~B
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
THE KING OF FIGHTERS 99
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KYO-1 CHARACTER FAQ
WRITTEN BY OROCHI K
E-MAIL: kof_2k@hotmail.com
FOR PSX & ARCADE
Copyright 2001 by Orochi K. This FAQ is for personal use only. Do not
distribute it or use it for profitable purposes. If you want to post
this FAQ on a website, contact me at kof_2k@hotmail.com before doing
anything. Plagiarism is a crime, just ask. I have no objection on my
FAQ being posted on someone else's website but you must give credit
where it is due. Also, please keep in mind that under no circumstances,
are you allowed to make any changes to this FAQ! It must remain as it is
and moreover, you are not allowed to rip off part(s) of this FAQ to put
in another FAQ. No banners or advertisements are to be attached to it
and it must remain in its original form. Moreover, the site must be a
non-commercial and non-profitable one. This document is protected by US
Copyright Law, and the Berne Copyright Convention of 1976. I'm well aware
of my rights and will not hesitate to take legal action against you if you
don't follow these guidelines. If you wish to take some info from this FAQ
to include in a more elaborate one, write to me first and tell me what it is
all about and I'll think about it.
The King of Fighters 99 and Kyo-1 are copyright SNK, Japan.
I only send my FAQS to gamefaqs but I always allow them to be posted
on other websites provided you ask me first.
CJAYC has kindly set up a Contributor Page for me and if you want to check
my FAQs and other stuff, you can do so by going to the following URL:
http://www.gamefaqs.com/features/recognition/8556.html
Feel free to write to me for any reason but you must put the game name in
the subject line or I will not read it, let alone answer it...
This FAQ can be viewed at: www.gamefaqs.com
www.psxcodez.com
This is my fourth FAQ. If you've checked the URL above, you've probably
already noticed that I'm a huge KoF fan. I've decided to write this for
various reasons. The main one is because there's no Kyo-1 FAQ so far which
is strange, considering the number of characters FAQS that have been posted.
Also, despite what many people seem to think, Kyo-1 is one great character.
I dunno why, maybe because he's a clone, players tend to overlook him.
Actually, I consider Kyo-1 as one of the best characters, clone or not.
His combos can be very devastating and he has a lot of pros to make him a
good choice. I won't be talking about the game itself because if you're
reading this, you should already know about it. In case you're new to KoF
and don't know a lot about KoF99, you can read my review at my GameFAQs
contributor page. If you happen to know of a combo that I haven't included
in the FAQ, please write to me and inform me.
-=-=-=-=-=-=-=-=-=-
CONTENTS
-=-=-=-=-=-=-=-=-=-
1. Revision History
2. Controls
3. Kyo-1 Bio
4. Moveslist
5. Moves Description
6. Combos
7. Strategies
------------------
REVISION HISTORY
------------------
- Version 0.1 April 28, 2001.
Finished FAQ.
- Version 0.2 April 29, 2001.
Corrected some mistakes.
- Version 0.3 on May 1, 2001.
Added 1 combo in Beginners section.
Added 1 combo in Intermediate section.
Added 2 combos in Corner section.
Corrected small mistakes.
----------
CONTROLS
----------
ub u uf A B
\ | /
b -- n -- f
/ | \
db d df D C
General Notations:
--------------------
n - neutral A - Weak Punch
d - down B - Weak Kick
u - up C - Strong Punch
b - back D - Strong Kick
f - forward
Special Notations:
--------------------
db - down-back P - Press A or C
df - down-forward K - Press B or D
ub - up-back AB - Escape
uf - up-forward CD - Attack
Fighting Style: Kusanagi-ryuu Kobujutsu and Garyuu Kempo
(Kusanagi-style weapon fighting and Chinese art
of self-defense with own variations)
Birthday: 7 / 5
Age: 20
Birthplace: Japan
Blood Type: B (RH-)
Height: 181cm
Weight: 75kg
Hobby: Arranging techniques
Favorite Food: Mero (melon?)
Best Sport: None
Most Important: His genes
Dislikes: Shin Kyo
"Victory is mine...was there any doubt?"
