Kyo Strategies and Match ups

c.LKx3, c.HP xx qcf+LK,K (mashed c.LK vs thinner)
c.MP, c.LK(or the first 2 moves reversed), c.HP xx qcf+LK,K

i think there’s also a way to set it up using far s.MP but it would probably only work on geese or something

if you’re K/P you can parry/JD the last hit and beat kyo up, or activate through, level2 etc

guys i need more links to makoto videos since i only saw one. I’m a recent P groove convert and I need to see more of Kyo in P groove. thanks.

no asking for vids LOLZ JOIN DATE SEP 2006 LOSER!

www.crazyasskim.com

thanks for the link. i joined in lately cuz my old username and password isn’t working, so i created a new account instead. man makoto can really abuse those option selects with cammy and that match against sagat was a hoot! that sagat player was outmatched throughout the game! did you see makoto’s new match videos in youtube? that was really good.

kyo’s :bdp: lk or mk works on blanka becuase the blanka user is usually charging blanka:df: for a blankball or air ball, after da knockdown move in for a low jumping mix up game…but he’d had to a very slow player not see da mk one coming

this is an excellent strategy.

for versions without rollcanceling… or xbox live.

kyo vs chun li?

tough match for kyo imo.

he cant stop j.lk crossup without super super early s.mk at some ranges.

he gets sbk trapped

c.lp counter hit/throw games generally annoy him. 2 frame c.jab means you have to time your counter hit setups perfectly.

her walk speed is extremely fast.

kyo j.lk is good against her sometimes… idk this matchup is pretty hard, she is difficult to anti air, and her up close game is faster than yours.

k groove btw, p groove is much much easier in this matchup because option select down parry makes her truly not mash on c.jab.

Chun li’s floaty jump makes it easy to react to. I always keep an eye on the distance and try to avoid the space where Chun-li gets a deep cross up. If its not well spaced you can do hcb+p for DP cross up.

SBK trap does suck. I think I’m going to start option selecting down+fierce in P groove. I’d much rather get hit by it then have it take away a good chunk of guard crush. Its more ideal to see st fierce xx SBK though.

I don’t really use j lk against Chun li too much. Although I have admittingly used it after doing rekkas, spacing it as a deep cross up.

smart chuns dont jump like full screen, im talking about around just outside of kyo’s max df+hk range.

its difficult to do anything about, you cant dp it at that range, your dp will either straight up lose, or go too far forward and whiff. also at this range s.mk will usually lose, unless done really really early.

If you feel you’re in a bad spot, then I’d consider defensive options.

Dash/run forward

jump straight up (JD, parry, air block, or take the air hit to reset the situation)

walk forward (with a fat cross up like Chuns, may force you to block)

i dont like any of those options.

i might try run under, but remember im talking about k kyo.

anything involving taking a hit seems pretty gay to me.

the only ways i can think of is to zone her enough to make her jump or roll. if she gets in and try to do jab links or fierce into bird kick, uppercut

yeah…i tried out some stuff today in training mode.

first…running under doesn’t work at all, you not only get hit, but running counts as a counter hit so…yeah it’s a terrible “option”.

couple things.

s.mk works as a great anti air from a distance, it will usually beat j.lk clean from that distance, but against most j.lk’s won’t com from there.

at a certain timing, you can c.mp (sorta like hf guile c.mp) and it will trade (in kyo’s favor). also jump back rh works at times.

as far as attacking chun li, low jump fp is really good, if at any thing except max (or close to max) range of chun li c.rh, low jump fierce wins. (however she can anti air you for free with s.mp)

low jump rh will beat her non super early s.mp (but she can anti air you with c.mp for free).

Theoretically i always ran in my head that if you see the jump comming, you can dash backward and uppercut, and at worse you will just air reel backwards resetting it. But thats all theory…-_-;

i dont know if c.hp whiffs/is quick enough or not. You can also JD => Throw maybe.

/random

c.fp will get beaten clean vs j.lk at most angles…not a move to press.

Ive been thinking about kyo bnb c.lk c.lk c.mp xx rekka.
and Ive been wondering if I can just switch it up to c.lk c.lk c.hp xx fierce rekka.

I mean why not? more damage more guard break roughly same range.

frame data help please.

i dont think c.fp would reach and still combo at that range, also not sure if it would even link, the c.mp alone is a 2 frame link normally, and that move is pretty fast.

actually it does connect.
I started practicing it in training mode.
a little tougher to combo but alot mroe rewarding.

lol it combos, and i thought just the same way as u do a year back, but no.

first fierce rekka on block is not safe, ppl with fast super can hit you. like blanka super. 2nd rekka on block is not safe either, ppl can punish u too. i.e. rock’s cr.mk into fierce hard edge. both of them are punishable. so stick with mp into jab rekka.

cr.fierce has lots of lag time also if u whiff, if u try to combo into jab rekka there are several times it pushes back too much and doesn’t combo. so only use cr.fierce into fierce rekka as punisher on certain things.

2nd hit fierce rekka is +1

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