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

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Kyo Frame Data:
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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

s.mk is good for that.

in lots of situations… it is by far his best anti-air when dp+HP won’t work, but when you know you will be crossed up and you don’t have time to jump back and fierce/strong them, i’d rather block then risk getting hit out of s.MK

thanks guys. i’ll try it out tomorrow…

i never knew there’s a difference between lp and mp rekkas…i always use mp rekkas no matter hit or blocked, so i should use lp instead for the 1st hit? what about 2nd and 3rd? like lp, hp, hk?

the first hit is the only one that matters. afaik.

i think the lp rekkas are more useful because if blocked they are only -5 and youre left realtively safe. mp rekkas are pretty unsafe even if they only block the first hit.

what about the damage? is lp rekka damage lower than mp? by how much?

yes lp is slightly lower, but not by much.

why use cr mk if cr hk is faster and more damage? i figure that cr mk does have the range, but too slow to punish certain moves, and not as high priority as the cr hk. but why is it good and lots of top players use it?

c.MK has more range than c.HK and far s.HK, and it is faster than c.HK, just not as safe up close

against some attacks like sakura s.HK, its great… overall its a good addition to his footsies