THE
K K Y Y OOO SSSS H H IIIII RRRRR OOO
K K Y Y O O S H H I R R O O
KKK Y O O SSSS HHHHH I RRRRR O O
K K Y O O S H H I R R O O
K K Y OOO SSSS H H IIIII R R OOO
PLAYER'S GUIDE/FAQ (v.5.0)
a labor of love by Damone
Dedicated to all the players of the bad-ass kabuki master himself:
KYOSHIRO SENRYO. This is designed to be a complete introduction for
beginners and advanced players alike for the appreciation and use of
Kyoshiro.
Any replies, cool ascii pictures of Kyoshiro I can use, etc etc, to me,
Damone (damone@ios.com).
This Strategy Guide/Faq is available via annon ftp:
ftp.netcom.com /pub/vi/vidgames/faqs 'ss2kyosh.txt'
brawl.mindlink.net in /pub/ss2/guides 'kyoshiro.damone'
cencongopher.concordia.ca /pub/JustTheFaqs/VideoGames/FAQs 'ss2kyosh.txt'
And soon at:
kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs
It is at the WWW pages:
http://styx.ios.com/~damone/ss2page.html
http://student.uq.edu.au/~e3321942
It is also posted regularly, as updates warrant, on USENET
rec.games.video.arcade.
----------------------------------------------------------------------------
CONTENTS:
PART 1: VERSION HISTORY
ACKNOWLEDGEMENTS
DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS
WANTED!!!!
WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO
KYOSHIRO INFORMATION
MISC. INFO
THE WORDS AND WISDOM OF KYOSHIRO
WINNING POSES
BETWEEN MATCH MESSAGES
NON-ATTACK MOVEMENTS
KYOSHIRO'S TAUNTS
GENERAL STRATEGY
NORMAL ATTACK MOVEMENTS
PART 2: THE SPECIAL MOVES AND WHAT TO DO WITH THEM
COMBOS
INTERRUPTING ATTACKS
FIGHTING THE SPECIAL CHARACTERS
WHAT HAPPENS WHEN KYOSHIRO WINS
CONCLUSION
----------------------------------------------------------------------------
VERSION HISTORY:
1.0: First draft. That's it. No neat artwork, info on fighting
the judge, or individual player strategies.
1.5: Minor changes and format adjustments.
2.0: New sections added (WANTED!!!!, COMBOS) and other minor
adjustments.
2.5: Added nifty little title graphic, minor adjustments, and
format re-arrangement.
3.0: Additional input from other people added, more combos,
expanded special moves section, new sections (NON-ATTACK MOVEMENTS,
NORMAL ATTACK MOVEMENTS, ENDMATCH MESSAGES, MISC. INFO), added historical
info, new Kuroko info, and minor format changes and corrections.
3.3: Additional corrections made, reformatting of sections, ftp
availability.
3.5: Additional corrections and additions made, new information
incorporated, and certain sections expanded and reformatted. Historical
information updated.
3.7 Additional corrections and additions made. Specific move
information incorporated. Revamping and updating of certain sections. New
weaknesses of POW Special. New info on how to get to Kuroko.
4.5 Additional corrections and additions made. Significant
re-writing and additions to most sections of the faq. Updated historical
info. Revised GENERAL STRATEGY section. Additions and revisions to
SPECIAL ATTACKS section. NORMAL ATTACKS section expanded and nearly
completed. Revised COMBOS section. New information on strategies against
Kuroko and Mizuki. Split into two parts.
4.7 New archive info. Some juggling of sections for better flow.
Added info from Japanese SS2 Manual. New section (WINNING POSES). Small
additions to the GENERAL STRATEGY section. New info on cancelling TAUNTS.
Additional minor corrections and the like.
5.0 New archive info. New sections (THE WORDS AND WISDOM OF
KYOSHIRO, INTERRUPTING ATTACKS). Revised historical info. ENDMATCH
MESSAGES became BETWEEN MATCH MESSAGES. WINNING POSES section clarified.
Minor corrections and whatnot. This is the last version barring major new
info.
----------------------------------------------------------------------------
ACKNOWLEDGEMENTS:
CONTRIBUTING WRITERS:
Shawn Holmes (shawnh@qb.island.net) See below
Scott Fujimoto (sfujimoto@delphi.com) See below
Greg Kasavin (shrike4@aol.com), info on getting to Kuroko
Kenichiro Tanaka (tanaka@maya.com), Japanese manual & Kyoshiro translations
Stephen Young (youngs3@rpi.edu), contributing writer, Team RPI
Gave great input on combos, strategy, and special moves use.
Kenneth Hsu (e3321942@student.uq.edu.au), author, Nakoruru Strategy Guide
v.4.0
His strategy guide can be retrieved via anonymous FTP from
FTP.NETCOM.COM /pub/vi/vidgames/faqs 'ss2nak.txt'.
TECHNICAL RESEARCH:
Scott Fujimoto (sfujimoto@delphi.com), See also below
My own personal Bell Labs for testing information. His home
version of SS2 and unique research methods have been the main source for
specific move information. He deserved his own section.
REFERENCE SOURCES:
Shawn Holmes (shawnh@qb.island.net), author, SS2 Tapfaq (v. 4.0 & previous)
Scott Fujimoto (ewann@sfu.ca), curator of the SS Faq (v. 12.0), editor,
SS2 Tapfaq (v.5.0 and after)
I borrowed move lists and and other items from the faqs. I have
not properly acknowledged all the contributors to these faqs. Please
check them out to give respect to all who helped in their efforts. They
both can be retrieved via annon ftp at FTP.NETCOM.COM
/pub/vi/vidgames/faqs. Support these worthy efforts.
Shawn also gave me some feedback on this project and cleared up
some small errors.
Timothy Heydelaar (hydelaar@crash.cts.com), co-author, Strategy/Combo Faq
(v.01)
Rich Joseph (rfj105@psu.edu), co-author, Strategy/Combo Faq (v.01)
Got some combo information from it. They started a big
undertaking. Help them out.
Scott Fujimoto (sfujimoto@delphi.com), author, Character History Faq (v.5.0)
Got some historical information on Kyoshiro from the Faq. It has
an EXTENSIVE list of sources on the characters. Check it out as
'ssorigin.txt' at brawl.mindlink.net in /pub/ss2/misc. He is also the
author of the Kuroko Faq, found as 'kuroko.txt' at brawl.mindlink.net in
/pub/ss2/guides.
