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    Kyo by CJBauzon

    Version: 1.0 | Updated: 12/26/97 | Search Guide | Bookmark Guide

    A guide to Kyo Kusanagi KOF 97
         Version 1.0
      December 26, 1997
    Calvin James F.  Bauzon
    *  This is a guide to the best fighting game dude ever ceated, Kyo
    Kusanagi.  The purpose of this guide is to help players use Kyo more
    effectively and more deeper, and pull out his full potential.
    1.0 (December 26, 1997)  -  Initial release.  Still a lot of info needed
    such as the amount of damage for the moves , autoguard match-ups,
    vs. character section needs more depth,some more combos still need to be
    added, and the heck anything lacking!!
    I.  Introduction
        A.  About the author
        B.  Note from the author
        C.  Why play Kyo
        D.  About  Kyo
    II.  Move list
        A.  Normal moves
        B.  Special Moves
        C.  Ultimate special moves (a.k.a.  Desperation Move / Super
    Desperation Move)
        D.  Other moves
    III.  Combos
        A.  Chains / Links
        B.  Combo list
    IV.  Strategy
        A.  General  strategy
        B.  The infamous Kyo Kusanagi "Autoguard"
        C.  Vs.  computer  strategy
        D.  Vs.  human opponents strategy
        E.  Ranges and Zoning
    V.  Closing
        A.  Conclusion
        B.  Acknowledgments
    A.  About  the  Author
      Okay, first of all, let me introduce myself.  My whole name is Calvin
    James Feliciano Bauzon.  I was born on the 17th of July,1981.  I live in
    this liitle country located in Southeast Asia called the Philippines.  I am
    in 4th year highschool and I'll be going to college next year.  I'm hoping
    to take up medicine as my course in college.  I am also thinking about
    going to college in America, maybe Duke where my father studied or UNC
    where my mother studied at.
      By the way, I studied in Japan for two years from 1994 to 1996.  I became
    very fluent with the  Japanese language and a lot of my penpals ask me
    Japanese words to translate it for them.  I also passed the Japanese
    proficiency test (nikyuu  or the second highest level).  Everyone in Japan
    told me that I spoke, wrote and acted exactly like a Japanese.  Ahehe...
      I like watching Japanese anime.  I also like playing video games.  I also
    do sports.  I play basketball, table tennis, soccer, and bowling.  I am
    also into music.  Me and my friends have a band here in school and I do the
    vocals while playing the guitar (rythm).  I can also play the piano, drums,
    the flute and a little violin.  My favourite subjects in school are
    Algebra, Physics and maybe Geometry.
      My first encounter with KOF was when it first came out in '94...  My
    friend took me to the arcades to play Virtua Fighter.  That was the fad
    back then in Japan.  Anyway, my friend caught my attention when he was
    playing KOF 94.  I liked SNK games, like the Fatal Fury series, Samurai
    Spirits and Art of Fighting series, and seeing them in one game (except SS,
    of course) really made me rejoice.  At first, I used team Italy or Mexico,
    but there was one character who caught my attention--  Kyo Kusanagi.  I was
    intrigued by this newcomer and something urged me to go on and try him.  So
    I did and I really enjoyed using him.  I loved the look of his
    "Oboroguruma".  That was my favourite move.  And seeing him coming back
    with more moves in 95 made me a lot more happier.  When 96 first came out,
    I really did not like Kyo at first.  First of all, he lost my favourite
    move, and then I was confused on how to use his flame fists.  But when I
    got the hang of it, I enjoyed it even more than the fireball-throwing Kyo.
    It really feels good when your autoguard eats up the opponents attack, then
    he eats your flame fists.  Hahahahaha!!  ........Ahem.  Anyway, I love KOF
    97.  It's the best game ever!  I usually pick Japan team, even when I
    challenge people.  I think I'm pretty good with every one of them.  Now I'm
    trying to play Shingo, Orochi Chris, Blue Mary and Kim.
      Anyway, this is my first try on writing a guide for a game.  I
    wholeheartedly accept any comments and suggestions regarding this Kyo
    B.  Note from the author
      This Kyo Kusangi guide is copyright 1997 by Calvin James F. Bauzon.  This
    is strictly PUBLIC DOMAIN - it's FREE and and no one should profit from
    selling any part of this guide to anyone.  If parts of this guide were used
    in another publication, please acknowledge your source of information.  If
    you guys have any questions regarding any of the information given in this
    guide, mail me at :
      I assume that you guys have been playing KOF for some time and you can
    probably go up to the fifth team against the computer.  Well, if you think
    you're still a beginner, check out Andrew Seyoon Park's  Beginner's
    Reference Guide first before tackling out anything listed in this FAQ.  It
    can be found at:
    C.  Why play Kyo?
      Of all the characters, why do I choose to play Kyo?  Well, not a lot of
    people here in my country play Kyo much.  Others pick him but they don't
    really use him deeply, to his full potential.  They say that he's weak and
    useless.  I think not.  Here are all the reasons I can think of for playing
    Kyo Kusanagi...
    1.  He's the best there IS the best there WAS and the best there EVER will
    2.  He is basically the "hero" of the KOF series.
    3.  He looks cool.  That opened "gakuseifuku" (Japanese uniform), the
    rolled up sleeves, the gloves,    the hairstyle, the "hachimaki" (headband)
    and of course, his looks!
    4.  His voice is really cool.  He shouts a lot, too!  "Kuraiiii... YAGARE!!!!"
    5.  The fact that he can summon flames and use them in his fighting style
    is cool.
    6.  AUTOGUARD TO THE ASSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!
    7. His A Oniyaki is hella lot good.  A lot of frames of autoguard, hits
    twice and causes knockdown.  What more could you ask for?
    8.  Has tons of variation moves which all branches out from his flamefists.
    9.  The "Nuetsumi"  counter.  Good for punishing pokers.
    10.  The "Kototsuki - You" which comes out at running speed.  Fool your
    opponents when in Advanced mode!
    11.  Has an infinite juggle.
    12.  Has a 100% combo and a TOD to boot!
    13.  Juggle off his "Nanajuugoshiki - kai"  with almost anything!  Damage
    for FREE!!
    14.  His R.E.D. kick is almost IMPOSSIBLE to stop when engaged in aerial
    15.  You can delay the timing of his "Orochinagi" and the SDM version makes
    his body surrounded in flames and hits up to three times (I think).   The
    damage is also stupendous!
