small jump with d+fp is good as it knocks down, this sets up the opponent for empty low jumps into a combo.
it has already been mentioned that after a jd you can sometimes go into a c.sp->qcf+fk,fk then the juggle of your choice depending on the situation, i’m pretty sure most of the variaions have been mentioned. ofcourse this can often mean dizzying the opponent or close to it and big damage either way you look at it.
Eh, maybe for forward kick version of qcf+k, k if at the correct distance, but I don’t think the the fierce version will connect…well, it’ll connect; just not as a combo.
The auto guard window is 4 frames long. Barely there at all. If your in a groove that allows you to RC theres no reason to ever do it, in K or P however it has a few limited uses. Even still, the autogaurd is there. Knowing what situations to use it in helps. Now that i think about it, I rarely dont get the autoguard.
i agree, that’s why i was wondering if it is safe to use in gc strings or to chip.
i.e. which part of the chain is safest to stop on when it gets blocked?
the way i figure it would work is like opponent blocks cr.sk,cr.jp,cr.sp–slight delay qcf+fp where the auto-gaurd will nullify their attempt to poke you back in the delay. . . is that right?
i also sometimes use this when my opponent is waking up
can you explain some other good uses, because i rarely use this move outside of combos and would like to incorporate it more.
In no way is it completely safe during block patterns. From max range you usually want to stop at the first hit if its blocked, any closer and you should probably always do the second segment. Even then, it is in no way safe. Even though the second hit recovers fairly quickly, the block stun on the second hit is about as long as a light attacks, he is deffinately open. I believe the opening/recovery is 10 frames long if I remember correctly(not sure I do).
The only factors that keep you from getting punished is the idea and fear that you just may complete the rest of the chain and hit them if they try anything, and doing the move from the safest range.
when it comes to block patterns your better off doing R.E.D which is safer from the right ranges(low strong x 2–>REDkick, low short, close standing roundhouse–>REDkick). In the corner this is an ok way to bait normals and land counter hit jab Oniyaki–>lvl 3 orochinagi, or to go for more extensive block patterns when they are looking for the Oniyaki. Note that chrs with normals that come out in 3 frames or less with really good range can punish Kyo off a blocked R.E.D kick. I really dont recommend doing it very often.
Good situations to do QCF + HP? There isnt anything abusable about this move, but, in grooves with mobility problems, QCF + fierce is a decent way to move around and get into the ranges Kyo wants to be. Theres a lot of anticipation involved but doing it in situations vs chrs that throw fireballs at midrange during extensive ground games is decent. Going strait into it after a blocked low forward or low roundhouse that pushed them just out of sweep range, people tend to hit a button during the wind up or try to move back into their “business” range in which case usually results in a hit. VS Sagat the above seems to work fairly well becuase under those conditions the only thing Sagats seem to do from that range, throw a tiger shot, attempt to hit fierce during the wind up, etc, can all be autogaurded.
Never do it against chrs with really good and fast low hitting normals with lots of range(yamazaki, Geese, etc). Usually these chrs or going to hit those normals everytime they see you move into range. QCF + Hp does not autogaurd vs low attacks, or atleast not most of them. Some exceptions are low attacks that are fairly high off the ground, like Terry or Iori’s low roundhouse.