View Full Version : Kyo Combos and Glitches
Kamui
06-28-2004, 12:33 PM
List your favorite combos here using standard abbreviation conventions. Include the proper damage from the training data in training mode.
In order to get an accurate number, make sure to set your character's super meter to either "Normal" or "Max Start" because "Infinity" and "Recover" will give the combo an illegal damage boost. Also, make sure to perform the combo against P-Groove or A-Groove because some of the other grooves have meter-based defense bonuses. Finally, make sure to perform the combo when the opponent has a full lifebar, because otherwise the damage will be reduced depending on how low the opponent's health is.
Also, discuss any glitches or bugs the character has, not including Roll Cancel. RC discussion belongs in a strategy thread.
For the people that don't know already...
-(near corner), j.HK, close s.HK xx qcf+HK, HK, wait, f+HP xx whiff qcf+LP, hcb+P, P
6 hits
6045 damage
53 stun
An easy way to do the juggle into otg part of the combo is to tap f+HP, quick HALF circle forward and LP, wait split second, half circle back, double tap LP, double tap LP.
Do this combo when you have the opponent dizzy in the corner. It's his most damaging combo without meter. The 53 stun it does is insignificant, as you can't redizzy an opponent in this game anyway. The damage is what makes this combo so great.
Oh yeah, Vega can safe fall against the last hit of this combo, so do the next combo against him instead.
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-j.HK, close s.HK xx qcf+HK, HK, wait, deep dp+HK
7 hits
5379 damage
55 stun
The last hit of dp+HK cannot be tech rolled from! It floors the opponent as if you hit him with Kyo's air d+HP.
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-j.HK, close s.HK xx qcf+HK, HK, wait, deep dp+HP
6 hits
5366 damage
54 stun
dp+HK does three hits. Not only is it easy to occasionally mis-time the last hit, but if the opponent has a lot of stun already, it's likely he'll get dizzy in the middle of the combo too. Not good for you.
If you know the opponent is going to get dizzy regardless of what you do, it's almost always better to juggle with dp+HP instead of anything else. It's the safest. Keep in mind the opponent CAN safe fall after dp+HP though. So really make sure you're good at keeping track of stun.
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-Whenever you're in a situation where you have a guaranteed combo, but the opponent isn't dizzy or guard broken (ie. they missed a dp or you JD'd their laggy move), always do close s.HK xx qcf+MK launcher, juggle of your choice.
qcf+HK has an inexplicable property of not comboing sometimes after a close s.HK in the middle of a match. After a JD is the biggest culprit. That's why I only use it when my opponent is dizzy. Remember, 100 less damage is always better than no damage at all. Be safe. Use qcf+MK after close s.HK 99.9% of the time.
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Top tier Gamefaqs Kyo combo:
juggling with hcb+HK = ZERO stun, less damage than any other juggling option
Hell yeah. :lol:
p0l1cy
06-29-2004, 02:00 AM
qcf+HK misses after standing HK sometimes because it comes out very slowly. It launches them slightly higher and farther than the MK version and does more damage, so to balance that out it's slower.
For instance, cr.MPXXqcf+MK works, but not cr.MPXXqcf+HK.
You can do cr.HPXXqcf+HK, but not after a jump in. You CAN still buffer into it from a close standing HK after a jump in however.
There aren't any combos I know of that require the HK version instead of the MK version. In fact, there are some combos that are easier if you use the MK version, since your opponent doesn't fly as far away. qcf+MK, K -> dp+HK way out in the middle of the arena is easier than using qcf+HK. You can use either version to do the combo where you link the level 3 wave super after a dp+MK, but you still have to be in or near the corner either way.
Anyway if you're really far away, like max distance for close HK, then you can buffer into qcf+HK and it will not combo. This is probably why it misses sometimes. Same reason why you can't hit it after a cr.HP after a jump in, you're too far away to buffer from the cr.HP, it doesn't cause enough hit stun.
As for the LK version, of course you can buffer into that from a cr.LK or anything really. Of course it doesn't put them into the jugglable state, but you can still land the level 3 wave super after it anywhere in the arena. In the corner, let them bounce on you once before you let go, and anywhere else let go during the super freeze and you will catch them before they land.
Also you can activate CC in A groove off the LK version (or any version). But I guess A groove shit goes in another thread?
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Super Combos
=========
-(midscreen), level 3 super, hold, early release, whiff qcf+LP, hcb+P, P
6545 damage
6 hits
5 stun
I don't recommend ever doing random super with Kyo as a dependable strategy, but if you ever do get impatient and use it as a wake-up move etc... know that you can do the ground pound on your opponent after even at midscreen.