    16.  SDM "Saishuu Kessen Ougi"  is the COOLEST looking move in the entire
    17.  A very good standing B.  Good for pokes.
    18.  An outstanding pressure player.  Gives the enemies a lot of trouble.
    19.  The feel of the flames hitting the enemy's body is really awesome.  It
    feels really good after connecting all three hits of "Dokugami - Batsuyoumi
    - Tsumiyoumi".
    20.  What the heck, he's really fun to use!!!
    D.  About Kyo
    Name:  Kyo Kusanagi
    Birthdate:  December 12, 1976
    Age: 21
    Height:  181 cm
    Weight: 75 kg
    Blood type: B
    Nationality: Japanese
    Fighting style: Kusangiriyuukobujutsu + Garyuukenpou
    (Kusanagi- style ancient martial arts + some original moves
    he made himself)
    Hobbies: Writing poetry
    Favourite food: Barbequed fish
    Favourite sport: Ice Hockey
    Most valuable possesion:
    His motorcycle and his girlfriend, Yuki
    Things he hates the most:
    Hard work
      Kyo is the main character of the game and the defending champion of the
    tournament.  He is very self confident, and may seem arrogant at times, but
    his good nature always shines through. Kyo hates hard work, and thus hates
    school and all the tests and studying that comes with it. Consequently, he
    is still a high school senior despite his age.  Fortunately, this doesn't
    apply to his fighting ability, and Kyo proves to be a formidable fighter.
       Being the sole heir to the Kusanagi Clan, Kyo is able to summon crimson
    flames.  Many of his special moves use this ability, such as his "Oniyaki"
    move.  To make this possible, he wears special gloves that enhances this
    ability (and not strain himself, like Iori).  However, his strength as a
    fighter and his natural ability of summoning fire seemingly forced him into
    the position of the Dragon Slayer, which is what his family name "Kusanagi"
    means in Japanese.
       His name also plagues him with the rivalry with Iori, hier of the
    dreaded Yagami Clan.  The Kusanagi and Yagami clans have been warring since
    ancient times, and the descendants have inheritted this hate against each
    other through out history.  Now, Kyo and Iori are expected to settle the
    long feud, and both of them seem more than eager to do so.  Who will be the
       This time around, Kyo has a "disciple", Shingo Yabuki, who Kyo merely
    thinks of as a kind of a servant.  He makes Shingo dash into the huge crowd
    of swarming students during thier lunch break to get him a sandwich or two,
    while Kyo himself takes a nap on the school roof.  In return, Kyo teaches
    Shingo his martial arts moves.  It seems that Kyo is having a hard time
    telling Shingo that hard work isn't the key in summoning the flames...
    -Costume colors
    A button - Dark green.  Almost looks like the color of a Military fatigue.
    D button - Reddish brown
    A button - Blue
    D button - Silver/white.  My personal favourite!
    *  Everything described below is with Kyo on the first player side facing
    -Fight Introduction
      He holds up his left fist with his palm facing up.  A small ball of fire
    is on that left palm.  Then he brings down his left hand, clenching is fist
    and the fire disappears.  It's the same thing he does when he maxes out in
    advanced mode.  He says:
    (Here I go!!)
    -Special  Fight Introduction
    VS.  Iori Yagami
    He turns his back to Iori and says:
    "Keri o tsukeyoze, Yagami!"
    (Let's end this once and for all, Yagami)
      Kyo stands up straight, with his right hand on his hip, and he waves his
    left hand index finger and says :
    "Nani kusubutten da?"
    (What are you smoking for?)
    -"Saishuukessen - ougi" taunt
    Kyo blows off the flame off his left hand index finger and says:
    "Rekishi ga chigaundayo!"
    (We didn't go through the same past!)
    *Note- Kyo means here that he has the Kusanagi blood, the blood of the
    infamous clan which has lived for hundreds of years, coming through,
    surviving every challenge it faces, so what he's trying to say is that he
    wont get defeated easily.  It may also mean his experience in fighting...
    -Win poses
    (A)  He turns away from his opponent, with his head facing down a
    little,puts one hand in his pocket, he says :
    "Ore no..."
    (This is my...)
    then raises his other hand, clenched and shouts out :
    "kachi da!!"
    Quote as a whole:  "Ore no...kachi da!!"  -  "This is my... victory!!"
    (B)  Kyo raises his left arm at the same level where he blows off the
    flames on his index finger.  Then Kyo turns away from the opponent,  brings
    his hand down and clenches his fist and says: "Anta ja moene~ na..."
    (I'm not having any fun with you...)
    *  Moeru means not only burn but to be excited / high
    (C)  Kyo puts his right hand on his waist and raises his left arm, then he
    blows off the flame from the index finger of his left hand and says:
    "Hehe... moetaro?"
    (Hehe... burnt, aren't you?)
    or  (Hehe... didn't that excite you?)
    -Time Over
      Kyo wipes his mouth with his fist, clenching his teeth.
    -Draw game
      Kyo puts his hand over his mouth (uses part of the Time Out frames).
    -Recovery roll
    -Power Charge (Extra)
      Kyo extends his left leg, and bends his right one.  His left arm straight
    downwards and his right arm clipped to his waist.  He somewhat yells out a
    gutsy moan:
    *  Everything placed in this section is done with Kyo on the first player
    side facing right.
    A.  Normal moves
    -Far standing  A
      Kyo jabs the opponent with his right hand.  Comes out relatively quick
    but you really don't use this much.  I use this as a fake move.   I
    continuosly use this when I'm far away from the opponent just for poking
    puposes and, well, I don't know.  Maybe it's just grown into me.
    -Far standing  B
      Kyo performs a swift front kick with his right foot.  Probably one of the
    best pokes in the game.  You can think of it like Charlotte's  and
    Shizumaru's standing  A poke (Samurai Spirits).  It comes out pretty quick
    and the reach of this kick is impressively long.  Use this a lot against
    human opponents, but not that much as they will read your pattern.
    -Far standing  C
      Kyo's body somewhat faces the screen and he performs a backfist with his
    left hand.  This is a pretty handy tool because it is interruptible and it
    also has good reach.  Follow with a special move of your choice.
