Kyo quick notes, useful frame data

To super or CC off of it you have to pretty much be right next to someone(slightly further away for a CC, but still fairly close), a range your never going to be doing low roundhouse at. Its cool its possible, but fairly useless in the long run.

i think you had a question that said if d+fp in low jump is blocked if it is safe…

it depends when you do it if you do it early in your jump no it is not safe…if you do it late yes you are basically safe and can actually combo (i think) into d+fp into rekka for mad gaurd damage…this is only if blocked…

im outi

Roberth

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vs. Blanka

Fighting RC electricity:
Set dummy Blanka to do dash, RC electricity. Now find the closest range at where you can stand and have the RC electricity just barely whiff.

Master this range.

It’s Kyo’s optimal range versus Blanka. At this range, there’s nothing Blanka can do to you without you being able to safely react to.

Remember that if you duck down, you increase the size of your general hitbox as well. So always try to stay standing when you’re fighting at this range (ie. not too close, but not too far either).

Blanka RC electricity
All versions have 13 frame recovery
HP version always has at least 9 frame startup

-From optimal range, do far s.MP xx qcf+LP combo every time you visably see scrub Blanka do dash, whiff RC electricity
-From closer than optimal range, kick throw after the Blanka dash and BEFORE the electricity hits you
-From farther than optimal range, press d.MK after you see the electricity whiff (note: also consider far s.HK xx super and d.HK. d.MK has the most range and safely hits low though)


Fighting RC balls:

Midscreen counters:
-JD, walk forward, d.HK for the knockdown
-JD, immediate neutral far s.HK (easiest)
-JD, wait, neutral far s.HK xx cloud super (riskest because of difficult timing, but has the biggest reward)
-block, reversal qcf+LP/MP (easiest)
-block, reversal qcf+HP xx combo (riskest, biggest reward)

Corner counters:
If you have Blanka cornered, he’ll try to RC ball to the other side of the screen a lot of the time. Don’t let him. Do these counters instead.
-block, qcf+LK, LK, juggle with cloud super, OTG punches
-block, qcf+MK, MK, juggle with dp+MK, juggle with cloud super


Fighting Blanka d.HP:

Find the max range of this move.

-When you’re just outside of it’s range, press s.HK when it whiffs
-When you’re inside the range, JD then far s.HK xx cloud super (IMPORTANT… so really practice this one)


Ground Game:

Find Kyo’s optimal range mentioned in the first paragraph. Press far s.HK a few times. Notice Kyo’s kick totally whiffs. Now have Blanka do a d.HP first, then press far s.HK. Wow! Kyo just kicked this fool from half screen away! Now stay at this range (give or take a few steps forward or backwards) and practice…

-blocking low on reaction to Blanka slides
-JDing Blanka balls on reaction, then punishing
-punishing whiff Blanka d.HP with Kyo far s.HK
-dp+HP against a Blanka jump-in
-s.MP xx combo against Blanka dash, whiffed RC electricity
-kick throw against Blanka dash, RC electricity attempts (if you’re at slightly closer than optimal range and/or you were crouching already)

In a real match, you want to be able to find, then walk in and out of this optimal range at will AND be able to comfortably perform any of the footsies tools listed above. As soon as you get any kind of knockdown, a jump-in opportunity, or are able to get in close with a low jump is when you can start your offensive. Until then, you always want to play patient in order to establish ground control first. Always try to bait Blanka into making the first mistake, counter him for a knockdown or whatever, then take your control and mix Blanka up until he dies.

Low jump options:
-lj.HP can get you in and will cleanly beat Blanka’s d.HP
-lj.HK can get you in and also takes out jumpers. Don’t ever use this at too far a range where Blanka can go under you with df+HP though.
-lj.MK can get you in from far. Stupid trick --> low jump MK, rdp+LK. If it works, viola! Instant offensive advantage.

good shit! this info will come in handy since im tryna figure out the kyo/blanka match up at this very moment

Glad you found the thread useful, Jamaal. I appreciate the props coming from a fellow Kyo player. Be sure to post up if you find anything useful about match-ups as well.