Using the OTG after an anti-air super feels totally random. Depending on where the opponent was in the air, sometimes it works, but the majority of the time it won't. I don't recommend being greedy and going for OTG punches after an anti-air super. It's too risky in my opinion. After a point blank grounded super though, feel free to go nuts. It's always 100% guaranteed in those instances.
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-(midscreen), d.LK, d.LK xx qcf+LK, LK, level 3 super
5800 damage
7 hits
13 stun
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-(corner), j.HK, close s.HK xx qcf+HK, HK, wait, dp+MK, wait, level 3 super
9954 damage
10 hits
51 stun
Use this when the opponent is dizzy. If you've guard broken your opponent, omit the intial jump-in and just dash in close s.HK instead. 9000 damage and the stun you get from the launching kicks, juggle is outstanding.
I swear I saw LTB combo OTG punches after the super in this combo. I haven't had any luck at all in doing it though.
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-(corner), d.LK, d.LK xx qcf+LK, LK, level 3 super, hold, early release, whiff qcf+LP, hcb+P, P
7283 damage
9 hits
18 stun
The best part about this combo is that the OTG is completely unavoidable. Unlike the f+HP, OTG punches juggle, Vega cannot safe fall against this. The game doesn't let anybody safe fall after being hit with a super. :)
Legendary Gokou
06-30-2004, 07:21 PM
Originally posted by kcxj
=========
Super Combos
=========
-(midscreen), level 3 super, hold, early release, whiff qcf+LP, hcb+P, P
6545 damage
6 hits
5 stun
I don't recommend ever doing random super with Kyo as a dependable strategy, but if you ever do get impatient and use it as a wake-up move etc... know that you can do the ground pound on your opponent after even at midscreen.
Anybody have any luck doing the OTG after an anti-air level 3 super?
I've never had any luck with doing the OTG chain when I hit the super on a grounded opponent, but I have hit the chain when I used it as anti air. It looks really weird, sometimes it doesn't even look like it should hit but it does. He barely gets the foot of the opponent.
MAGUS1234
06-30-2004, 10:50 PM
j.fp,j.mk,j.mp,jFk ..all crossup on blanka.Setup, I got good ones but heres one to see the results....-c.k(point blank)small jump then do it as you cross the "veritical peak" of blanka, Fp is easiest
Sagat Gief Raiden Chang and geese all can get hit with instant small jump 2Fp, good setups involve c.lk, or Fkthrow then wakup close mp, or jus do it point blank
Buktooth
07-01-2004, 01:34 AM
Originally posted by kcxj
I swear I saw LTB combo OTG punches after the super in this combo. I haven't had any luck at all in doing it though.
It's pretty easy. Hold the button when doing the super, then let go the instant the opponent bounces off of Kyo's body. That's pretty much the only way to get the opponent high enough to have time to hit the OTG ground pound. However, it IS possible to let go of the flame a little too early and miss a few hits.
DeAdSpAcE
07-01-2004, 05:54 PM
Cross up lk, c.lk, c.lp, c.mp, rekkas into kick finish.
You can combo off his far s.rh into lvl 3 serpent wave. Best used to punish a whiff from your opponent.
Originally posted by DeAdSpAcE
You can combo off his far s.rh into lvl 3 serpent wave. Best used to punish a whiff from your opponent.
It's good when you know the other guy is going to walk up and try to poke you as well.
DeAdSpAcE
07-02-2004, 09:18 AM
True that my man. I learned from watching Otaku use his K-Kyo. One of the few good kyo players I've seen.
Btw, good advice on the corner combo kcxj, the double lift kicks, f+hp, whiff rekkas to otg hit. I'm starting to get it down now.
Nipp0n
07-21-2004, 04:48 PM
I used to have tons of trouble doing the otg chain after the super in the corner. I couldnt get it to save my life ( i even posted about it) But over time its gotten to the point where i get it everytime. Just practice it kang. IMO the otg chain is a NICE damage bonus on the end of koyo's already damaging combos. If you wanna talk mix up in this thread just lemme know, ill put all my shit out there, maybe ill learn something myself.. Lets keep it going
RagingStormX
08-10-2004, 11:46 PM
Weird shit:
In the corner I did a super meaty lvl 3 serpent wave, it hit them but didn't knock them down. I tried again and comboed c.mp, c.mp xx rekkaken chain. Your never gonna get this on someone, but still, it's weird.
Legendary Gokou
08-11-2004, 07:39 AM
Originally posted by RagingStormX
Weird shit:
In the corner I did a super meaty lvl 3 serpent wave, it hit them but didn't knock them down. I tried again and comboed c.mp, c.mp xx rekkaken chain. Your never gonna get this on someone, but still, it's weird.
Yeah. Its not really practical unless you dizzy them as the super comes out. I held the flame when I saw they were dizzy, hit the super meaty, then did st rh xx double kick.
