Normals
c.LK 3/3/7 +6 o/o/o
All purpose low short attack, with excellent advantage afterwards.
You’ll probably start all of your combos and guard strings with this
move. Links into c.MP, far s.MP or close s.HK easily.
c.MP 4/7/9 +6 x/o/o
Kyo’s best normal move on the ground. Whiff for meter, use from a
distance to stuff lots of attacks, most notably sagat far s.LK, blanka
c.HP and other mid hitting attacks. Links into another c.MP/far s.MP
for your best combo off of a meaty. Kyo’s best meaty attack.
c.MK 7/9/16 -5 x/x/o
One of Kyo’s best zoning attacks, hits low and has more range than
c.HK or far s.HK, think of this as guile’s c.MK, but not as safe.
c.HP 5/6/29 -11 x/o/o
Good anti-air vs non P/K groovers, can be used in counterhit setups to
combo into fierce rekka chains (c.LK, close s.LK (+3), c.HP xx qcf+HP).
As an anti-air this thing is good for hitting straight up jumpers. s.MK
is better in most cases, but this can do more damage vs characters that
don’t have ultra priority jumpins like Vega or Sagat j.HK.
c.HK 8/6/22 -2 x/x/x
One of the best sweeps in the game, this move is good not only because
of how safe it is, but also because it puts Kyo very low to the ground.
It will beat many attacks because of this (notably, will go under Ken’s
RC funky kicks).
far s.LK 5/4/14 -1 x/x/o
Short range sagat-esque s.LK. Use to pressure an opponent when c.MP
won’t reach. Walk forward on Sagat with this to stuff his s.LK. Not
so much abusable because of the -1, but remember you have it. Another
use is as a RC rekka setup. c.LKx2-3, far s.LK, RC rekka. Duckable by
characters shorter than Vega.
far s.MP 4/6/22 -5 x/o/o
Use to combo into rekkas on fat/tall characters. This will hit
crouching characters that are taller than Guile. Has more range than
c.MP and does more damage. Not safe to whiff, make sure you connect.
far s.HK 7/7/24 -5 x/x/o
Kyo’s best attack at range, goes over lows/low fireballs, and beats many
attacks that start with lower hitboxes (like Blanka c.HP). Much more
useful in a groove with level 3 supers. If you were playing K-Kyo
before, start punishing things you used to with far s.HK xx lvl3 with a
sweep instead. Crouchable by Iori, Maki, and Athena.
close s.LP 2/6/6 +5 o/o/o
Close range attack with 2 frame startup, use to beat throws clean. Use
close s.LP, c.LK, c.MP/far s.MP xx rekkas.
close s.MP 3/12/11 x/o/o
Useful as a meaty when mixed up with c.MP (I’d say this is a better
meaty attack but it has more recovering frames, and doesn’t guarantee
damage when it hits early. It’s been debated before). I’ve found out
that this move is also useful to avoid crossups. Kyo seems to lean
forward for the entire 12 hitting frames, meaning you can use this vs a
crossup that you’d otherwise have to backwards DP or activate against.
Can also be a usable anti-air in the same kind of situations as close
s.MK, but it’s not as good for that purpose.
close s.MK 4/5/16 +1 x/o/o
Your best 1-button anti-air, use for almost everything that comes in
from the front. Loses to some annoying jump-ins like Vega or Eagle’s
j.HK sometimes. Try to wait until your enemy is closer so you get
the faster close s.MK version.
close s.HK 4/4/21 -1 x/o/o
Your big damage combo starter off a jumpin/dizzy/blocked dp. Safe up
close and does good guard damge, use c.LK, close s.HK xx rekka when
your opponent’s guard bar starts flashing. Uncommonly safe for a close
HP/HK attack, use that to your advantage. Poke with close s.HK and blow
through your enemy’s mashing with an activate.
df+HK 11/4/8/4/20 +0 x/x/x
Deceptively long start-up frames, but very hard to see coming. If
you told one of your opponents that this move starts up in 11 frames
they probably wouldn’t believe you. This move hits low on the first hit
and mid for the second, and is completely safe on block. Use this to
setup an RC rekka from really far distance.
j.LK
Use this early to beat opponents trying to jump away. Useful against
rolento trying to j.LP (non RC scouter’ed) as anti-air. Land and mixup
between throw and c.LK into combo. Forgot to add: this is Kyo’s crossup!
