Alright, since he is my dedicated character I’ll try my best to sum up his 2k2 style. 2k3 style coming up soon…
2002: Kyo has weak, but effective, normal moves. It’s nothing too spectacular or out of the ordinary. Mainly, you’ll want to stick with his crouching poke attacks, his close standing C, and his df + D. Kyo’s overhead is something to consider for a surprise or starter far a MAX combo. This and df + D are my main MAX starters.
Jumping wise, short jump and super short jumps are great for his air normals. His j.D comes out slow, but has range. I personally prefer to use his j.C to close in on people. When in close, use his j.B, as this has more priority than his strong attacks in the air. Also, since theere isn’t much animation to it, it’s great for tricking other people to thinking you’re jumping for no reason. And his d + C is great for add stun, so you have time to run a step before continuing a combo.
The only “reliable” special move Kyo has is his 75 Shiki Kai (qcf + k,k). Comes out semi-fast, and recovery isn’t as horrible as his other moves. All of his other specials are either combo-only or situational. Once you connect his close s.C, anything is an option. If you catch an opponent mid-screen, finsh the combo with his qcf + C chain. If in the corner, then use qcf + D,D to start his juggles.
His qcf + A by it self is a good zoning move. Use it from full screen or after a backdash to push back aggresors. Continuing the chain adds, extra chip damage, but play it right by switching the chain between (qcf + A, qcf + A, A) and (qcf + A, hcb + A, A) to keep others guessing between 3rd hit overhead or 2nd hit overhead - 3rd hit low. You can also change the endings of both chains to K to punish players who jump to avoid the chain.
Supers: His only one, Orochi Nagi. Mainly used after qcf + K,K.
You could use it S.Cancelled after hcb + B, but it all depends if you needed that extra bit of damage. The MAX version should be used the same way, but has its benefits if S.Cancelled from hcb + B: if released early, only the first hit connects, but you can continue the combo.
EX: (In MAX mode) jump-in C -> close s.C -> qcf + K,K -> hcb + b -> (S.Cancelled) qcb, hcf + AC -> qcf + A -> hcb + A -> hcb + K
Overall, he is an aggressive character with a good assortment moves to use as offense/defense. Switching between off/def may seem hard at first, since he doesn’t have many defensive moves, but his best defense is pummeling the other guy so he doesn’t get a chance to attack. Rushdowns are key for Kyo. His main rushdown chain is c.B -> c.A -> df + D. It won’t do much damage, but it sets tone for the rest of the match. It will make the opponent think about your rushdown if you connect it so much that it will open him up for jumping B/C/D -> s.C combos. His super takes off good life, and easy to connect after the 75 Shiki Kai.