_ __ ________ ________ | | / / | ____ | | ______| | | / / | | | | | |____ | |/ / | | | | | ____| | |\ \ | | | | | | | | \ \ | |____| | | | |_| \_\ |________| |_| EX2: Howling Blood Key f = Tap Forward F = Hold Forward b = Tap Back B = Hold Back u = Tap Up U = Hold Up d = Tap Down D = Hold Down n = Neutral briefly N = Neutral _ = or LP = Light Punch LK = Light Kick HP = Hard Punch HK = Hard Kick QCF = Quarter Circle Forward QCB = Quarter Circle Back HCF = Half Circle Forward HCB = Half Circle Back DPF = Dragon Punch Forward (Tap forward then do a QCF) DPB = Dragon Punch Back (Tap back then do a QCB) *Bf = Charge back, then tap forward *Du = Charge dpwn, then tap up Knockdown = B+R (on default controls) Roll Forward = f+B+R (on default controls) Roll Back = b+B+R (on default controls) Striker = B+L (on default controls) Master Mode = L+R (on default controls and only with Master Orochi characters) Max Button = A+B (on default controls) Characters Kyo: Color 1=White Jacket, Blue Jeans - Color 2=Wjite Jacket, Grey Jeans Basic Moves ---------- Light Punch -Standing: High. With its average speed, it's fast enough to counter most jump-in moves. Medium reach. -Close: Mid. Fast move but little use aside from poking combos. Very short range. -Crouching: Mid. Slightly faster than the standing LP but doesn't have much use. -Jumping: Kyo curls up and drops an elbow. Good for countering other people in the air if you're expecting them. It's fairly slow and has really bad jump-in properties. Light Kick -Standing: Mid. Good for distancing your opponent. Decent air-counter move. -Close: Low. This move looks slow but is actually fairly fast. Good for interupting commands and putting pressure on. -Crouching: Low. This is your standard low jabbing kick. Faster than the standing-close version, it also ducks high moves while pecking away at your opponent's health. -Jumping: Kyo jumps up and throw a knee upwards. It's good for countering fellow jumpers. -Jumping Forward: Kyo does a leaping downward-angled knee. It's ok for attacking crouching oponents. Not great for countering other jump moves. -Forward+LK: Mid. Kyo's axe kick has a pretty long setup time. It's his only overhead attack so use it sparingly. Wether or not you hit, you are distanced from the enemy so recovery isn't bad. Hard Punch -Standing: High. Kyo does a fairly slow backhand. Good damage, ok recovery, bad setup time. -Close: Mid. This uppercut hits early in the animation but has awful recovery time. Decent damage. -Crouching: High. Can be ducked. Bad recovery, hits late, good damage. Jumping: Downward punch that works well to counter jump-in moves with decent damage. Hard Kick -Standing: High. This move executes slowly at first. With proper timing, it can be great for tagging someone jumping in. The damage is average ans recovery is ok. -Close: Mid. Kyo does a crescent kick that hits crouching opponents. Hits early, recovers slowly. -Crouching: Low. Trips opponent, hits late, recovers alright. -Down/Forward: Low, Low. This is one of the most useful moves in Kyo's library. Kyo advances in a crouch, hitting low twice. It doesn't trip but it can be cancled into other moves. Medium recovery time, but you can cancle to other moves so it's a non-issue. Jumping: Downward kick. Late execution tricks some. Good and deep combo starter. Jumping Forward: Much like the above except it won't hit a crouching opponent and has a faster execution. Knockdown Standing: Mid. This move has slow execution as do most Knockdown moves. Kyo moves forward about 1 character's distance. It's fairly useful when pressuring the enemy but use it sparingly. Jumping: Mid. This is a much better knockdown move than his standing one. Kyo drops his shoulder on his victim. It works much like an overhead attack on a crouching opponent. Special Moves: 100 Baked Demon: (DPF+LP_HP) This "dragon punch" move functions much like you would expect. Great for jump-in opponents and countering advancing attackers. Be safe and use the light punch version unless you know that you'll connect with both hits. If you only hit with the second hit, you won't knock down the opponent and will be open for a counter attack. Both versions are risky moves unless you know you'll hit. R.E.D. Kick: (DPB+LK_HK) Not sure what exactly R.E.D. stands for but I do know how useful this move is. The diffence between hard and light kicks is mainly distance and the height of the arc Kyo travels. The light version travels 1/2 the screen andstays low to the ground. The high version sends Kyo on a high arc across 3/4 of the screen. This high arc helps you tag jumping opponents, but also warns the enemy of your arrival far ahead of time. Stick to the light version whenever possible. 