Shiki: ...A kid like you... and a babe like me? It's not in the cards.

----------------------------------
Kyo Kusanagi vs. Genjuro Kibagami-
----------------------------------
Genjuro: My next prey is you...
Kyo: A sword? Are you kidding me? Those're dangerous!
Genjuro: Calm down, pup. It'll be over soon.
Kyo: I don't need this... You remind me of someone who really peeves me off!

----------------------------
Kyo Kusanagi vs. Earthquake-
----------------------------
Kyo: And what are you all about, prune face?
Earthquake: Why you... I'm gonna mash you!

------------------------------
Kyo Kusanagi vs. Geese Howard-
------------------------------
Geese: Come on, Kusanagi! Show me your stuff!
Kyo: Hmph. Very well... Let's do it, chump!

-------------------------
Kyo Kusanagi vs. Goenitz-
-------------------------
Kyo: You... You're still alive? Hey, I've got nothing to do with the Orochi!
Goenitz: Kusanagi, young sinner. You will not escape from your destiny.

-------------------------------------------------
Kyo Kusanagi vs. "Riot of the Blood" Iori Yagami-
-------------------------------------------------
Kyo: You never change, do you?
Iori: ...K...I...L...L...
Kyo: That's some spirit... ...It's exorcising time!
Iori: Kyo-ohhhhhhhhhhh!

-----------------------------
Kyo Kusanagi vs. Mars People-
-----------------------------
Mars: Beep boop bop bee.
Kyo: What's this?

---------------------------------
Kyo Kusanagi vs. True Mr. Karate-
---------------------------------
Kyo: What is this? Something new?
Mr. Karate: Hmm. Hmm. Hmmmm. Come on, punk.

------------------------
Kyo Kusanagi vs. Athena-
------------------------
Kyo: A battle with a babe? I must be in Heaven!
Athena: Don't let your hormones go wild. You don't want to peak too soon, right?
Kyo: When it comes to battle, I last a long time.

---------------------
Kyo Kusanagi vs. Ryu-
---------------------
Ryu: Hmm. A martial artist. Kusanagi, I believe.
Kyo: ...Just who are you? You're no slacker, I see.
Ryu: They call me Mr. Ryu! And I've come to fight. Is that OK with you?
Kyo: Heh, heh. Don't blame me when you're a bloody pulp.
Ryu: And you are?
Kyo: Kyo Kusanagi. Let's do it, dude!

-----------------------------
Kyo Kusanagi vs. Ken Masters-
-----------------------------
Ken: You got spunk, kiddo. Who says kids these days are wimps?
Kyo: Who're you calling "kid?"
Ken: Oh? You're not a kid?
Kyo: Unh! What's it to you?!
Ken: Chill out, Buster. I'll give you a bout to show I'm sorry. ...With a kid's
discount.
Kyo: You'll be sorry when I scorch you buns, pops!

-------------------------
Chun Li vs. Kyo Kusanagi-
-------------------------
Chun Li: Freeze! It's the police!
Kyo: Liar, liar! No cop would be seen in duds like those!
Chun Li: Yeah, cops who look as good as me are rare. I'm from Interpol. Hands
behind your head...
Kyo: I haven't done anything. You got the wrong guy!
Chun Li: Yeah, tell me in the box. You'll come quietly, eh?
Kyo: And if I say, "Bite me!"?
Chun Li: I'll drag you in!

-----------------------
Kyo Kusanagi vs. Guile-
-----------------------
Kyo: I guess in the end, martial arts is all about power, huh?
Guile: Military martial arts are far superior to your antiquated ways of combat.
Kyo: Yap, yap, yap. Why not try me, bud?
Guile: Try you! That's funny. I'm the real thing, pal!
Kyo: That's the spirit!

-------------------------
Kyo Kusanagi vs. Dhalsim-
-------------------------
Dhalsim: Oh, it's you? So, you wish to learn the ways of yoga?
Kyo: No, not especially.
Dhalsim: Jeesh! Kids these days! I know it's no picnic. But with my teaching,
you
can be just like me.
Kyo: Hey, I don't give a rip about yoga, bud!
Dhalsim: But before we start, I guess I must see what you're made of. Very well,
my child. Show me your stuff.
Kyo: You haven't heard a word I said, have you? Very well. I'll bop you and make
you see that you need the training.

-----------------------
Kyo Kusanagi vs. Akuma-
-----------------------
Akuma: That stance. That spirit. Kusanagi! Master of Flame!
Kyo: You're more studious than you look. You've done your homework.
Akuma: The ancient martial arts have no effect on me!
Kyo: Want to see for sure? You'll eat those words!

--------------------------
Kyo Kusanagi vs. M. Bison-
--------------------------
Bison: Your spunk... amuses me. Why not join me?
Kyo: Sorry, but I can't. You wouldn't have enough to pay me.
Bison: Then I have no choice but to destroy you.

