I haven’t really seen a whole lot posted on C-Kyo, so i’m sorry if i’m treading over anyone else’s posts.
C-Kyo may not be the best version. Hell, it may not even be good, I could just be a moron. But i’m here to make my case all the same.
Let’s start with what makes C-Kyo not good. For one, his dash is pretty crappy. It goes way too far and people can see you comin from a mile away. His roll sucks as well, and that can be easily punished. He now is without Run, Small Jump, doesnt have the parrying craziness of P-Groove nor the massive damage of K or even N groove. That covers the glaring problems.
Now, for what I think makes this good. He has some very good level 2 cancels which can be combo’ed into very easily. With good timing and precision, his AA cancels can also be used quite effectively. I’ll list the cancels that I actually find useful first. Note that these are without any normals before them, so feel free to throw in your own links into it, i’m just lazy.
Ground to Ground (only using 2/3rds of meter)
qcf x 2 + MP, qcf HK+HK, DP HP or HK
Ground to Ground (using all of meter)
qcf x 2 + MP, qcf HK+HK, qcb-hcf + lp
Air to Air (2/3rds of meter)
qcb-hcf + mp, qcf HK+HK, DP HP or HK
Air to Air (all of meter)
qcb-hcf + mp, qcb-hcf + lp
You may want to use MK’s on the launcher kicks for the first Anti Air. I also feel that having alpha counters on Kyo can help out greatly if you find yourself being pressured too much. Air block isnt anything special for Kyo, but it is always nice to have for the few occasions that it’s useful. I’ve had quite a bit of success in using Kyo on C-groove, I think it’s just a fun alternative to my hit or miss P-Kyo.