    -Far standing  D
      Kyo performs an off-the-ground spin kick with his left foot.  I think
    this one comes over Iori's fireball...  not sure though.  Otherwise, It
    comes out pretty slow, meaning it's relatively useless.  Though it is
    -Close standing  A
      Kyo does an elbow strike with his left elbow.  Comes out quick, and
    comboable.  It still is better to use C in combos.
    -Close standing  B
      Kyo kicks the lower part - leg part of his opponent with his right foot.
    Again, look at the close standing  A description.
    -Close standing  C
      Kyo does a body blow with his left hand which looks something similar to
    an upperut   Almost all your normal move - special move combos come from
    this.  I prefer this than the close standing D because when your opponent
    is out of your reach and you press the D button, you get that spin kick
    which is... well, not a very wise move to use.  Here, you get the backfist
    which is obviously far more better.
    -Close standing  D
      Kyo performs an outward spinning kick towards the chest of his opponent
    with his right foot.  I can't really explain what it is but maybe a
    "crescent kick"?  Dunno.  Can also be used in cancelling into special moves
    but I still prefer close standing C.  Refer above.
    -Crouching  A
      A crouching jab with his left hand.  Linkable.  Essential in Kyo's
    infinite...  Comes out lightning quick.  It can also be used like the
    crouching B but B is still better since you can link it more to get more
    -Crouching  B
      A small, sweeping kick with his left foot.  A very, very important normal
    move of Kyo.  After doing a special move that has been blocked, it is
    almost imperative to hold down and spam on the B button.  This comes out
    lightning quick and it doesn't push the enemy too far so you can get
    multiple hits.  You can link it twice to a standing A then a super move of
    your choice.  Also pretty good for punishing rollers.
    -Croching  C
      Kyo performs a standing uppercut with his right hand.  If your reflexes
    are slow and couldn't perform an "Oniyaki" or any anti-air attack that
    quickly, this would be the perfect attack for you.  This move is also
    -Crouching  D
      Kyo plants his right foot and right hand on the ground while he kicks out
    with his left foot.  A pretty good foot sweep, indeed.  It does have a
    short lag-time before it comes out, though...  But you can perform a
    special move immediately after when this is blocked.
    -Jumping  A
      A jumping elbow attack.  I don't know how to use this....
    -Jumping  B
      A jumping knee attack.  Again, I don't use this that much too.
    -Jumping  C
      A jumping punch attack.  This attack is VERY good since it comes fast and
    it hits downwards.  I usually use this more in combos than the jumping D.
    Also, one technique that you could use is the "Kamikaze jumping".  You hop
    a lot, almost all of the time and continually do jumping C's.
    -Jumping  D
      A flying kick.  Looks more of a jumping axe kick since his left foot
    comes out from the top.  Has a little lag time at the beginning so timing
    is essential.  Pretty good range, though.
    -Standing  CD
      Does a shoulder charge with his left shoulder.  Very slow in coming out,
    unlike in KOF 96 where it had very good priority and came out very quickly.
    By the way, this move causes knockdown.
    -Jumping  CD
      Kyo does a drop shoulder attack in mid-air.  Still quite useless...
    Causes knockdown.
    B.  Special  Moves
    *  Everything placed in this section is done with Kyo on the first player
    side facing right.
    -Legend of move abbreviations
    QCF  ->  quarter circle forward  (down, diagonal down-forward, forward)
    QCB  ->  quarter circle back  (down, diagonal down-back, back)
    HCF  ->  half circle forward  (back, diagonal down-back, down, diagonal
    down-forward, forward)
    HCB  ->  half circle back  (forward, diagonal down-forward, down, diagonal
    down-back, back)
    DP  ->  Dragon Punch...  (forward, down, diagonal down-forward)
    RDP  ->  Reverse Dragon Punch...  (back, down, diagonal down-back)
    Japanese Name:  HyakuJuuYon Shiki:  Aragami
    English Name:  Style #114:  Wild Bite
    Move command:  QCF +  A
    Hits:  1
    Quote:  "Body ga... ame~ze!!" (ame~  is the "slang" or street
    language for "amai")
    Tramslation:  "Your body is weak!!"
      Kyo does an advancing flaming punch attack with his right fist.  Has a
    few frames of autoguard.  One of Kyo's best pokes.  Well, in fact, my
    favourite poke in the entire game.  It comes out very fast and you remain
    safe when blocked.  Can also be used as an anti-air attack because of the
    autoguard.  It guards the flying attack first then attacks with the flame
    fist.  This move, by the way, branches out to two different moves...
    Japanese Name:  HyakuNiJuuHachi Shiki:  Konokizu
    English Name:  Style #128:  Nine Wounds
    Move command:  QCF +  A / C  (done after "Aragami")
    Hits:  1
    Quote:  "Body ga... orusu daze!!"
    Translation:  "You're body's vacant!!"
      Kyo performs what looks like a flaming standing uppercut with his left
    hand.  This is the first option after doing the Aragami and this causes
    knockdown.  After this, you can follow up with a Nanajuugo shiki: kai in
    the corner, and on to another juggle.  Essential in Kyo's 100% combo.
    Remember, it comboes after the Aragami, a thing you'll have to keep in
    Japanese Name:  HyakuNiJuuNana Shiki:  Yanosabi
    English Name:  Style #127:  Eight Rust
    Move command:  HCB +  A / C  (done after "Aragami")
    Hits:  1
    Quote:  "Body ga... garaaki daze!!"
    Translation:  "Your body's  wide open!!"
      Kyo performs a downward flaming elbow strike with his left elbow.  This
    causes knockdown with a straight "thump!" to the ground.  This is an
    overhead attack so it must be blocked high.  The second option from
    Aragami.  This is good against crouching opponents but watch out, it comes
    out relatively slow and it does not combo after Aragami.  Still pretty good
    to use when engaged in mindgames...
    Japanese Name:  GeShiki:  Migiriugachi (Migiri = circumstancial)
    English Translation:  Outside style:  Timely Drill
    Move  command:  press A / C    (done after "Konokizu" or "Yanosabi")
    Hits:  1
    Quote:  N / A
    Translation:  N / A
      After the "Body ga... orusu daze!!" (Aragami - Konokizu) version, Kyo
    strikes the enemy with a downward flaming elbow using his left elbow.  It
    looks pretty much like Yanosabi.  This is also an overhead attack.  If the
    Aragami-Konokizu connects if you're not in the corner, it would be wiser to
    do a Nanase than doing this since it seldomly connects  (always if done in
    the corner, though).  In some cases, it hits in mid-air if you connect the
    first two.  The main purpose which I can think of for using this move is to
    confuse turtling opponents with the first two moves then pound them with
    this one.
