Kyo quick notes, useful frame data

Dp can be blocked on deep air attack.
-ok when you land a FKthrow you can take a step back jump and get a wierd down+fp…sometime it lands on the non cross side??

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vs. Bison

Whenever you have Bison cornered, and you’ve either knocked him down or you’re laying the pressure on, it’s a guaranteed bet that the Bison player is thinking about using his RC charge d, u+P move to change the momentum of the match. He has good reason to think about using that move. For one thing, Bison is considered airborne as soon as the move starts. Bison cannot be thrown at all during the startup, roll canceled or not. If this move is blocked normally, the static difference is +/-0. Nothing special, but Bison has now succeeded in pushing himself out of the corner, and the match is reset. If this move hits, it’s a knockdown. Bison has not only pushed himself out of the corner to reset the match, but he now has a huge knockdown advantage on you as well. Bison has very good reason to attempt this move anytime on wake-up, when he’s being pressured, or he’s cornered.

Don’t let Bison get away unpunished for doing this move.

Kyo’s counters:
-j.HK (bleh… nothing special)
-duck down, deep dp+HP
-walk forward, deep dp+HP
-walk under, deep “cross-up” dp+HP
-JD, free close s.HK xx qcf+MK, MK, the most painful juggle combo you can do

Kyo’s dp+HP is awesome. It has 8 frames of total body invincibility. Whether you duck down, walk forward, or walk under first all depends on the distance the Bison player did this move against you. Practice so you know which choice to make everytime on reaction.

Bison d, u+P is normally +/-0 on the block right? When you JD or parry it, it’s becomes -(insert big number). Launch him up, then mess him up with whatever you want. When near the corner, I’m partial to the f+HP, OTG punches myself.


At midrange, Kyo d.HK is the superior attack to Bison d.MK. At full extension, Kyo’s d.HK not only outranges Bison d.MK, but it goes OVER the d.MK to kick Bison in the face.

Bison can counter your d.HK attempts with far s.HK.

Counter his far s.HK by using JD, free far s.HK xx super (or just JD, sweep too).


It is very important that you are able to punish Bison’s 2-hit Scissors kick with Kyo’s far s.MP xx qcf+LP chain on reaction every time. Don’t even think about using Kyo in a tourney until you can. Getting run over by a scrub A-Bison just because you can’t do something basic like this is very embarrassing…


Blocked RC pyscho crusher —> “cross-up” dp+MP


Anytime you get your opponent dizzy or guard broken —> RUN UP close s.HK xx launching kicks, ask questions later.

Kcxj, thank you for you posts and contributions, questions about scrubby scissor kick pressure from Bison. This works on Short and Forward version of Scissor Kick? If so its immediately after block stun of Scissor that I would do Stand Strong into qcf+lp? I’ve done it before but I felt like I second guessed and did it late. I only ask this cause I’m at work and can’t try in training mode. I also, have questions about run groove cammys on how to deal with Cammy’s ground game from mid range getting close. Thank you very much for the information you’ve already posted, its been extremely informative.

Whoa! thx alot, this really helps, fuckin k-a-Bison is just such a headache, hes deffinitaly up there with my most annoying opponents

I noticed that, too. Also, if you have the custom (I know! Sue me!) set up to cancel, it whiffs the end of the combo. Bummer.

kyo can do way more damage at the end of a custom without using super

Yep. The launcher kicks combo by itself does more damage than either super does, and you might even stun the other guy afterwards so you can do it again.

Cool. I’ll have to try that. I did the R.E.D. kick, canceled, then went into his Super. The first punch landed, knocked him back, and the rest whiffed. Made me pretty mad. Thanks for the info! :smiley:

Question. You said that Kyo’s qcf+fierce, hcb+p could give him up to +4 on counter hit, right? The hcb+p move in particular. Because if it gives him +4, wouldn’t he be able to link a jab? I tried it and couldn’t get it to work …

I don’t know the exact number. But I do know for a fact that you always get more frame advantage than normal after any kind of counter hit. The base frame advantage for a hcb+P that hits is +1. A counter hit light attack gives an additional +2, medium +3, and hard +4. No clue what specials give though.

Linking a jab after a counter hit sounds like a cool idea. I’ll try it later.

Thanks. All this info is really useful, especially the Bison two hit scissor kick and intentional trading.