427 Trigger Steel: (HCB+LK_HK) I can honestly say that I have not found any usefulness in Kyo's HK version of this move. I'm not an authority on Kyo though so maybe someone will help out. It feels like it has some sort of follow up technique to it. Maybe it will take a hit durring the initial animation before hitting. The damage of this move is about the same as the LK version. As it stands, I find the LK version of this move to be much more valuable. Kyo hops forward and uppercuts the oppoent into the air, setting up for a quick juggle combo. 75 Modified: (QCF+LK_HK,LK_HK) This two-hit manuver has a decent setup time. The good thing is that it looks like a normal kick at first. Even better than that is that Kyo can combo off the second hit. The downside is that it does little to no damage. Big difference between the strengths is the speed at which they come out and the hard version covers slightly more distance. 114 Wicked Chew-128 Wounds of Nine-127Octagonal Rust: (QCF+LP,QCF+LP_HP,LP_HP) Fast move. I still miss his fireball move, but this leads to some strange combo moves. Very little damage. It's much faster than its HP counterpart but lacks the invincible properties. This combo as a whole is pretty cool. Kyo does a little 3-hit ground combo that does a decent ammount of damage. 114 Wicked Chew-128 Wounds of Nine-125 Rapids of Seven: (QCF+LP,QCF+LP_HP,LK_HK) I honestly don't know the difference between this and the previous other than the animation and that this one does slightly more damage. My advice is to strive for this one. Most of the time. 114 Wicked Chew-127 Octagonal Rust-Sub-Zero Shot: (QCF+LP,HCB+LP_HK,LP_HP) THis does about the same damage as the last combo. The main difference is the input. If you find one easier, try that one. 114 Wicked Chew-127 Octagonal Rust-125 Rapids of Seven: (QCF+LP,HCB+LP_HK,LK_HK) I hate all of these moves. This one is no different. Not only is it slightly harder to do than the previous, but the last hit also doesn't hit as part of the combo. I don't find any use for this other than being an elaborate taunt. 115 Poison Gnawfest-401 Reading the Riot Act-402 Proclamation of Guilt: (QCF+HP,HCB+LP_HP,F+LP_HP) If you can pull this off regularly, I can honestly find no fault in using this over all of the previous moves listed except for the fact that it can be countered low. The first hit will cause Kyo to be invincible (to all but low moves) until he punches. This does only slightly more damage than the Sub-Zero Shot combo so if you're looking for speed, go with that move. 910 Dragon Slayer: (QCB+LP_HP) Kyo breifly ducks high attacks and does an uppercut that sends the enemy flying. This move seems like it would be more useful if this game were a 3D fighter. In fact, Kyo as a whole feels that way. Since there are hardly any special moves that this will duck under, its usefulness is lessened. If I could combo off of it, at least, it might have some usefulness. The damage is the same that a regular weak punch deals. Simply awful. Super Arts 182: (QCF,QCF+LP_HP) This is a stronger version of Kyo's QCF+Punch moves. THe biggest distinction is that it has no combo followups after hitting. It can be held for more damage but I would advise against it unless you're just showing off. 108 Major Serpent Wave (Max): (QCB,HCF+LP_HP_MAX) The basic version of this move used to be comboable but it seems to lack that property these days. Unless you're really good at timing your attacks, the basic version is what you should use. The max move version will burn the opponent while he holds the flame, sending them into the air if you're close when you execute it. If you've got good timing on your side, you can hold that charge until they're about to land and hit them with the blast as well. Timing this properly in a corner can deplete 2/3 of the opponent's life bar.