CvS2 : Kyo Thread

Well, this is not coming from a Kyo expert, not by a long shot, but here’s my take on this. I must warn you that I have the very same questions about Kyo, also - so this isn’t strictly an answer, more an opening for discussion :wink:

Anyway. I recently tried Kyo in N. I’ve always played in C (no run), so running and short jumps in general are pretty new to me. But yeah, I found his running japs to be useful - though the same can be said for most characters in a run groove, I suspect. I think a specific advantage with Kyo is that you can cancel your punches into flaming punches, which move you closer to your opponent, and even if they attempt to counter, you’ll usually exchange at least. Always cancel your punches into flaming punches - that way you get a free follow up whether the punch is blocked or actually hits. Of course, if it hits, you can continue with the punch chain.

Then, when I’m in close I’ll use jabs at close range, forward kicks at medium, and good old s.Rh at long poke range. Like I said before I never really used his special kicks, so I’m not sure about them. Though I think the reason I stayed away from them was because they seemed to leave you vunerable if you didn’t hit (or even if they were blocked). At least, you can chain together some hits at closeish range, which will open the distance out a little more. Then you’ll be ready to use the flaming punches again to get closer. This is what I generally do with Kyo. Be careful not to get too close with the flaming punches (especially Fp) or you’ll get punished. Also, I’ll stick in a level 1 punch super (erm, the qcf, qcf P one) when I start to predict when the opponent will attempt a counter. You can do some baiting with this, also - throw in a fierce flaming punch that’s a little closer than normal, and just block the counter. Then block a little more until you can reset the fight. Next time, do the flaming punch in the same way (so, closer than normal, like a mistake), but instead of blocking rip out your super. Stuff like that works because you have a good few options at this range, and can play mind games quite easily - say by varying when you do the overhead elbow in the lp, mp punch chains, or by halting the chain prematurely, pausing, doing it again - and then also by doing the first two punches, then jab, and throw them. For me it’s all about trying to find a new pattern there to trick your opponent, or playing games with repeating the same pattern, etc, etc - you know, standard beat-em-up game mind tricks.

Obviously, if your enemy doesn’t get scared by this (in my experience they usually don’t, since they’ve played my Kyo right from when I first started using him they watched all my tactics evolve and know they can ride it out waiting for a mistake :frowning: ), they’ll usually just wait for a chance to hit and go for the knockdown, or they’ll have a good roll and time it better than your flaming punch, or they’ll jump away to long distance and force you to approach again. Each time the fight gets reset, and in my experience it’s this time where Kyo seems to fall a little short. Once your staring at each other, at long or too-long range, with most characters I feel like my Kyo is at a disadvantage. His pokes aren’t great range or amazing priority, really, I’ve never found his dash all that useful and his roll (I’m in C-groove here) is cack. Like I said, I’m trying to switch to N-groove. That’d help. I’m sure his little jump D.Fp would be a lovely move. Or just even the ability to small jump, and especially run close.

Anyway, it’s at this time I’d get screwed up. I’ll then spend my time working a way back in. Kyo has a very nice magic elbow in J.Jp - beats most things in the air (even Benimaru’s magic knee) and stays out for a long time. Also I quite like his flying RH, as long as you’re above your enemy this is a nice kick. But usually I get smacked around at this point - I need run, I suppose. Also, since my opponents sense this in my play too, once I manage to get close they just do everything they can to reset the fight. And that’s not toooo tricky, usually. What I really need is to tighten up my pressure game and try to close the holes which allow people to escape to greater range. Maybe his kick specials would be cool here since I could hopefully stop their jumping away so easily… is that what people would usually do?

OK, so, main thing is for me - get in close. Once you’re in close - try to stay there as long as possible. While you’re still there - maintain a nice flurry of little pokes, flaming punches, occasional cheeky throw, and the odd super to counter. If they jump away - try to dash back in close.

I’ve been doing the j.Rh, s.Rh xx qcf.Rh, Rh, Dp.Rh combo - superb damage. You can try cancelling your poking s.Rh all the time in the hope of catching the double flying kick - and pretty much anything hits afterwards, even standing Fp. But, if you’re blocked then prepare for some punishment.

Yes this does work, you can also start a CC in that situation. Its fairly easy, just do orochinagi the second he recovers from his low roundhouse. It isnt very usefull however. Low roundhouse has to hit extremely close to land the super, and from that range there isnt any reason to hit low roundhouse.
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As much as I like doing it, in most cases I would reccomend not going for the ground hit after Orochinagi. To land it you have to let go of Orochinagi after the aura hits extremely early, in which case the super frequently misses 1 or even 2 hits. You are also completely open if something goes wrong and the ground hit misses.

I hate to sound really anal, but since it was mentioned, Kyo’s low LP has 1 less frame advantage then Ryu’s does, so it isnt quite as good, but yes, generally he has one of the better low jabs.

3 frame start up, +6 advantage

I also just started using Kyo

Well its probably been mentioned but Ill say it again his QCF+Kx2 is a good move, plus you can start juggling off of it.

Its pretty cool you can do stuff like s.HK, QCF+Kx2, “fire ball” uppercut.

