More Uses For Kyo’s Moves:
-rdp+k:
This move is actually really useful defensively. It’s off the ground on the first frame, meaning it can’t be thrown and will go over low shorts and stuff. If he gets hit out of it on the way up, he was airborne and nothing particularly threatening happens. Use it as a safe® way to get out of throw/low short mix ups rather than DPing.
Another use is after a low jump attack done too high. Let’s say you low jump fierce early on Sagat. Sagat blocks and is most likely going to hit you for free when you land with a low short combo. You cancel your low jump recovery into the rdp+k, which again is off the ground on the first frame. It goes over Sagat’s low short and kicks him in the head, getting you the knockdown and mix up.
-fierce rekkas:
aside from their obvious use in combos or RCs, they also do a grip of chip damage and guard bar in a pinch. The whole string does 400 points of chip damage, well more than enough to chip anybody to death without having to worry about the feared “magic pixel”. In fact, you can safely chip somebody to death that has about 2 pixels of life left for free with this.
The fierce rekkas also does FAR more guard bar damage than a DP, making it so Kyo can guard break somebody whose guard bar isn’t even flashing yet, and also from at around his low strong range (as opposed to having to be point blank like with DP guard breaks).
-qcf+short, short:
Believe it or not, if the second kick is blocked Kyo is not only safe, but has a fairly hefty frame advantage afterwards. You can use it to get in from more than half-screen away on those pesky players who like to jiggle and wait for whiffs, since they’ll walk back and block it standing. However, most characters that are shorter than Sagat can crouch the 2nd hit and put the hurt on Kyo. Seem risky? Yeah, it does to me too. I saw Makoto getting away with it a LOT though. It also seems fairly abusable against Sagat-height characters.
-standing forward:
While it might be fairly meh as a regular anti-air, it works surprisingly well as an anti-cross up, covering Kyo’s weak area directly above his head very well.
-low fierce:
another anti-air that is lackluster but works surprisingly well in a given situation. This move works well on low jumps, cleanly beating even Vega’s low jump roundhouse (!). It did trade at times, but I don’t think I ever saw it get cleanly beat.