Title: Kyo-1 Faq v.1.0 (c)1-3-2000 Game: King of Fighters '99: Millennium Battle Platform: Neo Geo Author: Minh Chi Email: email@example.com First thing I want to say is that this faq was intended for players with basic knowledge of this game. Mainly that just means you know how to slide, safe land, jump, etc. If not, I suggest you read Kao Megura's general KoF '99 faq first. It can be found at www.gamefaqs.com. If you see any errors or see that some part can be fixed or made better please tell me! Oh, and one other thing! This guide is for the benefit for everyone, do not try to sell this faq for money because that is very dishonest to people; including me! You can use this faq if you first ask for my permission. Now, on with the faq. Here's my outline for my Kyo-1 faq: I. Movelist II. Striker III. Strategy IV. Combos V. Conclusion & Reference ================================================================== I. 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 >-can be canceled in counter mode Far range A-Short elbow. Its comboable but not preferred! Don't use this much, its useless except for pokes. B-A knee. Does too little in damage, comboable but lack range. Not too useful. C-A far reaching backhand. Comes out a little too slow for my liking. The good part is that it is comboable and better than using D. D-A spinning jump kick. It is not comboable but is invulnerable to sweeps! Try using this after a low A/B. Chances are that your opponent will try to sweep and end eating your far D. Close range A-Same as far A. Like its far range, comboable but not preferred! B-Same as far B. Comboable but not preferred! C-Some kind of punch? Same as '98. This is the most preferred button because it causes more damage and is comboable! D-Some kick? Interchangeable with C. But C is more better in case for some reason you become out of range you can still chain something afterwards (assuming you won't be sweep). Low A-A low jab. Same as the other A attacks! B-A quick sweep. Not strong in damage but is great because you can chain a low A after it! It also hits low! C-Some weird looking uppercut. Can be used as anti-air attack but must be timed correctly. In other words, it can be quite unreliable. It is also comboable! D-A knockdown sweep! Just your standard sweep! Comes out quite slow though... Vertical jump A-some weird elbow. Useless! B-An air knee. A great air to air move but does very little damage. Hmm.. useless! C-A punch. Does decent damage but the range is too close! D-A far kick. Definitely the best out of all the buttons! Horizontal jump A-Same as above. Useless! B-Same as above with a slight different animation! Still useless though! C-Same as above! D-Same as above! D and C can be interchangeable though! Others CD-knockdown attack! The air CD is quite powerful but you should never use the ground version. AB, any button-Slide attack. Doesn't cover a lot of range but use this like every other character. Special & Super moves Kurogami (f+A): A cheap imitation of Shingo's aragami! I think Krizilid must had copy the wrong move because this looks more like Shingo's flameless and autoguardless aragami. Anyway it is nothing more than an extra hit to your combos. But it is a good move because it cannot be retaliated. What I also like about this is that you can link a special move after it regardless if you use the Kurogami alone or after a C/D. Honofuri (f+B): This is the same as Kyo's elbow attack but without flames. It comes out slow but can be used in high-low mind games! Hits high and also comboable if followed before another attack (e.g. C, Honofuri)! Note that if you follow Honofuri after an attack, it is not going to be an overhead. Migiri Ugachi (df+C): Same as Kyo's ground punch but without flames (well, he is an imperfect clone!). Not only does it hit low, it can also be used to hit your opponent when they are lying on the floor (only Kyo-1, Whip and Takuma can do this). Whenever you knockdown your opponent and you are somewhat close, do it to get an extra hit. It can also destroy ground projectiles (namely Kyo, Iori, and Terry). Make sure when you use it, it hits because if you miss you will be left wide open to attacks. >Yami Barai (qcf+P): Kyo's infamous '95 ground projectile. I find this quite weak! It's great for a projectile but the problem is its lag time. It takes Kyo at least a second to dish out the move giving your opponent plenty of time to slide in or jump in and open