I dont know about “official” but the strongest versions of the otg CC start with his anti-air/ground CC, then lead to get mutliple hits in after damage reduction and to land the ground punch super that does more damage than the orochinagi.
Strong Oniyaki–>DF + Roundhouse x 4, Strong Oniyaki–>Roll, Low fierce, QCF + LP, HCB + LP, otg LP–>DF + roundhouse x however many you can fit in–> punch super. You can add in quickly chained standing roundhouses inbetween DF + roundhouses to get more hits in.
Usually you will see a lot of players go into the otg segment early after hitting CC after his basic juggles as in which case the damage is already reduced a lot, might as well go for multiple hits.
ok i think kyo’s strongest CC is the mp uppercut cancel. if u do it from the start, i think u can get 7 or 8 hits, i don’t remember…
instead of the last mp uppercut, u can just do cr.hp into qcb, hcf p super. i dunno exactly the points (i’ll find out as soon as i get my DAMN joystick), but on full life, it wastes around 60% or a little more.
kyo’s mp uppercut gaurd crush might seem hard at first, but it’s pretty damn easy later on. if u block when i have full meter, and u can’t counter, then i’m gonna activate, and pretty much guard crush u. just remember, try to keep the same rhythm u start out with, not too slow, not too fast. but faster is better than slower, b/c if ur too slow, ur next uppercut might not come out, and u’ll just be in the air. if u do it too fast, ur qcfx2+p super will come out, which will leave u vulnerable, but not as much as what happens when u do it too slow.
once u get really good at it, try to know exactly which hit will guard crush. basically, while ur doing the uppercuts, just look ONLY at the opponent’s guard meter, until it’s about to crush, then take a quick glance at ur cc meter left. depending on how much meter u have, either do the ground combo, or start his anti air combo with whatever meter u have left, and end with super. with a little practice, u’ll get it down, i’ve almost got it down pretty good.
This combo is for a-grove: just activate go c.hp,qcf.hp and hcb.hp until meter is at the end do qcfx2.p… It’s not that efective but it’s good to get rid of those short fuckers like cammy, and it looks crazy 2.
That super only does more damage on the ground. In a juggling CC, you have to create an OTG situation with the ground pound (I do c.fierce xx whiff jab rekka sequence into ground pound), or do the qcb-hct+p super.