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View Full Version : Kyo combos/setups.


RagingStormX
02-28-2003, 07:17 AM
I found out a helpful little combo the other day with Kyo. It pretty much puts your opponent in a corner from any where on the screen. You combo into the kick that puts them in a juggle state as normal, but instead of a HCB+K or a DP+K, do F+HP and as soon as it hits cancel into the HCB+K. This will cause Kyo to knock the opponent to the corner then run right after them. I thought it was a pretty neat combo worth sharing just in case some people didn't know it. Make sure to post your stuff too.:cool:

artoflife
03-08-2003, 10:20 PM
well... u could follow up the qcf mk x2 with a overhead smash (the one when u press down fierce in the air) for style points and for pressuring the oppponent
btw...that smash crosses up
talk about a super wake up game for kyo
esp with a groove
u could
-tick
-bust thru wake up attempts with cc activation
-crossup with either the smash or jumping lk
-fake an empty crossup into low shorts which u combo into
-fake a meaty attack into low shorts
-do a meaty attack
-tick a low short into a rdp k (his overhead)
actually there's even more but i'll just stop here
his wakeup games are plain sick

DarkNall
03-13-2003, 03:23 AM
Here's a few combos involving kyo's rekka punches that does decent amount of damage:

c.mp, c.mp, qcf+mp, qcf+p, k.

c.mp, c.fp, qcf+fp, hcb+p, f+p. (You can use shinki ara gami; it's easier to time it.)

c.lk, c.lp, c.mp, qcf+mp, qcf+p, k.

artoflife
03-13-2003, 04:18 AM
how abt this
cr.FP -> qcf.FP -> hcb.FP -> forward FP

Zojitzu
03-26-2003, 01:08 PM
When the opponent is in the corner:
Jumping deep Strong or Fierce punch > into a standing Roundhouse Kick > cancel into a QCF + FP, HCB + P, toward + P = six or seven hits and nice damage.
Although I wouldn't recommend doing it with my XBox controller: I can get it 1 out of 7 times offline on Player One's side... it's near impossible online.

BIG BAD MOG
04-11-2003, 05:31 PM
Simple: j. HK, HK, QCF HK, HK, f+HP, lv.3 Orochi Nagi

heavenly king
04-16-2003, 03:08 PM
how bout this one jump in rh c.fp qcf hk hk dp mk then the orochinagi lv3 has to be in the corner

ChRiS g
04-17-2003, 07:21 AM
kyo has shortx3 into qcfx2 super...very useful if you land some shorts..but most people who probably just use...shortx3, lk.qcf, falmesuper....or what ever its called...? it take of just a little more...

RagingStormX
04-17-2003, 10:53 AM
Shorts into is good Final shodown is good, but overall the Serpent wave is better even though it deals less damage (not much).

HoneyBBQGrundle
04-20-2003, 07:41 PM
What are some good blocked strings for Kyo? How do you guys follow up when your qcf+mp or qcf+fp are blocked? And doesn't he have some corner juggles after the qcf +k not involving a super. I just need to know what's safe (or reasonably safe) when blocked so i can stop or adjust my combo as needed.

GeekBoy
04-20-2003, 07:46 PM
Actually, after a blocked QCF+Jab, you actually have a chance of following it up with another qcf+Jab (the elbow), it will most likely snuff a possible counter attack by the opponent. Otherwise, you can probably do a RH throw and do the mind games from that.

RagingStormX
05-01-2003, 05:24 AM
You can trip into his level 3 serpent wave, it all about timing:cool:

RockTakane
05-09-2003, 08:19 PM
DAMN! I just figured out how to combo into the Orochi Nagi. I only discovered you could get extra hits RECENTLY with Kyo if you hold down p for level 3. I also didn't remember seeing that super get delayed when using that combo.

Even w/o meter, Kyo is VERY damaging. DAMN: why don't ppl use him more often?!?! Rugal has a similar corner combo with meter, but only needs level 2, or maybe level 1 (if you're playing C-Groove).

How do you connect in the corner with the other super? ',:| just curious :-D lol

RagingStormX
12-12-2003, 10:30 AM
My cross up trick:cool: QCF+k,k after a rekkaken combo, then combo again, then throw after you cross them up again. Also kyo can cross up an opponent after a fp throw in the corner, just jump after the throw and c.short into whatever.

Blazn
12-13-2003, 05:36 PM
hey what about setting up custom combos?

I think 1 way is clk, sHK activate crouch+forward HK ..............

and another one, I dont know if it works becuz I dont own the game and dont get much chance to play is

clk, sHK qcf m kk activate cHK qcf k k cHK(X2) repeat til the corner then qcf k then special.

