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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