A side note. I switched back to doing st mp on wake up instead of cr mp, and a Sagat player did his wake up fireball super, which totally whiffed on Kyo. Does his body get that close to his opponent that some supers will miss?

just keep using random wakup moves with a mind game in …mind.Using c.mp is good wakup so is s.mp so is c.k and other stuff, dont keep using one…you prolly know that though.
-Anyways the CH rekka thing doesnt work, it might if it trades and your kncked out of the animation.
-IS a blocked rekka at any strength safe, just one hit.And whichversions of the second hit are safe??

If anybody’s Kyo here sucks like mine, then practice using the low jump d+HP more often, using close s.HK more often, and properly timing your d.LK’s on a waking opponent.

Whenever you do d.LKs as an opponent is getting up, you should be counter hitting them big time when they stick out any normal attack or try to throw you.

Knocking Bison down then having him counter hit ME with d.LP after he gets up… :mad: wtf! I suck… Back to the training room it is then.

hhah ya that used to happen to me, always bison too, I’d walk up and eat a c.lp, it’;s just too fast.Now I got that shit down though, even on delay getup

If your Kyo sucks, practice poking with c.Fk, thats it, just practive playing safe till you get a knockdown, then risk it all

Damn it, I’ve been having trouble getting in lately with Kyo. Against the top-players and experienced players in the area, if I try to low-jump in I’ll either get smacked out of it or DPed. If I poke with DF.HK, they’ll jump and smack me in the face. Oh, and they wake-up DP if I go into counter-hit C.LK setup. If I wait and bait the wake-up, they usually throw or jab their way out to push me back. The psychicness is too much since I ain’t exactly a scrub. My only chance is to wait for a jump-in that never happens. It’s driving me insane! :mad:

ya I know where your commin from, but if you establish dominance in a match early they’ll be hesitant to throw out DP’s.Heres a good setup to stop them from using wakups for the rest of the match;
-after you land a sweep or throw walk extremely close to throw range but not in it,yet in c.lk range, then as they wake up completely tap down to parry thier move, this works becease on a waking opponent it would be pointless to wakeup with a standing move, since your still in c.lk range.Also throws are nulled since you are out of range, if they still DP the low parry gets it(all dp can be low parry on first hit,don’t quote me though).Then retaliate with c.fpxx Fprekkas…ect.

Trust me when I say this will scare your opponent, if they are still throwing wakup dp’s then take’em, it’s usually worth the risk

Thanks, I’ll try to remember that strategy. Oh and about the parrying the DP thing, they can all be parried low but you gotta watch out for the ones that hit more than once (ie: Sagat, Ken). So to add to that, I’d say after the low parry, block low to avoid getting hit, and then retaliate. Then again, I’ve been playing a lot more K-Groove lately so I’ll probably just substitute the parry for a JD.

Why do people do this?

Ever wonder good Kyo players use this attack pattern a lot?

-meaty close s.MP, d.MP xx qcf+HP

d.MP xx qcf+HP doesn’t combo, so they should be using d.HP xx qcf+HP right? I know that’s what I thought when I first started playing Kyo.

Well, on a counter hit d.MP xx qcf+HP DOES combo. The meaty close s.MP is the bait to tempt the opponent into sticking a move out. If he tries anything, he gets to eat Kyo d.MP xx qcf+HP, hcb+P, (stop), go low or throw mixup.

When you do d.HP xx qcf+HP, Kyo is pushed too far away for the follow-up hcb+P to hit. So d.MP xx qcf+HP is the best.

If the opponent just blocks everything, d.MP xx qcf+HP leaves very little gap anyway. Good luck trying to DP something with only a one frame window. What if Kyo mixes it up and doesn’t do qcf+HP. d.MP on it’s own still gives +6 remember. When Kyo has control, every guessing game is always in his favor.

Yeah, I like doing meaty st mp, far st mp xx qcf+hp on big characters. But I honestly forgot that he can mix it up afterwards. Thanks. :slight_smile:

Some random Kyo tips

I wish somebody told me these sooner instead of me having to figure them out on my own.

-Always do punch chain specials as slow as possible. You give yourself more time to react that way. If you go on auto-pilot mode and always input qcf+LP, qcf+LP as fast as you can, you might not even realize you messed up your d.MP link. By then it’s too late for you to do anything about being at -11(!).

