K K Y Y OOO K K Y Y O O K K Y O O K K Y O O K K Y OOO K K U U SSS AAA N N AAA GGG IIIII K K U U S A A NN N A A G I K K U U SS AAAAA N N N AAAAA G GG I K K U U S A A N NN A A G G I K K UUU SSS A A N N A A GGG IIIII in Capcom Vs SNK version 1.5 as of 9/27/2000 by Kaze -=Table of Contents=- I. Disclaimer II. Copyright III. Legend IV. Capcom Vs SNK V. Kyo Kusanagi VI. Profile VII. Moves List (Normal) VIII. Moves List (Extra) IX. Missing Moves X. Strategies XI. Extra Tidbits XII. Final Comments XIII. Credits XIV. Updates -=Disclaimer=- Let's get this over with ;) Kyo Kusanagi and no other character within this FAQ belongs to me. They either belong to Capcom or SNK. Kudos to both of them for creating such great characters and making this possible. Now I can finally see how it feels like to beat up Ryo Sakazaki with Ryu ;) -=Copyright=- This FAQ belongs to me. Its not likely my FAQ would be deemed great enough to be posted on another's site, but just in case ;) Ask me for permission, and change nothing about this FAQ. Don't make money off of it (I'm laughing right now). This FAQ might not be much, but its mine, not to mention my first FAQ ;) -=Legend=- QCF - Quarter Circle Forward HCF - Half Circle Forward QCB - Quarter Circle Back HCB - Half Circle Back DF - Down/Forward DB - Down/Back UF - Up/Forward UB - Up/Back DP - Dragon Punch motion, F D DF Charge - Hold for about two seconds LP - Low Punch HP - High Punch LK - Weak Kick HK - High Kick -=Capcom Vs SNK=- Capcom Vs SNK is the arcade crossover goodie designed by Capcom. SNK Vs Capcom would be its Neo Geo Pocket Color relative. Starting with 28 characters with EXTRA characters to be unlocked among other hidden characters like Nakoruru, Morrigan, Akuma, Evil Ryu, and Orochi Iori. -=Kyo Kusanagi=- Kyo Kusanagi is the main character of SNK's current most popular series, the King of Fighters. His teammates were most often Benimaru Nikaido and Goro Daimon. The former being in the game as a level one fighter, and the latter only appearing in the background whenever Kyo and Benimaru fight. Lately, from '99 - 2000, he has been a solo character with no team affiliation within the game. For more info on Kyo Kusanagi and other SNK characters, go to www.gamefaqs.com Heh, I'm just too lazy to type up everything I know about him ;) But basically he's been my favorite character of the series. He's also changed alot between '95 and '96, his style now more close fighting rather than long distance. My favorite is the new Kyo, but I believe that the old one is just as good. -=Profile=- Fighting Style: Kusanagi-style weapon fighting and Chinese art of self-defense (with own variations) Birthdate: 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 Profile taken from one of Kao Megura's King of Fighters FAQs -=Moves List (Normal)=- Following move names have been taken from Kao Megura's KOF FAQs. *Command Moves* Name - Hatsugane Translation - [Forged Iron] Motion - When close, back or forward + HP Description - Grabs opponent and hits them with his shoulder Name - Issetsu Seoi Nage Translation - [One-Arm Over-the-Shoulder Throw] Motion - When close, back or forward + HK Description - Grabs opponent, lifts them over his shoulder, slamming them behind him with his weight added in for measure Name - Ge Shiki Goufu You Translation - [Foreign Style: Thunder Axe Positive] Motion - forward + LK Description - A quick overhead forward split kick with his leg Name - Ge Shiki Naraku Otoshi Translation - [Foreign Style: Hades Drop] Motion - In air, down + HP Description - An overhead attack from the air where he entwines his fist together and slams down on his opponent. I've heard that it can take down the shouryuken Name - Hachi Juu Hachi Shiki Translation - [Style No. 88] Motion - DF + HK Description - Kyo hits twice, unlike his regular sweep move *Special Moves* Name - Hyaku Juu Yon Shiki: Aragami Translation - [Style No. 114: Wild Bite] Motion - QCF + Punch Description - Lunges forward with a firey punch. There seems to be no real damage difference between the two, so I just left it at punch. Use either one, it'll still be the same, unlike KOF :( And no more autoguard . . . *sob* Name - Hyaku Ni Juu Hachi Shiki: Kono Kizu Translation - [Style No. 128: Nine Wounds] Motion - Following the Aragami, QCF + Punch Description - He follows up with another burning punch. Can only be done after the Aragami Name - Hyaku Ni Juu Nana Shiki: Yano Sabi Translation - [Style No. 127: Eight Rust] Motion - Following the Aragami, HCB + Punch Description - Following the Aragami, this is a low hitting attack, where he hits you to the ground with his fist Name - Hyaku Ni Juu Go Shiki: Nanase Translation - [Style No. 125: Seven Torrents] Motion - Following the Ku Kizu, Kick Description - Following Ku Kizu, he makes a short flying kick at his opponent Name - Ge Shiki Migiri Ugachi Translation - [Foreign Style: Time Drill] Motion - Following the Ku Kizu or Ya Sabi, Punch Description - Final punch, whether a short uppercut if you followed the Ki Kizu path, or a punch into the ground if you followed the Ya Sabi path Name - Hyaku Shiki: Oniyaki Translation - [Style No. 100: Demon Scorcher] Motion - DP + Punch Description - Sadly, it seems that this technique has lost the range it once had. Its basically the same as Iori's in the game now. In KOF, he moved a little bit forward from this technique compared to his rival. In Capcom Vs SNK however, the distance and range are the same Name - Nana Hyaku Juu Nana Shiki: Koma Hofuri Translation - [Style No. 707: Spinning Slaughter] AKA - R.E.D. Kick [Rainbow Energy Dynamite Kick] Motion - Reverse DP + Kick Description - Sadly, this move has lost much of its importance. But you can get around it if you time it right in the right situation. Slow overhead technique, hardly gets across the screen with HK. LK version is a little slower than in KOF, but it still makes a difference in timing for those used to this move being a little quicker Name - Ni Hyaku Juu Ni Shiki: Koto Tsuki You Translation - [Style No. 202: Moon Koto Positive] Motion - HCB + Kick Description - Thankfully, this move is still intact, one of my favorites in Kyo's arsenal. But something about it doesn't feel the same. He runs forward, hits his opponent, stunning them. Then grabs his opponent by the neck, lifts them, and lets loose an explosion of flames *SUPER MOVES* Name - Ura Hyaku Hachi Shiki Orochi Nagi Translation - [Style No. 108 Reversed: Great Serpent Mowdown] Motion - QCB, HCF + Punch Description - Raises his hand with a trail of flames hovering above it. Then he rushes forward with flames covering most of his body. As a Super Desperation Move in SNK Groove and level 3 in Capcom Groove, he has flames covering his form, which can damage his opponent if touched. Unfortunately, I've heard projectiles can no longer pass through him if he stands there with the flames Name - Saishuu Kessen Ougi "Mu Shiki" Translation - [Final Showdown Secret "No Style"] Motion - QCF x 2 + Punch Description - Lets loose a firy explosion of flames in the form of a pillar. He rushes forward with a series of punches at his opponent. In SNK Groove, he has two different looks for the move, which is level 1 and level 3. In Capcom Groove, level 2 adds a second series of punches before moving onto the third which is the same as the Super Desperation Move in SNK Groove. Tap punch repeatedly to see Kyo taunt after a level 1 or 2 super move *Comments* Not bad, missing alot of moves, but he's still not a bad character to use. Kyo is still a fun character to use in this mode. I miss his kicks in KOF, but I've made up for it by using his punches more often. Especially the jab, which seems to feel really great whenever they connect. I'm not really much of a combo player, but probably my best and favorite combination is a jumping jab, followed by several of his fire punches, and if I can, followed into the Final Showdown. He's been changed alot, and I wouldn't mind if those moves were restored in a sequel. But I didn't start playing and expected him to play like the Kyo I know in KOF. This Kyo is definitely different, and after playing with him, he's still pretty good in my opinion. -=Moves List (Extra)=- Following move names have been taken from Kao Megura's KOF FAQs. *Command Moves* Name - Hatsugane Translation - [Forged Iron] Motion - When close, back or forward + HP Description - Grabs opponent and hits them with his shoulder Name - Issetsu Seoi Nage Translation - [One-Arm Over-the-Shoulder Throw] Motion - When close, back or forward + HK Description - Grabs opponent, lifts them over his shoulder, slamming them behind him with his weight added in for measure Name - Ge Shiki: Goufu You Translation - [Foreign Style: Thunder Axe Positive] Motion - forward + LK Description - A quick overhead forward split kick with his leg