a can of wup ass on you. Don't use this at jumping range! One note though is that the C version comes out faster than the A version. So at close range or in a combo, use the C version. Oh yeah, it can also hit your opponent when they are lying on the floor giving you a free hit! It's also safer than Migiri Ugachi (df+C). Oboro Guruma (dp+K): Kyo's infamous '94 kick. This is the meat of Kyo's high damaging combos. Only and I repeat only use this in a combo. If you use this by itself, you are sooooo dead! For its highest potential as an anti-air it requires a lot of timing. Just try to dish it out way ahead of time before your opponent gets too close. The B version does 1 hit but the D version does 3 hits. One other important note is that if your opponent ducks or was hit while ducking, Oboro Guruma will completely miss! In fact against Choi, it will completely miss even when he is standing! So be careful! Shiki Kai (qcf+K,K): Kyo's juggle starter. Compare it with '95 version, this really sucks! Both hits will not hit unless you do it extremely close or against the wall! It can be used as air defense but is quite unreliable. This move produces a lot of juggling possibilities and can be dished out without fear of being retaliated. It also has no juggling limit unlike Shin Kyo. Both B and D version lets you juggle at character height. >Aoki (qcb+P): Looks a lot like Kyo's Punishment Creator. This move sucks too! The problem is its range! The only way you can do this safely and connect all 3 hits is if you do this very close to your opponent! Does decent damage but not really the best move when used alone! *Orochinagi (qcb,hcf+P): Kyo's infamous Serpent Wave. The C version gives you invulnerability to low attacks and the A version gives you invulnerability to high attacks (or was it the other way around?). You can also delay it by holding down P. It is Kyo's only super move! Does decent damage but can't really be used. Why? Well for one it can not be used in a combo, not even a juggle. The only time you could use it would be after a grab striker (e.g. Benimaru, Shingo, Maxima) and that's it. The SDM is also great because of the fire protecting you (don't rely on it to protect you all the time though). Now to use it, you want to use it in a way such that only the tip would make contact with your opponent. That way you wouldn't get countered back. But of course you aren't completely safe yet! ================================================================ II. Striker I'm tired of saying how weak the striker system is so I'll just go on and explain what Kyo-1 does. Kyo-1 will jump out from the side of the screen with a R.E.D kick and will continue with a Shiki Kai if blocked or miss. If it hits, it ends with the R.E.D kick. Both Kyo-1 and Kyo-2 does the same thing as a striker. Needless to say, he is useless. The only use I find for it is to defend yourself from jump in attacks when you're at the corner (yet it is only about 60% effective). Don't try to rely on the Shiki Kai to hit, your opponent is too smart for that. What can I say, Kyo-1 sucks as a striker. Use someone else like Shin Kyo, Athena, Kim, or Robert. =================================================================== III. Now I like to devote some of this guide to tactics and strategies for using Kyo-1. The combo section will be the last section because it is pretty much self-explanatory. -One of the weakness with Kyo-1 is that he has little to no air defense. Prepare to be abused by players using characters with powerful air CD attacks. The only reliable air defense is a low C. Though I said you can use Shiki Kai (qcf+B,K) and Oboro Guruma (dp+B), they are very ineffective. Usually you'll trade hits but the damage for a jump attack is more than those two attacks. So use only the low C. If your opponent just start going crazy with jump CD, just use guard cancel (block, CD). You'll waste a super but like you were able to use it anyway. Just use it and go back on offense. -Here's a very useful tip. When you follow up after Oboro Guruma (dp+D) always use the Migiri Ugachi (df+C). For any other attacks, use Yami Barai (qcf+P). Why? Smart players know how to safe land which will prevent you from doing a pursuit hit. If you follow with a Yami Barai, you are not only safe, you can also cause tick damage. Remember this tip! -Kyo-1 has a few safe moves he can use. They include his Kurogami (f+A), Honofuri (f+B), Yami Barai (qcf+P), and