      After the "Body ga... gara aki daze!!"  (Aragami - Yanosabi) version,
    Kyo kneels down, pulls his right fist back to gather some momentum and
    punches it down with flames.  This one comboes when you hit the Yanosabi
    but as I said before, the Yanosabi does not combo from Aragami, unlike in
    KOF '96.  Still pretty good to use against human opponents for they don't
    expect this to come out too often.  Looks pretty cool...
    Japanese Name:  HyakuNiJuuGo Shiki:  Nanase
    English Name:  Style #125:  Seven Currents
    Move command:  press  B / C  (done after "Konokizu"  or  "Yanosabi")
    Hits:  1
    Quote:  N / A
    Translation:  N / A
      Kyo performs a straight forward advancing jumping kick (sort of)  with
    his left foot.  Use this when your Aragami-Kunokizu connects since it has a
    higher possibilty rate of hitting than the Migiriugachi.  I don't use the
    Nanase version after Yanosabi, I think it does ont connect and well,  I
    like the Migiri Ugachi better.
    Japanese Name:  HyakuJuuGo Shiki:  Dokugami
    English Name:  Style #115:  Poisonous Bite
    Move command:  QCF + C
    Hits:  1
    Quote:  "Kurae!!"
    Translation:  "Take this!!"
      Kyo winds up then releses an advancing flame punch with his left hand.
    This has a few frames of autoguard on the wind-up (the moment before he
    releases the puch).  This move advances more than the Aragami and has more
    lag time when blocked.  But it's still dang useful.  Very good for poking.
    Use this and Aragami and you have yourself on hell of a poking and zoning
    machine.  From this move, you can still add on two more moves for extra
    Japanese Name:  YonHyaku Isshiki:  Tsumi Yomi (Yomi= compose, as
    in poems)
    English Name:  Style #401:  Sin Creator
    Move command:  HCB +  A / C (done after "Dokugami")
    Hits:  1
    Quote:  N / A
    Translation:  N / A
      Kyo withdraws his two fists back to the side of his body with flames
    coming out.  Well, nothing much to be said here as this is a follow-up move
    after the Dokugami.  One technique, probably is to do this even if the
    Dokugami does not connect, thus pushing the enemy farther away from you.
    Japanese Name:  YonHyakuNi Shiki:  Batsu Yomi
    English Name:  Style #402:  Punishment Creator
    Move command:  Forward +  A / C
    Hits:  1
    Quote:  N / A
    Translation:  N / A
      Kyo leaps up and does a flaming shoulder attack, somewhat similar to the
    Oniyaki.  It looks like the beginning frame of the Oniyaki.  Again, onthing
    much to be said since this is a follow up move.  Warning, NEVER use this
    when your opponent has blocked the Dokugami and Tsumi Yomi.  It's like your
    saying "pound on me!!"  to the opponent.  Oh, so that's why the move's name
    is "Punishment Creator"...  It gives the opponent a chance to punish Kyo in
    this move...
    Japanese Name:  Hyaku Shiki:  Oniyaki
    English Name:  Style #100:  Demon Scorcher
    Move command:  DP  +  A / C
    Hits:  2          (both the A and C versions hits twice)
    Quote:  "Oriyaa!!!!"
    Translation:  Something like "Uggghh!!!!"  It's just a grunt.
      Leading with his elbow, Kyo rises up into the air, his arms raised and
    out to the sides as red and orange flames whip around his body, encircling
    him on his way up.  YESSSS!!  This is 'da mooove!!  Assy, irritating
    autoguard which beats the crap out of almost anything!!  The A version goes
    up lower, hits twice, knocks down and is better than the C version which
    goes up higher, and I think it does not knock down.  The A version has very
    high priority against all normal attacks and almost against any move in the
    game.  Good for anti-air as it guards the enemies initial attack.   Though
    watch out if the enemy blocks this attack as it has terrible lag time, so
    always make sure it hits!
    Japanese Name:  KyuuHyakuJuu Shiki:  Nuetsumi        (Nue= type of monster
    in Japanese folklore)
    English Name:  Style #910:  Beast Trimmer
    Move command:  QCB + A / C
    Hits:  1 when usednormally, 2 as a counter
    Quote:  "Saseruka!!"
    Translation:  "I won't let you do that!!"
      Kyo puts his right hand on his left arm and then he pumps up his left
    hand as if doing an uppercut.  If you do it as a counter, Kyo will do the
    Migiriugachi, where he pummels the enemy to the ground with a downwards
    flaming punch or he does a flaming downwards elbow attack.  Use this if you
    feel the enemy will poke, our dish out any move which requires direct body
    contact.  I don't know if it counters DMs / SDMs though.  Well, if you're
    going to use the pumping upper, well, don't as it does a little damage and
    it comes out relatively slow.
    Japanese Name:  NiHyakuJuuNi Shiki:  Kototsuki - You
    English Name:  Style #212:  Harped Moon - Light
    Move command:  HCB +  B / D
    Hits:  2
    Quote:  "Moero!!"
    Translation:  "Burn!!"
      Kyo runs forward and when he nears the enemy, he stops and performs a
    dashing left elbow attack.  When this hits, Kyo will use the momentum to
    hoist his adversary into the air with his right hand and then the explosion
    that will come from Kyo's hand will blow the enemy away.  A very cool
    looking move.  Good for catching people off-guard.  Terrible lag in the
    end.  The safest way to use this is to combo it from a standing C/D.
    Japanese Name:  NanaJuuGo Shiki - Kai
    English Name:  Style #75:  Revised
    Move command:  HCF +  BB / DD
    Hits:  2
    Quote:  N / A
    Translation:  N / A
      Kyo does an advancing, jumping kick, a high kick with his right foot,
    then splits to kick with his left foot.  Probably Kyo's lousiest looking
    special move.  But think again.  It's not the look of the move that
    matters.  After succesively connecting both hits, you can juggle the enemy
    with almost anything in your arsenal.  Kyo's infinite combo and 100% combo
    also lies in this move.  But, this move is pretty difficult to connect with
    when used alone.  You have to combo it off a standing C then juggle
    afterwards.  More variations of juggles are there if you do this move with
    your opponent in the corner.