Name - Ge Shiki: Naraku Otoshi Translation - [Foreign Style: Hades Drop] Motion - In air, down + HP Description - An overhead attack from the air where he entwines his fist together and slams down on his opponent. I've heard that it can take down the shouryuken Name - Hachi Juu Hachi Shiki Translation - [Style No. 88] Motion - DF + HK Description - Kyo hits twice, unlike his regular sweep move *Special Moves* Name - Hyaku Hachi Shiki: Yami Barai Translation - [Style No. 108: Darkness Sweep] Motion - QCF + Punch Description - His projectile before '96. He sends a wave of flames across the ground towards his opponent. Name - Nana Juu Go Shiki: Kai Translation - [Style No. 75: Modified] Motion - QCF + Kick, Kick Description - The move many cried bloody murder for when it didn't appear in the normal Kyo's arsenal of moves ;) Well, EX Kyo has it. The double hopping kick is back Name - Hyaku Shiki: Oniyaki Translation - [Style No. 100: Demon Scorcher] Motion - DP + Punch Description - Sadly, it seems that this technique has lost the range it once had. Its basically the same as Iori's in the game now. In KOF, he moved a little bit forward from this technique compared to his rival. In Capcom Vs SNK however, the distance and range are the same Name - Hyaku Ichi Shiki: Oboro Guruma Translation - [Style No. 101: Twilight Wheel] Motion - Reverse DP + Kick Description - Depending on which kick you decide to use, depends on the number of hits Kyo inflicts on his opponent. LK is a flying forward kick. HK adds two more kicks, sending his opponent into the air. Name - Ni Hyaku Juu Ni Shiki: Koto Tsuki You Translation - [Style No. 202: Moon Koto Positive] Motion - HCB + Kick Description - Thankfully, this move is still intact, one of my favorites in Kyo's arsenal. But something about it doesn't feel the same. He runs forward, hits his opponent, stunning them. Then grabs his opponent by the neck, lifts them, and lets loose an explosion of flames *SUPER MOVES* Name - Ura Hyaku Hachi Shiki: Orochi Nagi Translation - [Style No. 108 Reversed: Great Serpent Mowdown] Motion - QCB, HCF + Punch Description - Raises his hand with a trail of flames hovering above it. Then he rushes forward with flames covering most of his body. As a Super Desperation Move in SNK Groove and level 3 in Capcom Groove, he has flames covering his form, which can damage his opponent if touched. Unfortunately, I've heard projectiles can no longer pass through him if he stands there with the flames *Comments* If you want a Kyo with a projectile, and more emphasis on distance, here he is ;) For those who don't like the fire fists all that much, his projectile might be a good trade for you. The fact that it can cancel fireballs compared to his fire fists is a nice addition. But you lose a really cool super move in the process ;) This Kyo is actually complete, so for those who are seeking a 'complete' Kyo, here he is. He isn't supposed to have that second Super Move for those who don't know, as this is Kyo from '95, where he only had one super move. -=Missing Moves=- In a tribute to those techniques lost in the process, I place them here, except for the new moves which come to use from '99. All the SNK characters are obviously pre-'99, so I'm not going to list those moves which Kyo had gained in '99. May they return to us someday ;) Taken from Kao Megura's FAQs Name - Hyaku Juu Go Shiki: Dokugami Translation - [Style No. 115: Poison Bite] Description - This should have been the HP verson of Kyo's QCF + Punch, which had a combination of its own. Its reach was longer, and had a pattern of its own. Name - Kyuu Hyaku Jisshiki: Nue Tsumi Translation - [Style No. 910: Clipping Chimera] Description - *sob* The move that I learned to love is not in Capcom Vs SNK. This is Kyo's offensive counter move. He makes a small uppercut, but if his opponent attacks him any time during it, Kyo counters by burning them. -=Strategies=- *Tips Against CPU* Sadly, I'm a mediocre gamer (I sense the sudden decrease in my FAQ's popularily ;), so, if anyone wishes, they may contribue their strategies using Kyo and I'll post it with credit given in your name.) General - Generally, I like using punches with Kyo. His punches are usually quick and cause nice damage. Jumping in with jab punches, and followed by a series of jab punches while standing or crouching, and flowing into a series of fire fists. If possible, you can use the