I suppose it might have a use if you want to start a pressure string off of it, but wasting a level 3 is questionable.
ragnafrak
08-11-2004, 05:27 PM
was messing around with alternate followups to his lift kicks in the corner.. you can land close s.HP to setup another mixup game
close s.HK xx qcf+MK,K -> close s.HK -> rdp+LK
close s.HK xx qcf+MK,K -> close s.HP -> low jump d+HP
close s.HK xx qcf+MK,K -> close s.HP -> empty low jump -> etc
when you do it on smaller characters you can do the close s.HP really early so you have an easier time landing the low jump d+HP
Legendary Gokou
08-11-2004, 08:07 PM
Originally posted by ragnafrak
was messing around with alternate followups to his lift kicks in the corner.. you can land close s.HP to setup another mixup game
close s.HK xx qcf+MK,K -> close s.HK -> rdp+LK
close s.HK xx qcf+MK,K -> close s.HP -> low jump d+HP
close s.HK xx qcf+MK,K -> close s.HP -> empty low jump -> etc
when you do it on smaller characters you can do the close s.HP really early so you have an easier time landing the low jump d+HP
Thats on dj-b13's vid. He does it off of the close s. HK. Take a look at it, you can alter the timing so that you can make the rdp+lk hit if you want it to, or look like it will and go into a cr short string.
ragnafrak
08-11-2004, 10:51 PM
word.. i gotta get that off the hub.. i only have cammy's right now
Lonely Driver
08-12-2004, 06:05 PM
i have a question
for the qcf k, k move, when am i supposed to hit the 2nd kick? when i do it, half the time, it doesnt come out. i usually just mash kick and hope it comes out, but is there like a specific timing to it or sth?
oh yeah, i dunno how good a tip this is, but i had problems doing far s. rh, flaming blanket super. but now i found a easier way, by doing qcb rh, hcf punch, since kyo has no qcb k move. i think this way is easier then just going from neutral kick into super. hope this helps
Legendary Gokou
08-12-2004, 11:52 PM
Step into training and practice the timing. Its really not too hard so you shouldn't mash. I'd describe it as a quick 1. 2.
I have a question. I notice sometimes players like to do qcf lp (blocked) hcb lp. The little overhead one. Is that any good? Whenever I try it the first blocked one pushes away too much.
Mickey D'
08-13-2004, 02:29 PM
Originally posted by Legendary Gokou
Step into training and practice the timing. Its really not too hard so you shouldn't mash. I'd describe it as a quick 1. 2.
I have a question. I notice sometimes players like to do qcf lp (blocked) hcb lp. The little overhead one. Is that any good? Whenever I try it the first blocked one pushes away too much.
Yur probably doing the rekka a lil to slow....i don't know about doing that string though.....looks kida risky don't ya think?
good guard crush string...
c.lk, c.lp, c.mp, qcf hp, hcb hp.
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I noticed that when people block a low jump down+hp kyo is left practically right into throw position....is this safe or should i start mixing in: low jump neutral hp.
Legendary Gokou
09-07-2004, 10:14 PM
Okay, I remember I think it was Mickey D saying that you could do fierce throw, dash, then super jump forward d+fierce for a cross up. What I found out, was that if not spaced correctly, Kyo will hit from the front, but still land on the other side. If they block, its really tricky .... and has worked like a charm for me. If it connects, I do lk overhead to come up on the other side and hopefully catch them off guard.
So ... yeah. Try for yourself.
Kingkau
10-15-2004, 02:44 PM
might be old...
kyo gets a huge damage boost if you cancel out the serpert wave before it ends. i usually try and cancel right after the first hit or 2.
example in corner (i dont have DC so im just gonna guestimate the damage. ill correct it later):
-c.lk, close s.fk, qcf + lk, lk, lvl 2 serpent wave, :super ends: DP FK. ~5000
-c.lk, close s.fk, qcf + lk, lk, lvl 2 serpent wave, :cancel: DP FK ~7000
-c.lk, close s.fk, qcf + lk, lk, lvl 2 serpent wave, :cancel: hcb + fk (whiffs), lvl 1 serpent wave. ~8500
ragnafrak
10-15-2004, 05:46 PM
he does much more with level 3 supers
c.lk close s.hk xx qcf+mk,k, dp+mk, lvl3 serpent wave, qcf+P,hcb+P,P (only last hit connects).. that's like 9k+ right there
Jackenstein373
10-27-2004, 12:33 AM
what's OTG? I thought only qcf + MK could begin an air juggle, not qcf + HK...
Onyx_Chameleon
11-04-2004, 04:40 PM
Bump!
Help:
In A-Groove,
This combo; (in corner) j.RH, RH, qcf RH,RH, juggle with dp+f (two hits), activate, corner custom...
