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 , author of the SS2 Tapfaq (v. 3.0) Scott Fujimoto , 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 , co-author, Strategy/Combo Faq (v.01) Rich Joseph , co-author, Strategy/Combo Faq (v.01) Got some combo information from it. They started a big undertaking. Help them out. Stephen Young Gave great input on combos, strategy, and special moves use. Scott Fujimoto , 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 , 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 , 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) ---------------------------------------------------------------------------- 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. ----------------------------------------------------------------------------