I dont know it it works, can sum1 experiment with it and tell the results?

are there any other combos? or setups?

*InVeRs3*
12-21-2003, 12:46 PM
kyo has ok footsies. his pokes c.mk and dr.fk when playing footsies are really good. they have so much range that when you know your opponent is going to go towards you in his pattern, it's almost allways going to hit unless they have great reactions.

Vigilante8
01-13-2004, 01:44 PM
Im going to skip ahead into the meat of my main lvl 2 combo use what ever means to start and make sure they link into his lvl2 Final showdown wait until the 9th hit xx into the light qcf+lk (the 2 kick special) into either hcb+k or Lvl 1 orochinagi.

Punish combo
After a whiffed move like a dragon punch or rolled threw magic (watchout for kens quick recorvery)Cr.FP into qcf+fp,hcb+fp,f.

epsilon_
01-13-2004, 05:10 PM
Originally posted by *InVeRs3*
kyo has ok footsies. his pokes c.mk and dr.fk when playing footsies are really good. they have so much range that when you know your opponent is going to go towards you in his pattern, it's almost allways going to hit unless they have great reactions.
I use c.mp alot too cuz the tip be invincible. same with da ill azz s.rh. pretty much the best cc setup for kyo is after juggle kicks, then that dope dp, df.rh CC.

S4v
01-20-2004, 07:49 PM
Kyo's pokes are:

- Ducking mk: Use the ducking mk as a generic poke at max range. Counter hits into super from mid range
- Standing hk: High priority quick poke. Good whiff punisher. Hops over shorts. Combo's and of course counter hits into super for free. Best used at max range.
- Ducking hk: Ducking hk at max range is an ok poke and a good whiff punisher. When it hits, you hop in for free - which is what kyo wants to do anyway.
-Down+foward hk: This move has high priority and moves kyo toward his enemy while attacking. It doesen't really make it easier for kyo to get closer to his enemy when used properly and both hits connect. What it does is move your enemy back toward the corner with your foot as his escort. If you land 2 of these in a row your enemy will try somethin most likely in your favor to avoid eating it again. Jumping, rolling, sitting, etc.

These are good pokes but their not abuseable. Use them with descretion. Kyo does not wanna play footsies with anybody. He wants to get in. Sometimes you can't get in safely so you wanna use these pokes with counter hit set ups. The most basic examples i'll give is using the low lk (3/+6) at med-max range. Ducking lk into standing hk (6/-5) is safe to everything but specials when done right. Don't let that negative advantage mislead you, at the range you recover you're safe 99%. This simple set up generates counter hits to impatient enemies that you can link into supers. If they just block it thats fine too. Free guard damage for you. There's many variations on this so just experiment. Just for the record: ducking mk (7/-5), ducking hk (8/-2), and d+f hk (11/0).

Kyo anti airs

- meaty standing mp?: You heard me! I haven't figured this out yet but this thing is a good anti air somehow. I have to test it more but it hits very similar to the meaty strong on the ground. Untested

- Standing mk: Useful at max range. Kills angled jumpins on lots of characters, has pretty good priority

- Ducking hp: For record i can not use this thing at all. But of course it gets used on me. It seems pretty good at max range. Experiment a lil first before usin this in the field

- Uppercut: Bad when people are RIGHT above you. Depending on the punch used their all dif. The strong is the most useless. It trades at times tho not as much as the low one. The hp one has really good priority. When done correctly i've never seen it trade or get beaten. I think it's second in line. The best one is the jab. It trades alot...and that's a good thing. The reason its good is because if you have a level 3 on deck (level 2 also?). After the trade you get a free cloud super. Does more than doin the cloud super on its own too. That's what i like to call big damage, bitch.

eightysix
01-20-2004, 08:10 PM
Originally posted by S4v
Kyo's pokes are:

- Ducking mk: Use the ducking mk as a generic poke at max range. Counter hits into super from mid range


I found that this works very well on shotos and people who like dashing in.

Originally posted by S4v
Kyo anti airs

- Uppercut: Bad when people are RIGHT above you. Depending on the punch used their all dif. The strong is the most useless. It trades at times tho not as much as the low one. The hp one has really good priority. When done correctly i've never seen it trade or get beaten. I think it's second in line. The best one is the jab. It trades alot...and that's a good thing. The reason its good is because if you have a level 3 on deck (level 2 also?). After the trade you get a free cloud super. Does more than doin the cloud super on its own too. That's what i like to call big damage, bitch.

Hm, I'm usually pretty afraid to anti-air too so I go with parry. Although, I did have the DP hit sometimes if they were deep enough.

