Kyo Combos and Glitches

do u guys have any tips for the kyo combo: jump in rh, st.rh, double kick, forward fierce, 3rd rekka? i tried a billion of times and i can’t connect the last 2 hits, and is it a good combo? can ppl safe fall f.fierce

make sure you’re doing qcf+MK,K or qcf+HK,K for the double kicks, then afterwards press f+HP as quickly as possible and cancel it into qcf+LP,hcb+P,P. dunno about the safe fall stuff as i haven’t tested it and usually end with dp+HK, but I would assume that either the hcb+P,P or just the last hit would catch them out of safe fall.

It can be safe falled but it’ll catch them. I think the only given exception was Vega (claw), who can block it.

lol thx, so legendary gokou, i have seen some of ur vids and i know ur a decent kyo player, how do u do that combo? do u hold onto forward while ur doing double kick, then use punch? or after u land and quickly do foward+fierce? is this the primary combo u use when the opponent’s dizzy?

thank you LG and ragnafrak for helping!!

The timing is a bit weird. You don’t want to hold forward. After you do double kick, return to neutral, then do forward+fierce as soon as you can. If it doesn’t come out you did it too early, and if it doesn’t hit you did it too late.

I’m not so sure about damage/stun. I think it does the most stun out of any of his combos, so its something you would do to get more stun, not out of opponents dizzy. It may do more damage as well but its not by a large margin.

Continue to try and learn the combo, but doing double kick into dragon punch is fine too.

does anyone have a video of kyo cross up super?

How is it that you do the over head it on the light punch rekkas when in Activated mode with kyo. I have tried holding the punch buttons that doesn’t work and i have tried timing it based of his talking. Someone help me with this? It’s the reset combo that i see them do in the vids if that helps with what i am asking.

is it just me, or do any of you guys find kyo really lacks range? it seems like i have to get in most of the time by jumping or else i would lose to the long range characters like hibiki and vega…because of this i find kyo a bad character to use…what are your tactics?

He has a pretty decent range on his ground pokes: cr.mk, s.hk (has invincibility at the tip)
But against top tier pokers like yama,vega, balrog you have to dance a little bit around with them till i get a chance for a jump in. Small jump really helps againg this pokers. Once you are in and score a knockdown you can
1.s.mp,cr.mp, lp rekka
2. crossover hp.down;better when using small jump.
3. lk, cr.fp,cr.mk

There are a thousand of things you can do on the wake up, search the forum for more. Once you are in never jump back even if they have meter.

i’ve been reading a lot of kyo’s stuff since yesterday (threads from the beginning up to the present) and I’m looking for his dizzy CCs. I need juggle + ground dizzys and AA corner, mid to corner & full screen dizzy CCs that I can use in a match. I have no idea what CC to steal here. so pls help, and thanks in advance.

j.HK, close s.HK xx qcf+MK,K, dp+MK, CC, dp+MP (1 hit), df+HK whiff, dp+MP (1 hit), s.LK whiff, [j.LP x 4] x N until low meter, s.HP xx
qcf+HK,K (meter ends after the normal attack ideally), dp+HK (opponent dizzy), j.MP, c.LK, c.MP xx qcf+MK,K, dp+HK (combo after dizzy - max hitcount)

against ground end with c.HK, s.HP (meter ends) xx qcf+HK,K, etc

it’s never really wise to do this, everything after the uppercuts does 1 pixel damage, after the final normal attack you get 1300 damage (if you mashed jabs) where you could have done super and landed 2000. plus you wasted your dizzy on a fierce worth of damage.

just end every juggle custom with jumping jabs, c.HP xx wave

I was practicing landing Kyo’s level 2 combo in C groove when I noticed that ocassionally his super (cloud wave thingy) would hit awkwardly at times. On a grounded opponent it hits twice, but off of the air level 2 cancels the super only hits once, but ocassionally it would hit twice. I thought it was a glitch but I think I understand it now.

If you cancel the level 2 super IMMEDIATELY, (I think) it interrprets the second hit of the super as active (even though it disappears the second you cancel it) so you can not juggle after it since you have cancelled already and a hit has been registered after the cancel. However, the OTG is still there … so what I did was cancel with qcf+lp (or mp) right away, then delay the OTG slightly. For whatever reason the timing is more strict then his usual OTG combo.

This is his second most damaging option (the first being the lvl 2, shuffle kicks, f +fierce into ground pound). This is more of a “Hey, that works!” combo then one you’ll use in a match.

So you’re saying that the lv.2 serprent wave hits only once in air? dayum I never paid attention to that. bcuz if you do a j.dp or a m.dp and trade hits you can instantly go into the serprent wave for the xtra hit. for a lv.2 you can probably do some more juggle stuff.

Yeah… when i was playing with level 2 combos a while back, level 2 wave is horribly inconsistent. I’d say 75% of the time it hits once, but the other 25% of the time it’ll hit twice unexpectedly and totally fuck up your cancel.

I’d say avoid using lvl 2 wave in juggles, at least after upkicks… but you do need to use it after c.LKx3 xx LK upkicks

I don’t think its too inconsistant, you just have to be careful and not cancel too quickly if you want the shuffle kicks to combo. If you cancel it quick the hit frames from the super will still be active and get that second hit in.

Since Kyo’s animation for the super is so long, you have a large window to cancel it off of.

no i’m talking about how sometimes you get 2 hits, but usually only get 1 hit

Yeh, that make sense:sweat:

Ok the weirdest thing I dabble with p kyo a bit, but today I think I did the crossup super or a glitch. U tell me. K blanka tryed crossing me up with hk I think, I did super and held, blanka landed and blocked facing right, kyo in super facing left, then while kyo was supering and blanka blocking it pulled both characters left chippin blanka, they were backtoback now. then after kyo couldn’t hold on anymore the super ripped blanka taking hella damage. Blanka never let go of block. Someone please me I didn’t discover this?

Sounds like the cross up super. Can’t explain the end hitting outside of guard crush. On a slightly misc note, when Kyo throws the super out after having it cross up, I think the opponent can roll out.

kyo is extremely thin and does weird shit sometimes when he does attacks that move forward

it’s possible you did kara f+HP or close s.MP into super and it moved u through him

point blank RC jab rekka goes through almost half the cast as well