ARCHIVAL ASSISTANCE:
Andy Eddy (vidgames@netcom.com), curator, Netcom site, Gamepro magazine
He allowed me to put my faq at his site.
Dave Kirsch (a00563@giant.mindlink.net), curator, Mindlink site
He archives my faq at his site.
Kenneth Hsu (e3321942@student.uq.edu.au), curator, his home page
He archives my faq at: http://student.uq.edu.au/~e3321942
GeeSe Howard (dvillnva@kaiwan.com), curator, Kaiwan site
He will be archiving my faq at his site.
And to every Kyoshiro enthusiast in the world, here ya go.
Did I mention Scott Fujimoto (sfujimoto@delphi.com)?
----------------------------------------------------------------------------
DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS:
This guide is free and public domain. It may be distributed freely and
archived in its current form. I only ask that if it is archived anywhere
that I be notified where, so I might update it at a later time if I so
choose. THE ENTIRETY OF THIS FAQ IS PROTECTED BY PUBLIC COPYRIGHT. IT MAY
NOT BE SOLD OR PUBLISHED FOR PROFIT, IN WHOLE OR PART, IN ANY FORM.
If you have anything to contribute or correct, complain about, etc,
please e-mail me at damone@ios.com. I appreciate all input.
Please refrain for e-mail requests for this faq. Information on
retrieving this faq is listed at the beginning of this document.
----------------------------------------------------------------------------
WANTED!!!!
-> Any more translations of Kyoshiro's speech
-> Any ascii or ascii-ed gifs of Kyoshiro
-> Any Kyoshiro combos you know
-> Any other Kyoshiro info, etc
Send any or all of this to me, Damone, at damone@ios.com.
----------------------------------------------------------------------------
WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO:
(Adapted From Tapfaq v.3.0)
3 Good Reasons to play as KYOSHIRO SENRYO
--> Lots of moves make for fun play
--> Good range for long weapon
--> His ego is bigger than most can count
PLUS:
--> Near complete air superiority
--> Can do many special moves WITHOUT weapons
--> *** HE'S THE ONLY ONE TO DATE THE LAST BOSS ***
3 Bad Things about KYOSHIRO SENRYO (and why they are wrong)
--> Weak attacks in air, usually loses to a well-timed counter
- Um, no. This is a lie.
--> Only character that got ONE new move
- He was perfect when created ;p
--> Won't give autographs
- He will if he likes you.
----------------------------------------------------------------------------
KYOSHIRO INFORMATION:
HISTORICAL INFO ON KYOSHIRO:
(From Character History Faq v.5.0)
Senryo Kyoshiro
Getting info on this guy was a real pain, mainly because almost all
English books on Japan focus on economics, politics, and so forth and
very little on popular culture. No wonder academics are considered out
of touch... But silly gripes aside, it turns out the basis for our Kabuki
man is VERY different from the character in the game.
Kyoshiro is based on a fictional character named Nemuri Kyoshiro.
"Sleepy-Eyed Kyoshiro, Notes on Villany," by Shibata Tosaburo was a novel
serialized in a post-war magazine and later made into a film series from
1963-1969. Kyoshiro was a 17th-century skilled swordsman who was haunted
by his violent origin. He was conceived when his mother was raped by a
Portuguese missionary. Kyoshiro himself was estranged with society, and
had a hatred of both Christians and women. Despite this, or because of it,
he was also a complete womanizer--he often disrobed women by slashing
their garments with his sword before...err...getting to know them better.
Kyoshiro means "deranged fellow", while Nemuri means "sleepy", reflecting
his blase attitude towards life, and his cynical and cold posture toward
others. Nevertheless, he also pursued the Way of the Sword, and sought a
Zen-like detachment from emotions and thoughts, just like Musashi.
Note that Nemuri Kyoshiro had NOTHING to do with Kabuki, and was dressed
in black, to reflect his personality. He also was traditionally armed with
a sword, not a naginata. He DID have red hair, though.
Kabuki notes: Senryo Kyoshiro is in the Kabuki costume of a lion. Also
note that fans are an essential part of Kabuki theater, and used in dances
and such.
INFO ON KYOSHIRO FROM THE ORIGINAL SS:
(From SSfaq v.12.0: Probably Taken From The Home Version Manual)
Name: Kyoshiro Senryo
Title: The Kabuki Master
Origin: Tokyo, Japan
Alma Mater: Kabuki Kollege of Dramatics and Stage Chewing, Edo Campus
Weapon: Shishi Ha [Lion's Blade] (naginata)
Misc. Info: In Japanese literature, Kyoshiro was an actor and a
swordsman, though in the game, Kyoshiro uses a naginata,
not a sword. Also, his father is Nao Itsu Oba.
INFO ON KYOSHIRO FOR SS2:
(Taken From The Tapfaq v.3.0: Taken From The Home Version Manual)
The Kabuki Master
KYOSHIRO SENRYO
"I will have your spirit," said the crazed Kabuki student before
Kyoshiro
resorted to the unspeakable and poked out his eye. A promising student,
Kyoshiro searches for the demon who possessed the lad. This master of
Kabuki movements is a formidable adversary and lies in wait for demons who
seek to destroy the clan of Kabuki. "If you can take my soul, try it. But
remember, I'm not getting small. It is the theatre that is!"
INFO ON KYOSHIRO FROM SS2 - JAPANESE MANUAL:
(Taken From Japanese Manual: Translated By Kenichiro Tanaka)
Senryo Kyoshiro
===============
"The soul of your "techniques" are mine!" With that, one of his own
servants attacked Kyoshiro. He was possessed by a demon. Kyoshiro nimbly
evaded the attack and destroyed the demon. "You want my soul? Come and get
it if you can!"
----------------------------------------------------------------------------
MISC. INFO:
-> If anyone successfully performs their POW super move, the audience in
his background claps.
-> When choosing to play Kyoshiro, A selects the Red Kyoshiro, and D
selects the Blue (and inferior-looking) Kyoshiro.
-> When killed by a slash or blood fatality, Kyoshiro spews kabuki fans.