-----------
MOVESLIST
-----------
Hatsugane When close, b / f + C
Issetsu Seoi Nage When close, b / f + D
Kurogami f + A
Honofuri f + B
Migiri Ugachi df + C
Yami Barai qcf + P
Aoki qcb + P
75 Shiki Kai qcf + K,K
Oboro Guruma f,d,df + K
Orochi Nagi qcb,hcf + P, hold P to charge
Kurogami : f + A
Kyo-1 thrusts his hand forward and hits you once. This move has a great
range (and a superb animation too). You should abuse this move. It has a
great recovery time and can be cancelled into combos.
Honofuri : f + B
Overhead attack. It is a pretty lame move. Don't even bother about this
one.
Migiri Ugachi : df + C
Kyo-1 crouches and hits the ground with his hand. Use this only as a
finishing move when your opponent is down. It has terrible recovery time
and should only be used to finish off combos.
Yami Barai : qcf + P
Kyo-1's projectile. Same animation as Kyo 94's projectile. Travels low and
fairly quick. Note that it will even hit an opponent who is just hitting
the ground and will combo in like a usual move! Perform it when you've just
hit a jumping opponent who is about to fall and it will connect for a combo.
Can be cancelled into a DM in Counter Mode.
Aoki : qcb + P
Use this only when you are sure it will connect. Kyo-1 will perform a 3-hit
move where he hits opponent with shoulder. Causes opponent to burn in the
crimson flames too. Can be cancelled into a DM afer second hit in Counter Mode.
75 Shiki Kai : qcf + K,K
Juggle which will send opponent in air. The distance travelled by opponent
depends on which button you press. Thus, D will send your opponent higher
up in the air. Can be followed by other moves.
Oboro Guruma : f,d,df + K
Now, this move dishes out serious damage. A 3-hit move which is best used
in combos. If you pull this out and miss the opponent, you're in for some
damage because this leaves you wide open for any attack. Kyo-1 will kick
the opponent up and will jump up with character and kick him 2 more times.
Can be followed by Yami Barai (qcf+P).
Orochi Nagi : qcb,hcf + P, hold P to charge
Desperation move. Kyo-1 holds flame in hand and can charge it for more
damage. When in SDM, his body will burn and if opponent touches you, he
will take some damage. You can then release the button and the SDM will
combo in. Great against cornered opponent.
--------
COMBOS
--------
These are what KoF is all about. You need to perform these if you want to
beat the whole game. Each characters comes with a bunch of combos and
although Kyo-1 has only a small number of moves, he has some great combos
too. Now, I've been playing KoF since 94 and I find it really easy to pull
off combos. But if you're new, you'll find it more difficult. You'll need
a lot of practice to be able to pull off the combos.
Firstly, I advise to try the simpler ones first, i.e. the ones with less
hits. They are easier to pull off and you need to master these first
before passing on to the more complex ones. Just put in some practice.
***BEGINNERS***
1. Standing C, Migiri Ugachi(df+C)
2. Standing C, C Yami Barai(qcf+C)
3. Standing C, Oboro Guruma(dp+K)
4. Standing C, Aoki(qcb+P)
5. Standing C, 75 Shiki Kai(qcf+K,K)
6. Crouching D, wait for opponent to hit the ground and do the Migiri
Ugachi(df+C)
***INTERMEDIATE***
1. Standing C, Aoki(qcb+P), Yami Barai(qcf+P)
2. Jump C, Standing C, Migiri Ugachi(df+C)
3. Standing C, 75 Shiki Kai(qcf+K,K), Yami Barai(qcf+P)
4. Jump C, Standing C, Oboro Guruma(dp+K)
5. Standing C, 75 Shiki Kai(qcf+K,K), immediately run to where opponent
will land and do the Migiri Ugachi(df+C)
6. Counter Mode Only - 75 Shiki Kai(qcf+K,K),Orochi Nagi(qcb,hcf+A)
Note: Do not charge the DM, it will not connect, release it as soon as
you perform it. And use only the A version.
***CORNER COMBOS***
The following can only be done when the opponent is cornered. I'll be
including some notes too here to help you and to show you why Kyo-1 is a
very good choice.
You should now understand Kyo-1's main strength. Just get your opponents
cornered and it's over for them. Why? Read and perform the following and
you'll know why!
