textfiles/games/FIGHTERS/ss2kyosh.txt
2021-04-15 13:31:59 -05:00

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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.3.3)
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 at FTP.NETCOM.COM in
/pub/vi/vidgames/faqs.
----------------------------------------------------------------------------
CONTENTS:
VERSION HISTORY
ACKNOWLEDGEMENTS
DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS
WANTED!!!!
WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO
KYOSHIRO INFORMATION
ENDMATCH MESSAGES
MISC. INFO
GENERAL STRATEGY
NON-ATTACK MOVEMENTS
NORMAL ATTACK MOVEMENTS
KYOSHIRO'S TAUNTS
THE SPECIAL MOVES AND WHAT TO DO WITH THEM
COMBOS
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, reformating of sections, ftp availability.
----------------------------------------------------------------------------
ACKNOWLEDGEMENTS:
Most importantly to:
Shawn Holmes <shawnh@qb.island.net>, author of the SS2 Tapfaq (v. 3.0)
Scott Fujimoto <ewann@sfu.ca>, curator of the SS Faq (v. 12.0)
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.
Stephen Young <youngs3@rpi.edu>
Gave great input on combos, strategy, and special moves use.
Scott Fujimoto <sfujimoto@delphi.com>, author, Character History Faq (v.2.0)
Got some historical information on Kyoshiro from the Faq. It has
an EXTENSIVE list of sources on the characters. Check it out.
Kenneth Hsu <e3321942@mailbox.uq.oz.au>, author, Nakaru Strategy Guide v.1.0
Only other guy I know doing character-specific stuff for SS2, and
had quite a handful given Nak's downgrading from SS. His strategy guide
can be retrieved via annonymous FTP from FTP.NETCOM.COM /pub/vi/vidgames/faqs
Andy Eddy <vidgames@netcom.com>, curator, games directories at netcom
He allowed me to put my faq at his site.
And to every Kyoshiro enthusiast in the world, here ya go.
----------------------------------------------------------------------------
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, 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. It is now available via
annoymous ftp at FTP.NETCOM.COM in /pub/vi/vidgames/faqs. Please use
e-mail requests only if you do not have ftp access.
----------------------------------------------------------------------------
WANTED!!!!
-> Any ascii or ascii-ed gifs of Kyoshiro
-> Any endmatch messages I missed
-> Any info on fighting Kuroko with Kyoshiro (tactics, etc)
-> 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 GET THE GIRL ***
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:
(Adapted From Character History Faq v.2.0)
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...
Kyoshiro is based on a fictional character named
Nemuri Kyoshiro. "Sleepy-Eyed Kyoshiro, Notes on Villany," by
Renzaburo Shibata was a novel serialized in a post-war magazine and
later made into a TV series. Kyoshiro was a skilled swordsman, but was
also an eccentric outcast and a womanizer. I found nothing that said he
was an actor but the information I have on him is limited...
Note that Kyoshiro is in the Kabuki costume of a lion, which is why
he has such long red hair. 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 There 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!"
----------------------------------------------------------------------------
ENDMATCH MESSAGES:
(From Tapfaq v.3.0: More Exist)
"My Kabuki spirits'll beat the evil king!"
"What a deplorable 'Kabuki'! Commit 'Harakiri'!"
"Go through the real beauty of 'Kabuki' by your death!"
"You can't behave like me, even if you imitate my costume!"
"Fight like dance, and win. That's the soul of Kabuki!"
----------------------------------------------------------------------------
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.
----------------------------------------------------------------------------
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, 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 without exception.
9 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.
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 most everyone else. If you stay there, you will run the game
no matter what. When you are there and you opponent jumps towards you,
jump back and AB him. You will hit, he will not. Its a beautiful thing.
If you are not at that point, and/or you are both jumping toward
each other, some people can beat you. When jumping INTO an opponent, it
is better to use the Dance of the Demon, which will hit more. If not,
Gen-an's mid-air uppercut, Caffine's pole slash and hat move, Jubei's low
jumping slash, and many of Ukyo's moves will catch your AB in the air if
you are not placed perfectly. As opposed to waiting to do the AB attack
after they are starting theirs, you want to do an A as soon as possible,
and you can still beat them in the air, but only if you attack first.
Ukyo is a particular problem with his Firebirds, but you can adjust to it
with experience. See SPECIAL ATTACKs section about how to sucker someone
in the air.
2) GROUND ATTACKS: Kyoshiro isn't shabby at all on the ground either. He
has superior air defence with his back-AB and kabuki flame. In close, his
As and Cs have very high priority, and can quickly back off anyone too
close. You generally want to keep your distance from opponents because
you have reach, so use it. 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. While most of the time you
want to be in the air countering special attacks, it is possible to do
this as well on the ground. The only person who can beat his reach is
Ukyo. Strategies to go after him are useful in all cases. If they throw a
special at you, duck it, roll forward in, and start wailing away with the
A or C, and set them up for an AB stunner.
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.
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. You can go either one of two ways. You can stall by throwing
fans and kabuki flames to keep opponents away until the weapon returns,
or you can go on the offensive. Unarmed, you get priorities on most
attacks, so you can get away with some pretty nasty Bs and ABs. In close,
kicking is the best. The low CD combo is especially good if you are
trying to drive someone back, and C them to death in a corner, or follow
up with a kabuki flame. Remember that you can only use C, D, and CD
throws when you are unarmed. Catching the opponents weapon can do some
devastating damage, too, but is a trick to get right. Well worth the
practice though.