----------------------------------------------------------------------------
THE WORDS AND WISDOM OF KYOSHIRO
(All translations by Kenichiro Tanaka (tanaka@maya.com))
SPECIAL ATTACKS:
- "Kaiten kyokubu" - 'Dance of the Demon'
- "Choubijishi" - 'Lion's Tail'
- It appears that all Special Attack names are accurately translated
in the Special Attacks section. These are just Tanaka's confirmed
translations.
POW SPECIAL:
- "Chiniku no honou." - 'Flame of blood and flesh.'
AFTER WINNING:
(See WINNING POSES)
AFTER LOSING:
- "Munen nari." - Approximately, he's saying that he's dying with dreams
left unfulfilled.
----------------------------------------------------------------------------
WINNING POSES:
(Adapted from Tapfaq v.5.0)
(All translations from Kenichiro Tanaka (tanaka@maya.com))
In SS2, the way that you hold the joystick at the end of the
match determines which winning pose that your character will take.
THE POSES:
- Fan Flourish: Kyoshiro goes into his jacket and pulls out a fan. The
color, ranging from white to red, depends on Kyoshiro's rage gauge. This
is similar, if not identical, to his AC taunt.
- Pole Spin: Kyoshiro spins his pole around his head, plants his foot,
and pivots around. He says, "Tenbatsunari," which translates as, 'This is
heaven's punishment (for your crimes).'
- Exit Stage Right: Kyoshiro does the Pole Spin and bounces off the stage.
He says, "Uchitottari," which translates as, 'I have killed him/her.'
HOW TO GET THEM:
At the end of the match, hold your joystick in these positions:
ARMED: UNARMED:
UP: Pole Spin UP: Pole Spin
DOWN: Exit Stage Right DOWN: Fan Flourish
LEFT: Pole Spin LEFT: Pole Spin
RIGHT: Fan Flourish RIGHT: Pole Spin
----------------------------------------------------------------------------
BETWEEN MATCH MESSAGES:
(From Tapfaq v.5.0)
Quotes: B -- Quote at beginning of game.
BM -- Quote before match.
AM -- Quote after match.
BV -- Quote before mirror match.
AV -- Quote after mirror match.
I -- Interlude quotes. (J = w/Judge, M = w/Mizuki,
A = w/Mizuki and Amakusa)
F -- Quotes before final match.
B: "My Kabuki spirits'll beat the evil king!"
BM: "Go through the real beauty of 'Kabuki' by your death!"
AM: "Fight like (you) dance, and win. That's the soul of Kabuki!"
BV: "You can't behave like me, even if you imitate my costume!"
AV: "What a deplorable 'Kabuki'! Commit 'Harakiri'!"
IA: "Hey you, do you have something to say?"
"He's awakened!"
F: "It's time for the final act!"
"I'm dying to dance a Kabuki with (a) demon!" (poor choice of words)
----------------------------------------------------------------------------
NON-ATTACK MOVEMENTS:
Dash forward -> Joystick forward twice
Dash back -> Joystick back twice
Fake back -> Joystick back once, forward once
Roll forward -> Joystick down diagonal front twice
Roll back -> Joystick down diagonal back twice
Duck -> Down twice (dodges specials)
Hop forward -> Forward BC
Hop back -> Backward BC
Catch opponent's weapon (unarmed) -> Forward half-circle
----------------------------------------------------------------------------
KYOSHIRO'S TAUNTS:
AC - Kyoshiro makes move like going for flaming fan and pulls out a
regular fan, which he unfurls.
BD - Kyoshiro stands up and takes out a long pipe, lights up, and smokes it.
No change with or without weapon.
CANCELLING TAUNTS:
There are four known ways of having a taunt cancelled:
-> Getting hit
-> Dashing
-> BC hop
-> Performing a special move
NOTE: For some reason, Kyoshiro's BC taunt CANNOT be cancelled.
----------------------------------------------------------------------------
GENERAL STRATEGY:
Here are some of the most basic points about how to use Kyoshiro as an
effective player:
1) AIR ATTACKS: The air is where Kyoshiro is at his best. He has superior
range in the air, and the AB jump and the Dance of the Demon (see SPECIAL
MOVES) are devastating attacks. Remember, damage is still doubled in the
air, and Kyoshiro can beat nearly everyone in the air. Nine fights out of
10 can be won by waiting for the opponent to jump in on you and then
tagging them, especially against the computer. Its that simple. Whether
you are jumping back with them or jumping into them from the other side,
Kyoshiro runs the show in the air. At full POW, with an AB slash in the
air, you can kill someone who is barely hurt. You may even want to eat a
couple of projectile attacks in order to get your POW gauge up.
The thing I will talk about is the 'K' point. This is the place,
a little more than a body length away from your opponent, that you can
stand and be at the exact extent of Kyoshiro's range, and thus be out of
the range of almost everyone else. If you stay there, you will run the
game no matter what. It takes a little practice to get it right, but it
is worth it to find this range. For example, if you are at the 'point'
and your opponent jumps towards you, jump back and AB him. Most of the
time, you will hit, he will not. Its a beautiful thing.
In air vs. air combat, the tactics you use should be determined
by the situation. Under most circumstances, when you are jumping back
with your opponent, you should be using the back-AB. However, when your
opponent is jumping TOWARDS you from a great distance, you should use the
Dance of the Demon (see SPECIAL MOVES section) to counter him. When an
opponent is jumping right on top of you, you should use a jumping D kick.
Due to its angle, the D kick can hit even those opponents who are
directly over you. Some characters present certain problems with certain
air moves. Nicotine's hat A, Hanzo's jump kick, Gen-an's Uppercut, and
Charlotte's triangle slash are some of the moves that can give real
problems with a standard jump-AB air offence. There are two ways to deal
with them. You can either perform a jumping A as soon as possible, which
will counter most of these moves, or again turn to the jumping D, which
also is a surprisingly effective counter to most all of these moves.
When jumping in on an opponent on the ground, however, the
jumping-AB is still the way to go. The downward angle of the attack and
its range make it a superior attack on ground-based defenders. In certain
cases, it should be substituted with a jumping A, B, or kick in order to
counteract a long-range anti-air attack with speed, but most of the time,
the AB is the way to go. Great damage, great range.
2) GROUND ATTACKS: Kyoshiro isn't shabby at all on the ground either.
While its not his natural habitat, he can put on quite a ground campaign.