WTF. IIRC, the guidebook said it has the same. Better get Gunter or an expert or anyone with this guide to confirm :frowning:

This information comes directly from the same guide book.

I have started to play kyo in p-groove, due to lack of comp i have no idea what fights are really hard for him to handle.

Any characters that are really hard to fight with him?

Okay I stopped playing CvS2 quite a few months back, but before that I played pretty extensively and Kyo was my main character. Just a few things.

  1. His ‘best’ (most useful) combo is c.LK>c.MP>QCF MK>K> DP+HK. Learn to empty jump> low short that shit. Connecting this combo twice leaves weaker opponents exactly 1 dizzy point short of a dizzy, and standard opponents 1 heavy attack short of a dizzy.

  2. His 3 main pokes are c.roundhouse (distance poke- key anti-Sagat, Blanka poke, it’s also one of his main ways of knocking down the opponent), s.roundhouse (priority and speed: key defensive poke against M.Bison scissors, don’t use against, Yamazaki), and short jump roundhouse.

  3. My favourite groove with him is K groove, for pretty much the same reasons mentioned by the first poster. Kyo really needs just defend or parrying to stay in certain matches (e.g, against Vega). Also, short jumping and running are both very important for his poking game.

  4. Optimal ratio is Ratio 1 IMO. This is because Kyo’s primary strength is the ease at which he can dizzy opponents and his killer wake up games. Which really means that if you can get a good series of meaty combos going on, he’ll win, Ratio 1 or not. Save the ratio points for characters who need the extra damage for their cheesy pokes.

  5. Now I’ll talk about Kyo’s greatest strength- his wake up games. When an opponent is getting up, there are a lot of options that he has- but the 2 most powerful ones are: a) empty jump into low short combo and b) short jump cross up with d.HP

a) is pretty self-explanatory. Don’t forget that you can also cross up empty jump.

b) is good because it beats or trades with all wake up anti-airs, knocks down if it connects (so you get a free wake up again) and sets up offensive options if it’s blocked (short jump again, tick throw, jab short strings, etc). This shit if seriously good if you can get it down pat, but the timing for it is quite precise.

Pls keep in mind that I stopped playing CvS 2 shortly after Roll-Cancelling was discovered, so I may not be aware of how much RCing has changed the nature of the game.

RC his dp+short kick sounds pretty good, i want to start testing just throwing out dp+short kick randomly and see how it fares.

i could be wrong, but i thought you couldn’t link a c.mp from a c.wk? maybe on a counter hit though
i know you can insert a c. jab in between and make it work but then i think the qcf+k,k will only connect in the corner.
also dpm+short does come out fast but the recovery seems to suck, it’s pretty punishable if blocked iirc.

“i could be wrong”

yes.

yeah, you were right about the link, i just never really used it but have since began using it with empty low jumps as suggested.

i’m sure i saw it mentioned elsewhere but in case any of you didn’t know d/f+rh goes under sagat’s low tiger. i never gave it much thought myself until i did this by accident the other day(i was expecting a high tiger)

does anyone use this often or is it impractical?

does anything juggle after his qcf wk, wk? I heard you can jump after them, then activate cc, then midair rhx2, then continue, but other than that does anything work?

A level 3 super, or activate your CC. Also his two strongest combos are in C-groove. (by corner) J.fp, s.fp, qcf+mk, lvl 2 serpent wave, qcf+mk, lvl 1 serpent wave. Or J.fp, s.fp, qcf+mk, dp+mk, lvl 3 serpent wave. Those combos hurt, and the first one usually stuns if you hit your opponent before you do the combo, or if they have 60 stun.

i notice that his qcf+fp have a weird property of nullifying hits like that of eagle’s counter or chang’s foward ball special

I have done this by accident several time and i’m sure that it works but I haven’t really dig any deeper into it

can someone explain this nullifying property of his fp flame punch if I caound do it everytime then Kyo would become a lot better at advancing

also i use k

im just curious why A and N above P…

P groove kyo is straight rediculous 1 parry on the ground = b&b EVERYTIME and if you have super its B&B super…low jump is hella good, only thing p groove kyo doesnt have is run…which isnt really that neccessary with parry mind games…

IMO K/P are his best grooves…

im outi

Roberth

Orochinagi (qcb-hcb+p). That’s all. If you want to juggle, use the qcf+fwd, fwd version.

That qcf+fp has an auto-parry at start-up, that is that there is a certain number of frames in the move that if you get hit it parries it, so yes it does it everytime. Just learn the timing of auto-parry, it’s good against poking characters.

can you safely use the qcf+fp, as gc/chip?
i think the time frame for the auto parry is to small to use in reaction, it would be much harder than rcing which are good with his other qcf+jp/sp chains

of course if you could safely incorporate it in a gc pattern then that gives it a decent use outside of a landed combo, whch is the only time i use that chain if at all, because ofcourse kyo has far better combos at his disposal. just my opinion.

i was looking at the super opera results and i saw a lot of k-groove kyo…what makes him so good in this groove?

in a nutshell im asking what should u small jump with? after a JD what should/could u use that combos (im guessing c.mp, into the three hit combo move)? what are his best pokes?