Kyo Combos and Glitches

How many of you here use the (Poison Gnawfest) qcf+HP after a cr.hp?
I used to go for cr.hp,qcf+mp into rekka but is not really reliable.
I notices that many people never used qcf+HP cause they say is too tricky to perform and risky.

What is the best way 2 combo in to QCFx2 P super besides c.MK

STK any combo into QCF x 2 P is a waste of time. Any time you get that combo you should be able to get anything into pump kicks into qcb, hcf p. well, C-groove Lvl 2 cancels from qcfx2 p are pretty good. thats about it though

low jump HP/HK into lvl3 qcfx2+P <-- the only reason to ever use that super

Hi guys, is it possible to get the otg qcf+P chain after a corner ch lvl.3 Orochinagi? I can otg ok, after some combos, which involve this move, but after a single Orochinagi anti air I never seem to get it. Maybe it’s the timing?:sad:

yeah you should be able to otg after the lvl3… but you have to hit him as high as possible to connect.

its kinda hard when you anti air for me… but to practice… put dummy in the corner then lvl3 serpent wave but hold it until he lets go. that should be a high point.

K, thx for the hint Blazn, so I just need to try harder.

Hey wouldn’t simply short jumping after the kickthrow be a better mixup since you can choose to delay it a split sec or two, and recovery is arguably faster? Delaying the short jump slightly gives you three mixups off it, d.LK, close s.MP, and another kickthrow. Due to the timing of the short jump, recovery, etc it does a real number on reversal execution as well. The DP+LK moves really fast, they won’t have too much trouble in that case. Finally couldn’t you block/JD on landing quicker than doing the move in that instance?
To me at least as a primary means of mixup short jump just seems better.

K throw, short jump also works as a 2P corner crossup, and works against blanka/zangief/rugal when you’re 1P or 2P

anyone have any insight on how to end cc’s with the ground pound in the corner and pick them back up with c.lk? seen kok do it, but i am having trouble getting the ground hits during my cc, i do c.hk, c.hpx2, then try and do it, cuz that is how i saw it in the video. what i am looking to do is pick them back up with c.lk at the end of the cc so i can combo a s.hk, qcf.mk, dp.hk right when my meter runs out, done it a couple times, but i can neer get it in a match, and i have only even gotten in a couple times in training mode. please help, lol

the best way is to whiff the first part of the rekka chain, so do something like:
CC, [dp+MP, df+HK(whiff)] x 5-7, dp+MP, d+HP xx qcf+LP, hcb+P, P (first whiffs, do it slow so you don’t cancel the hcb+P into a normal attack), c.LK x1-3, c.HP xx qcf+MK,K, dp+HK

i dunno how many dp, df+HK strings you need to do, but that’s about the right combo, make sure the CC ends as you’re doing either the c.HP or the qcf+MK,K

this is only really useful if you’ve landed a combo into CC beforehand, since the post-CC combo at the end won’t do any extra damage (100 dmg per hit, when you could have done a super for 2000+ dmg. It will however (every attack after the CC ends) add to the dizzy counter. I’m not sure if it will work if you whiff the first 2 parts of the rekka chain and just hit with the ground pound, most of the times i’ve tried this thing i’ve hit with the last 2 parts. make sure if you bring it to the corner that you do dp+MP, s.LK whiff instead, so just in case you don’t have time for the dp+MP, c.HP part you can freestyle something into the ground pound ender.

If you’re just aiming to combo into qcf+K,K, dp+HK at the end there are much easier options, just wait for the CC to get near the end and do c.HP xx qcf+HK,K while they’re juggling. your best possible damage option off of the ground pound would be to do dp, whiff attack strings til 8 hits, then do something into ground pound, mash out some c.LK/df+HK stuff, and then combo into qcfx2+P super

thanks for the help, i am trying to get this down for added stun, not damage. I primarily use kyo as my 1st char as a counter char to any char with low stun, so my main objective is really to dizzy. I am at my mthers house for the holidays right now, but ill try it like you said when i get home, thanks again. When i am in the corner i cancel the dp.mp into standing mp instead of c.lk, seems easier that way, i can just double tap the button and it cancels automatically, i think that was what you meant about that at least, lol

yeah, any attack other than df+HK is good actually, it’s just that if you were to juggle with a dp+MP, df+HK, you probably won’t have time to juggle with a normal afterwards, since you can’t cancel a whiffed normal into another normal… but yeah… any other normal will work. if you’re going for added stun… practice comboing qcf+MK/HK,K -> dp+MK into custom, then ending the custom with qcf+HK,K, dp+HK

you should be able to do a full stun on 60 stun characters with close s.HK/c.HP xx qcf+MK,K -> dp+MK, CC, (anything), end with qcf+HK,K -> dp+HK. maybe even 70 stun characters if you start with a jumpin

also so you know (if you haven’t read it already) hcb+HK doesn’t add any stun… so never end any combos with it unless you absolutely have to (there are some weird combos that sometimes dp+HP/dp+HK won’t reach after. i think jump straight up, falling j.HP, c.HP xx qcf+MK,K i one of them where you need to end with hcb+HK. In that case… end the combo with dp+LK/dp+MK

thanks for the advice about the ground pound, getting it pretty consistantly now :slight_smile:

I need serious help with cr lk to cr mp link. Is there a timing or a sound to listen for?

practice doing, c.LK, release the stick. as soon as you see kyo stand up is when you should be pressing the button (c.mp). otherwise, there’s no visual clue or sound. just practice it a lot

tnx for that!

to all hardcore kyo players:
how come most ppl do: cr.lk, cr.lk, cr.strong into the strong rekkas, instead of
cr.lk, cr.lk, cr.fierce into fierce rekkas? is the fierce combo on the 1st or 2nd hit really easy to get punished if missed?

like obviously it’s more damage, but is it a better choice to do the fierce combo??

If you do cr lk lk fierce xx fierce rekka, i think the second part of the chain might whiff depending on distance.

I can’t remember the disadvantage after a blocked fierce rekka (My guess is -11 or so), but if you do it after the normals you listed you might be too far away to be punished with anything outside of fast reversal supers like Cammy, Balrog, or Rock.

Personally, I feel that the strong rekka’s are not only easier to execute/connect with, but leave you in a more favorable position. You can still punish tech roll, or get easy mix ups with a timed roll or low jump.

Generally speaking going for double kicks is your better damaging option anyway. A bit harder to verify off of if you aren’t looking for it.

c.lk, c.lk, c.hp is a 1-frame link
c.lk, c.lk, c.mp is a 2-frame link (and the combo is ended with jab rekkas for safety)

i can’t really see a use for fierce rekkas, i only end up doing them sometimes to finish people off, or if i land a c.lk, close s.hk and want to reset after the 2nd hit. the only real use is that they do the most chip and guard damage of any of his other specials. since they do crazy guard damage, they can be useful for sneaking in a guard break. after knocking down a fat character: meaty c.mp, c.hp xx qcf+HP, hcb+P, f+P. just gotta learn how much guard damage the last part does, so you can stop at hcb+P to be safe

qcf+HP, hcb+P is -8 on block which should be a big enough opening for most characters with meter to kill you, but they have deceptive recovery i think, because i can get this blocked a lot sometimes and i dont get punished hard.