What is the secret to getting the dp+forward to hit twice? With me somtimes it will juggle twice and somtimes it just hits once and the second hit completly wiffs!:xeye: Is it postional or is my timing off?
Shin Ace
11-04-2004, 05:20 PM
You have to do it as late as possible.
It's only when you try to tack on a lvl 3 super after the dp+k that the timing becomes strict. Otherwise, avoid doing it too early.
Neo Odin
11-04-2004, 08:30 PM
Dont know if this was posted already but:
C.Lpx2, C.FP, QCF+FP, HCB+FP, F+FP, it does stupid damage when your raged, C.Lpx2, C.FP, QCF+FP, HCB+FP it works as a good gaurd string as well but only on larger characters like Blanka, Yamazaki, ect.., C.LK works in place of the Lp's and is easier to connect. (you be the judge which is easier for you)
Also, FK throw, DP+Lk (thank you Gunter), you end up on other side of opponent, if they do any thing follow up with DP+FP, if your raged, its scary to be on the recieving end of the setup cause you can do the flame super, QCB, HCF+FP, do this once or twice to your opponent and they'll get the message, they might wait, so throw them again, I wouldnt recommend doing this all the time but it works here and there. If they wait you can also do a gaurd crush string ect, and the saga continues.....>
I guess it all comes down to the psychological aspect of the game
as we were talking about, Mike Dzy, in General Strategy. Throw
set ups ect. The same thing applies for A groove, FK throw, DP+Lk, end up on other side of opponent, Activate, read your opponent, in the same way you would someone who safefalls a lot or often and you predict there safe fall, punish with custom,
Example: with Eagle ect...
Another guard crush string would be close S.Mp, C.Mp, far S.Fk,
again, if these were posted already I apologize in advance.
C.MP counter hit, far S.Fk, QCB,HCF+FP super. DMG:8001
(Quick 5 hit combo)
Damage by this combo was done in K groove, I just read kamaui's notice, sorry next time I'll perform the combos in P, but
recover and infinite was not on.
Fight On!:nunchuck:
Onyx_Chameleon
11-05-2004, 07:41 AM
You have to do it as late as possible.
It's only when you try to tack on a lvl 3 super after the dp+k that the timing becomes strict. Otherwise, avoid doing it too early.
Thank U' :tup:
I kinda thought this, but I needed to here it form somone else first.
Neo Odin
11-05-2004, 12:51 PM
Yeah, the combo isnt that hard I tried it yesterday, and it does sick
damage, and looks sick as hell, does major damage if your raged.
Mickey D'
11-05-2004, 03:08 PM
Tricky shit...
c.lk, c.lp, c.lk (enemy blocks) j. lk.....if timed corectly, Kyo will fall threw your opponents pixels. Tricky crossup yet dangerous at the same time.
The Beholder
11-07-2004, 06:25 PM
Hey everyone, here are some combos...umm ya may find them usefull ya know :D
Kyo:
-Jump with sk, sk, qcf+sk,sk, hcb+sk
-Jump with sk, sk, qcf+wk,wk, qcb,qcf+sp (Without any charging)
-sk, qcfx2+mp(Before it ends,in the middle on the second Omega Punch)XX qcf+sk,sk, hbc+sk
-sk, qcfx2+mp(Before it ends,in the middle on the second Omega Punch)XX qcf+sp, hcb+sp, f+sp
-Jump with sk, sk, qcf+sk,sk, qcb,hcf+sp(Charge For only One flame burning hit and then quickly release)
-Jump with sk, sk, qcf+wk,wk, qcb,hcf+mpXX f,d,f/d+sk(3 hits connects!)
-Jump with sk, sk, qcf+sp, hcb+sp, f+sp
-Sk, qcfx2+mp(At the final hit)XX qcb,hcf+wp
RagingStormX
02-19-2005, 11:41 AM
Here are some others:
Midscreen (point blank): c.lk, c.lk xx qcf+lk, k, juggle lvl 2 serpent wave, cancel instantly into dp+hk. Does like 7000+ I believe, too lazy to check.
Anytime you trade with a mp dp, you can link a free otg, or super.
Lustbader
03-12-2005, 04:52 PM
This combo is for when ur playing footies and the opponent is near corner
if you happen to land a c.lk: qcf+lk lk, lvl 2 serpant,qcf+hk hk, dp+hk. does 7k+ damage, and u only had to connect a lk.
GLITCH!!!!!!!!!!!!!!!!!!!!!!!!!!
his qcf+hp if timed right can "take a hit" and still not be canceled. In my area its been banned from some tournaments.
Mickey D'
03-12-2005, 07:23 PM
GLITCH!!!!!!!!!!!!!!!!!!!!!!!!!!
his qcf+hp if timed right can "take a hit" and still not be canceled. In my area its been banned from some tournaments.