As far as crossups go it isn’t that great, but he’s got one. Never try
to crossup your opponent with this unless it’s after a knockdown, the
trade will never be in your favor.
j.MP/j.HP
Use these as your overall jumpins, j.HK isn’t nearly as good without low
jump.
j.HK
Your highest damage jumpin, use after a dizzy or jumping over someone’s
wakeup super or mis-thrown fireball. Jump back with this for anti-air
vs bison and chun.
j.d+HP
Obviously not as good without low jump, but it still knocks down anyway.
Use these early to beat characters that rely on normal attack anti-airs.
Anti-airs
close s.MK – useful vs almost every jumpin from the front.
c.HP – useful when pressed early for jumpins from the front that would
beat the above. Also reliable vs characters that jump up and down.
dp+HP – useful when you can react with it (when you don’t press MK).
Loses horribly to crossups. This has amazing horizontal and vertical
range, and can be done “deep” much earlier than a ken/sagat DP.
backwards DP – vs crossups.
close s.MP – vs crossups (he’ll lean forward and make them whiff.
practice this)
close s.HK – use to beat weird special move aerial attacks like vega’s
claw dive or ken/kyo overhead kicks
trade dp+LP/MP – use to combo into CC, these almost always trade when
done deep
Combos
c.LK, c.LK, c.MP xx LP rekkas
- your bnb combo of choice
- skip 1 LK when you aren’t point blank, i find using 1 LK makes the
link easier
c.LK x 2-3, far s.MP xx LP rekkas
- your bnb combo vs taller characters
close s.HK xx qcf+MK,K, dp+HK
- can’t be tech rolled if all 3 hits of the dp+HK hit
- can be comboed off a c.LK, close s.HK
- use c.HP xx qcf+MK,K off a jumpin when the range isn’t right
c.MP, c.MP(far s.MP) xx LP rekkas
- standard combo off a meaty
- meaty close s.MP can be substituted
c.MP, c.HP xx HP rekkas
- slightly harder but more damaging combo off a meaty
Combos into CC
close s.HK xx qcf+MK,K, dp+LP/dp+MK, CC, juggle with dp+MP, df+HK whiff
- start your post-CC juggle with dp+HP, df+HK whiff for a fullscreen CC
c.LK/c.MP xx qcf+LK,K, CC, juggle with dp+MP, df+HK whiff (corner)
RC qcf+MK,K, (dp+LP/dp+MK optional), CC, juggle with dp+MP, df+HK whiff
meaty c.MP/close s.MP, CC, c.LK, continue (easy)
meaty c.MP/close s.MP, CC, c.HP, continue (hard)
meaty c.MP/close s.MP, CC, dp+MP, df+HK, continue (harder)
c.HK, CC, juggle with dp+MP/dp+HP, df+HK whiff
CC setups (random activates)
blocked close s.HK, CC
blocked c.HK, CC
blocked meaty rdp+LK, CC
blocked meaty c.MK, CC
blocked 2nd hit of qcf+LK,K, CC
combo into qcf+MK,K, close s.HK xx rdp+LK (whiffs), CC
CC, RC rekka
CC, f+MK overhead, continue
hit with qcf+HP, hcb+P, wait, CC
the other obvious random activates, like empty jump, walk forward, etc
Customs
CC, (c.LK), close s.HK x 2, far s.HK, df+HK (1-hit), [far s.HK x 2,
df+HK (1-hit)] x N to corner, df+HK xx qcfx2+P
- you can also switch up to mashed c.LK, df+HK (2-hit) at the end,
but i find it smarter to keep it simple.
