Kyo quick notes, useful frame data

Effective throw setups on a waking opponent:

-walk back, walk foward, throw
*The first setup you’ll almost always use against any opponent.

-walk forward, crouch down real fast, throw
*You’ve down walk forward, counter hit d.LK a few times now.

-fake an attack (whiff d.LK), throw
*Keeps your opponent guessing.

After you’ve counter hit the opponent a few times with d.LK:

-keep walking forward, throw
*Only works after you’ve gotten the opponent nice and scared. It will bait him into trying to attack you again, which in turn you start counter hitting him with d.LK again… ahahaha

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vs. Honda

Stay at the max range of you far s.HK. Unless you’ve gotten a knockdown, being close to Honda when he’s free to do whatever he wants is a bad idea.

At this range you can:
-JD his headbutts on reaction
-Safely stick out whiffed attacks to try and bait
-Punish his rolls with d.MK or far s.HK on reaction

After you’ve JD’d his headbutt:
-far s.MP xx qcf+LP, P, K
-far s.HK xx super

OR EVEN BETTER…

-d.HP xx qcf+HP, hcb+P, stop, go low/throw mixup
*+1!


K-Kyo is a complete character. Ever look at the damage just a basic combo or an anti-air dp does when he’s raged? It’s Sagat damage. Kyo’s only weakness is the air directly above him (where close s.MK or dp won’t reach). Other than that, there’s no situation K/P-Kyo can’t handle.

I honestly think that anybody who tries to play Kyo in any groove other than P or K is wasting their time. If you’re a new player, pick C groove first to get good at the basic, basic mixups and combo execution. Once your comfortable with that, move on to P or K groove ASAP. In the hands of a skilled player, P/K-Kyo is on the God tier level. :cool:

A/N-Kyo can also be dangerous and are really underrated. It really depends on how they’re being played. But I have to agree that P/K-Kyo are bar-none his best grooves.

The only thing about playing Kyo is that you must almost always have to be in a position where you control the momentum of the match. While I’m still no expert with Kyo, I can tell you this much, without any knockdowns, you won’t get ANYWHERE with him. And that’s in any groove.

Basically, it’s almost like playing Makoto in 3s. Some days you’ll mix it up so good that you’re untouchable and other days, you can’t grab worth shit. But it’s still easier to get a mixup with Kyo than it is with Makoto. :lol:

I think the best tactic to use with Kyo against any player who hasn’t seen what he can do is to first bait a wakeup. After you show them that it isn’t going to work, continue with the mixups. Then again, it can go either way cuz theory fighter can never be a subsitute for real skill.

Is his c.HP worth anything? One example is the c.HP, if timed right, could knock Bison out of his headstomp cleanly. It is a hard one to time though.

Not when you have a Level 3 ready. Flame their ass back to the ground where they belong.

Hell yeah! EO Kyo doesn’t screw around. :lol:

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This is the thread for Kyo quick notes, so I’ll make a note of something I just played around with.

Punch throws and the Seven Chance Wakeup

So let’s say you’re in the heat of the battle, and in your desperate attempt to capitalize on a mistake by your opponent, you quickly mash on throw, and a punch throw comes out. All that hard work you put in trying to get in close and score a useful knockdown has gone to waste, because by the time you run back over to the body a full screen away, a lot of your mixups are useless, especially if they safe fall and you’re still running right at them.

So, your opponent is all the way on the other side of the screen. What’s a Kyo to do to stay in control?

Well, if you were Terry, you could do a jab/strong Burn Knuckle, or a jab Blanka Ball, or maybe Joe’s short/forward Smash Kick. These and similar moves have an advantage in that you can quickly and safely close the gap on your opponent, at the same time preventing them from moving backwards without risking a backdash or jump that could cause a knockdown on their part. There’s nothing they can really do except block an attack that might not even connect, as they could stop just short of you.

The thing is, Kyo has a move similar to this in his arsenal. The kick hit in his Wicked Bite chains is a rather far-reaching one that is a forward-moving attack most similar to Joe’s Smash Kick. You can use the kick-ending chains to add a new wakeup senario to Kyo’s inferior punch throw, even when you’re a full screen away.