Kyo's qcf+hp move has 4 frames of auto guard (thanks to Kang for the info). And don't even start with your bull shit of, THIS HAS BEEN BANNED IN TOURNY'S THAT I GO TO!
Such bull shit....btw what is an RC?
Blazn
03-12-2005, 11:31 PM
footsies mean when ur exchanging crouching kicks n using it to poke n stuff.. I think
and RC means to roll cancel.. e.g hit roll and cancel roll into a move giving u some invincebility..
qcf hp isnt a glitch.. its meant to be used as a counter..
so then rocks and geese's counter should be banned to?
Shin Ace
03-14-2005, 03:48 PM
n00b5!....
Xnine
04-15-2005, 08:10 PM
(corner) jumpin fierce,2 in 1 standing round house and double kicks.flame super.8 hit.10000 damage.
another is c.lp c.mp qcfX2 s.lk 5 hit does 4000
Blazn
06-16-2005, 04:00 PM
ok we all kno about ken's kara dp
but what about kyo's kara dp?
f+hp xx dp or sumthin else.
ever been able to be used effectivly?
ph!Lop!a
07-04-2005, 11:52 AM
um..i doubt this will ever be done in a real match, but its possible. done vs. rolento in corner:
J.fk, land, close s.fk, qcf + fk, fk, land, qcf, qcf + mp [2 hit juggle], qcf + fk, fk, land, DP + fk [rolento dizzy], land, whiff c.mp x 2, j.fk, c.lk, c.lp, c.lk, qcf + lk, lk, land, lvl 2 serpent wave > quick cancel DP + fk for max damage.
i think its 20-21 hits, 13900+ in damage.
Seerd
07-15-2005, 07:54 PM
There's weird situations where Kyo moves cross over a thin opponent going towards the 1P side (like Sakura). Like a point-blank df.rh. Very weird.
You can do some RC crossup tricks too, but they aren't actually useful. You go over to the other side, but you just whiff your RC move and give the opponent a free combo.
Blazn
07-15-2005, 08:35 PM
um..i doubt this will ever be done in a real match, but its possible. done vs. rolento in corner:
J.fk, land, close s.fk, qcf + fk, fk, land, qcf, qcf + mp [2 hit juggle], qcf + fk, fk, land, DP + fk [rolento dizzy], land, whiff c.mp x 2, j.fk, c.lk, c.lp, c.lk, qcf + lk, lk, land, lvl 2 serpent wave > quick cancel DP + fk for max damage.
i think its 20-21 hits, 13900+ in damage.
sigh... the highest damging combo has already been determined by my combo... no one ever notices..
Black Stallon
07-30-2005, 12:05 PM
How many of you here use the (Poison Gnawfest) qcf+HP after a cr.hp?
I used to go for cr.hp,qcf+mp into rekka but is not really reliable.
I notices that many people never used qcf+HP cause they say is too tricky to perform and risky.
Southtown'King
10-28-2005, 12:27 PM
What is the best way 2 combo in to QCFx2 P super besides c.MK
ThaHungryWolf
11-03-2005, 07:54 AM
STK any combo into QCF x 2 P is a waste of time. Any time you get that combo you should be able to get anything into pump kicks into qcb, hcf p. well, C-groove Lvl 2 cancels from qcfx2 p are pretty good. thats about it though
ragnafrak
11-03-2005, 12:39 PM
What is the best way 2 combo in to QCFx2 P super besides c.MK
low jump HP/HK into lvl3 qcfx2+P <-- the only reason to ever use that super
Terry_nb
11-24-2005, 04:38 AM
Hi guys, is it possible to get the otg qcf+P chain after a corner ch lvl.3 Orochinagi? I can otg ok, after some combos, which involve this move, but after a single Orochinagi anti air I never seem to get it. Maybe it's the timing?:sad:
Blazn
11-24-2005, 06:00 PM
Hi guys, is it possible to get the otg qcf+P chain after a corner ch lvl.3 Orochinagi? I can otg ok, after some combos, which involve this move, but after a single Orochinagi anti air I never seem to get it. Maybe it's the timing?:sad:
yeah you should be able to otg after the lvl3... but you have to hit him as high as possible to connect.
its kinda hard when you anti air for me.. but to practice.. put dummy in the corner then lvl3 serpent wave but hold it until he lets go. that should be a high point.
Terry_nb
11-27-2005, 07:34 AM
K, thx for the hint Blazn, so I just need to try harder.