CC, [dp+MP, df+HK whiff]x8 (or to 8 hits), c.HP, c.HP, qcb,hcf+P
- this is your combo for many things, like anti-air CC, comboing after
all sorts of juggles, or traded dp+LP/MP - start with dp+HP (1-hit), df+HK whiff if you need the range, like
after a traded dp
j.HK, close s.HK xx qcf+MK,K, dp+MK, CC, [dp+MP, df+HK whiff] x 2,
dp+MP, s.LK whiff, [j.LP x 4] x N until no meter, close s.HK/c.HP xx
qcf+HK,K, dp+HK (opponent dizzy), j.HK, close s.HK xx qcf+MK,K, dp+HK
- this should dizzy all characters 70 stun and lower if you land the
qcf+HK,K correctly, without a jumpin it should dizzy 60 stun chars - the finals hits after the dizzy won’t do good damage because the CC
scaling will still be in effect, this is only useful for flash - it’s smarter to end this combo with a super, then try to land
another combo afterwards to get some real dizzy damage
Special Custom enders
- combo to 8 hits, juggle with hcb+HK, qcf+LP, hcb+P, P (all 3 hits),
continue with mashed ground custom into qcfx2+P super or qcf+MK,K,
dp+HK for dizzy - combo to 8 hits, juggle with c.HP x 2 (think rolento super at the
end of CC), qcf+LP, hcb+P, P (first 2 whiff), continue with mashed
ground custom into qcfx2+P super or qcf+MK,K, dp+HK for dizzy - i don’t do the above 2 really, it’s to be flashy, there’s too much
chance of fucking this up with the rekka chains - ground custom, end with qcf+MK,K, dp+HK for dizzy
Block strings, RC rekka setups
c.LK, c.LK, c.MP/far s.MP xx LP rekka (all chars)
meaty c.MP/close s.MP, c.MP/far s.MP xx LP rekka (all chars)
c.LKx3, far s.MP xx qcf+LK,K (1st hit whiffs, 2nd blocked) (tall chars)
close s.HK, far s.MP xx LP rekka (fat chars)
c.LK, c.LK, c.MP, RC rekka
mashed c.LKx3, c.HK/far s.HK/c.MK/df+HK, optional RC rekka
Crossups
After combos ending with LP rekkas:
- Mixup between immediately rolling afterwards (crossup) and walking
back a few pixels and rolling (doesn’t crossup). - Mixup between immediately jumping forward with j.LK (crossup) and
walking back some pixels and forward j.LK (doesn’t crossup).
After combos ending with HP rekkas: - This trick is better than the first, because even if you opponent
sees you walking forward, he’ll never know which side you’ll end up
on. After HP rekkas, walk forward and roll, depending on how far
you walk you’ll either crossup or not. This is really good, always
go for it when you land HP rekkas (don’t forget to roll->activate!) - Same as the above, but with jump forward j.LK to setup an ambiguous
crossup.
Notes
- when i say RC rekka, i mean RC qcf+MP, i can’t negative edge well
- use RC rekka to go throw common RCs, like RC elec, RC hands, sak
RC fireball, etc (continue the chain if the first hit whiffs) - Kyo does a command taunt after qcfx2+LP if you mash punches
afterwards, so don’t mash punches afterwards since your opponent
will get up in time for you to get shot - Kyo’s blocked custom is repeated dp+MP, but you’ll have to do
mashed qcf motions to get it consistently, which means it’s
somewhat useless, i would stick to repeated df+HK, qcf+LP - Kyo is at a big advantage random activating outside close s.HK
(so his far s.HK will come out instead), because even poorly timed
he will beat all low attacks clean
edit: 1/15/06 – Kyo can connect a CC, dp+HP, df+HK whiff to custom from
his mk launching kicks, dp+mk juggle from anywhere on the screen!
I forgot to add shit like his crossup (oops), and his crossup setups.