View Full Version : Need help using K-groove Kyo
Real Kyo95
09-08-2003, 10:34 PM
I am a K-groove player and sometimes have a diffucult time trying to figure out a strategy on using Kyo for k. I was wondering if anybody could be kind enough to lending me some advice and tactics on playing a K-groove Kyo?
Also if you could give me some really advanced heavy damaging combos too?
Burghy
09-09-2003, 05:18 AM
1. Knock them down
2. Mix up wiht the following things:
short jump d+fierce
short jump crossup d+fierce
short jump cr. lk cr lp cr mp qcf+P combo
short jump crossup cr lk etc.
short jump throw
When you're raged, do random qcb hcf+P super for no reason and it'll always connect
I hope I helped!
Pretend you're fresh off the boat from HK, can't speak english, and low jump around a lot whiffing d.HP's.
Real Kyo95
09-09-2003, 01:36 PM
Thanks alot, I will put that information to use
tactics108
09-09-2003, 04:26 PM
everything has been pretty much covered as far as practical combos afaik, you should concentrate more on one character at a time and/or read the other threads where most of what you are asking for is already covered, and then ask questions on what you don't understand or haven't found.
Burghy
09-09-2003, 05:19 PM
Stop revealing my secret 'whiff d+HP from across the screen' tactic!
Neo Odin
09-24-2003, 10:55 PM
This combo takes just about half life without a super
and more in rage mode...
J.Fk, S.Fk, QCF+Fk,k , F+FP, qcf+LP, hcb+lp,lp
DMG:6951
This is probally his highest damaging combo without a super...
Note: the first part of the qcf chain whiffs but the rest connects...
DMG in K-Groove(rage mode): 8043 (Just insane:evil:
PS: I forgot to mention to do this near the corner.. :o
Later...:cool:
Gamma Ray
09-25-2003, 12:40 PM
that QCF+K, K part...I'm ahving trouble with that. it doesnt cancel form the S.RHK, does it? If it does than I just nbeed more pactice...
Mummy-B
09-25-2003, 04:11 PM
It has to be the close standing roundhouse, not the far one. The far one is only super cancellable.
Real Kyo95
09-29-2003, 05:49 PM
say i heard that with kyo qcf+hp can go through anything if you just time it right
Neo Odin
09-29-2003, 10:25 PM
it doesnt go through everything but ive seen it stop regular
punches and kicks, kind of like changs hold Back then Forward+P..
:)
digdoug006
10-08-2003, 09:17 PM
Originally posted by Neo Odin
it doesnt go through everything but ive seen it stop regular
punches and kicks, kind of like changs hold Back then Forward+P..
:)
LOL, it's called auto gaurd. kyo had since his early kof days. but it's too hard to time. it can go through fireballs, normal moves....anything that's a one hitter, i think.
ok anyhow, the forward+fp into rekka, does more damage than dp.fk? hmmmm.......just do the dp.fk. it's easier to time, and people can't roll out of it. then again, i'm not sure if the people can roll out of the forward+fp into rekka...
HK players are elite... They're good enough to use the auto guard move as anti-air.
Originally posted by kcxj
HK players are elite... They're good enough to use the auto guard move as anti-air.
I'm not l33t, but I use it as an AA. = P He just doesn't have a reliable AA.... missed DP = death...... Far sHK is ok.... sHP is ok.... it's just that there's nothing consistent enough to stop crossups. cHP is too easy to stuff.....
Burghy
10-12-2003, 04:47 AM
Try my anti-crossup Kyo tactic. It consists of two steps:
1) Just Defend the crossup.
2) Get thrown.
This is foolproof apart from the "get thrown" part. Still working on that.
Gamma Ray
10-12-2003, 07:17 AM
I got his qcf+fp to go through a psycho crusher once. It was crazy. we did it at the same time, and it looked like i countered it, and i got the hit. Craaaazy ^_^
LiSyaoran3063
10-20-2003, 11:34 PM
Does anyone know the number of auto-gaurd frames Kyo has during his Qct.Frc?
RagingStormX
10-21-2003, 09:13 AM
An atom is small. The counter frame is smaller.:lol: It is near non-existant, nothing like kof.
Kamui
10-21-2003, 10:45 AM
There is a 4 frame window, Which is about half the amount of invinciblity normal DP's have. Almost worthless. Way too much risk involved.
Originally posted by LiSyaoran3063
Does anyone know the number of auto-gaurd frames Kyo has during his Qct.Frc?
Gamma Ray
10-21-2003, 11:32 AM
I used it effectivly a few times. I started doing it against Psycho Crushers and crap like that. Not a bad move. Just have to work at it.
Real Kyo95
10-21-2003, 01:47 PM
yeah I agree i have been also working with it for some time, and it works it's just that there is a timing.......... I think?