You generally want to keep your distance from opponents because
you have reach, so use it. In close, his As and Cs have very high
priority, and can quickly back off anyone too close. The crouching far A
is one of the best-kept secrets of the game. It has speed and distance,
and you can kill the unwary with just that move. If they do come in too
close, you can use your pole throw to get them away (see SPECIAL MOVES
section). If you stay at the 'K' point, you can nail most people on the
ground who are preparing special moves, including Hanzo and Galford.
Kyoshiro's duck and dash tactics are similar to everyone else's,
except that he has less distance to go because of his reach. Remember to
use it to your advantage. Dash or roll in only to the point where you can
hit them and they can't hit you. Dashing in and using a variety of
Kyoshiro's special attacks is a great tactic. If you dash in and use the
same special (Flying Lion's Tail, Dance of Fire) at the same intensity
(CD or AB), your opponent will eventually catch on and nail you. Dash in
a couple of times using a C Lion's Tail, to the point where the opponent
is ready to counter your dashes by blocking and jumping you. Next time
in, do an AB Dance of Fire and fry him as he jumps (See SPECIAL MOVES
section for more). Or dash in and throw them away on the pole. Use your
judgement. The point is to mix it up. Kyoshiro's got the depth to do
this. You should stay airborne, but you can pull off a ground offensive
if you need to change the pace against humans.
Defensively on the ground, the crouching A is the way to go. It
has speed, range, and priority. It will stop most dashes and rollers in
their tracks. It a great keep-back move, plus it can be easily go from a
defensive maneuver to the beginning of an offensive.
Kyoshiro also has great flexibility with ground-based anti-air
attacks. His back-AB is the common attack of choice to catch opponents in
the air. You can also wait to attack AS they are hitting the ground with
a crouching B or AB, or quicker slashes or kicks in sequence if your
timing is not as good. All this can be augmented by many of his special
attacks such as the Dance of Fire or the Kabuki Swirl that can hit your
opponent before or as he hits the ground (see SPECIAL ATTACKS section).
3) UNARMED FIGHTING: Kyoshiro is one of the best unarmed fighters in the
game because he can still use many of his powers without his weapon,
unlike characters like Ukyo and Charlotte who are useless without their
weapons, and some of his unarmed attacks have RANGE as well as speed.
Plus, his unarmed AB has TWO HIT capability. Remember that you can only
use C, D, and CD throws when you are unarmed. Also, catching the
opponents weapon can do some devastating damage, but is a trick to get
right. Well worth the practice though. Unarmed tactics can go to either
stalling until the return of the weapon, or mounting an attack weaponless.
Stalling is perhaps the easiest of the choices. You can stall by
throwing fans and kabuki flames (see SPECIAL ATTACKS section) to keep
opponents away until the weapon returns. Your unarmed A hair toss
actually has RANGE that can keep ground attacks away from you. You still
have the jumping D kick which can counter almost all incoming air
attacks. You can roll back and let loose with special attacks, and just
roll away. Your normal speed is now augmented, so you can run faster than
your opponent can.
Going on the attack has its advantages as well. Unarmed, you get
priorities on most attacks, so you can get away with some pretty nasty Bs
and ABs, and your As and Cs should beat EVERYTHING. If you dash or roll
in close, kicking is the best. The low CD kick is especially good if you
are trying to drive someone back, and A or C them to death in a corner.
Remember your access to many special attacks that can still be used.
While the attacks you are left with leave you mostly ground-based, they
are still quite effective for following up barrages of attacks.
----------------------------------------------------------------------------
NORMAL ATTACK MOVEMENTS:
-SLASHES- -KICKS-
-STANDING FAR- -STANDING FAR-
A - Twirl Pole C - Weak Pole Kick
B - Thrust D - High Pole Kick
AB - Arc Slash CD - Twirling Pole Kick
-STANDING CLOSE- -STANDING CLOSE-
A - Spin With Pole C - Front Kick (weak)
B - Forward Slash D - Front Kick (med.)
AB - Upward Slash (2 hits) CD - Front Kick (strong)
-CROUCHING FAR- -CROUCHING FAR-
A - Weak Low Thrust C - Low Kick (weak)
B - Medium Low Thrust D - Low Kick (med.)
AB - Strong Low Thrust CD - Leg Sweep
-CROUCHING CLOSE- -CROUCHING CLOSE-
A - Fan Smack (weak) C - Weak Low Kick
B - Fan Smack (med.) D - Medium Low Kick
AB - Low Thrust CD - Leg Sweep
-JUMPING UP- -JUMPING UP-
A - Weak Downward Thrust C - Side Kick (weak)
B - Medium Thrust D - Side Kick (med.)
AB - Upward Slash (2 Hits) CD - Lunging Side Kick
-JUMPING AT ANGLE- -JUMPING AT ANGLE-
A - Weak Downward Thrust C - Downward Kick (weak)
B - Medium Downward Thrust D - Downward Kick (med.)
AB - Strong Downward Thrust CD - Lunging Side Kick
-UNARMED SLASHES-
-STANDING FAR-
A - Hair Throw
B - Short Hand Thrust
AB - Double Hand Thrust (2 Hits)
-STANDING CLOSE-
A - Short Hand Thrust (weak)
B - Short Hand Thrust (med.)
AB - Short Hand Thrust (strong)
-CROUCHING FAR AND CLOSE-
A - Short Hand Thrust (weak)
B - Short Hand Thrust (med.)
AB - Short Hand Thrust (strong)
-JUMPING UP OR AT ANGLE-
A - Short Hand Thrust (weak)
B - Short Hand Thrust (med.)
AB - Short Hand Thrust (strong)
----------------------------------------------------------------------------
CONTENTS (PART 2):
THE SPECIAL MOVES AND WHAT TO DO WITH THEM
COMBOS
FIGHTING THE SPECIAL CHARACTERS
WHAT HAPPENS WHEN KYOSHIRO WINS
CONCLUSION
----------------------------------------------------------------------------
THE SPECIAL ATTACKS AND WHAT TO DO WITH THEM:
(All Special Attack Patterns Taken From The Tapfaq v.3.0)
(! Denotes weapon needed for move)
(* Denotes does damage against blocking character)
----------------------------------------------------------------------------
Flying Lion's Tail | Drives weapon into ground to use as
(Chobi Jishi) | leverage, and twirls, emitting blasts of
| / O- + Kick | fire to hit for fire damage.