    Japanese Name:  NanaHyakuNana Shiki:  Komahofuri (R.E.D kick)
    English Name:  Style #707:  Rainbow Energy Dynamite kick
    Move command:  RDP  +  B / D
    Hits:  1
    Quote:  N / A
    Translation:  N / A
      Kyo jumps up, like he's painting the arc of a rainbow with his downward
    jumping kick.  A very stylish attack.  The B version goes faster and lower,
    thus making it much more useful than the D version which is slower and goes
    higher.  In KOF 96, Kyo's R.E.D. kick was much, much better.  It was sooooo
    fast that you you wouldn't even expect it coming.  The B version now is
    much like the D version in 96, although the D version in 96 travelled
    further.   Anyway, this is a very effective way of punishing opponents on
    their way up or those who are jumping.  It is merely impossible to stop the
    R.E.D. kick  when it has already come out.  It is also an overhead attack,
    thus it must be blocked high.  Use the B version of the kick.  The D
    version is quite useless.  Well, it might still be good for punishing a
    high, miscalculated jump...
    C.  Ultimate special moves
    Japanese Name:  Ura HyakuHachi Shiki:  Orochinagi
    English Name:  Reverse style #108:  Serpent Slayer
    Move command:  QCB, HCF +  A / C
    Hits:  1 as a DM, can be 2, 3 as a SDM
    Quote:  "Kuraiii Yagare!!!"
    Translation:  "Eat this!!!"  (this is just a "stronger" way of saying
    "kurae".  Yagare is used to        emphasize or
    exaggerate the quote)
      Kyo holds a ball of flame on his left palm, then he rushes forward with a
    flame sweep.  Kyo's original DM.  Takes a lot of damage from the opponent's
    life bar, especially  the SDM version.  Kyo can actually delay this attack
    when the button used to do this move is held down.  When you do the SDM
    version, Kyo's body goes up in flames and damage will be inflicted to
    enemies who touch Kyo's body.  If you do a NanaJuuGo Shiki: Kai with your
    opponent in the corner, you can do the SDM and Kyo's flaming body will
    juglle the enemy for up to 3 times.  Once, I accidentally killed my
    opponent with that flaming body.  I think it was a bug but the enemy just
    kept on juggling and juggling of Kyo's flaming body until he died.  Anyway,
    if you used the A button to do the Orochinagi, your lower body will be
    immune or invincible to attacks.  If it's the C version, his upper body
    will have invincibility.  A good time to use this is after juggling the
    enemy with the NanaJuuGo Shiki:  Kai.  That alone will do around 65% to 70%
    damage (if it's the SDM).
    Japanese Name:  Saihuu Kessen Ougi:  Mushiki
    English Name:  Final Showdown Ultimate Technique:  No style
    Move command:  QCF, QCF +  A / C
    Hits:  5 as a DM,  10+ as a SDM
    Quote:  "Korega...  Kusanagi no ken da!!!!"
    Translation:  "This is...  The fist of Kusanagi!!!!"
      Kyoholds down his hand, flames emerging from it, then he releases a
    HyakuHachi Shiki: Yamibarai.  This Yamibarai explodesint a column of yellow
    and orange flames, rising from the ground.  Kyo steps in this column of
    flame and emerges on the other side, his body covered with fire that he has
    took into him from the explosion of his Yamibarai, punching at the enemy
    with a Dokugami, but as he does this, images of him follow for added hits.
    In the SDM version, he does the full Dokugami - Tsumi Yomi - Batsu Yomi
    plus Oniyaki, thus giving the enemy one helluva pain in the ass.  This is
    the best looking move in the entire game (for me).  This move can also be
    used as an anti-air attack because the column of flame can also hit for
    reasonable damage.  When you're going to use this as an anti-air, you'd
    better do it quicker and not before the opponent lands because it is quite
    easy to hit Kyo out of it.  But it gives its full potential during close-up
    fights.  This is a very good counter move to use against failed attacks.
    You can also combo it from a standing C or txo crouching Bs to a crouching
    A to make sure.  Even if the opponent blocks this move, he will momentarily
    be stunned thus making it safer for Kyo to recover, well, not really.  If
    it's only the computer you're up against, you're safe but against a human
    opponent....  err, don't even think about it.  If the opponent blocks
    everything, this will result in a guard crush.  The DM is quite safe to use
    mindlessly but don't even dare do so on  the SDM version.  If you're ever
    going to do the SDM version, make sure everything hits by comboing it .
    D.  Other moves
    Japanese Name:  Hachi Tetsu
    English Name:  Forged Iron
    Move command:  (when near the enemy) forward or backward +  C
    Hits:  1
      Kyo grabs his opponent, then performs a body blow which makes his
    opponent fly across the screen.  If you're quite familiar with Japanese
    martial arts, it looks similar to the "Onidamari"  (demon silencer) move in
    Juujutsu.  Juujutsu is a form of martial arts which was formed looong, long
    ago during the wars in the 17th or 18th century.  Juujutsu is also the
    origin of Judo and I think Karate, too.  Well, anyway this is just a normal
    Japanese Name:  Issetsu Seoi Nage
    English Name:  Lone Temple Burden throw
    Move command:  (when near the enemy)  forward or backward +  D
    Hits:  2
      Kyo grabs his opponent, does a "Seoi Nage" (Burden throw: a move in Judo
    where the opponent is carried, or rather supported at the back of the
    thrower and slams the opponent to the ground.) then follows up with an
    elbow drop.  Does pretty good damage, and it even looks cool.  By the way,
    the origin of the Seoi nage is the move called "Ikazuchiguruma" (thunder
    wheel) which is also a move in Juujutsu.
    -Other moves
    Japanese Name:  GeShiki:  Naraku Otoshi
    English Name:  Outside style:  Mysterious Drop
    Move command:  Jump, then down +  C
    Hits:  1
      While Kyo is in the air, Kyo will put his two fists together and strikes
    down at the opponent, a.k.a. hammer fist.  This will cause knockdown to the
    enemy and you can even combo from it.  Ireally don't know how to use it
    wisely.  Maybe good against airborne enemies.  Still needs confirmation.
    Japanese Name:  Geshiki:  Goufuu - You
    English Name:  Outside style:  Gusty winds - light (* you could also mean
    Move command:  forward +  B
    Hits:  2
      Kyo performs an axe kick with his right foot/leg which hits twice.  This
    is an overhead attack so it must be blocked high.  I think it isn't
    interrupatble but someone's been claiming that a move after a standing C -
    Goufuu you will actually combo, BUT, it does not register in the rush
    meter.  I still don't know about this one.  Maybe the opponent is just too
    lazy to block...
