MOVELIST

X Y Z Start
A B C

Moves labeled EX are... EX versions of the previous ones, and eat 300 power away (SF3 feature)
EX moves and supers can be canceled from Oni Yaki.
The Burst move needs 2000 power, or 1000 when low on life (<1/3)  and eats half of the required power away.

System

ZC Power charge
XA Dodge
+ XA Backward dodge
While hit YB Burst
(When opponent attacks) or or   Parry
(When guarding a hit) + P/K Zero Counter

Command Moves

+ A Ge Shiki Gō Fuu In
+ B Oboro Guruma
+ C 88 Shiki
+ X Tsumi Yomi
+ Y Nue Tsumi
+ Z Migiri Ugachi
+ Z (in air) Ge Shiki Naraku Otoshi

Special Moves

  + X 114 Shiki Ara Gami
--   + P 127 Shiki Ku no Kizu
----P 128 Shiki Ya no Sabi
----K 125 Shiki Nana Se (KoF 2000)
--  + P 113 Shiki Kuro Gami
-- + P 128 Shiki Ya no Sabi
---- + K 212 Shiki Kototsuki Yō
----P Ge Shiki Migiri Ugachi
  + Y/Z 115 Shiki Doku Gami
-- + K 212 Shiki Kototsuki Yō
-- + P 100 Shiki Oni Yaki
--K 125 Shiki Nana Se (KoF 98)
+ P 100 Shiki Oni Yaki
+ P 108 Shiki Yami Barai
+ PP Ura 108 Shiki Orochinagi (EX)
+ A
+ B/C
705 Shiki Kurodori (air OK)
707 Shiki R.E.D kick (air OK)
+ A/B 427 Shiki Hikigane (KoF 2000+)
+ C Ge Shiki Gun Spark
+ K 75 Shiki Kai
(air) + K Kuuchuu Saku

Super Moves

 + P San Shingi no Ichi : Mu Shiki
 + X
+ Y
+ Z
Ura 108 Shiki Orochi Tsubushi (Lv1)
Ura 108 Shiki Orochinagi (Lv2)
MAX.Ura 108 Shiki Orochinagi (Lv3)
 + A
+ B
+ C
182 Shiki Rekitetsu (Lv1)
Ura 182 Shiki  Nettetsu (Lv2)
MAX.182 Shiki Nettetsu (Lv3)
+ X
+ Y
+ Z
( + punch)
524 Shiki Kamijiri : Fukanzen (Lv1)
524 Shiki Kamijiri : Ya Otome (Lv2)
524 Shiki Kamijiri : Saigo no Katachi (Lv3)
(command shortcut)

 

Character informations

Name Another Kyō (Capcom vs SNK Pro / CvS 2 style)
Fighting style Kusanagi Ryuu Kobujutsu (ancient familial martial arts), Garyuu Kenpō, his instinct
Combat notes Left-handed. His fighting style involves flames mastery. Another Kyō is much more violent than Kyō, though. Violent punch attacks (special moves can make some good combos), with good kick basics-specials comboability. Another Kyō also altered some of Kyō's move to fit his personnal style and his instinct.

Details, some moves' secrets

Run, small jump, high jump, backward dash : Usual stuff.

 

Parry : Another Kyō can parry anything if you tap forward at the right timing (less than 5 ticks before being hit). You can own any Messatsu Gō Hadō abuser easily with it. Another Kyō glows blue.

Burst : Another Kyō can make his way out of a hard combo. Quite dangerous, though, because it doesn't do any good to your powerbar and you never know whether your opponent will continue his combo or not anyway. Do it when you know it'll help. Also, you can only Burst when on the ground, and not out of throws. Finally, this won't push away the opponent.Just dodge or counter. Another Kyō glows red.
Zero Counter : More useful than the Burst to me... If your opponent tries to eat your life away by forcing you to block, counter him away and own those aggressive bastards. Don't hope to combo anything from it of course. Another Kyō glows golden while performing a fast and "light" Hikigane.
 

Dodge : well, Another Kyō can dodge anything during that short forward dash or backward roll... Can also be canceled into any super.

88 Shiki : a double low sweep kick. Good pressure because of its good range.
Gō Fuu In : attacks with the heel, smashing the opponent's head. 2 hits, overhead. If comboed from LP, does 1 hit and not overhead anymore. 
Nue Tsumi, Tsumi Yomi : the "anti-turtle" moves. Nue Tsumi is an overhead, Tsumi Yomi passes below the standing guard. Also, they have autocounter abilities.

Oboro Guruma : a leaping side left kick. An interesting anti-air thanks to both its range and recovery time.

 

Ara Gami : Another Kyō's first basic move. A right hook. Combo. Put your opponent anywhere you want after that.