Real Kyo95
10-22-2003, 09:10 PM
Does anyone think that it's possible to win with kyo at evo? and if not how come? if so what groove?
ppl can even win with kyosuke if they want, but u just need to know lotsa tactics and be good....
Real Kyo95
10-23-2003, 02:10 PM
Originally posted by DooM
ppl can even win with kyosuke if they want, but u just need to know lotsa tactics and be good....
yeah I thought that too but like I don't think it would only be tactics, I think that you would really have to combo. I have been wondering though how can you play defense with kyo? He kinda seems like a offensive charcter and you have to combo alot to.
its all about random things everytime, dont do the same thing twice in a row, the examples given are pretty good, use like 3 of em in a round or something, poke them with DF+HK/roundhouse, and just be... random :)
Real Kyo95
10-23-2003, 05:20 PM
Originally posted by DooM
its all about random things everytime, dont do the same thing twice in a row, the examples given are pretty good, use like 3 of em in a round or something, poke them with DF+HK/roundhouse, and just be... random :)
alright I will hold you to that
epsilon_
11-04-2003, 07:27 PM
No one will ever use Kyo to win Evo, because he DIES to C Chun. Gets sbk trapped, can't out poke her, gets crossed up like a mofo and can't stop it, and has to be defensive as hell when she has meter.
firewings
11-04-2003, 08:33 PM
Small Jump D.HP on only middle or small character. Tall character like sagat can punish you easily because of his height. Don't even think of doing that move on K-Groove also, if they JD(and its easy) then perpare to be combo.
Safest move to get close is small jump mk.
FreddyL0c0
11-05-2003, 09:41 AM
But then again, short jump cr fierce crosses up tall characters WHEN knocked down if timed right.
Also about that combo( medium new wave kick, into forward fierce then rekka overhead) does it really do more damage than dp high kick????
I know dp hgh kick stuns like hell, but I see players like makoto and President using it when opponent is stunned, so can somebody give me the exact damage on both.
RagingStormX
11-05-2003, 10:18 AM
Uppercut between the d.mp and SBK, or JD it all, not too hard. If she cancels it from a fierce you're fucked.
digdoug006
11-11-2003, 11:08 PM
goodness there is NOTHING to do but read these posts in the library! as u can tell, i'm pretty damn bored, so i thought i might say a couple of things....
- i use kyo mainly in c, a, or k. but this is a k thread, so i'll try not to include other stuff.
- when i start a string, i think i always start with cr.short. majority of the times i go into the cr.jab, cr.strong into rekka combo. but sometimes i might go from cr.short into cr.strong. if i see that my cr.short hits, then i have enough reaction time to do the qcf+forward kick after the cr.strong. if the short doesn't hit, then i just proceed with rekkas.
- the links and strings i use:
cr.strong, cr.strong
cr.short, cr.jab. cr.strong (sometimes st.strong)
cr.jab, cr.fierce
cr.short x4, d/f+rh
occasionally, cr.strong, standing rh
- fierce rekkas, i love that move. remember, you can delay the shit out of the 2nd rekka (the hcb+p part). so i do the qcf+fierce, then delay the hcb+p, or not do anything at all. there are a couple of things you can do from here, whether or not they get hit: walk up and throw them, go for the third hit of the rekka, or start another string.
it's kinda risky because if they block the second hit, they could super you, or poke u, even though they'd have to be quick.
- i like doing cr.strong, cr.strong, into fierce rekkas, or cr.short, cr.jab, cr.strong, into fierce rekkas. they don't combo (unless the strong is a counter hit), but most people seem to block the fierce rekka, probly cuz they're expecting the jab or strong version. from there i try to play some mind games....
- u can rush down k kyo JUST LIKE you do with shotos.
- his standing rh is a pretty good poke. if your quick enough, i think u can link his hcb, qcf+p super. it has to be lvl 3 tho.....or maybe lvl 2...
- his d/f rh is so annoying. i like to use this when i'm slightly closer than sweep distance. either this or st.rh.
oh wow, look at the time. i didn't know it would take so long to write this!! hope any of my stuff helped.........
Real Kyo95
11-12-2003, 01:36 PM
you know the other day I was fighting a geese player and he threw a repukan at me and I did kyo's st.hk and hopped right over it and kicked him and he did it again and I did the st.hk again and it worked?
epsilon_
11-12-2003, 03:11 PM
Yeah, Chun-li's s.hk has these same properties. It lets you hop over low hitting moves. Reppukens(not Geese's double though), Blanka's Slide etc....
justcusimasian
12-04-2003, 11:21 AM
Originally posted by FreddyL0c0
But then again, short jump cr fierce crosses up tall characters WHEN knocked down if timed right.
.
Do you mean it somehow OTG's and combos, or as they're getting up?
epsilon_
12-04-2003, 01:18 PM
No, he means its a crossup overhead. If say Chang was getting up and wasn't blocking in the right direction of not blokcing high, he would be crossed up on wakeup, resulting in another knockdown.
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