Kyo Moveset and Attributes

Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.

Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever.

Kyo’s -2 sweep is just too good. Against Blanka, try doing 3 C.LKs which get blocked and then do a C.HK at the end of it. If he tries to C.HP you, it smacks him out of it every time.

Can’t blanka roll through and FP throw you?

Psychically yeah, rc hop sounds more realistic though. If he doesn’t time it right he eats c.short to big combo though.

Full dizzy combo (no one is gonna use this just thought i’d post it here though…)

In corner:

j.hk, s.hk, qcf, lk, lk, qcb hcf, mp XX qcf mk, mk, dp HP

60 dizzy

Hey kcxj, you said that your friend does qcf+fierce on the opponent’s wake up, right? Does it work for him? I’m just curious … I’m having a lot of success with using it as an anti air due to the auto guard. Once you get the timing its not that hard …

HUH???

What does all that stuff mean? “qcf+fierce” means quarter-circl forward plus fierce button right? Can someone tell me what all the directions means (like “ss” and “xx”)? I’ve been playing fighting games all my life (I just turned 20 by the way) and I’ve never understood this stuff, I just went through trial and error to learn moves and combos.

Yea, qcf+fierce means quarter circle forward plus fierce. xx means to buffer, i think ss is a typo of xx. Things like s.lk means standing light kick (short). c.hp is crouching hard punch (fierce). j. means jumping etc. etc.

for frame data…

d.MP 800 +6/+6
4/7/9

means that this move does 800 damage, gets +6 frame advantage on hit or block (i think, someone correct me if i’m wrong), and has 4 frames of startup, 7 frames of hitting, and 9 of recovery. that’s about it i think.

What with this being a MOVESET thread sticky…I think I’m just gonna put what Kcxj has already put down, in other words:

[B}I don’t take any credit for writing this data down. Please pay your respects to Kcxj who was kind enough to take the time to write all of it down**

With that said…the frame data:

**Kyo quick notes, useful frame data **

========
Normals:

close s.MP 800 0/0
3/12/11

Wow! Hits fast at only three frame startup. The hands down best use however, is as Kyo’s best meaty attack. Probably the most meaty attack in the entire game at 12 frames. You can do it really early and the opponent is almost always forced to get up into it.

Link d.MP to combo afterwards. Mix that up with throwing and walk up, counter hit d.LKs. You can get upwards of +11 frame advantage if you have good timing skills.


far s.MP 900 -5/-5
4/6/22

This move is a four frame attack and has more range than d.MP. It does slightly more damage as well. However, yielding -5 on the block, this move is no where near as useful in your offensive patterns as d.MP is. This move should be your main punishing attack instead (and combo filler when facing big characters too). When you aren’t raged to be able to do far s.HK xx super as your punisher, far s.MP xx rekkas is very useful.

Most notable uses:
-After blocking a dp+LP from the shotos
-After blocking a two-hit Bison scissors kick


d.MP 800 +6/+6
4/7/9

Gives just as much frame advantage as a c.LK? That’s cheap. You can link two of these together. Great when blocked too. Use this move alot (up close, use s.HK whenever possible though).

Tip of Kyo’s fist is invincible


close s.HK 1200 -1/-1
4/4/21

Completely safe on the block at -1. After a JD, you have to use close s.HK if you want to combo into MK launching kicks for some reason. In situations after a JD where you know you have a guaranteed free combo, always use close s.HK xx qcf+LP/qcf+HP/qcf+MK. Again, if you accidently get this move blocked, you’re perfectly safe at -1. Punishing with combos that involved this move HURT.

Outside of after a JD, the main use of this move is to cancel into qcf+MK when the opponent leaves himself WIDE open. Up close, this move is suitable combo filler for combos starting with d.LK as well. At four frame startup, it’s just as easy to link as d.MP or far s.MP.

Try not to use this move when you’re not sure whether your attack is going to hit or not. You’re left safe on the block at -1, but with moves that leave you at +6 or more like d.LK or d.MP, what’s the point? Plus this move is a heavy attack as well, which pushes Kyo out of his optimal range of up close and in your face. Unless you know for sure you have a guaranteed combo, using one of the MP or light attacks up close is almost always better for you.


d.LK 200 +6/+6 o/o/o
3/4/7

The exact same frame data as d.LP. Only 100 damage sacraficed to hit low instead. Just as easy to link off d.LK as it is d.LP. Range is one pixel longer than d.LP. That’s insignificant however as link d.MP won’t reach at that distance. Since you are at +6 though, you either take a free run in or low jump.


d.LP 300 +6/+6 o/o/o
3/4/7

Against opponents that like dashing over your d.LK’s (Bison, Eagle, Vega, and Cammy most notably), use d.LP against them instead. The frame data is the exact same as d.LK, only d.LP has a different, mid-hitting hit box.


close s.LP 400 +5/+5
2/6/6

Kyo’s only two frame attack. The main use I have for this is punishing Sagat’s level 1 or level 3 Tiger Raid super. Block high, then do close s.LP, d.LK, far s.MP xx rekka combo.