1. Jump C, Standing C, Oboro Guruma(dp+K), Migiri Ugachi(df+C)
Great combo and will take an impressive amount of life too.
2. Standing C, Kurogami(f+A), Oboro Guruma(dp+K), Migiri Ugachi(df+C)
Kyo-1 now shows what he's really capable of. And shows you how he
shouldn't be underestimated. Do this only twice on a full lifebar and
it will decrease to the red zone (SDM).
3. Standing C, qcf+D,B, Oboro Guruma(dp+K), Migiri Ugachi(df+C)
Timing is crucial here.You need a good timing to make the 3 hits of
Oboro Guruma connect. This combo also does awesome damage. Just look at
your opponent's position and perform it when he is just above your special
bars and watch them sail through the air.
4. Jump C, Standing C, Kurogami(f+A), Oboro Guruma(dp+K), Migiri Ugachi(df+C)
Oh my God!!! Have you performed it!? The ultimate combo. This takes away
more life than a DM and even SDMs. It actually takes away more than half
of your life which means that doing 2 of this makes you win. Pull this
out whenever you can and watch as your opponent takes a trip to hell!!
5. Counter Mode Only- Jump C, Standing C, Kurogami(f+A), Yami Barai(qcf+P), cancel
into Orochi Nagi(qcb,hcf+A) immediately (use only A version of Orochi Nagi)
Nice combo. Note that the hits won't all add up but it's still a combo.
6. Counter Mode Only- Jump C, Standing C, Kurogami(f+A), Yami Barai(qcf+P), cancel
into Orochi Nagi(qcb,hcf+A) immediately (use only A version of Orochi Nagi), hop
forward to perform the Migiri Ugachi(df+C) as soon as he hits the ground.
Again a great combo which takes away a lot of life. Same as above but with
an additional hit.
------------
STRATEGIES
------------
Well, since players usually think differently, I can't really recommend
strategies for you. I'll try to think about those and include them in an
update but here's a few things which you need to know when using Kyo-1.
You don't need to use DMs or SDMs with him. Sure, DMs and SDMs remain
remain what they are and take a lot of life but Kyo-1 doesn't need them.
In fact, while people have been complaining that Kyo-1 and Kyo-2 had only
one special when KoF 99 first caome out, I wouldn't have minded if he
didn't have any. You can use them to chip away your opponent's life but
they're not that necessary. There isn't any noticeable difference when
he's in Counter Mode either unlike characters like Robert and Takuma who
are best in Counter Mode. Instead, collect all 3 stocks and enable Armor
Mode. This will be more useful and is helpful against characters like Choi
and Whip. Don't waste your stock on Counter Mode or even on desperation
moves which have a low chance of successfully connecting.
OK, that's it guys (and gals, if any). If you're still considering Kyo-1
as a weak character, you have only read this without trying the combos
I've been describing so far. Go try them and write me if you have any
combos that I do not know of or for feedback (positive or negative).
Remember to put KoF99 in the subject line though or I will not reply to
you. Credit will be given for your contributions. Meanwhile, I'll see
whether there are any other combos that I've missed. Hope you've enjoyed
my Kyo-1 FAQ. Seeing for how much time I've been playing KoF and how I
own every single one of them, it's been great writing this. I just hope
it gets posted (hint,hint...). See you all on any KoF boards :)
-=-=-=-=-=-=-=-=-=-
CREDITS
-=-=-=-=-=-=-=-=-=-
- SNK
For obvious reasons. Dead or not, they remain my favourite video games
company!!
- Kao Megura
I used his character bio and movelist names. He has a great KoF 99 FAQ
which can be viewed at www.gamefaqs.com .
- Vincent Chua
I got a lot of info from his site. For providing KoF fans with a great
site. His site is the best KoF site, check it out.
- CJAYC
For posting this guide and for providing us gamers with a great MB. He
deserves all the credit.
- Special Thanks to The King of Chickens 2001
For combo #6 in Beginners' Section. Very simple combo indeed, I had
forgotten about that. For pointing out that the Yami Barai can be cancelled
into a DM in Counter Mode. For reminding me that the 75 Shiki Kai(qcf+K,K)
can be followed by a DM in Counter Mode (see combo #6 in Intermediate Section).