S4v
01-21-2004, 12:43 AM
I found that this works very well on shotos and people who like dashing in.

Yea its range is very deceptive and it puts pressure on a lot of non rc'ing shotos. Also people who love to rush down mindlessly. That strong anti air hits at close range. Dunno how useful it is yet. But it does somethin =]

RagingStormX
01-22-2004, 09:53 AM
Of course the jab dp does shit for damage, the medium punch is better. Also, Sagat, Blanka and quite a bit of other characters can completely stuff Kyo's jab/strong dp. Fierce dp is invincible. Standing fp is the best anti-air on Sagat/Chun.

eightysix
01-22-2004, 12:49 PM
Originally posted by RagingStormX
Of course the jab dp does shit for damage, the medium punch is better. Also, Sagat, Blanka and quite a bit of other characters can completely stuff Kyo's jab/strong dp. Fierce dp is invincible. Standing fp is the best anti-air on Sagat/Chun.

Yeah, I did some extensive testing yesterday on Kyo's DPs and it stuffs Sagat's J.HK when done deep. The only times I'll probably use the jab version of Kyo's DP is to surprise and stuff ground pokes. S.MK and S.HP also work well on jump-ins, but you gotta get the timing down.

caliagent#3
01-22-2004, 03:16 PM
Originally posted by S4v
Kyo does not wanna play footsies with anybody. He wants to get in.

Kyo has a really good footsie game, that's y he's dangerous. s.roundhouse, c.mp, s.short are all good. In fact he can pretty much abuse s.roundhouse as a poke

S4v
01-22-2004, 06:12 PM
Kyo has a really good footsie game, that's y he's dangerous. s.roundhouse, c.mp, s.short are all good. In fact he can pretty much abuse s.roundhouse as a poke

Kyo does not have a really good footsie game. His pokes are decent not great. He's not even really dangerous on the outside. He's scary on the inside for the mixups. Pokes is not his game at all. You want to use his pokes to bait people to jump, roll, or sit still. Soyou can get a knockdown, free chain/throw, or get in safely.

You don't really wanna use any uppercut but the lp or hp. That's it. There's no advantage to using the strong one that can see. If you wanna beat any pokes you use the hp only. You don't wanna use the lp for that cuz it trades a lot. You use the lp as a chance for a trade so you can super. That's the objective behind it. Example: Chun jumps at you with that annoying lk. If you do the jab dp really deep it will beat her clean. If not you will trade, she will float, and you can super her. So unless you have a super ready and you're ready to react to the trade you don't ever use the lp uppercut.

Legendary Gokou
01-22-2004, 08:57 PM
You can also activate and get a juggle combo off of a jab DP trade, so thats good too.

CrimsonDisaster
01-22-2004, 10:53 PM
Strong DP does more damage than jab DP. Also probably does more damage on CH than fierce DP. Strong DP is the DP to be used in all of Kyo's CCs involving DPs.

Fierce DP is about all you'd use outside of CCs anyhow... jab DP is the not-so-good DP for Kyo, IMHO.

eightysix
02-16-2004, 01:51 PM
Anyone know when to combo the QCF MP > HCB MP > MP, OTG off of the cloud super in the corner? I'm not quite sure on when to start doing the motion.

Duck Strong
02-17-2004, 07:13 AM
Corner combo:

J.HK, st.HK, qcf.HKx2, lvl2 qcb,hcf super xx qcf.HKx2, dp.HK (or juggle aragami chain into otg)

Nice damage and leaves you with almost another level 2


Practical combo:

cr.LK, cr.LP, cr.MPxxMP aragami chain

Legendary Gokou
02-17-2004, 08:05 AM
Originally posted by eightysix
Anyone know when to combo the QCF MP > HCB MP > MP, OTG off of the cloud super in the corner? I'm not quite sure on when to start doing the motion.

I'm not sure if there is a difference or not, but I use jab, not strong. Anyway, just whip it out as soon as you can. Try to get his super hit as early as you can so they will float a bit higher than normal (Gives you more time). You delay the second part very slightly.

I have a tough time against Yamazaki. It seems like he has all the tools to keep him from getting inside. Recently I've been doing short jump medium kick from max distance. Has anyone tried doing this? It goes FAR. Think his crouching medium kick, only in the air. It goes straight forward as well, unlike his j roundhouse which has a slight angle.

Duck Strong
02-17-2004, 08:41 AM
Anyone know Kyo's dizzy combo in C? Or does he even have one?
I've seen the A one, but I'm pretty sure there was a vid floating around with a C-groove dizzy combo.

