he does much more with level 3 supers
c.lk close s.hk xx qcf+mk,k, dp+mk, lvl3 serpent wave, qcf+P,hcb+P,P (only last hit connects)… that’s like 9k+ right there
he does much more with level 3 supers
c.lk close s.hk xx qcf+mk,k, dp+mk, lvl3 serpent wave, qcf+P,hcb+P,P (only last hit connects)… that’s like 9k+ right there
what’s OTG? I thought only qcf + MK could begin an air juggle, not qcf + HK…
Bump!
Help:
In A-Groove,
This combo; (in corner) j.RH, RH, qcf RH,RH, juggle with dp+f (two hits), activate, corner custom…
What is the secret to getting the dp+forward to hit twice? With me somtimes it will juggle twice and somtimes it just hits once and the second hit completly wiffs!:xeye: Is it postional or is my timing off?
You have to do it as late as possible.
It’s only when you try to tack on a lvl 3 super after the dp+k that the timing becomes strict. Otherwise, avoid doing it too early.
Kyo The Bro
Dont know if this was posted already but:
C.Lpx2, C.FP, QCF+FP, HCB+FP, F+FP, it does stupid damage when your raged, C.Lpx2, C.FP, QCF+FP, HCB+FP it works as a good gaurd string as well but only on larger characters like Blanka, Yamazaki, ect…, C.LK works in place of the Lp’s and is easier to connect. (you be the judge which is easier for you)
Also, FK throw, DP+Lk (thank you Gunter), you end up on other side of opponent, if they do any thing follow up with DP+FP, if your raged, its scary to be on the recieving end of the setup cause you can do the flame super, QCB, HCF+FP, do this once or twice to your opponent and they’ll get the message, they might wait, so throw them again, I wouldnt recommend doing this all the time but it works here and there. If they wait you can also do a gaurd crush string ect, and the saga continues…>
I guess it all comes down to the psychological aspect of the game
as we were talking about, Mike Dzy, in General Strategy. Throw
set ups ect. The same thing applies for A groove, FK throw, DP+Lk, end up on other side of opponent, Activate, read your opponent, in the same way you would someone who safefalls a lot or often and you predict there safe fall, punish with custom,
Example: with Eagle ect…
Another guard crush string would be close S.Mp, C.Mp, far S.Fk,
again, if these were posted already I apologize in advance.
C.MP counter hit, far S.Fk, QCB,HCF+FP super. DMG:8001
(Quick 5 hit combo)
Damage by this combo was done in K groove, I just read kamaui’s notice, sorry next time I’ll perform the combos in P, but
recover and infinite was not on.
Fight On!:nunchuck:
Thank U’ :tup:
I kinda thought this, but I needed to here it form somone else first.
Yeah, the combo isnt that hard I tried it yesterday, and it does sick
damage, and looks sick as hell, does major damage if your raged.
Tricky shit…
c.lk, c.lp, c.lk (enemy blocks) j. lk…if timed corectly, Kyo will fall threw your opponents pixels. Tricky crossup yet dangerous at the same time.
Hey everyone, here are some combos…umm ya may find them usefull ya know
Kyo:
-Jump with sk, sk, qcf+sk,sk, hcb+sk
-Jump with sk, sk, qcf+wk,wk, qcb,qcf+sp (Without any charging)
-sk, qcfx2+mp(Before it ends,in the middle on the second Omega Punch)XX qcf+sk,sk, hbc+sk
-sk, qcfx2+mp(Before it ends,in the middle on the second Omega Punch)XX qcf+sp, hcb+sp, f+sp
-Jump with sk, sk, qcf+sk,sk, qcb,hcf+sp(Charge For only One flame burning hit and then quickly release)
-Jump with sk, sk, qcf+wk,wk, qcb,hcf+mpXX f,d,f/d+sk(3 hits connects!)
-Jump with sk, sk, qcf+sp, hcb+sp, f+sp
-Sk, qcfx2+mp(At the final hit)XX qcb,hcf+wp
Here are some others:
Midscreen (point blank): c.lk, c.lk xx qcf+lk, k, juggle lvl 2 serpent wave, cancel instantly into dp+hk. Does like 7000+ I believe, too lazy to check.
Anytime you trade with a mp dp, you can link a free otg, or super.
This combo is for when ur playing footies and the opponent is near corner
if you happen to land a c.lk: qcf+lk lk, lvl 2 serpant,qcf+hk hk, dp+hk. does 7k+ damage, and u only had to connect a lk.
GLITCH!!!
his qcf+hp if timed right can “take a hit” and still not be canceled. In my area its been banned from some tournaments.
What does footsies mean?
Kyo’s qcf+hp move has 4 frames of auto guard (thanks to Kang for the info). And don’t even start with your bull shit of, THIS HAS BEEN BANNED IN TOURNY’S THAT I GO TO!
Such bull shit…btw what is an RC?
footsies mean when ur exchanging crouching kicks n using it to poke n stuff… I think
and RC means to roll cancel… e.g hit roll and cancel roll into a move giving u some invincebility…
qcf hp isnt a glitch… its meant to be used as a counter…
so then rocks and geese’s counter should be banned to?
n00b5!..
(corner) jumpin fierce,2 in 1 standing round house and double kicks.flame super.8 hit.10000 damage.
another is c.lp c.mp qcfX2 s.lk 5 hit does 4000
ok we all kno about ken’s kara dp
but what about kyo’s kara dp?
f+hp xx dp or sumthin else.
ever been able to be used effectivly?
most damaging kyo combo?
um…i doubt this will ever be done in a real match, but its possible. done vs. rolento in corner:
J.fk, land, close s.fk, qcf + fk, fk, land, qcf, qcf + mp [2 hit juggle], qcf + fk, fk, land, DP + fk [rolento dizzy], land, whiff c.mp x 2, j.fk, c.lk, c.lp, c.lk, qcf + lk, lk, land, lvl 2 serpent wave > quick cancel DP + fk for max damage.
i think its 20-21 hits, 13900+ in damage.
There’s weird situations where Kyo moves cross over a thin opponent going towards the 1P side (like Sakura). Like a point-blank df.rh. Very weird.
You can do some RC crossup tricks too, but they aren’t actually useful. You go over to the other side, but you just whiff your RC move and give the opponent a free combo.
sigh… the highest damging combo has already been determined by my combo… no one ever notices…