Oh, you can use this along with far s.LP whenever you want to whiff a high light attack on a crouching opponent, then throwing him too.


d.MK 900 -5/-5 x/x/o
7/9/16

The RANGE is what makes this move so great. It hits even further than his far s.HK! Not good up close though. Just a quick low poke. Think Sakura far s.HK (which hits in 8)…

This move will combo into the level 3 super from far range, but only on a counter hit. Anybody have any good setups?

-Meaty close s.MP, d.MP, d.MK
*leaves very little gaps, high possibilty of a counter hit


far s.HK 1300 -5/-5
7/7/24

One of the most useful ground attacks in the game. It goes over low attacks and can be canceled into level 3. When you’re raged, use run up s.HK xx super to cover safe falls. Ouch!

This move has lower body invinciblity AND the tip of Kyo’s foot is invincible.


d.HK 1300 knockdown/-2
8/6/22

This sweep is one of the best in the game. Hit’s a little slow at 8 frames, however you can’t beat the -2 recovery (most characters are at -12 plus).


df+HK 400+800 0/0
11/[4]/8/[4]/20

11 frame startup. Even on frames when hit or blocked


air d+HP 1400
8/6

This move is good. Am I safe after having this blocked from a low jump?


j.HP 1100
6/10

10 hit frames? Awesome! When used along with j.HK, Kyo has some of the most useful low jumping attacks in the game.


j.HK 1200
6/6

This move keeps the opponent from jumping at you.


f+HP 1300 knockdown/-3 x/o/o
14/10/20

Combos into orochinagi. Good as a meaty. Cancel into something when blocked.

You need this move to do K-Kyo’s corner OTG combos. Launching kicks, juggle with f+HP, quickly canceled into qcf+LP, hcb+P, P. Big damage.

===========
Combo info:

d.LK, d.MP
2 frame link

d.LK, s.HK
2 frame link

d.MP, d.MP
2 frame link

-The main punishing combo, for when the opponent is REALLY open, is run up close s.HK, qcf+MK, MK, juggle with dp+HK. It does a ton of damage. When you want more stun, you can use dp+HP instead of the dp+HK as well.

=========
Specials:

-Always use the LP rekka chains only. When the opponent blocks, you’re only left at -5 (same as Iori’s). This is a significant difference over the MP rekka chain. You’re left at -10 (!) after those and the opponent can hit you with whatever he wants.

-qcf+HP has 4 frames of autoguard. My friend, who’s pretty good with Kyo, tells me to use this on a waking opponent. The trick is to time the autoguard portion perfectly. You’ll blow through any wake-up dp, RC move, or whatever. This is hard for me though, so I can’t really recommend it that much.

-qcf+HP, hcb+P gives you +1 frame advantage. The great thing is that you can delay any of Kyo’s punch chain moves whenever you want too. The opponent blocked your qcf+HP? Wait a split second, then counter hit him with hcb+P. Now you should be at around +4 (at least +1). Kick throw him or go for a combo reset with d.LK.

=====
Anti-air

http://www.shoryuken.com/forums/thread62140.php

Intentional trading:

dp+MP 1700, 800
knockdown/-42
4/8/49
4 frame total body invincibilty,
followed by 4 frames of NOTHING
4 frames lower body invincibility

See those 4 frames of nothing in the frame data for dp+MP? That’s what makes this tactic so special. For those who don’t know this already, always attempt a deep dp+MP as your anti-air when you have a level 3 super ready. Kyo’s dp+MP will trade with whatever jump-in the opponent threw out, and both characters will reel back. However, Kyo recovers MUCH faster than the opponent does and is free to juggle with a level 3 qcb, hcf+P super every time.

Quick guide for frame data on Kyo’s normals. Originally posted by WraithCo.

=-=-=-=-=-=-=-=-=-=
Kyo Frame Data:
=-=-=-=-=-=-=-=-=-=

============
Normals:

Close Standing:
LP: 400 +5/+5, o/o/o
2/6/6
MP: 800 +0/+0, x/o/o
3/12/11
HP: 1400 +1/+1, x/x/x
8/8/17
LK: 500 +3/+3, x/o/o
4/4/11
MK: 1000 +1/+1, x/o/o
4/5/16
RH:1200 -1/-1, x/o/o
4/4/21

Far standing:
LP: 300 +5/+5, o/o/o
3/5/7
MP: 900 -5/-5, x/o/o
4/6/22
HP: 1400 +1/+1, x/x/x
8/8/17
LK: 500 -1/-1, x/x/o
5/4/14
MK: 900 -2/-2, x/x/x
8/5/19
RH: 1300 -5/-5, x/x/o
7/7/24