Hellion
12-20-2005, 10:27 AM
Also, FK throw, DP+Lk (thank you Gunter), you end up on other side of opponent, if they do any thing follow up with DP+FP, if your raged, its scary to be on the recieving end of the setup cause you can do the flame super, QCB, HCF+FP, do this once or twice to your opponent and they'll get the message, they might wait, so throw them again, I wouldnt recommend doing this all the time but it works here and there. If they wait you can also do a gaurd crush string ect, and the saga continues.....>
Hey wouldn't simply short jumping after the kickthrow be a better mixup since you can choose to delay it a split sec or two, and recovery is arguably faster? Delaying the short jump slightly gives you three mixups off it, d.LK, close s.MP, and another kickthrow. Due to the timing of the short jump, recovery, etc it does a real number on reversal execution as well. The DP+LK moves really fast, they won't have too much trouble in that case. Finally couldn't you block/JD on landing quicker than doing the move in that instance?
To me at least as a primary means of mixup short jump just seems better.
ragnafrak
12-20-2005, 11:59 AM
Hey wouldn't simply short jumping after the kickthrow be a better mixup since you can choose to delay it a split sec or two, and recovery is arguably faster? Delaying the short jump slightly gives you three mixups off it, d.LK, close s.MP, and another kickthrow. Due to the timing of the short jump, recovery, etc it does a real number on reversal execution as well. The DP+LK moves really fast, they won't have too much trouble in that case. Finally couldn't you block/JD on landing quicker than doing the move in that instance?
To me at least as a primary means of mixup short jump just seems better.
K throw, short jump also works as a 2P corner crossup, and works against blanka/zangief/rugal when you're 1P or 2P
MonsterZodd
12-25-2005, 05:17 PM
anyone have any insight on how to end cc's with the ground pound in the corner and pick them back up with c.lk? seen kok do it, but i am having trouble getting the ground hits during my cc, i do c.hk, c.hpx2, then try and do it, cuz that is how i saw it in the video. what i am looking to do is pick them back up with c.lk at the end of the cc so i can combo a s.hk, qcf.mk, dp.hk right when my meter runs out, done it a couple times, but i can neer get it in a match, and i have only even gotten in a couple times in training mode. please help, lol
ragnafrak
12-25-2005, 06:13 PM
the best way is to whiff the first part of the rekka chain, so do something like:
CC, [dp+MP, df+HK(whiff)] x 5-7, dp+MP, d+HP xx qcf+LP, hcb+P, P (first whiffs, do it slow so you don't cancel the hcb+P into a normal attack), c.LK x1-3, c.HP xx qcf+MK,K, dp+HK
i dunno how many dp, df+HK strings you need to do, but that's about the right combo, make sure the CC ends as you're doing either the c.HP or the qcf+MK,K
this is only really useful if you've landed a combo into CC beforehand, since the post-CC combo at the end won't do any extra damage (100 dmg per hit, when you could have done a super for 2000+ dmg. It will however (every attack after the CC ends) add to the dizzy counter. I'm not sure if it will work if you whiff the first 2 parts of the rekka chain and just hit with the ground pound, most of the times i've tried this thing i've hit with the last 2 parts. make sure if you bring it to the corner that you do dp+MP, s.LK whiff instead, so just in case you don't have time for the dp+MP, c.HP part you can freestyle something into the ground pound ender.
If you're just aiming to combo into qcf+K,K, dp+HK at the end there are much easier options, just wait for the CC to get near the end and do c.HP xx qcf+HK,K while they're juggling. your best possible damage option off of the ground pound would be to do dp, whiff attack strings til 8 hits, then do something into ground pound, mash out some c.LK/df+HK stuff, and then combo into qcfx2+P super
MonsterZodd
12-25-2005, 06:56 PM
thanks for the help, i am trying to get this down for added stun, not damage. I primarily use kyo as my 1st char as a counter char to any char with low stun, so my main objective is really to dizzy. I am at my mthers house for the holidays right now, but ill try it like you said when i get home, thanks again. When i am in the corner i cancel the dp.mp into standing mp instead of c.lk, seems easier that way, i can just double tap the button and it cancels automatically, i think that was what you meant about that at least, lol
ragnafrak
12-25-2005, 08:42 PM
yeah, any attack other than df+HK is good actually, it's just that if you were to juggle with a dp+MP, df+HK, you probably won't have time to juggle with a normal afterwards, since you can't cancel a whiffed normal into another normal.. but yeah.. any other normal will work. if you're going for added stun.. practice comboing qcf+MK/HK,K -> dp+MK into custom, then ending the custom with qcf+HK,K, dp+HK
you should be able to do a full stun on 60 stun characters with close s.HK/c.HP xx qcf+MK,K -> dp+MK, CC, (anything), end with qcf+HK,K -> dp+HK. maybe even 70 stun characters if you start with a jumpin
also so you know (if you haven't read it already) hcb+HK doesn't add any stun.. so never end any combos with it unless you absolutely have to (there are some weird combos that sometimes dp+HP/dp+HK won't reach after. i think jump straight up, falling j.HP, c.HP xx qcf+MK,K i one of them where you need to end with hcb+HK. In that case.. end the combo with dp+LK/dp+MK
MonsterZodd
01-04-2006, 02:41 AM
thanks for the advice about the ground pound, getting it pretty consistantly now :)
Mashf3st
01-23-2006, 11:06 PM
I need serious help with cr lk to cr mp link. Is there a timing or a sound to listen for?
