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Super Combos
-(midscreen), level 3 super, hold, early release, whiff qcf+LP, hcb+P, P
6545 damage
6 hits
5 stun
I don’t recommend ever doing random super with Kyo as a dependable strategy, but if you ever do get impatient and use it as a wake-up move etc… know that you can do the ground pound on your opponent after even at midscreen.
Using the OTG after an anti-air super feels totally random. Depending on where the opponent was in the air, sometimes it works, but the majority of the time it won’t. I don’t recommend being greedy and going for OTG punches after an anti-air super. It’s too risky in my opinion. After a point blank grounded super though, feel free to go nuts. It’s always 100% guaranteed in those instances.
-(midscreen), d.LK, d.LK xx qcf+LK, LK, level 3 super
5800 damage
7 hits
13 stun
-(corner), j.HK, close s.HK xx qcf+HK, HK, wait, dp+MK, wait, level 3 super
9954 damage
10 hits
51 stun
Use this when the opponent is dizzy. If you’ve guard broken your opponent, omit the intial jump-in and just dash in close s.HK instead. 9000 damage and the stun you get from the launching kicks, juggle is outstanding.
I swear I saw LTB combo OTG punches after the super in this combo. I haven’t had any luck at all in doing it though.
-(corner), d.LK, d.LK xx qcf+LK, LK, level 3 super, hold, early release, whiff qcf+LP, hcb+P, P
7283 damage
9 hits
18 stun
The best part about this combo is that the OTG is completely unavoidable. Unlike the f+HP, OTG punches juggle, Vega cannot safe fall against this. The game doesn’t let anybody safe fall after being hit with a super.