O O *! |
----------------------------------------------------------------------------
While this move is EXTREMELY slowed up from SS, it is still a
great move, with many versatile uses. In form, it is quite impressive as
well. In the first step of the move, it brings Kyoshiro back out of reach
of enemy attack, then drives the opponent back and out of range with the
attack itself. In addition to all that, it does blocking damage.
The move can be used at varying intensities. You can use it as a
C, D, or CD attack, getting progressively slower and higher in damage.
This is one of the attacks that you should be using at the end of dashes
to mix up a ground offense. Tailor the intensity of the attack to the
use. If someone is dazed or you have knocked them down with a previous
attack, go at him with a CD, forcing him to block or take the full
damage. If he is preparing a complex super move, jump in with a C or D.
In addition, the C Lion's Tail has two particularly useful
applications: anti-air defense and long-distance countering. If someone
is jumping in on you, the C Lion's Tail will bring you back away from the
air attack while tagging your opponent BEFORE he hits the ground, then
knocking him out of counter range. It can also be used on people who
thought they were just jumping up out of your range. Also, if someone
with reach is goading you on with attacks to keep you back (Ukyo, Hoah,
etc), you can use the C to make them pay for it. Wait till they start
their slash, then go into the C Lion's Tail, taking you away from the
slash and hitting them before they can block. A C or D Lion's Tail can
also be used to knock back charging opponents before they can get in
range to attack you.
Another plus of this move is partial immunity against ground
special attacks. Special attacks that move directly along the ground
(Galford's dog, Jubei's Ground Lightning, etc) will be jumped over
completely while you hit your opponent. Special attacks that move partly
along the ground (Hanzo's slinky, etc) will hit you, but you will also
hit your opponent in a trade.
WEAKNESSES: If you have someone in the corner, or are using a CD
attack, be very cautious with this move. It is very counterable if you do
no not knock them back far enough. This move is also VERY susceptible to
long range low attack counters (Nak's ground slide, etc), which cannot be
blocked in time if you do not hit with this move, so use caution. This
move CAN be jumped over and is susceptible to attacks from above, so be
aware and don't use a CD when a C is appropriate. Certain long range
counter slashes, such as Haoh and Wan-Fu's AB, will hit you out of the
move completely.
Also, a special warning against using this against Sieger: unless
you are SURE it will hit, you are setting yourself up for Sieger's
Backbreaker combo if you miss this move, and the jump back does NOT bring
you out of range of his Wolf Fangen.
----------------------------------------------------------------------------
Swirling Dance of the Demon | Twirls into the air, holding weapon along
(Kaiten Kyokubu) | shoulders to attack for weapon damage.
-O | \ + Slash |
O O *! |
----------------------------------------------------------------------------
This one is primarily an air attack. You get multiple hits with
it as well, so it is a potentially powerful move. The move begins going
upwards, and THEN goes over, so it does not travel in a straight diagonal.
One use for this move is for anti-air attacks. If someone is
jumping towards you from far away, the Dance of the Demon can be used to
close the gap quickly and, due to its very high priority, most likely
successfully counter the attack. Its range is quite wide, and can beat
even the most long distance of jump attacks (Ukyo, Charlotte, etc), and
specials (Cham Cham's face scratcher).
Another use for the Dance of the Demon is fighting your way out
of corner safely. If you use an A one while you are trapped in a corner,
one of several things will happen: a) You will clear you opponent and be
out of the corner b) You will hit you opponent with the move, while
driving him back. c) He will block, taking blocking damage as he is
driven back. Get the picture? Because the move goes up then over, is also
quickly brings you out of range of all but the quickest counters he can
throw at you.
The Dance of the Demon can also be used as a quick way to close
ground on an opponent while attacking. The move stays active until the
pinnacle of the jump, and following it up with the Blood Mist Slice,
keeps you in an attacking posture from any place on the board, until you
are right next to your opponent.
WEAKNESSES: The only parts of Kyoshiro that have to be hit by a
reach longer than his attack is his chest area, where he is swinging the
pole. His head is NOT being protected, and is subject to counters from
above, so don't let your opponent get above you when you do this move.
Also, he is vulnerable from BELOW as well, and certain uppercuts or
rising attacks can hit him from below.
Thusly, this move CAN be countered by some kicks or slashes, even
relatively short range ones, if they either a) supersede the range of the
Dance or b) hit the head area or from underneath.
----------------------------------------------------------------------------
Dance of Fire | Exhales a huge, spiraling flame into the
(Kaenkyokubu) | air to strike for fire damage.
| \ -O + Slash |
O O * |
----------------------------------------------------------------------------
This one is also a multi-task power that can undergone a
considerable amount of tweaking from SS. This can also be used at varying
intensities, with the greater damage equaling a longer burst of flame and
a greater lag time after the attack is finished.
A quick A Dance of Fire is a great move to pull out to either
destroy projectiles or knock back pet attacks, as well as catching
opponents jumping in with short-range attacks in motion. It is also a
move to mix in with dash-up tactics, with As being quick enough to catch
most people preparing specials. And, of course, a B or AB Dance should
await those stunned opponents in range.
This is a great attack to use as a follow-up to a knocked-down
opponent. After you've knocked someone down, run up to him and do a B or
AB. He will either block it and take blocking damage, or swallow full
damage. Ditto someone stuck in a corner.
WEAKNESSES: This does NOT counter ninja's portals. The A and B
Dance of Fire does NOT protect against certain low attacks, like Nak's
ground slide.
While the move DOES block an opponent away from you, characters
with long reach (Ukyo, Charlotte, etc) CAN counter you at the end of any
of these moves, and after an AB Dance of Fire, there is enough lag for
most characters to counter you if the attack itself does not hit.
----------------------------------------------------------------------------
Blood Mist Slice (jumping) | Performs the Kabuki Crunch Dance in the
(Chi kemuri kuruwa) | middle of a jump.
while jumping, | + AB |
O * ! |
----------------------------------------------------------------------------
This move is the distaff side of the Dance of the Demon. It is
basically the same move, but it is going down. It can be performed after,
or independent of, the Dance of the Demon. It basically has the same
range, but is available (for some reason) only in one intensity. One of
its primary uses is that it is useful as the first move in a combo (See
COMBOS), bringing you in swinging in close.