-----------------------
Kyo Kusanagi vs. Sagat-
-----------------------
Sagat: Get lost, punk. You can't hope to touch this!
Kyo: Quite an attitude, pops. Underestimate me and I'll do more than touch you.
Sagat: Oh, yeah, junior? Take your best shot.

----------------------
Kyo Kusanagi vs. Vega-
----------------------
Vega: Hmm. Rather attractive. However you can't hold a candle to me.
Kyo: Shut yo' mouth! You sill narcissistic little fancy pants! I'm going to
torch
you to your bones!
Vega: Heh, heh. Relax. You should take a break before I tear you to shreds, huh?
Kyo: I've got stuff to do. I can't waste my time with freaks like you.

------------------------
Kyo Kusanagi vs. Balrog-
------------------------
Kyo: Have you got your mouthpiece in place?
Balrog: You just shut up! Why don't you worry about yourself? (Hmph!)
Kyo: Oops... heh, heh. You're mouth seems fine, but what about your brain?
Balrog: You little punk... I'm gonna crush you!

-----------------------
Kyo Kusanagi vs. Tessa-
-----------------------
Tessa: I heard that long ago there was a tribe... who exorcised evil. Are you
their descendant?
Kyo: How would I know? I hate history.
Tessa: You'll have to let me test your strength.
Kyo: Don't cry to me if you get burned.

---------------------
Kyo Kusanagi vs Hugo-
---------------------
Hugo: Hey, pal. How about you and me rassle?
Kyo: Rassle?... Sorry, not interested.
Hugo: I challenge you. And if you lose, you gotta team up with me.

----------------------------
Kyo Kusanagi vs. Dan Hibiki-
----------------------------
Kyo: I sense something. An unbearable presence...
Dan: Oh, enough of this! Once and for all, I'm not that Robert guy!
Kyo: What?
Dan: I am Dan Hibiki of the Saikyo Groove! Hyah-hah!

---------------------------------
Kyo Kusanagi vs. Demitri Maximov-
---------------------------------
Kyo: What now? ...Feel's like... my blood's on fire...
Demitri: Hmm. Hmm. Hmmm. That's your blood craving to be sucked.
Kyo: What the...?!
Demitri: Yes, it looks like tonight it'll be special.

-----------------------------
Kyo Kusanagi vs. Violent Ken-
-----------------------------
V.Ken: Ooh-gooh-oooooooh.
Kyo: Another Orochi?
V.Ken: Your death will... bring me peeee-ace!

----------------------
Kyo Kusanagi vs. Zero-
----------------------
Ciel: (Is this child human? I sense a great power. Zero! Beware!)
Kyo: Who's this bozo? Some wind-up doll?
Zero: Humans are my enemy... Enough of this... Shall we?...

----------------------------
Kyo Kusanagi vs. Shin Akuma-
----------------------------
Kyo: Agh! Who now?!...
S.Akuma: I've mastered my fists. Show me your power.

-----------------------------
Kyo Kusanagi vs. Red Arremer-
-----------------------------
Kyo: ...What's this place?
Red: Gyah-gyah
Kyo: Aw, nuts! Who's this guy?


	---------
	2. QUOTES
	---------

Quote 1-
So, tell me. How does it feel to be charcoal?

Quote 2- vs. Iori Yagami
Haven't you come to grips with reality yet? You can't touch me,
Yagami.

Quote 3- vs. "Riot of the Bllod" Iori Yagami
Yagami! I'm telling you to chill, you punchy pinhead!

Quote 4-
What's the deal? Not cooked enough, eh?

Quote 5-
Remember the pain of my fist. That is my power!

Quote 6-
That reminds me of a joke. Aw come on, hear it out. You got
time, right?

Quote 7- vs. Goenitz
Got the picture now? Your "good wind" that blows only fans my
flames!

Quote 8- vs. Sagat
That's not what I'd call even close to kick boxing. Just what is
that anyway?


	---------
	3. Ending
	---------

(Side close up of Kyo looking off into the distance in deep thought)

Kyo: The Netherworld... what a gas it was!

?: Kyo-oooooooh!

(Kyo turns his head a bit to look over)

Kyo: !?

("Riot of the Blood" Iori jumps towards Kyo)

Kyo: Yagami!

Iori: Ooooh... Kill...!

(Kyo looks up at him)

Kyo: Been infected by the Netherworld's poison, eh?

(He lifts up his fist with a grin on his face)

KYO: Very well... I'll make toast of your affliction!

(Kyo unclenches his fist with a Crimson Flame Burning)

KYO: By the flames of Kusanagi!


==========
X. Updates
==========

Version 0.5: December 26th, 2003
-FAQ Completed


=======================
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 owns 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!

SNK Playmore/Neo*Geo for creating Kyo Kusanagi and The King of Fighters Series.
The Future is Indeed Now!

SNK Playmore for Developing SNK vs. Capcom Chaos and keeping SNK "ALIVE"!

King of Fighters 2002 OST, where I got Kyo's info from.

My Neo*Geo AES System and SNK vs. Capcom Chaos. 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.


Raul Torrez
Copyrighted (c) 2003-2004