Kyo combos/setups

Well since im the olny on out of my friends who use geese and kyo Ive never been abvle to play myself.For kyo its about proximity get close and stay close.

If you see geese trying to zone with fireballs R.E.D kick him but be carefull of the timing so you dont get countered.When close it should be standard kyo tactics but also add in a few throws when ever possible like when you start getting predictable.

Have you tired s.Roundhouse?

A lot of Geese’s moves have noticable start up in it (st rh, f+fierce). I play P/K Kyo, and I really don’t have a problem with Geese. Geese needs to be in close to do big damage, which is similar to Kyo. Don’t let Geese cross you up.

To me, Kyo has more problems against someone who can keep him out of his zone. Like Cammy.

Thanks for the Geese replies guys. I’ll try to keep them in mind next time I run across him again.

Anyways, here’s a combo I found on accident when I was messing around in training mode:

Low Jump HK > C.LP > C.MP > Rekkas

Timing is a little tight on the low jump HK to the C.LP. It has to be kinda deep so that it combos. But if you can get it consistently, you’ll be beasting with the low jumps and not just completely whoring his J.HP overhead :cool:

Here a tricky little gimmick combo.

When you land your wrekka’s (off d.LKs>d.MP or whatever) only do 2 hits. Then kick throw the opponent.

Stupid little trick, but I bet it’ll probably work the first time your opponent sees it. Then you start your nasty wakeup game again.

Still looking for the easiest way to transition form AA CC to OTG to Ground CC. Anyone?

Low jump regular HP is Kyo’s best low jump move. I use that move a lot. It hits small characters when they’re ducking, which low jump HK or low jump d.HP do not. Off a counter hit, you can actually do d.MP, d.MP link after.

So do I, that’s my main way of getting in on smaller chars when I’m playing P Kyo(even though I mostly use K), on larger chars I use both.

Does Kyo have a crossup?

Yeah. J.LK and J.HP + ?. J.LK has reletively weak crossup ability though. I don’t use it too often. J.HP + ? is a different story as it goes along with Kyo’s High/Low/Throw mixup game. Instant overhead on larger characters like Sagat.

Yea I’m kinda new to kyo so:

  • what’s the best thing to do after a connected standing close roundhouse?

  • what are some of his bnbs?

  • why is he known as a dizzy machine (plz include some combos)

  • what are the mixups from his rh throw? (also if you say something like tick throw please include what you’d use to tick, etc…)

Thanks =)

Off of st rh you can super (level 3 only) with his cloud super. Or go into his rekka chain.

BnB - cr short cr strong xx any strong rekka chain

jump in fierce cr short cr strong xx qcf k, k xx dp+rh does good stun.

throws

cr short into kick throw
cr short (whiff) kick throw
low empty jump kick throw
low empty jump cr lk
low jump down fierce

Throw setup:

c.short, c.strong, qcf lp, qcf lp, rh thro

He meant close s.rh. Without meter do ©s.hk, qcf hk, hk, dp HK(3hits). With meter in corner do dp mk (2hits) instead of dp hk, and do the wave super (qcb, hcf punch).

Oh, didn’t notice that. In any case, if you REALLY need the damage, I’d go into wave super after the qcf hk hk. I flubbed the link from super after dp mk in a tournament, and it cost me. :frowning:

Ummm … is doing qcf lk (whiff) lk from max range good on characters that can’t duck that second hit? I’ve been using it and have been doing well, but I’m not playing good competition.

What is the Orochi Nagi?

Wave super…qcf b, hcf p

A good lv 3. link…many know this but oh well ^^

c.short, c.strong, qcf k, k, wave super.