One use of the move is that it is a great way to break up the
monotony of your air assault. If you opponent has become complacent with
your jumping-AB assault, throw in a Blood Mist Slice every now and again
to keep his anti-air defence honest. Also, it is one of the only moves
that lets you change your mind half-way through a jump. If the situation
you are jumping into has changed, you can always bail to a Blood Mist
Slice, which has great range and great priority and will most likely keep
you safe.
Another use that has proven effective is jumping straight up when
in close and performing the Blood Mist Slice on the way down. Most
anti-air attacks will be overcome by the range of the Blood Mist Slice,
and it will, at the least, drive your opponent back for blocking damage.
An even better tactic is jumping straight up on an opponent who is
charging in on you, performing the Blood Mist Slice on the way down so it
hits a little BEHIND your opponent, crossing up the block and hitting for
full damage, as well as knocking them back.
This CAN knock Cham Cham out of the Face Scratcher if done right.
WEAKNESSES: There are several ways this can be countered by your
opponent. If it is blocked, you will be lagged for a second. Quick, low
attacks can also catch you when you land. Also characters with superior
reach (Kyoshiro, Ukyo, etc) can catch you with an anti-air attack. Ditto
Charlotte's standing AB. It is also subject to the same vulnerable area
(head and from below) as the Dance of the Demon. Long-reach kicks may
also be able to knock you out of it if they hit the head area.
----------------------------------------------------------------------------
Kabuki Swirl | Throws a flaming kabuki fan at opponent to
(Fuuretsusen) | hit for fire damage.
| / O- + Slash |
O O |
----------------------------------------------------------------------------
This is the most basic of the projectile attacks. As they go,
this one has adjustable intensity and an average range for projectile
attacks. You can use it to negate an enemy projectile or harass, but
these are the most strategically basic uses for the fan.
Using rapid A fans can force an opponent into jumping, which
could be followed with a jumping AB or an AB fan timed to hit him when he
lands. It is also a fairly effective anti-air attack. The timing on the
move is fairly consistent and you can get quite adept at getting AB fans
to strike an opponent just before they are in range to perform their
attack on you.
Another trick that works more than it should is throwing an A
fan and dashing or rolling in after it. If you time it right, you get
there just before your opponent is beginning a counter, and can sneak in
an A or C barrage. This is a particularly good tactic against turtlers
with reach (i.e. Ukyo), as it removes their range because they have to
block the fan.
A special note against opponent approaching max POW: If you can
time the fan to hit an opponent just as his full POW 'rage' animation
finishes, the fan with hit three times even if he blocks. Its a bug.
Exploit it.
WEAKNESSES: There is a significant lag when you go into your
shirt for the fan, so don't use it when you are too close unless you have
REALLY good timing.
----------------------------------------------------------------------------
Spear Throw | Grabs opponent and tosses with spear for
when close, -O + B or AB ! | damage.
----------------------------------------------------------------------------
Hair Toss | Grabs opponent with hair and tosses for
when close, -O + D | damage.
----------------------------------------------------------------------------
Hair Strangle | Grabs opponent, and wraps hair around
when close, -O + CD | neck, strangling for multiple hits of
| damage.
|
----------------------------------------------------------------------------
The only strategical differences with these throws is that the
spear throw gets the opponent farther away from you after completion. In
trouble and need to get the guy way? Use the spear throw. Got him on the
ropes and want him in close to finish him off (or got no weapon)? Use one
of the C and D throws. (When unarmed, an A or B throw performs a Hair
Toss, and an AB throw performs a Hair Strangle.)
----------------------------------------------------------------------------
Super Deformed Transformation
-O O- / | \ -O O- + D
O O O
----------------------------------------------------------------------------
Everyone knows about these darlings. The only thing it does is
make you look cute and makes you immune from throws. There is also the
consensus that the first attack against a SDT does NOT do any damage. You
can get surprise on your side by coming out of it with a special move. If
you are way on the other side of the screen from your opponent, you could
SDT and catch him with a fan on the way in, but it is so difficult to
pull off, it is strategically a bad idea unless you REALLY want to
embarrass a neoephite.
----------------------------------------------------------------------------
POWER SPECIAL: Aragotoshi Kyoshiro "Chiniku-no mai"
(Flesh Flail Dance of Kyoshiro) | Spins across floor, creating large flames
-O O- / | \ -O + C | that burrow into opponent, hitting for
O O O * ! | fire and breaking damage.
----------------------------------------------------------------------------
This is a POW special that does have its weaknesses. At least it
is one of the only POW specials that allows you some latitude of movement
while performing it, as you can move backwards and forwards while in the
middle of the move.
The best time to zap someone with this is, ideally, when they are
stunned, but there are other ways. One is getting them right after you
have knocked them down, or if they are jumping in. An enemy without a
weapon against Kyoshiro's reach is dead meat quickly. Remember you can
move while you do this. If someone jumps at you, swirl back or forward
and catch them on the way down.
SPECIAL NOTE AGAINST NINJAS (HANZO, GALFORD, EARTHQUAKE): If any
of the ninjas go into their multiple-image moves (where they twirl around
and disappear, turning into copies of themselves), if you start
Kyoshiro's POW special, you will hit them no matter which final position
they chose. This has a couple of factors you have to get right. Firstly,
you have to start the move BEFORE the multiple images appear, or you
cannot begin the move in time. Secondly, you obviously have to know WHEN
the ninjas are doing a multiple image move instead of a portal drop, for
example. When the ninjas do their multiple image moves, after they poof,
the screen will begin to zoom in on you. As soon as the screen starts
zooming in on you, begin your move and you will hit them regardless of
what they do.
There is also a way to cancel some of the lag at the end of the
move. After he successfully performs the move, Kyoshiro performs his fan
taunt at the end of the move. This can be cancelled like any normal
taunt. This can knock off precious seconds of lag at the end of the move.
The first part of this move can also be used a temporary defense
if you are at full POW. When you begin the move (forward-back with no
buttons pressed and full POW) you are invulnerable for a second or two to
all attacks. I have gotten skilled at this enough to be able to pull off
the second of invulnerability fairly regularly and use it as a defense,
especially close in.