    Japanese Name:  HachiJuuHachi Shiki
    English Name:  Style #88
    Move command:  diagonal down, forward +  D
    Hits:  2
      Kyo crouches, swings his legs outward, one afte the other thus hitting
    twice.  A very good move to use since this is interruptible on the second
    hit.  Can also be linked.
    A.  Chains / Links
      Here is a short normal moves chain list.  Of course, no special moves are
    included.  No need to explain each item for these chains speak for
    themselves.  Follow up with the special moves of your choice.
    down B  x 2
    down B  x 2, down A
    down B  x 2, down A, down-forward  D
    jump C/D, down B, down A, down-forward  D
    jump C/D, standing C / D, down-forward  D
    jump C/D, down B, standing C, down-forward  D
      You can't combo into a special move after the following links:
    jump C / D, standing C / D, forward B
    jump C / D, down B, standing C, forward B
    jump C / D, down B, down A, forward B
    B.  Combos
      Here's what we're waiting for!  The combos for the ultimate combo machine
    - Kyo Kusanagi!
    Jumping C/D, Standing C/D, Oniyaki (dp+A/C)  <Rush 4>
    Jumping C/D, Crouching B, Crouching A, Oniyaki (dp+A/C)  <Rush 4+?>
    Jumping C/D, Standing C/D, NueTsumi (qcb+A/C)  <Rush 3>
    Jumping C/D, Crouching B, Standing C, Kototsuki-You (hcb+B/D) <Rush 5>
    Jumping C/D, Crouching B, Standing C, Aragami (qcf+A ) <Rush 4>
    Jumping C/D, Standing C/D, Dokugami (qcf+C),TsumiYomi(hcb+C), BatsuYomi
    (f+C)<Rush 5>
      These combos can be done anywhere on the screen.  The crouching B before
    the standing C can be removed.
    Jumping C/D, Standing C/D, Aragami (qcf+A), Konokizu (qcf+A), B/D or A/C
    <Rush 5>
    Jumping C/D, Standing C/D, Style 75 (qcf+B,D), Oniyaki (dp+A/C)  <Rush 5>
    Jumping C/D, Standing C/D, Style 75 (qcf+B,D), Kototsuki-You (hcb+B) <Rush 6>
    Jumping C/D, Standing C/D, Style 75 (qcf+B,D), R.E.D. Kick (rdp+B ) <Rush 5>
    Jumping C/D, Standing C/D, Style 75 (qcf+B,D), Nuetsumi (qcb+A/C) <Rush 5>
    Jumping C/D, Standing C/D, Style 75 (qcf+B,D), qcf+C, hcb+C  <Rush 6>
    Jumping C/D, Standing C/D, Style 75 (qcf+B,D), (qcf+B,D), Jumping CD <Rush 7>
      These combos have to be done in the corner in order to connect.  YES, you
    can connect two NanaJuuGo Shiki-Kais  consecutively.  You need to hit deep
    and timing is essential when executing the second NanaJuuGo Shiki-Kai.
    Standing C, Aragami (qcf+A), Konokizu (qcf+A/C), Migiriugachi(A/C)or
    Nanase(B/D)<Rush 4>
    Standing C, Dokugami (qcf+C), TsumiYomi (hcb+C), BatsuYomi (f+C)  <Rush 4>
    Standing C, Kototsuki-You (hcb+B/D) <Rush 3>
    Standing C, Saishuu Kessen Ougi (qcf,qcf+A/C ) <Rush 8??>
    Standing C, Orochinagi (qcb,qcf+A/C)  <Rush 2??>
    Standing C, Style 75 (qcf+B,D), Orochinagi (qcb,qcf+A/C)  <Rush 4>
    *  For more ground combos, refer to the links section.  Use the links
    listed above and connect with the special move of your choice
    These are some of Kyo's ground combos.  You can also refer to the links
    section.  The last combo listed above when done maxed up will take off
    around 70% of the opponents life bar.  Ouch!
    Jumping C/D, Standing C/D, Style 75 x2 (qcf+B,D, qcf+B), Orochinagi
    (qcb,hcf+A/C) <Rush 7>
      This is Kyo's 100% combo.  You have to be maxed up when doing this and
    your opponent must be in the corner.  Time the second Style 75 carefully.
    Jumping C/D, Standing
    C/D,qcf+B,D,Aragami(qcf+A),Dokugami(qcf+C),qcf,qcf+A/C <Rush ??>
      A very high-level combo.  This must be done in the corner.  The Aragami -
    Dokugami must be timed properly, if not, you will end up with a Aragami -
    Kunokizu instead.  Anyway, this looks pretty.
    Jumping C/D, Standing C/D, Saishuu Kessen Ougi (qcf,qcf+A/C)  <Rush ??>
    Jumping C/D, Crouching B x2, Standing A, Saishuu Kessen Ougi (qcf,qcf+A/C)
    <Rush ??>
    Jumping C/D, Standing/Crouching C, Orochinagi (qcb,qcf+A/C)  <Rush 3>
    Jumping C/D, Standing C/D, Style 75 (qcf+B,D),  Orchinagi (qcb, qcf+A/C
    hold)  <Rush ??>
      Combos using Kyo's ultimate special moves.  The last combo has to be done
    maxed and the opponent shoud be in the corner.  The enemy will juggle off
    Kyo's flaming body.  I have also done an unusual thing with this SDM.  I
    juggled the enemy to death with Kyo's flaming body.  I think it was just a
    bug...  I dunno.  Anyone who can confirm?
    Jumping C/D, Crouching C, qcf+B,D, Crouching A, qcf+D,D, Crouching A,
    qcf+D,D, Crouching A, etc.
      This is Kyo's infinite.  The crouching A must whiff and then immediately
    do the NanaJuuGo Shiki:  Kai to juggle the enemy.  Probably the hardest
    infinite in the game.
    Jumping C/D, Standing C/D, qcf+B,D, qcf+A, qcf+C, qcf+A, qcf+C, dp+A/C
    (Rush ??)
