df+HK Pressure, Mixup and Guard Crush Strings
First, the frame data.
:df::hk:
400+800 damage
+0/+0
11/[4]/8/[4]/20
First hit must be blocked low
Second hit can be blocked high
This move is awesome for a lot of reasons. Here’s my strategy list and setups for it.
When you land the move, hit or blocked (doesn’t matter since the frame advantage is the same, zero), it’s not a bad idea to pull the move again immediately. They’ll be forced to take it or block it again, giving you the same situation as before. Perform the move again or go for mixups.
The startup is 11 frames. The startup seems like a lot, but since the move is completely safe if it hits because of the zero frame advantage, the only way you can be screwed by using it is if they hit you out of it before it comes. If you mix up when you use the move, this is almost impossible.
If you step back a bit before you do the move, the first hit will whiff and the second hit will land. This gives your opponent 23 frames to react to the movement, which is enough to pull off a anticipitory shoruyken or other quick invincible move on confirmation of movement. However, the first motion of the move looks a hell of a lot like Kyo’s :d::mk:.
:d::mk:
900 damage
-5/-5
7/[9]/16
After taking the step back, do the :d::mk: instead. If they attempt to hit you out of the second hit, they’ll whiff and you’ll have an chance at a free combo. If they sit there blocking, it’s a message for them not to try anything as you slide in.
If they try to jump over the :df::hk: as you start it, you will find the arc of their jump and the travel of your move will put you in the pefect position to :bdp::hp: them as they float over you to the other side. You will be under most crossups, and since the dp move has lots of invincibilty, it’ll cut through all that crossup priority, too. This doesn’t work as well with tall-jumping characters, but more with the shoto-type jumpers.
If you want to keep them on the ground for sure, pull out the old far standing roundhouse, :hk:. 7 frame startup means they’re not going to jump, and if they do, you’ll hit them. Also try the :d::mk: at close range (also 7 frame startup) to give them double worries about not holding down and back. (Jump start up on the PNK grooves is 6 frames, to account for small jump.)
This move makes it really easy to incorporate into your guard crush strings. After a rekka chain, if you can put in some crouching shorts, then link it into the kick slide, it’s free GC damage. Continue with the mixups and you’ll easily cut half their gauge. Activate in N-Groove for even more damage.
It’s one of Kyo’s best abuseable moves. Take care not to over-abuse it, of course. Incorporate it into your game as with any other move.