Aight. This is groove specific but its pretty cool to know anyways. After blanka knocks you down and does rc elec to chip you he’ll usually low hk/hp you. Hk is the more popular choice. This is when i usually parry and do somethin like s.hk/c.lk for some small damage. What was found out yesterday is that when timed right, the c.lk can not be parried after the elec. You’re stuck in block stun and even tho you can move up and down while blocking, trying to parry will get you hit for free. BUT since the timing for the c.lk to combo off of the elec is strict, if you do get the parry, you can actually do the double kicks with mk > super. Or walk up and do s.mp > rekkas.

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vs. Sakura

d.LK, d.LP, s.LK xx dp+HP is a very common combo she’ll inevitably hit you with sooner or later. One of the follow-ups she commonly uses is to wait slightly, then super-deep, meaty cross-up j.MK. If you’re blocking low as you get up, you’ll get hit. If you’re blocking in the wrong direction, you’ll get hit. If you try to do hcb+HP for a “cross-up” dp, you’ll get hit as well.

The correct counter? Do a reversal dp+HP in the normal facing direction. Kyo’s dp+HP will auto-correct itself to face the right direction and take Sakura right out of the air. Thanks, CvS2!

Oh yeah, be careful if Sakura did walk back slightly, then j.MK so the jump-in hits from the front instead. The horizontal range on Kyo’s dp+HP might make him go under the jump-in. Use your safe-fall/delayed getup a lot when you face an opponent who likes to play tricky like that. When in doubt, always better to just block or JD instead too.


How the heck am I suppose to play footsies against Sakura?? Her far s.HK is way too cheap. The only thing I have so far is to stand at midrange and stick out an early d.MK so Sak gets stuffed on her startup. That’s a terrible strategy to depend on 100% though. Seems like Sak can still walk up and s.HK me in the face whenever she wants.

When I have Sagat, it’s easy to keep her out with far s.LK. But when I’m using Kyo… damn, this match is hard.

edit: oh yeah, I can hit her leg with Kyo far s.MP. If I whiff my far s.MP however, Sak gets to kick me in my recovery. :bluu: Anybody have some more tips for this match?

She can abuse st hk pretty freely. I think you can try and bait it and punish with st lk (not much). In some weird cases I’ve been able to hit her with the tip of HIS st hk and to hit her leg she sticks out, but its a rarity. Maybe you can experiment with it or something …

u use d/f+rh…that gets u in.

Okay. I tested out Kyo vs Sak (more spefically her st rh) and here’s what I got

st lk isn’t good against it.

st rh is good only if you anticipate it and poke her limb, kinda hard

df+rh isn’t too good against it. His first hit will go under the st rh so if she throws it out during that time he’s okay. Not something I would go for.

cr mp (tip) works decent, but you have to space it perfectly.

The best option?

cr roundhouse! From max range this will beat Sak’s st rh cleanly everytime. He also goes low enough for it to duck under. Perfect!

Let me know if this was useful. :frowning:

Hey Kxcj…what does down+forward RH leave you with?

I was guessing like a -2

Not to punishable right?

whoa! im gonna test that out in training mode If it works like you say it does then you’ve helped me a lot. What i do is basic footsies against her. I try to make her whiff it by standing near max range. When she whiffs it i use that as a chance to get in with dash, low jump, empty low jump, df+hk, or normal jump. Neither of these will for sure hit her but it takes away her spacing and gives you some advantage depending on what you do.

Thanks for the tips and strategies fighting Blanka. I find thats usually one of my hardest fights. I use A-Groove Kyo (>_<) and some of the tips are quite helpful. I’ll post a small thing that I did find with Kyo that works in all grooves. Not sure if its really useful but nonetheless its something stumbled on. It seems that you can “kara” Kyos Toward +Fierce into Rekka. You probably can do this with any special but notably I did it with rekka. For the most part it looks totally useless seeing that I couldn’t detect an increase in range in any way. I just thought maybe if someone here tried it they could find something from it or confirm that its pointless.

I was also wondering if anyone’s tried to actually whiff qcf+jab into Low Short/grab mixup? Or in instances where you condition the opponent to reverse grab and just do Stand Strong into rekka?