WEAKNESSES: This is, sadly, one of the most counterable POW
specials in the game. Firstly, ANY projectile attack will knock you out
of the move. Any POW special where the opponent does not have to touch
you to hit (i.e. Galford, Nak, Charlotte, Caffiene, etc) will knock you
out of it. Any super-long distance ground attack (Nicotine's staff
extension, Gen-an's Claw Throw, Earthquake's low AB, Sieger's Vulcan
Weinan, etc) WILL hit you out of it. And, of course, any air attack with
any range (Charlotte and Kyoshiro's AB, Ukyo's Tsumabe Gaeshi, Nicotine's
Fire Ladder, etc) or any ninja portal drop WILL hit you out of it. The
point here being that you should use this move with EXTREME caution, and
only against those whom you are SURE you are going to hit (dazed
opponents, etc). On top of everything else, it has a considerable lag
time at the end of move, leaving you open to AB counters at the least,
but also with sufficient lag to set you up for specials like Sieger's
Backbreaker combo. Don't use this move lightly or you will pay for it.
That second of invulnerability can also come back to haunt you.
When doing moves and attacks that require a back movement while on full
POW, the computer always likes to make you start the Flesh Flail anyway,
so be careful. You are lagged for a second or two after your
invulnerability and you can get tagged badly if you did not expect/plan
to do it. You can also be thrown in that moment of 'invulnerability,' so
do not pull this trick if your opponent is too close.
----------------------------------------------------------------------------
COMBOS:
The way the combo system works in SS2, to the best of my
knowledge, is that there are some attacks that stun and opponent to such
an extent WHEN THEY HIT that you can follow it up with certain speed
attacks with NO chance for the opponent to block. I call these 'pure'
combos. Also, there are some moves that automatically hit more than once
(even some normal attacks). Any other multiple hits in a row is due to
your opponent not blocking. In this light, I've re-done this section to
express this.
OPENING ATTACKS FOR 'PURE' COMBOS:
(These are only the ones I am aware of and are sure of now.)
-> Jumping AB : Sets up for for an AB and CD or quicker in normal
attacks, or B and D or quicker in Special Attacks.
-> Blood Mist Slice: Sets up for a B and D or quicker in normal attacks
(AB and CD sometimes), or A and C or quicker in Special Attacks.
ATTACKS THAT HIT MULTIPLE TIMES:
-> Blood Mist Slice
-> Dance of the Demon
-> Standing Close AB
-> Jumping Up AB
-> Unarmed Standing Far AB
SAMPLE COMBOS: (Not a complete list)
(Some Taken From Strategy/Combo Faq v.01)
(These include 'pure' combos, plus 'fake' combos that work a lot of
the time.)
-> Jump forward C or D kick, standing close B slash, C Lion's Tail
-> Standing A, Low CD, C Lion's Tail
-> Blood Mist Slice, Standing B, AB Kabuki Flame, Standing A
-> Blood Mist Slice, Standing A, C Lion's Tail
-> Any Jumping AB, back-AB : STUNS
-> Any Jumping AB, back-B
----------------------------------------------------------------------------
INTERRUPTING ATTACKS
In the game, there are certain attacks that have a significant 'hang
time' after the move, meaning that there is lag and animation after the
attack itself has been performed. It is possible to cancel the lag at the
end of the move by buffering in a special attack movement after you hit
the buttons for the normal attack. This causes the special attack to be
performed right after the normal attack is finished, eliminating the lag
and making a smooth and instant follow-up.
ATTACKS FOR WHICH THIS WORKS:
- Crouching CD (especially effective when buffered with Lion's Tail)
----------------------------------------------------------------------------
FIGHTING THE SPECIAL CHARACTERS:
Kuroko (The Judge):
There is new info in on when you fight Kuroko. Apparently, there
is one of two ways to get to fight him:
- He appears randomly after the third CPU opponent is defeated.
- After the sixth computer opponent, if you beat an even numbered
computer opponent in two matches, winning the second match with under
twenty seconds left and using a Special Attack for the kill, he will come
out. It appears that this is true also for human opponents in the same
circumstances.
This is the most accurate information on this to date, but
necessarily completely correct. It does not explain when he shows up
after player vs. player contests, or other random appearances.
As far as strategy, this guy is pretty impossible. I know that I
will not have enough opportunities to fight him in the arcade as I did
with Mizuki (you can't continue a game after you lose to Kuroko), but he
DOES follow some patterns, and there are some general hints to follow:
- Use A and C attacks. Anything that has any lag time longer than
an A or C attack is countered very quickly. You actually get quite a
rally going by just countering him coming in with As and Cs, but he still
can get you. The point here is keep your attacks quick. Don't use low-A
thrust attacks, because Kuroko is fast enough to roll through them and
kick the hell out of you.
- Don't waste your time performing special moves. Even the
fastest specials will be countered easily by Kuroko, and any damage you
might do in an exchange is a losing proposition. The ONE exception is his
'split-in-half-and-explode move.' If he begins to perform this, you can
hop back and hit him with a flaming fan with no retaliation.
- Keep a defensive posture at all times. Kuroko whips out special
moves faster than Mizuki. Always stay low and stay blocking. Use
'back-slash' or 'back-kick' attacks so you can stay blocking. It lessens
the damage he can sneak in on you.
- Dodge and counter. Get really good at ducking and rolling and
you can dodge his attacks and follow up with an A or C barrage, and roll
back out. It is one semi-successful tactic to keep at hand.
- Use B-slashes to keep him back. For some reason, Kuroko will
NOT roll under standing-Bs and counter you. It provides some defense in
keeping him away.
- Use his patterns to 'throw' him when he is occupied. Although
Kuroko is immune from throws (alla Earthquake), what would register as a
throw turns into a multiple-kick, as with Earthquake, which does good
deal of damage to Kuroko, and is thereby useful. There are a couple of
patterns which he follows that allow you to 'throw' him regularly, due to
quirks in his tactics and the timing of Kyoshiro's jumps.
When Kuroko rolls towards you, jump straight up. He will come out
of his roll, and perform an AB-slash. You will land just as he finishes
the slash. 'Throw' him.
When Kuroko jumps at you with his leg out, jump up and eat the
kick, Kuroko will land before you, going into the AB-slash again. You
will land just after the completion of the slash. 'Throw' him.
When Kuroko performs his POW special, and you can afford it, eat
the attack close to him. (You will be 'throwing' him anyway, and will not
need your weapon.) You will get a lot of POW, and he pauses after the
attack. 'Throw' him.
