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.
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
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.
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.
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.
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.