Thanks in advance

Drunken Master
02-17-2004, 10:41 AM
PM me or something.

I'll send you a vid of his 100%

eightysix
02-20-2004, 12:28 AM
Really good on air attacks that are at 90º angles like Shoto J.HK/J.MK and Chun's J.LK. He actually has a chance not to get crossed up by Chun if you can do it consistently. Well, when you're not knocked down, which shouldn't be happening because that's what Kyo should be doing. :lol:

At least that'll stop the trades with Kyo's DP. And it beats them clean if you time it right.

RagingStormX
02-20-2004, 06:18 AM
Chun-li's j.lk>>>>>>>>>>>>>>>>>>>>>>>>>>Kyo's c.fp

Legendary Gokou
02-21-2004, 12:18 AM
If you have meter, you want to trade.

In any event, Kyo seems to get crossed up by Chun all the time .... I play both characters, And Kyo has a hard time with her j lk.

In any event, the best Kyo can easily avoid it. Of course, I'm talking about P/K Kyo.

Mummy-B
02-21-2004, 05:27 AM
If you've got a run, just run underneath whoever is trying to cross you up and sweep them from thier backside. That fucks up even P and K Groove players.

With Dash it's a little more fucked up, don't know what to tell you about that.

There's also a maximum distance you can land RED kick and only be punished by reversal Level 3 supers. It's pretty nice.

ShinShotokan
02-25-2004, 08:20 AM
I did the funniest weirdest EX-Groove Combo today. :D

Somehow I managed to set the Cancel Everything-option on and it allowed to to combo Lightest to Medium to Strongest. (Magic Series!)

Jumping Fierce Kick, Standing LP <c> Standing MP <c> Crouching HP <c> Doukigami <c> Tsumiyomi <c> Level 2 Final Shodown <c> Orochi Nagi.

Somewhere around 60-70%ish damageing combo.

Strange but funny :D

defcon
03-02-2004, 11:03 PM
on a scale of 1-10, how useful is RC rekka for kyo? i heard somewhere that his rekkas were safer than iori's, but have eaten supers after landing the first hit (and messing up the rest of the combo)? also from some ranges the first punch will hit while the second misses, thus creating... problems. from my meager experience with him so far, id rate rc rekkas like a 6.5.

RagingStormX
03-03-2004, 09:56 AM
The jab one is safe from a distance, say the block c.lk, c.lk, c.mp, jab rekka. I don't think anything but reversal supers and very fast LONG pokes (vega's mp) can hit him. Kyo's mp rekka can be hit by numerous things,ex. hoah st.mp, Sagat st.fp, Vega c.mp, Iori c.rh, Yama st.rh, etc. His rekkas aren't hard to do, so practice it because if you mess up your fucked, never do the second or third rekkas. The jab one is as safe as Iori's. RC rekkas are ok, but RC qcf+lk,k is probably his best, which set-up a lvl 2 or 3 super, but even that RC is ok, mostly anti-fire ball because his RC's go foward so much. RC uppercut goes about HALF screen, but is mainly used to uppercut straight up jumps. RC overhead is ok, not to useful, RC running grab is good to go through fire balls or anti-air (I would stick to his dp). RC dp+k is good anti-air at a distance or for straight up jumps. You should be missing the rekkas anyway as long as you combo it, I never do a rekka outside a combo, unless RC, which I don't use with Kyo anyway, he doesn't need them.

eightysix
03-15-2004, 09:55 PM
Heh, I didn't want to start another thread so might as well keep this one alive. :)

Anyone know how to approach this match? God damn, I hate this matchup almost as much as I hate playing against Chun-Li. Anyways, my thoughts on this is that Kyo gets severly zoned out with Shinpukkens and totally gets out poked by Geese. Kyo absolutely DIES to good fireball zoners IMO as the whole point with Kyo is to get close. The only things that have been working well for me so far are low-jumps and baiting counters. And even then it's an uphill battle. Any thoughts?

Vigilante8
03-17-2004, 11:10 AM
Well since im the olny on out of my friends who use geese and kyo Ive never been abvle to play myself.For kyo its about proximity get close and stay close.

If you see geese trying to zone with fireballs R.E.D kick him but be carefull of the timing so you dont get countered.When close it should be standard kyo tactics but also add in a few throws when ever possible like when you start getting predictable.

Have you tired s.Roundhouse?

Legendary Gokou
03-17-2004, 12:14 PM
A lot of Geese's moves have noticable start up in it (st rh, f+fierce). I play P/K Kyo, and I really don't have a problem with Geese. Geese needs to be in close to do big damage, which is similar to Kyo. Don't let Geese cross you up.