Shiki Kai (qcf+K,K). One move I recommend you use a lot is Shiki Kai. You not only are completely safe, you also might get lucky and juggle your opponent with this. -The Honofuri attack (f+B) in my opinion is a little too slow but yet it still works on waking opponents. Also try mixing this up with Kurogami (f+A) after a standing C/D. Once in a while your opponent will get hit. I don't know why though, I guess it ruins the player's timing for a counter. Follow up with a Shiki Kai (qcf+D,K) after Honofuri to get tick damage if blocked. -Whenever your opponent goes for sweeps, use the standing D (far). Usually they do a low A/B repeated times then a sweep. Stop them dead with the D. You can actually do the repeated low A/B and let them do the sweep, then counter them. Most players know Kyo has a very slow sweep so they try to sweep first. The D will stop them. Note that this will not work for opponent with high sweeps such as Iori. -After a striker such as Benimaru, Robert, Shin Kyo, Maxima, always use *Orochinagi (qcb,hcf+P) because it causes the most damage. The SDM version will cut at least 50% of your opponent's life. So definitely don't miss the opportunity! I like following it up with Shin Kyo because it looks cool and its quite hilarious to see 2 Orochinagi; not to mention that it takes off like 70% of your opponent's life! If anyone has more strategies, please feel free to tell me! I'll give you credit for anything you can contribute to this faq. ================================================================== IV. OK, enough with the strategy and on with the combos. The combos are splitted into 3 sections: beginners, intermediate, and advanced. Notice that Kyo-1 has a lot of combo limitations! I even completely disregard Kyo's counter combos because I find them too hard to do and a complete waste of time and 3 stocks. Beginners: 1. jump C/D, sC/D, Yami Barai (qcf+C)/Kurogami (f+A)/Oboro Guruma (dp+D) (Oboro Guruma should only be used if your opponent is standing and not ducking when executing the combo). Intermediate: 1. cB, cA, Migiri Ugachi (df+C) 2. cB, cA, Aoki (qcb+A), Yami Barai (qcf+A) (note: Yami Barai may miss depending if your opponent rolls out) 3. Kurogami (f+A), Shiki Kai (qcf+D,K), Oboro Guruma (dp+D), Migiri Ugachi (df+C) (note: you'll probably have to run forward a little to connect all 3 hits of Oboro Guruma. Only use Migiri Ugachi if you are in range.) 4. Kurogami (f+A), Shiki Kai (qcf+D,K), Kurogami (f+A), Yami Barai (qcf+C) Advance: 1. ^jump C/D, sC/D, Kurogami (f+A), Oboro Guruma (dp+D), Migiri Ugachi (df+C). (Note: make sure not to dish out Oboro Guruma if your opponent was ducking! Use C version Yami Barai if they so happen to be ducking or blocking! Yami Barai will be blocked but better than nothing.) 2. ^jump C/D, sC/D, Shiki Kai (qcf+D,K), Oboro Guruma (dp+D, Migiri Ugachi (df+C). This is definitely the most high damage combo that Kyo-1 has. Kyo-1 doesn't have much combos nor combo abilities so here's the ones I will list. There are a few more but you can find them yourself. These are the general ones I use! =================================================================== Conclusion & Reference In conclusion I hope you find this faq useful and worth your time. It is not very in depth which it should be but I hope the main points here will help you perfect using Kyo-1. All strategy and combos are personally tested by me so there may be errors. If there are any parts you think I should change or needs a little tuning, mail me and give me some feedback. I would also like to say that the only way you can get better is with experience. Regardless of how many times you read this faq or any other faqs, your skills won't get any better. Your knowledge may grow but as long as you can't execute your knowledge on your skills, it will be useless. So play a lot! I would like to take this time to give a shout out to my friends. Yes I made another faq. Hope this faq will be as promising as my other faqs. At least I know I'll get feedback from you guys! And also, thank you for reading this faq. Without readers, this faq would be completely useless. References Author: Kao Megura Website: His faq can be found at www.gamefaqs.com or members.zoom.com/megura Comment: I borrowed his movelist names again. Well I guess its always best to borrow from the greatest author. Wonder what big faqs he will make in the future?
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