After Kick throw is it really safe to do whiff qcf,shortx2 to switch to the other side? or is Kyo vulnerable. I used to use Kick Throw into dp+short and it worked for a while but Kyo can be hit before he can attack. Any suggestions?

No it;s not safe.It might be if you do, c.kx2 qcfkx1,THEN do whiff qcfkx1,it switches side and pretty sure its safe(?).But they get up too fast off a throw.
-Heres a neat one though…Fpthrow(midscreeen) dash forward then SJ. and you should be able to get a down+FP crossup.
-The kara crap is only good to gain extra meter off whiffs, not usefull with kyo

That what I thought about the whiff of Toward +Fierce into Rekka I didn’t think it was really worth doing for the most part. Thanks for the info about the qcf+k whiff. Depending on the opponent, kick throw into whiff dp+short works but I still feel as if its unsafe unless the opponent doesnt know any better or an RC attempt after that.

The only mix-up Kyo ever needs after any knockdown is to just walk forward. Just by doing that, you’re showing your opponent you’re in total control of the match and he’s the one that’s going to have to guess as he gets up. Trying to be fancy with kara-cancels, dp+LK, qcf+LK, crazy low jumps is honestly a total waste of energy in my my opinion… Just stay basic and walk forward instead.

-timed d.LK will beat throw attempts and jumpers
-walk back, walk forward, throw will beat blockers
-walk back, timed d.LK will beat late throw attempts and late jumpers

There’s always potential for a counter hit when you do d.LK as well.

Meaty close s.MP will beat wake- up mashers and force wake-up throwers to block.

-meaty close s.MP, link d.MP xx combo
-meaty close s.MP, link d.HP xx qcf+HP, mix-up with follow-up hcb+P mindgames
-meaty close s.MP, walk up, throw
-meaty close s.MP, walk up, counter hit d.LK

Look at all the options you have already. What’s the point of trying to be all crazy to look good or whatever, when you can just be basic and win instead?


df+HK is +/-0 on the block. The basic Kyo strategy in the Jap guidebook says not to be desperate with random jump or roll-ins in order to get close, but to use the hard kicks to get in patiently and accurtately instead. Three main moves:

-far s.HK has very good priority and lower body invincibility
-d.HK
-mixed up with df+HK

The idea is to play so patient that the opponent makes the first mistake (ie. rolling) or lets you d.HK him. Either way, Kyo never goes on the offensive unless he gets the knockdown first.

Good info. Just curious I remember someone said his cr mp on meaty was better than st mp. Is that true? They seem to be pretty identical.

He’s right about not over doing itw ith kyo. Ive come up with crazy mixups that’s not really needed and it also clogs my head with 10 ways to do the same thing. So yea learn the basic mix ups. by the time you have em down perfectly you prolly wont even try your crazier mix ups. Match will be over by then =]

Hmmm… makes sense. I started to pick him up the other day and think im going to stick with him.-Ok heres a Q’s, after I parry a jump in I do c.lk,c.mp(or s.FK)qcfmk,shoryuken w/FK.This is the best option correct?
And If I parry while jumping in, I do,j.Fk,land,S.Fkxxqcf mk,shoryuken w/FK

-and if in corner I do the Mk shoryuken then super.
And the basic ground combo should be c.lkx2,c.Mpxxrekkas. Or other??
Are these my best options?

-Ohh and when you start looking all cool and doing random ass stuff it actually makes it harder for the opponent to read what you are going to do, making them make mistakes, and sometimes thinking you set up patterns.I don’t neccesarily do it, but it remains true in all games.for instance…-after knockdown you small jump over them,well this is already processing an overhead? a throw? a crossup? low hits? nothing?.Time it a little dif and you land in front, these tricks work, and especially versus ppl who don’t know kyo well, and personally every little bit helps in P- when you play a annoying BISON/SAK…A-team.

If you parry an air attack, I’d say going for a knockdown is the most important thing. So I’d go for a parry > DP. It’s really the only way Kyo is going to get in and do crazy damage, really. If you try to get fancy with it, you’ll just end up getting DPed yourself against people who know what to do against parried air attacks.

As for parrying while jumping in, I honestly don’t know since I just smack 'em with a S.HK kick most of the time. I guess you could get a really big combo off it if you parry something with a lot of recovery.