Kyo actually has a pretty tight anti-air game believe it or not. You’ll be alternating between these three moves mostly…
- dp+HP
- close s.MK
- “cross-up” dp+HP
dp+HP
The frame data on this move isn’t important. The only things you need to know is this move is very much invincible and can’t be airblocked deep. This thing you need to MASTER is memorizing the range at which this move is Kyo’s best anti-air. dp+HP has a lot of horizontal range. Use it when the opponent is jumping in from the front at about 1/2 screen range.
close s.MK 1000 +1/+1
4/5/16
This move looks exactly like his far s.MK. When you look at the frame data however, there is a major difference. Close s.MK literally hits twice as fast with only 4 frame startup. Yielding +1, this move is perfectly safe when JD’d from the air as well. Use this move when the opponent is still jumping in from the front, but is too close for the dp+HP to hit him. That’s at about 1/3 screen range.
“cross-up” dp+HP
The input is f, df, d, db+HP. Duck down, then hit your opponent really DEEP when they cross you up. Use this when the opponent is at close range and you know they’re going to end up behind you. Against Chun-li in particular, you know she’s going to try and cross you up a lot. So against her, be ready to cross-up dp a little farther out than you would other characters. Most characters will only try to cross you up after knocking you down (ie. Ken and Sakura’s meaty j.MK). It’s important to practice doing this move against that common tactic as well.
Keep practicing and know all your ranges. If dp+HP didn’t work, you most likely could of used close s.MK. If close s.MK didn’t reach, you probably could of used dp+HP on the guy instead.
*note: far s.HP can also be used as anti-air to some degree. I’ve yet to find an angle of jump-in where I can’t use one of the three primary anti-air moves though. You guys can do some experimenting if you want.