Have you tried it with strong punch DP instead? It’s similiar to Iori’s jab dp guard crush custom.
Hey that’s some nice stuff, gotta test it out.:evil: BTW your not interested in Maki anymore?
Not in A Groove. I use her only in K, and I’m screwing with a new A Groove team now. Plus, getting a little used to Kyo now will help me make the transition to SvC.
I haven’t tried the mp DP for guard crush, only for anti-air CC. I do almost the same thing, [mp DP -> whiff qcb+lk] xN. I’ll try it out and see if that doesn’t have as much push back.
No I didn’t mean in A-Groove, I meant in the Maki thread.
Kyo has some crazy mix-ups, but I perfer him in K and C. C.lk, c.lk, mp xx qcf mk, mk, (whatever) connects on E. Honda, Raiden, Zangief, but misses on Chnag I think.
hey pain, if you want to see kyo played HELLA effectively, get on the Go For Broke Hub on Direct Connect (the link is somewhere in the fighting game discussion, probably buried), and download matches from a guy named makoto. he plays only P-kyo/vega/R2 cammy, and he fucks shit up.
Remember kyo can link a c.fp off of his c.mp which leads to his aragami chains. This does really nice damage
wtf? didn’t know that.
Why in the hell didn’t they just call this fucker Link. he has enough
Because Cammy beat him to it. :bluu:
Oh
And her’s are a lot easier to do.
… aside from her name being Cammy?
Yeah i didn’t know that until a few weeks ago. I was just messing with kyo and i was like “holy shit!”. So now u can add c.mp, c.fp, qcf+p,qcf+p,hcb+p as one of his new BnB’s
Kyo has alot of links:
c.lk, c.lk, c.mp
c.lk, c.lk, s.mp
c.lk, c.lp, c.fp
c.mp, c.mp
c.mp, s.hk
c.mp, c.fp
c.mp, c.hk
c.mp, any light attack
c.lp, close s.hk
c.mp, c.mk
That should be all of them.
When you say “tick into throw”…
… does that mean you tick a cr.lk into his HCB+K throw?
I tried that and it actually combos, but it didn’t strike me as practical at all. (F, DF, D+lk, DB, B + rk)
I’ve also connected a qcf-p into HCB+K during casual play - I don’t remember whether it combo’ed or not, but it got them into the corner pretty fast.
HCB + K makes for a pretty cool-looking (but not his best) lvl 2 cancel.
When you say “tick into throw”…
By, “tick into throw,” means you do some sort of jab or short, then as soon as they recover from the blockstun, you throw them. For Kyo, you should be using his roundhouse throw to setup his mix-up game.
I’m pretty sure qcf+p into hcb+k can’t connect, unless you’re doing a custom or something.
What are some good uses for the Aragami over head punches? I especially mean qcf+mp>hcb+p>p (or k for the flying kick) and qcf+mp>qcf+p>p. I try to use them, but they always block the overheads since they don’t combo. What are good uses for these?
Thanks!
They’re only useful if your opponent blocks low, they deal more damage than qcf+p x 2, kick. Possibly one of his strongest corner juggle combos(qcf+p,hcb+p,p), and they can’t tech roll out of it if it connect.
One good way to use them is do 1 c.short(or 2), qcf+jab, hcb+p, p.
Another trick you can do is when they block the qcf+p, wait to see if they try to counter, hcb+p, p to snuff their attempt.
Good thread guys…
this thread is very informative thank you. all of you.