----------------------------------------------------------------------------
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
----------------------------------------------------------------------------
NORMAL ATTACK MOVEMENTS:
Here is the list of moves that Kyoshiro performs with each button combo:
(Adapted From SSfaq v.12.0: Not Complete)
-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 (medium)
AB - Upward Slash (2 hits) CD - Roundhouse
-CROUCHING FAR- -CROUCHING FAR-
A - Weak Low Thrust C - Low Kick (weak)
B - Medium Low Thrust D - Low Kick (medium)
AB - Strong Low Thrust CD - Leg Sweep
-CROUCHING CLOSE- -CROUCHING CLOSE-
A - Fan Smack (weak) C - Weak Low Kick
B - Fan Smack (medium) D - Medium Low Kick
AB - Fan Smack (strong)? CD - Leg Sweep
-JUMPING UP- -JUMPING UP-
A - Weak Downward Thrust C - Front Kick
B - Medium Thrust D - Side Kick
AB - Upward Slash (2 Hits) CD - Pole Back Kick
-JUMPING AT ANLGE- -JUMPING AT ANGLE-
A - Weak Downward Thrust C - Front Kick
B - Medium Downward Thrust D - Side Kick
AB - Strong Downward Thrust CD - Pole Back Kick
----------------------------------------------------------------------------
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.
----------------------------------------------------------------------------
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 *! |
----------------------------------------------------------------------------
This on has several useful applications, and is a very good move.
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. Be
careful using it on an opponent too close to the corner, however (See
last section on this move).
Remember that you can use it as a C, D, or CD attack, getting
progressively slower and higher in damage. If someone is jumping in on
you, you can catch him with a C one before he hits the ground or gets an
attack in. You need EXTREMELY good timing for this to work, however.
If someone is dazed, go at him with a CD. If he is preparing a
complex super move, jump in with a D or CD. Dashing in with a C one is
good, and can drive your opponent back into the corner as well. Mix up
the special moves you use with the in-dash for added effectiveness.
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 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.
----------------------------------------------------------------------------
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 (guess what?) primarily an air attack. You get
multiple hits with it as well (see COMBOS), so it is a potentially
powerful move. If you know you have someone caught jumping, pulling this
one results in mega-damage. Better for jumping INTO someone, as opposed
to away.
Another use 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?
WEAKNESSES: Apparently this move can be countered by some kicks.
It is also possible that he can be slashed out of this move by an
opponent in the air.
----------------------------------------------------------------------------
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. You can use it to catch
someone jumping in or to consume an enemy's projectile. A quick A one can
counter some relatively fast air attacks.
If 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.
----------------------------------------------------------------------------
Blood Mist Slice (jumping) | Performs the Kabuki Crunch Dance in the
(Chi kemuri kuruwa) | middle of a jump.
while jumping, | + AB |
O * ! |
----------------------------------------------------------------------------
This is a great bluff out power. Eventually, whoever your
opponent is will assume that you jumping means an AB attack. Wait for
them to start an air defense for it and then spin away. It is also useful
as the first move in a combo (See COMBOS).
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.
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.
Long-reach kicks may also be able to knock you out of it.
----------------------------------------------------------------------------
Kabuki Swirl | Throws a flaming kabuki fan at opponent to
(Fuuretsusen) | hit for fire damage.
| / O- + Slash |
O O |
----------------------------------------------------------------------------
The most basic projectile attack. You can use it to negate an
enemy projectile or harass, but these are the most strategically basic
uses for the fan.
Throw one at an opponent to sucker him into jumping and follow
the fan in with a jumping AB. Enemy keeping doing jumping in place
attacks? Catch him on the way down with a fan. Dozens of fun uses.
Remember, use A when want speed, AB when you want power.
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.
----------------------------------------------------------------------------
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. 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.
----------------------------------------------------------------------------
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.
This 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: Be careful of players who block this or players with
long reach if you do not start the move right next to them. You will get
countered in the first case and attacked coming in on the second case.
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.
----------------------------------------------------------------------------
COMBOS:
(Some Taken From Strategy/Combo Faq v.01)
(NOTE: These are just combos that have worked in the past, or have been
confirmed. This is currently not an exhaustive list by far.)
-> Jump forward C or D kick, standing close B slash into C Lion's Tail
-> Standing A, Low CD, into C Lion's Tail
-> Blood Mist Slice, Standing AB, AB Kabuki Flame, Standing A
-> Blood Mist Slice, Standing A, C Lion's Tail
-> Straight up jumping AB followed by a back-AB when you land (Swear to God)
-> Blood Mist Slice, Dance of the Demon, and a close, crouching AB can
hit multiple times.
----------------------------------------------------------------------------
FIGHTING THE SPECIAL CHARACTERS:
Kuroko (The Judge):
I finally fought him for the first time recently. For all the
watchers who are trying to figure out when he shows up, he originally
challenged a Jubei player who thrashed me with a special moves bazar. Use
of special moves have anything to do with it? Couldn't tell you.
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 I
can offer some hints on staying alive with Kyoshiro against him:
- Use A and C attacks. Anything that has any lag time longer than
an A or C attack is countered very quickly. I actually got quite a rally
going by just countering him coming in with As and Cs, but he still got
to me. The point here is keep your attacks quick.
- 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 was the only semi-successful tactic I found.
This is by no means authoritative. It is just the listing of
tactics that were most successful in my brief encounter. 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. She is the queen of the bullshit moves that do mega
damage. 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. 6 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.
- 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.
- 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.
- Be very careful when her POW meter is full. He 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.
(NO CHANGE IF DONE ON ONE CREDIT)
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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 distrobution is the answer.
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