ragnafrak
01-23-2006, 11:14 PM
practice doing, c.LK, release the stick. as soon as you see kyo stand up is when you should be pressing the button (c.mp). otherwise, there's no visual clue or sound. just practice it a lot
Mashf3st
01-23-2006, 11:32 PM
tnx for that!
scrubydan
06-14-2006, 09:23 PM
to all hardcore kyo players:
how come most ppl do: cr.lk, cr.lk, cr.strong into the strong rekkas, instead of
cr.lk, cr.lk, cr.fierce into fierce rekkas? is the fierce combo on the 1st or 2nd hit really easy to get punished if missed?
like obviously it's more damage, but is it a better choice to do the fierce combo??
Legendary Gokou
06-15-2006, 02:20 AM
If you do cr lk lk fierce xx fierce rekka, i think the second part of the chain might whiff depending on distance.
I can't remember the disadvantage after a blocked fierce rekka (My guess is -11 or so), but if you do it after the normals you listed you might be too far away to be punished with anything outside of fast reversal supers like Cammy, Balrog, or Rock.
Personally, I feel that the strong rekka's are not only easier to execute/connect with, but leave you in a more favorable position. You can still punish tech roll, or get easy mix ups with a timed roll or low jump.
Generally speaking going for double kicks is your better damaging option anyway. A bit harder to verify off of if you aren't looking for it.
ragnafrak
06-15-2006, 02:33 AM
c.lk, c.lk, c.hp is a 1-frame link
c.lk, c.lk, c.mp is a 2-frame link (and the combo is ended with jab rekkas for safety)
i can't really see a use for fierce rekkas, i only end up doing them sometimes to finish people off, or if i land a c.lk, close s.hk and want to reset after the 2nd hit. the only real use is that they do the most chip and guard damage of any of his other specials. since they do crazy guard damage, they can be useful for sneaking in a guard break. after knocking down a fat character: meaty c.mp, c.hp xx qcf+HP, hcb+P, f+P. just gotta learn how much guard damage the last part does, so you can stop at hcb+P to be safe
qcf+HP, hcb+P is -8 on block which should be a big enough opening for most characters with meter to kill you, but they have deceptive recovery i think, because i can get this blocked a lot sometimes and i dont get punished hard.
scrubydan
06-18-2006, 04:10 PM
do u guys have any tips for the kyo combo: jump in rh, st.rh, double kick, forward fierce, 3rd rekka? i tried a billion of times and i can't connect the last 2 hits, and is it a good combo? can ppl safe fall f.fierce
ragnafrak
06-18-2006, 05:00 PM
make sure you're doing qcf+MK,K or qcf+HK,K for the double kicks, then afterwards press f+HP as quickly as possible and cancel it into qcf+LP,hcb+P,P. dunno about the safe fall stuff as i haven't tested it and usually end with dp+HK, but I would assume that either the hcb+P,P or just the last hit would catch them out of safe fall.
Legendary Gokou
06-18-2006, 07:04 PM
It can be safe falled but it'll catch them. I think the only given exception was Vega (claw), who can block it.
scrubydan
06-18-2006, 11:10 PM
lol thx, so legendary gokou, i have seen some of ur vids and i know ur a decent kyo player, how do u do that combo? do u hold onto forward while ur doing double kick, then use punch? or after u land and quickly do foward+fierce? is this the primary combo u use when the opponent's dizzy?
thank you LG and ragnafrak for helping!!
Legendary Gokou
06-20-2006, 08:42 PM
The timing is a bit weird. You don't want to hold forward. After you do double kick, return to neutral, then do forward+fierce as soon as you can. If it doesn't come out you did it too early, and if it doesn't hit you did it too late.
I'm not so sure about damage/stun. I think it does the most stun out of any of his combos, so its something you would do to get more stun, not out of opponents dizzy. It may do more damage as well but its not by a large margin.
Continue to try and learn the combo, but doing double kick into dragon punch is fine too.
CloudZero1
08-06-2006, 08:21 PM
does anyone have a video of kyo cross up super?