-Every button you press always serves a distinct purpose. If you press a button and the purpose you had in mind wasn’t served, you’re doing something wrong. d.LK for example. When walking over a fallen opponent, Kyo should press d.LK once and ONLY once. Your purpose is either a 1.) meaty d.LK as a setup (you force them to block), 2.) a whiff d.LK (so you can throw), or 3.) a counter hit d.LK (you let them try to attack, throw, or jump away first). Let’s say you want a meaty d.LK. You go up and press d.LK once, but you accidently got a whiffed d.LK instead. Guess what? Your Kyo sucks. Go back to training mode to work on your timing.

You want a dp+HP with Kyo? That means you press the HP button once. So what happens if they opponent jumps in, you input dp+HP, but your move doesn’t come out? Too bad. Again, work on your timing.

-Never do three d.LK’s in a row. Ever watch Jap player Makoto play? He only ever goes for one d.LK, two at the most. There’s absolutely no point ever doing three rapid fire d.LKs as you push yourself out of Kyo’s strongest range (up close and in your face). When doing d.LKs, do them slow and delibrately as well. Never just tap d.LK~d.LK. Doing them with almost link timing lets you react the best to how your opponent reacts.

-Get back in with low jump. OK, the opponent’s knocked down. You walk up and did one meaty d.LK. You’re hoping for a counter hit so you walk up and quickly throw out two more d.LK’s. Your opponent sat there and blocked everything though. Now what? Don’t try to walk in again. You’ve down three d.LK’s already and have pushed yourself out of Kyo’s optimal range. No way does this mean you can’t keep your offense going though. This is why K and P-Kyo are the best. Use a low jump forward d+HP.

-Start incorporating low jump straight up, falling HK and air d+HP into your offensive mixups. They’re perfectly safe once they touch the opponent. On a counter hit, you can even combo off the low jump!

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To double tap or not?

I only double tap the following with Kyo. If I don’t list it, then that means I press the button slow and delibrately.

-Second hit of launching kicks special (qcf+K, K). Single press the first kick, double tap the second, juggling hit. Some people mash this. They shouldn’t. It’s a really bad habit.

-Last hit of the punch chain special (qcf+LP, qcf+LP, K). Do the qcf+LP right away, slowly input another qcf+LP, slight pause, then double tap LK.

-Whenever I want to link d.MP/s.MP (d.LK x 1~2, d.MP/s.MP). d.LK, d.LK, double tap d.MP, single tap qcf+LP right away.

-Link d.MP after a meaty close s.MP (meaty close s.MP, d.MP xx qcf+HP). Now negative edge might get in the way when you want to cancel into a qcf+HP. Get around that by waiting as long as possible before you cancel into your qcf+HP. If you can’t do this, then you’re not playing Kyo correctly in the first place. You need to SLOW THE HELL DOWN. Kyo is strongest when he plays slowly, delibrately, and patiently. Canceling into a qcf+HP without negative edge getting in the way should be no problem when you’re calm and collected.

-Punishing with far s.MP xx qcf+LP right out of block stun. I just blocked an opponent’s dp+LP or Bison’s LK scissors.

-Anytime I use close s.HK. Like after a JD or a jump-in HK.

-Last two punch input on the ground pound chain (launching kicks, f+HP xx qcf+LP, hcb+P, P). Single tap f+HP, single tap qcf+LP, double tap hcb+LP, double tap LP. Again, some people mash this. Bad habit…

-Last punch input on qcf+HP chain. qcf+HP, hcb+P, double tap f+HP. This is actually one thing people should feel free mashing the hell out of. It’s pretty useless anyway. Always better to stop at hcb+P.

-Throws. Walk back, walk forward, double tap f+HK on a waking opponent.


NEVER double-tap on:
-d.LK’s
-qcf+P chains
-dp’s (you might accidently get a kara cancel)


Juggling with flame super:
-I do qcb, hcf+HP~MP~LP, hold all three punches, release

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d.LK’s on a waking opponent:

-Meaty d.LK
Forces opponent holding db and mashing on a light attack or throw to block.

-Late, counter hit d.LK
Opponent who holds db and mashes on a light attack or throw gets fucked up. If they try to jump, they get hit too.

-Early, whiff d.LK
For the opponent who’s scared of your counter hit d.LK’s now. They just hold db and nothing else. Throw them until they die.