- Being in the air is not that effective. Every now and again, an
air-AB or an incoming air attack will work, but Kuroko is FAST. Nine
times out of 10, he will jump and hit you with an A slash or C kick
before you can do anything, so normal air moves are not generally
effective at all.
This is by no means authoritative. I appreciate all other input
on fighting him with Kyoshiro.
Mizuki Rashoushin (End Boss):
It is my firm conviction that Mizuki Rashoushin is 'Bullshit
Damage' in Japanese. However, my opinion against her has softened
considerably since I've concentrated efforts against Kuroko. She can hit
with multiple attacks at the same time. At one time once, I was hit with
the Mass Confusion, Swine Curse, and her special (Hell Storm) all at
once. Needless to say, I was dead. I can offer some general tips on how
to stay alive long enough to kill her. I've finished the game on one
credit, so this strategy does work.
- Stay in the air. Six times out of 10, its the best place to be.
She seems to be partially susceptible to air attacks, keeping off the
ground saves you from getting dragged into her Portal to Hell, and it is
a good place to be against most of her projectile powers. You can also
catch her most of the time when she is doing her teleport. Be careful, as
you cannot jump over her Mass Confusion, but you CAN get in a hit while
also getting hit by it, and sometimes that it a good trade, if you can
get used to reverse joystick movements (like me). You want to do as much
damage as possible with each hit, so in the air is the place to be. The
only time you probably definately DON'T want to be in the air is when she
is at full POW, because her Hell Storm special will hit you in the air.
Don't fall into too much of a jumping pattern, because she picks up your
patterns quickly and will use them against you.
- Stay away from her. In close, she will kick your ass hard and
fast. Use As and Cs to knock her back fast. Keeping back also lets you
see what she is doing and react to her, which is the only way to survive.
You are fodder in close. Don't be there. If you can get to the 'K' spot,
you can get in with an AB or B while she is preparing special moves.
- Keep the match as quick as possible. In a long, drawn-out
contest, more times than not, you will lose. Do as much damage as
possible without leaving yourself open, and try to finish her off as soon
as you can. Go for the ABs and try and stun her. When you stun her, SHOW
NO MERCY. In a long battle, her massive superiority in specials will
always get you.
- Use her special moves against her. After a while, you will
learn what each one looks like. Outside of nabbing her while she is
preparing them, your key to success is to know what each attack will do
and hit her while she is vulnerable. If she uses any of the demon dog
attacks, jump over it and nail her with a jumping AB. If she throws a
Mass Confusion at you, block it and follow up with a B or jump into it
with a jumping AB which will do more damage to her than you. If she
throws a Portal to Hell at you, jump it with an AB. Ditto her Teleport.
- Don't use your Special Attacks. They are too slow and will do
too little damage to be of any practical value.
- Get her when she jumps. The only thing that can be called
something close to a weakness with her is that she has a tendency to jump
alot, and she is in a weaker position in the air (i.e. set up for an
air-AB or an anti-air back-AB). She tends to do this more at the
beginning of the round then at the end, so get in your licks while you can.
- Be very careful when her POW meter is full. Try and keep her
from getting full POW if you can. Her POW special (Hell Storm) can get
you going BOTH ways, so watch it. She tends to start rapid fire specials
when she is at full POW, and if you get hit by one of them, go back to
the well for another 50 cents.
----------------------------------------------------------------------------
WHAT HAPPENS WHEN KYOSHIRO WINS:
WHAT HAPPENED WHEN HE WON IN SS:
(From SSfaq v.12.0)
Ending scene description:
Kyoshiro says, "Having been trounced, I think you now realize the
sublimity of Kabuki." He looks at the background. "Hey, what a great
place. Why, of course..." Cut to a big curtain on the screen. "Lords,
Ladies, come hither." It opens up, revealing the musicians from Tokyo
sitting around Amakusa's area and a big audience at the bottom of the
screen. Kyoshiro comes out and starts dancing and whipping his hair
around. The audience cheers and throw flowers.
WHAT YOU GET IF YOU FINISH THE NEW GAME WITH KYOSHIRO:
(Ending Info Taken From Tapfaq v.3.0)
Kyoshiro is standing on the cliff, overlooking the forest. He
says,"I've had enough of dancing solo. I'll dance in pairs next." He then sees
something and leaps off the cliff into the forest.
Scene changes to forest. Mizuki is lying unconscious on the ground.
Kyoshiro takes a puff of his pipe, and tosses "dust" onto Mizuki, which
awakens her. She stands and says, "I can move on my own will. I'm free
now." Kyoshiro says, "You tried to control him but he did control you."
Mizuki says, "I thought I was the strongest, but my pride gave him the
chance to control me." Kyoshiro points to the sky, and Mizuki looks. In a
flash, the scene changes to Kyoshiro's background. He says, "Well, I'll
tell you the best job to train your mind. It's the job to dance a Kabuki
with me, and popularize it among the people." A heart flutters up from
Mizuki, and she smiles and nods. Then, while she plays a flute, Kyoshiro
goes on a wild Kabuki dance for everyone.
IF YOU WIN THE GAME ON ONE CREDIT...
(Taken from Tapfaq v.5.2)
Meaning no continues and no other player joining in, you get the designer's
credits at the end. As for the individual character endings, there doesn't
seem to be any difference between one-credit and multi-credit endings,
unlike SS1. What happens is after the judge claps and the background fades,
the "designer credit" music starts to play, and cherry blossom leaves fall
across the screen. Then, each character is displayed, in the order presented
in this FAQ. Here's each character's sequence:
The character's background appears, and the character jumps in.
The character does a taunt.
The character does an attack, and the screen freezes while the character's
designer credits are displayed.
The character does an ending pose.
The character does his/her close-up, and more credits appear.
Kyoshiro -- Smokes, Close B swing, "Uchtottari" (stays on screen)
After this, Kuroko claps and disappears in a puff. The cherry blossoms start
swirling in a spiral, and the center of the spiral goes round and around
until it's finally centered on the screen. Then after all the credits roll,
the screen explodes and the "chirping Iguana" logo appears.
----------------------------------------------------------------------------
CONCLUSION:
Well, that's it. If you have any additional ideas, corrections,
archive requests, etc etc, mail me at damone@ios.com.
Kabuki is the way.
Damone
(damone@ios.com)
Selling faqs is the problem. Free distribution is the answer.
----------------------------------------------------------------------------
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