      This is yet to be confirmed but it is said that this is a TOD (Touch of
    death).  I mean, this combo does over 50% damage and it makes the opponent
    dizzy afterwards, so you could follow up with any death manoeuvre of your
    IV.  Strategy
    A.  General strategy
      Well, this really depends on the person using Kyo and the mode he's in
    but my preference is Advanced mode so all I could say is ---  ATTACK!!  Kyo
    is a relatively quick and versatile character.  He always needs to be on
    the move.  Confuse your enemies with running, rolling and hopping.
    Advanced mode gives you all of these.  Also, the power bar fills up
    relatively fast if you keep on attacking with his flamefists.
      Use his flamefists for poking.  They can punish crouching opponents and
    they build up the gauge petty quick.  Aragami is also almost safe when
    blocked.  Buffer his flamefists with almost anything bufferable for instant
    damage or easy tick damage.
      His R.E.D. Kick could also post to be a big threat.  Use this against
    Kamikaze jumpers, players who tend to hop a lot.  It is also relatively
    impossible to win against a R.E.D. Kick when the opponent is already
    airborne.  Use this against a player who is beginning to jump, a player who
    is on top of his jump and someone about to land.  I always use the B
    version since it is faster and Kyo jumps lower, compared to the D version
    which does not even hit a standing opponent.  Though, this was a whole lot
    better in KOF96 where it really came out in an instant.  You couldn't see
    it coming.
      Kotozuki-You could be a very good counter against whiffed attacks since
    it comes out at running speed, and does pretty decent damage.  Even when
    this move is blocked it pushes the opponent away and you rarely get
    punished.  The safest way to use this is to combo it after a standing C.
      Kyo's Nanajuugoshiki-kai is the life of Kyo's juggle combos.  After a
    succesful Nanajuugoshiki, juggle off with another move for extra damage.
    You could even do an infinite combo with this(refer above).  Do not use
    this alone, it is always safe to combo it after a standing C.
      Both of Kyo's DMs are very useful.  The Saishuukessen-ougi DM could also
    be an anti air attack, and it comes out faster than the Orochinagi DM.
    Also, use this against whiffed attacks and combo it from a standing C.  You
    could also delay the timing of the Orochinagi anytime.
    B.  The infamous Kyo Kusanagi "Autoguard"
      What is Autoguard?  Autoguard is a special ability put in some moves
    wherin when the move is being executed, it guards other attacks being put
    out by the opponent.  It's like hitting two birds with one stone, you block
    and attack at the same time.
      Kyo is blessed with autoguard, a thing that should be feared when facing
    Kyo and should be thanked when playing Kyo.  Depending on how you use this
    ability will greatly affect the outcome of the battle.  Kyo has three moves
    that has autoguard:  his Aragami, Dokugami and Oniyaki.  I'm still not
    quite sure yet if the "branches" of his initial flamefists also have
    autoguard.  Anyway, use his Aragami as often as you can.  It has very good
    autoguard, very little lag-time when blocked and you can follow-up with
    Kunokizu or Yanosabi.  It even beats the autoguard of Iori's Oniyaki.  Be
    careful not to use it that often since the Aragami is vulnerable to low
    attacks.  You can also use it as anti air defense.  Time it right so that
    the enemy will eat your autoguard and he eats your Aragami.  Though for
    anti-air, it's better to use Oniyaki, I think.  Well, for one thing, it
    hits twice.  It also cause knockdown and it even advances a little, unlike
    Iori's which only goes up.  Again, let the enemy eat the autoguard first
    and then the Oniyaki will do the rest.  This is also good against pesky
    ground pokers, again because of autoguard.  The Dokugami's autoguard
    probably has the lowest priority.  First of all, the move advances Kyo too
    much, thus making it easier for opponents to hit him, and I really can't
    understand where the autoguard frames are.  I think it's the wind-up (where
    Kyo's back is facing the screen) or the moment before he punches.  Use this
    ability wisely and you have one heck of a player at your control.
    C.  Vs.  computer strategy
      There are four different methods I use to beat the computer:
    1.  "Waiting pays off "- technique
      This is probably the easiest and cheesiest way to win against the
    computer.  Wait for the opponent to do a move, and during the lag time, put
    in a C linked to a special move.  Well, for short, it's playing
    defensively.  You can also do a standing C if you feel like it will hit,
    then buffer into Kyo's flamefists, Kototsuki-You, Style 75, or his
    DMs/SDMs.  Another way to put this is crouch and wait for them to come
    near, then pound on B linked to other moves.  Well, if you play Kyo, you
    should be offensive, though.  But heck, you're playing against the computer
    so it doesn't matter if you're being cheesy, right?
    2.  "Ahhhh!!!  Put out the fire!!" - technique
      This is one of my faovourites.  You just repeatedly do his Aragami -
    Konokizu - Migiriugachi.  Not only does it tick a decent amount of damage
    when blocked, it also builds up the power bar quickly, the opponent will
    get confused because sometimes the punch has to be blocked high or low, it
    has autoguard, and it causes "guard crush" if you really do it repeatedly.
    If the opponent rolls, don't worry!  punish 'em with some crouching B's and
    A's and link to a special move.  This works very effectively.  Mix up some
    A Oniyakis, too.
    3.  "Skydive" - technique
      Here, I roll away from the opponent or backstep or anything just to keep
    distance.  Then I run towards them and do a super jump, then combo 'em
    hard.  Well, this is not really guaranteed but I think that when your
    character is in running motion, the computer will do some sort of attack
    and when you jump, the computer's attack will miss and you'll be able to
    pummel him during the recovery motion of the move.
    4.  "R.E.D. Kick all the way " - technique
      This was in the King of cheezers FAQ put up by Andy Seyoon Park in the
    KOFML.  Repeatedly do the B version R.E.D. Kick.  Eventually, the computer
    will eat it since it jumps a lot.  If the computer blocks, pound on down
    B's or down D's or jump away and do another one.
    I have also found specific strategies against some characters...
    1.  Vs.  Chizuru Kagura  -  Repeatedly do Kototsuki-You  (HCB + D).  Kyo
    will eventually run through Chizuru and her "teleportations" and for some
    reason, she does not block this...  RAKUSHOU!!  (Easy victory!!)