Ku no Kizu, Ya no Sabi : a left uppercut, sends the opponent in the air (not quite high), then a smashing left elbow, knocks down.

Nana Se : 98 version is a dashing left kick, 2000 version is a spinning right kick.

Kuro Gami : a very fast left straight punch in the head that sends the opponent across the screen.

Migiri Ugachi : Another Kyō stomps the ground with his right fist.

Doku Gami : Another Kyō's second basic move. A left hook, better range than the Ara Gami. Combo.

Tsumi Yomi, Batsu Yomi : AKyō attacks with a left rising elbow, twists his body and strikes with a jumping right shoulder bash.

KotoTsuki.Yō : AKyō attacks with his left elbow, then immediately tries to grab his opponent's throat. If he succeeds, he lifts him then blasts him up.
 

Oni Yaki : a leaping uppercut. Another Kyō cannot be hit during the first 2 frames. He can also "super cancel" into most of his super moves while he's still on the ground.

Kurodori, RED kick : Another Kyō spins while performing a quite high jump and smashes anything down with his left leg. Can be useful against people who wait at the other end of the screen by throwing fireballs around. Can also be done in air. Kurodori (which is the LK version) is faster but a tad shorter and cannot jump over airborn fireballs. In the other hand, it's also much faster than medium and heavy versions, which are the old KoF version.
Hikigane / Gun Spark : this is a very useful defensive-offensive move.
In the light version, he lowers his stance a bit (doesn't move forward) for a second and autoblocks high-level attacks ; he then delivers a heavy left punch in the chin that will lift the opponent. The light version can be canceled into certain moves like his supers.
The "medium" version can jump over ground fireball then deliver a good left punch in the opponent's guts. It can be chained into Ara Gami (qcf+LP) and Gun Spark.
Finally, Heavy version (Gun Spark) slides under airborn fireballs and blasts the opponent's chin. Fast, good range and can punch as soon as he's close to his target, another good surprise move. It can also be cancelled from both light and medium version of Hikigane.
Yami Barai : Kyō's trademark ground fireball.
Orochinagi : a powered-up version of the Yami Barai, Another Kyō creates a flame wave that can block most fireballs. The Lv1, Orochi Tsubushi, is the fastest version and creates a fast explosion on the ground (with a good vertical range - about the same height as Another Kyō) ; kinda like a toned down version of the fire pillar from his Mu Shiki. Lv2 is delayable, and the Lv3 is the most powerful version : as Another Kyō builds his power up, his whole body is engulfed in flames, then he unleashes a full-power fire wave and also slides forward while doing so. Just try to hit him while he's charging.
 

Kai : leaps and deliver a double fast knee dash for the "light" version, 2 long range kicks for medium and heavy version. Pretty much anything can be done on the falling opponent after that.

 

Kuuchuu Saku : in the air, AKyō suddenly stops and throws his left foot straight forward. Looks a bit like K's Minute Spike. Get the habit of using it at the end of any aerial attack, it will most likely connect (though it might miss after certain moves) and send your opponent to the other side of the screen. The heavy version dashes forward regardless of the direction of your jump just like K's Minute Spike, but not as fast nor far ; light version is just a kick with no velocity change, and medium version stops you in mid-air for a second.

San Shingi no Ichi.Mu Shiki : the barrage. A personnal adaptation of the most powerful move of the Kusanagi familial martial arts. A giant fire pillar chained into a punchfest. Not too easy to hit AKyō out of it (well, you can still crouch kick him), and slowly goes punching through the whole screen, randomly chaining most of his favourite punch moves.
 

RekiTetsu : a counter super that can be delayed and counter anything (even fireballs) but only for 1 hit...
Nettetsu : one single powerful fist. AKyō can charge it a bit, raising its destructive power, and if charged to the max, it also becomes unblockable. But hey, your opponent needs it if he lets you charge it all the way up to the end. Sends the opponent across the screen and could easily break some random brick wall with such a punch. Good range too.
The Lv3 version is a mix of both attacks : Another Kyō goes into his "counter" stance and generate some flames (the same as his Max.Orochinagi), then chains the elbow attack from the Lv1, and the punch from the Lv2. Fast and a ridiculously far range.

 
Kamijiri : AKyō grabs the opponent and generate a big explosion. In the "Fukanzen" version ("unperfect") he just punches him with a Hikigane (light version of this AKyō, i.e. heavy version in KoF). Just like the normal version of the Hikigane, you can combo with some good things after that, like, say, the Nettetsu... The MP version is basically the same as its KoF counterpart. Finally, the "Saigo no Katachi" ("Final form") shows a massive punchfest, then AKyō uppercuts his opponent and kicks him away half-way in the air.

Another Kyō has a total of 5 different winposes. Hold lp, lk, mp/mk, hp or hk to choose one.