Final Showdown from Normal Kyo's arsenal. His R.E.D. Kick isn't actually all that bad in my opinion, it can be used against E. Honda's flying headbutt. People say Kyo's Hades' Drop is very effective against the anti-air techniques such as Ryu and Ken's Shouryu Ken. For Extra Kyo, his no. 75 double kick move still juggles, and its a nice pop up for something quick when you're practically in your opponent's face. Zangief - Decided to actually start paying attention to my matches, unfortunately it happened when I started losing ;) Argh! Big grappler, try not to get TOO close, as Zangief will PUNISH you. But that's common sense, I guess ;) But all of normal Kyo's attacks require him to be up close and personal with his opponent, and against an opponent like Zangief . . . but not to fear, as you continue to pressure Zangief and make sure he has little chance of retaliating . . . much, you ought to win. The LK version of the R.E.D. Kick shows its effectiveness here in my opinion. But, however strong Zangief is (not to mention scary ;), Kyo is alot faster. Extra Kyo seems to have an easier time against Zangief, as his Twilight Wheel makes more hits than the R.E.D. Kick or Oniyaki, taking his opponent higher towards the air. His double kick, QCF + Kick Kick, shows just how important it is to Kyo and Kyo players in this match as well, popping Zangief into the air. And his ground projectile helps, but be warned at using too much, unless you're not afraid of being called a turtler ;) (For those average gamers out there like me who didn't know what this term meant for a while, it means a person who plays defensively as they hide back and defend more than they attack. But when they do attack, its from a distance.) Raiden - *Sigh* Zangief and Raiden, it was these two were brought my technique down, causing me to try and make some quick-thinking modifications to my style. Raiden is worse, I think, as he has a poison spit. In close fighting with him is difficult, but like Zangief, he is slow. (Thankfully ;) More to be added soon after I stop crying whenever I think about how whenever I reach him after beating Zangief with Kyo, I get my behind handed to me :( *My Favorite Teammates* Kyo and Sakura - Before you start screaming bloody murder, no, I'm not talking about the arcade mode for this. Despite my FAQ being marked as an (ARC). This team-up is possible in Pair Match Mode, or if you choose to adjust their ratio in Versus Mode. Strangely, this is my most effective combo. Kyo and Sakura have alot in common, as in Normal mode, the two are bereft of their projectile moves. They have similar airborne attacks where they entwined their hands together and slam them down over their opponents. Sakura can hold her own with Kyo. But for a theme team, you could make these two the 'High School Team.' ;) -=Extra Tidbits=- Kyo vs Ryu - Kyo says something and shoots a stream of flames in Ryu's direction. (Hey, I had to put SOMETHING in here!) -=Final Comments=- Capcom Vs SNK, in my opinion, is a great game. Taking into consideration how hard it actually is to convert characters of one game engine to another, I'd say Capcom did pretty well. They mixed in a little of both worlds into the game, feeling neither totally like Street Fighter or like King of Fighters. Its a hybrid. I think this game deserves an 8.5 out of 10, at least. At most, a 9. Its not exactly the most perfect game in the world, but its got plenty of secrets to unlock to keep you coming back. -=Credits=- Kao Megura - As if I haven't thanked him enough already ;) Mostly for the move names and translations. My lil bro - For actually playing against me ;) Capcom - For creating and agreeing to such a crossover idea. SNK - For agreeing and helping to create such a crossover idea, and for SNK Vs Capcom, the Neo Geo Pocket Color version. -=Updates=- version 1.5 (9/27/2000) - Strategies added (however much it made me cry to relive my defeats); Extra tidbits added (though I have yet to know what the hell they're saying, help anyone? ;); and I updated all the move names to Kao Megura's KOF 2000 FAQ, check it out! version 1.0 (9/24/2000) - Everything you see here. -=To be added if possible=- Some MORE strategies on using Kyo and some combos ;P And maybe some special quote translations if I can get them. All that's left is for me to actually get off my lazy butt and actually do those things! This FAQ is anything but complete!