Go into training mode and punch throw someone so that they’ll be max distance away from you. As soon as you recover, do an LP qcf->hcb->K chain as quickly as possible. If you do this correctly, you’ll be standing right in front of them, in a perfect position to kick throw or otherwise pressure someone on wakeup. The kick will just miss as the opponent is finishing his wakeup animation, leaving you in their face as they’re worrying about an attack that is somehow going to hit them from full-screen away. Since they’re going to think they’re going to have to block, you have them right where you want them.

If you’re going up against someone who uses a safe fall, taking a really quick half step backwards before starting the rekkas is what to do. Be aware that they will be fully recovered while you’re still in the middle of the punches, but the beauty of that is that you can stop the kick from coming out if you sense danger (or want to mix things up). Otherwise, the kick will stop just short of them.

There might be times where you actually hit someone with the kick, either intentionally or accidently. If you do it on purpose, it’s because you’re banking on the fact that they won’t be blocking from a half-screen away while you are doing the punch portion of the chains. This means you’ll have to set it up by starting random Wicked Bite starters from a distance, and working it in with the overhead rekka wakeup mixup. (You should do this to make the whiffed kick easier to get away with as well.) If you do it accidentally and/or they block it, the recovery time on it isn’t too bad (I don’t have the frame data around, but it looks like it’s somewhere in the neighboorhood of -5 to -8 by my eyeball), mostly because you’re hitting them at the extreme end of the hitting frames, and that most of the time it’s a big surprise to the person that blocked it.

Obviously, you’re not going to be relying on this tactic for all your distance-closing needs. However, if you really need to get in close in a hurry, consider also doing this from full screen away without a throw. Also try doing the double LP qcf chain to vary the distance that you close in on your opponent, or the MP chains if you want it to be slightly slower coming out and/or longer.

This is just another option Kyo has for mixups, but the difference here is that he has at least something that can close distance relatively safely, albeit off of either a punch throw or from the equivilant distance (full screen) away.

kcxj

What do you think about c.lkXX rdp+lk as a mixup?
I have little competition where I’m at, but this seems to work, as they’re conditioned as to what Kyo can do off his c.lk.
Sometimes they’ll try to jump away when they’re tired of the c.lks and this catches them and plants them on the ground right where you want them.
For the most part it seems safe against any counterhits.
It’s also fairly fast, it’s caught everyone onboard the ship so far who block the c.lk.

Off c.lk always go for c.mp into rekkas or another c.lk into 236lk xx super.rekkas give the best mixup…period, distance and damage wise. If you are really unconfident about the link go for 1-3 c.lk into 236lk dash then jump(or take a step then jump) intop 2fp(sometimes crossup)mixup

I know how good his rekkas are. I crush scrubs with rekkas linked off his c.lk all the time. My main concern was staying within his zone. That’s best achieved by a knockdown. Already now Kyo’s got god knows how many mixups. But if someone’s blocking low and knows that to successfully block either Kyo’s or Iori’s rekkas you MUST be standing up, and he stands on the first hit of Kyo’s lp rekka, you stop right? If you want to be safe, yes. If he’s standing, definitely. If he’s crouching, sure go ahead and follow up with hcb+p. There’s your knockdown. But if he’s standing…
Well, now the other guys out of your zone, and you have to work to put him back there. Against some characters this is harder than it looks.
At least the short RED comes out fast from a c.lk and gives you that knockdown. Really fast. Kyo’s got so many mixups now that if you start a sequence of tick c.lks or whiffed c.lks to kickthrow and the other feller’s used to it this’ll stop is mashing jabs attempt to stop you (Bison).
Hell, I was only asking if this is a worthy mixup or not.
Maybe not, as a blocked RED kick that close would leave you far too open.
On the other hand when you condition someone to a certain pattern, you can sneak all sorts of crazy ass shit in there to keep them guessing. I know this from playing Rock. You shouldn’t be able to, but I’ve always managed to land a rage run dunk on anyone the one or two times I’ll allow myself to do that move in a match.

I didn’t put up the data for blocked RED kicks? Anyway, they’re pretty good. I use this move all the time whenever I can tell my opponent has gotten frustrated or fallen asleep. The LK version hits really fast and it’s only -3 on the block --> totally unpunishable.

Wow, -3 on the block, I knew I saw something good there.