To me, Kyo has more problems against someone who can keep him out of his zone. Like Cammy.

eightysix
03-22-2004, 02:04 PM
Thanks for the Geese replies guys. I'll try to keep them in mind next time I run across him again.

Anyways, here's a combo I found on accident when I was messing around in training mode:

Low Jump HK > C.LP > C.MP > Rekkas

Timing is a little tight on the low jump HK to the C.LP. It has to be kinda deep so that it combos. But if you can get it consistently, you'll be beasting with the low jumps and not just completely whoring his J.HP overhead :cool:

Drunken Master
03-23-2004, 11:14 AM
Here a tricky little gimmick combo.

When you land your wrekka's (off d.LKs>d.MP or whatever) only do 2 hits. Then kick throw the opponent.

Stupid little trick, but I bet it'll probably work the first time your opponent sees it. Then you start your nasty wakeup game again.

Still looking for the easiest way to transition form AA CC to OTG to Ground CC. Anyone?

kcxj
03-23-2004, 11:38 AM
Low jump regular HP is Kyo's best low jump move. I use that move a lot. It hits small characters when they're ducking, which low jump HK or low jump d.HP do not. Off a counter hit, you can actually do d.MP, d.MP link after.

epsilon_
03-23-2004, 12:19 PM
Originally posted by kcxj
Low jump regular HP is Kyo's best low jump move. I use that move a lot. It hits small characters when they're ducking, which low jump HK or low jump d.HP do not. Off a counter hit, you can actually do d.MP, d.MP link after. So do I, that's my main way of getting in on smaller chars when I'm playing P Kyo(even though I mostly use K), on larger chars I use both.

Hellion
03-30-2004, 10:41 PM
Does Kyo have a crossup?

eightysix
03-30-2004, 11:36 PM
Originally posted by Hellion
Does Kyo have a crossup?

Yeah. J.LK and J.HP + ↓. J.LK has reletively weak crossup ability though. I don't use it too often. J.HP + ↓ is a different story as it goes along with Kyo's High/Low/Throw mixup game. Instant overhead on larger characters like Sagat.

itslog1
04-02-2004, 04:39 PM
Yea I'm kinda new to kyo so:

- what's the best thing to do after a connected standing close roundhouse?

- what are some of his bnbs?

- why is he known as a dizzy machine (plz include some combos)

- what are the mixups from his rh throw? (also if you say something like tick throw please include what you'd use to tick, etc...)

Thanks =)

Legendary Gokou
04-02-2004, 08:07 PM
Originally posted by itslog1
Yea I'm kinda new to kyo so:

- what's the best thing to do after a connected standing close roundhouse?

- what are some of his bnbs?

- why is he known as a dizzy machine (plz include some combos)

- what are the mixups from his rh throw? (also if you say something like tick throw please include what you'd use to tick, etc...)

Thanks =)

Off of st rh you can super (level 3 only) with his cloud super. Or go into his rekka chain.

BnB - cr short cr strong xx any strong rekka chain

jump in fierce cr short cr strong xx qcf k, k xx dp+rh does good stun.

throws

cr short into kick throw
cr short (whiff) kick throw
low empty jump kick throw
low empty jump cr lk
low jump down fierce

Mickey D'
05-16-2004, 03:28 PM
Throw setup:

c.short, c.strong, qcf lp, qcf lp, rh thro

epsilon_
05-16-2004, 03:34 PM
He meant close s.rh. Without meter do (c)s.hk, qcf hk, hk, dp HK(3hits). With meter in corner do dp mk (2hits) instead of dp hk, and do the wave super (qcb, hcf punch).

Legendary Gokou
05-16-2004, 07:30 PM
Originally posted by epsilon_
He meant close s.rh. Without meter do (c)s.hk, qcf hk, hk, dp HK(3hits). With meter in corner do dp mk (2hits) instead of dp hk, and do the wave super (qcb, hcf punch).

Oh, didn't notice that. In any case, if you REALLY need the damage, I'd go into wave super after the qcf hk hk. I flubbed the link from super after dp mk in a tournament, and it cost me. :(

Ummm .... is doing qcf lk (whiff) lk from max range good on characters that can't duck that second hit? I've been using it and have been doing well, but I'm not playing good competition.

DaBastard
05-28-2004, 03:10 AM
What is the Orochi Nagi?

Mickey D'
05-29-2004, 07:53 PM
Originally posted by DaBastard
What is the Orochi Nagi?

Wave super....qcf b, hcf p

A good lv 3. link....many know this but oh well ^^

c.short, c.strong, qcf k, k, wave super.