    2.  Vs.  Iori Yagami - You can fight against Iori in Japan team's ending
    when you kill Orochi with Kyo.  Iori is VERY easy.  He always crouches low,
    blocking, and that is the perfect target for Kyo's Aragami -
    Konokizu-Migiriugachi.  Remember, Kyo's Migiriugachi is an overhead attack,
    meaning it must be blocked high.  Iori may block the first two attacks but
    he will NOT block the Migirugachi.  Sure, some computer opponents block the
    first two low then they shift their guard up or they block the whole thing
    standing up.  But again, for some unknown reason, Iori will keep blocking
    low.  CHOROIMONDAZE!!! (No problem at all!!!)
    *Note- Hey, hey, hey, aren't these guys part of the "God's Caliber Team"?
    3.  Vs.  Orochi - One technique that works with every character at the
    beginning of the round is to walk up to him and throw him.  Yep, that's
    right.  Don't worry, he does not attack at this point.  With Kyo, just poke
    around with your Aragami and Dokugami.  When he does that vacuum DM, if you
    have one stock, give him an Orochinagi.  If you're inExtra, there's enough
    time to charge up and do an Orochinagi.  If you have two stocks, don't
    hesitate to use one to max up and then do the Orochinagi.  Voila!  Instant
    damage!  Also, avoid running too often.  He can catch you with that "light"
    DM of his which does hella lot of damage.  Piece of cake!
    Against everyone else, it's up to you on what technique to use.  Anyway,
    here's what I think:
    Technique # 1 best used against:
    Athena, Kensou, Chin, Leona, Andy, Kyo, Mai, Ryo, Robert, Yuri, Mary, Kim,
    Technique #2 best used against:
    Well, anybody I guess but maybe against Orochi Chris, Choi, Clark, Ralf,
    Kyo, Orochi Shermie, Yashiro, Shermie, Goro, Andy, Mai etc.
    D.  Vs.  human opponents Strategy
      I could say that Kyo is one of the best one-on-one players in the  game.
    I usually play him last against human opponents because Kyo has all the
    moves it takes to annihilate any challenger.
      Against turtlers who just sit sround all day charging, waiting for you to
    -Pressure with the flamefists, R.E.D. Kick
    -Poke a lot with the standing B
    -Throw 'em
    -Roll around them if you think you can punish them
    -Use the forward +B axekick to pressure them
    -Don't jump mindlessly.  A hop or a super jump would be better.
    -Don't run towards them, well, you can roll anyway if you see their attack.
    -Don't lose your temper against your human opponent when they get too
    cheesy.  Remember the term "MeiKyoShiSui" (Clear mirror, still water).
    Stay cool.
      Against agressive players:
    -Take full advantage of the Autoguard you have.  Poke a lot with the Aragami
    -Pressure them with the two different "branches" of the Aragami
    -Don't hesitate using the Nuetsumi counter when you feel like they're going
    to poke or something
    -Link your normal moves together.  Two crouching B's - Crouching A -
    Special move works pretty                good
    -When they tend to jump a lot, again, make use of autoguard.  The Aragami
    could also be a very good anti-air defense tool.  Don't forget the A
    Oniyaki and R.E.D. Kick since they are also good air defenses.
    -Poke a lot with the standing B.
    -Run, run, run!  Roll, roll, roll!!  Hop, hop, hop!!!
    -Know the character you're up against.  The moves etc.
    -Don't get TOO agressive.  Don't use the same techniques over and over
    again since they will read your pattern.
    -Don't overuse moves which have terrible lag time
    -Don't loose your cool.
    -Don't  rest!  Charge!!!
    E.  Ranges and Zoning
      I don't have much to say here anyomore since I have already stated it
    throughout the whole guide.  Almost every special move of Kyo moves him
    forward (except Nuetsumi).  When you're pretty far away from your opponent,
    close in with B versions of R.E.D. Kicks  and of course, his flame fists.
    His standing B is also a lethal weapon.  But I think Kyo is up to his best
    when engaged in close combat, say 1 to 1 and a half character sprites away
    from his opponent.   Guess what move to use...  Yep, again and again, it's
    Aragami which you will have to rely on.
    A.  Conclusion
      That's all folks!  I hope that I have encouraged you to use Kyo and to
    have helped the Kyo users out there.  If you have any questions, comments
    or would like to add anything not listed in this guide, mail me at :
    B.  Credits
      This Kyo guide would not have been possible without the following:
    -Above evrything else, to God for standing by me and guiding me through
    life with the light he has shown me.
    -My dear friend Gyselle Punla who has been my inspiration and my motivation.
    -Kao Megura (kmegura@yahoo.com) for the move list and some Japanese names,
    also the quotes, win poses, etc.  taken frommm his KOF97 FAQ which can be
    found at:
    -Chikako Jennifer Ishikawa (iorin@aol.com) for the whole "About Kyo"
    section and some Japanese moves name translations.  DOOMO  ARIGATOO!!!
    -EX Andy (asp@uclink2.berkeley.edu) for helping me (and other FAQ authors)
    save space by writing the superb KoF Beginner's Reference Guide, what all
    KoF'ers should know. Check that and his great Kim Kaphwan guide (not to
    mention all the KoF '97 guides you could ever need) at:
    -Matt Hall (kensou@aol.com) who's Shingoooo guide inspired me to make a Kyo
    guide.  Also to -m00nrun (moonrun@pacific.net.sg) who made that incredible
    KOF97 combo FAQ alng with Matt.
    -The King of Fighters Mailing List (kof-ml@umich.edu) for various
    information and for getting to know a whole lotta nice guys.  Though it's
    on the brink of extinction now...
    -Gameshop, the usual place where I go to and play KOF here in the
    Philippines.  Also to my KOF buddies over there, if it weren't for you, I
    wou;dn't have gotten this good at KOF!
    -My mom and dad for making me use the electricity and the interner
    connection that they're paying for.  Also for giving me allowance so that I
    could play KOF.
    -To my sister for making me use her computer and for making me my homepage
    which will soon be out.
    -To my i-net buddies out there (you know who you are), Derek, Luis, Ayee,
    Deeya, Mike, Eric, Viktor, Trisha, Romulo, Nelly, Alden, Jerome, all of you!
    -SNK for making the best fighting game ever!!
    -Sony for making the playstation and giving me something to do at home
    -Tomy the teachers in Japan who taught me Japanese, Mrs. Harada, Mrs.
    Sawabe, Mr. Seki.  Thanks!!!
    -To my friends back  there in Japan.  Ore no koto wa mada oboetiru no???
    -And to you!!
    End of Kyo Kusanagi guide vol. 1.0

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