Crouching:
LP: 300 +6/+6, o/o/o
3/4/7
MP: 800 +6/+6, x/o/o
4/7/9
HP: 1200,1100 -11/-11, x,x/o,x/o,o
5/6/29
LK: 200 +6/+6, o/o/o
3/4/7
MK: 900 -5/-5, x/x/o
7/9/16
RH: 1300 down/-2, x/x/x
8/6/22

Jumping:
LP: 600
4/22
MP: 900
4/10
HP: 1100
6/10
LK: 600
4/22
MK: 900
5/7
neutral RH: 1100
6/10
jumping horizontal RH: 1200
6/6

Throws:
HP: 1700, 52 pixels
3/1/13
RH: 1900, 52 pixels
5/1/13

Command Move(s):
f+HP: 1300 down/-3, x/o/o, block mid, parry high
14/10/20
df+RH: 400+800, +0/+0, x/x/x, 1st hit low 2nd mid, 1st hit parry low, 2nd hit parry either,
11/4/8/4/20
f+MK: 1000 -5/-5, x/x/x, overhead, parry high
32/3/22
(midair)d+HP: 1400, down/-, overhead, parry high
8/6

Windy’s guide to Kyo’s specials/normals frame data, and eventually all the other characters on FinestKO.com is much more accurate. I didn’t really proofread a lot of my stuff, so there’s quite a few errors in there, especially involving 6’s and 8’s, the occasional 5/6, and so on. So I’d suggest against trusting the data I’ve written so far.

Yes, check out Kyo’s Complete Frame Data and Movelist at Finest KO.com:

http://www.finestko.com/features/characters/kyo/

Is kyo’s Meaty his s.MP ?

it’s his meatiest attack, but both c.MP and close s.MP are very good as meaty attacks. both can be used in the same ways (meaty close s.MP/c.MP, combo into rekkas). c.MP however is safer if whiffed and always combos into c.MP/far s.MP xx rekkas even if you completely mess up the meaty timing.

To all pro K Kyo players: Guys, i’m just starting to play K Kyo seriously for quite some time so please don’t flame me ok. I would like to see some more youtube clips and frame data of his rekkas (all variations) and crouching HP. I find it really hard to use c.HP as anti air against vega & blanka like I saw on the video. I’m still practicing hard on his super combos. I need more tips on getting close to my opponent since i’m not that good enough on JD. thanks!

mickey d has frame data on the rekkas… everything after the first hit of LP and MP rekkas is horribly unsafe, the first hit and last hits of HP rekka are also very unsafe.

c.HP isn’t one of his best anti-airs, use s.MK (in front, close), dp+HP (in front, farther), and JD crossups

thanks for the AA info. Is the 2nd part of LP and MP rekkas also unsafe too? I saw a youtube clip where kyo is using hcb+P (overhead part) after the 1st hit of LP & MP rekkas and he’s getting knockdowns without getting countered or supered.

you can hit them with the overhead… but after blocking the first rekka there’s no reason for them not to block high. this is all about on block… some of the rekkas have better frame advantage when they hit:

LP rekka: -5 hit or block
MP rekka: -10 hit or block

  • 2nd rekka: -2 hit/-11 block
  • overhead: knockdown on hit/-7 block

HP rekka: -11 hit or block

  • 2nd rekka: +1 on hit/-8 on block

i’ve seen odd setups that whiff the first rekka and make them block a hcb+P followup, but most characters have no problem punishing it.

the only safe rekkas are LP rekkas that are properly spaced (c.LKx2, c.MP xx LP rekka). sometimes fierce rekkas (always the first 2 hits) are difficult to punish because of the hitstun but i wouldn’t trust it.

thanks for rekka info. lately i’ve been doing a meaty close MP linked to crouching HP+qcfHP, hcbHP(sometimes delayed) from knockdowns on AI and it works wonders for me. I get frame advantage, combos consistently plus kickthrow and cLK, c.MP into LP rekka set-ups are there too. I bet that you guys knew this already. another question on standing MK for AA: does this hit an opponent who’s directly over kyo’s head? if i cleanly beat an opponents aerial attack, can kyo recover in time to run behind his opponent and play mind games like close MP into anything or kickthrow?

yeah, when HP rekkas hit, stopping after hcb+P is good, after it you can mixup between kick throw and low shorts.

kyo really sucks at anti-airing crossups (including attacks that land directly on top of him (eagle j.HK, vega j.HP/HK, etc). if an attack is gonna land on your head, dp+HP will completely whiff, giving your opponent a free combo. if they’re crossing you up and you go for a backwards DP, he has like a 50% chance of whiffing them. in most of these situations your best option is to either block/JD/parry or to try and trade a dp+LP.

I was messing around with some weird shit (anti-crossup) where you press close MP right before they crossup, kyo’s body moves forward (the MP whiffs) and their jump attack whiffs… but it’s really hard to time correctly so they can’t just mash jabs when they land and still get a combo… against slow jumpers like sagat that have obvious crossups, you can actually whiff the MP and low short and it’ll be guaranteed… but again your way better off blocking