Ultimate Hustla
08-07-2006, 06:41 AM
How is it that you do the over head it on the light punch rekkas when in Activated mode with kyo. I have tried holding the punch buttons that doesn't work and i have tried timing it based of his talking. Someone help me with this? It's the reset combo that i see them do in the vids if that helps with what i am asking.
scrubydan
08-07-2006, 01:09 PM
is it just me, or do any of you guys find kyo really lacks range? it seems like i have to get in most of the time by jumping or else i would lose to the long range characters like hibiki and vega...because of this i find kyo a bad character to use...what are your tactics?
Heavens Knight
08-10-2006, 11:02 AM
He has a pretty decent range on his ground pokes: cr.mk, s.hk (has invincibility at the tip)
But against top tier pokers like yama,vega, balrog you have to dance a little bit around with them till i get a chance for a jump in. Small jump really helps againg this pokers. Once you are in and score a knockdown you can
1.s.mp,cr.mp, lp rekka
2. crossover hp.down;better when using small jump.
3. lk, cr.fp,cr.mk
There are a thousand of things you can do on the wake up, search the forum for more. Once you are in never jump back even if they have meter.
CvS2AGruv
08-15-2006, 08:14 PM
i've been reading a lot of kyo's stuff since yesterday (threads from the beginning up to the present) and I'm looking for his dizzy CCs. I need juggle + ground dizzys and AA corner, mid to corner & full screen dizzy CCs that I can use in a match. I have no idea what CC to steal here. so pls help, and thanks in advance.
ragnafrak
10-05-2006, 12:24 AM
j.HK, close s.HK xx qcf+MK,K, dp+MK, CC, dp+MP (1 hit), df+HK whiff, dp+MP (1 hit), s.LK whiff, [j.LP x 4] x N until low meter, s.HP xx
qcf+HK,K (meter ends after the normal attack ideally), dp+HK (opponent dizzy), j.MP, c.LK, c.MP xx qcf+MK,K, dp+HK (combo after dizzy - max hitcount)
against ground end with c.HK, s.HP (meter ends) xx qcf+HK,K, etc
it's never really wise to do this, everything after the uppercuts does 1 pixel damage, after the final normal attack you get 1300 damage (if you mashed jabs) where you could have done super and landed 2000. plus you wasted your dizzy on a fierce worth of damage.
just end every juggle custom with jumping jabs, c.HP xx wave
Legendary Gokou
10-30-2006, 07:39 PM
I was practicing landing Kyo's level 2 combo in C groove when I noticed that ocassionally his super (cloud wave thingy) would hit awkwardly at times. On a grounded opponent it hits twice, but off of the air level 2 cancels the super only hits once, but ocassionally it would hit twice. I thought it was a glitch but I think I understand it now.
If you cancel the level 2 super IMMEDIATELY, (I think) it interrprets the second hit of the super as active (even though it disappears the second you cancel it) so you can not juggle after it since you have cancelled already and a hit has been registered after the cancel. However, the OTG is still there .... so what I did was cancel with qcf+lp (or mp) right away, then delay the OTG slightly. For whatever reason the timing is more strict then his usual OTG combo.
This is his second most damaging option (the first being the lvl 2, shuffle kicks, f +fierce into ground pound). This is more of a "Hey, that works!" combo then one you'll use in a match.
blk_brotha
11-24-2006, 12:29 AM
I was practicing landing Kyo's level 2 combo in C groove when I noticed that ocassionally his super (cloud wave thingy) would hit awkwardly at times. On a grounded opponent it hits twice, but off of the air level 2 cancels the super only hits once, but ocassionally it would hit twice. I thought it was a glitch but I think I understand it now.
If you cancel the level 2 super IMMEDIATELY, (I think) it interrprets the second hit of the super as active (even though it disappears the second you cancel it) so you can not juggle after it since you have cancelled already and a hit has been registered after the cancel. However, the OTG is still there .... so what I did was cancel with qcf+lp (or mp) right away, then delay the OTG slightly. For whatever reason the timing is more strict then his usual OTG combo.
This is his second most damaging option (the first being the lvl 2, shuffle kicks, f +fierce into ground pound). This is more of a "Hey, that works!" combo then one you'll use in a match.
So you're saying that the lv.2 serprent wave hits only once in air? dayum I never paid attention to that. bcuz if you do a j.dp or a m.dp and trade hits you can instantly go into the serprent wave for the xtra hit. for a lv.2 you can probably do some more juggle stuff.
ragnafrak
11-24-2006, 07:14 AM
Yeah.. when i was playing with level 2 combos a while back, level 2 wave is horribly inconsistent. I'd say 75% of the time it hits once, but the other 25% of the time it'll hit twice unexpectedly and totally fuck up your cancel.
I'd say avoid using lvl 2 wave in juggles, at least after upkicks.. but you do need to use it after c.LKx3 xx LK upkicks
Legendary Gokou
11-24-2006, 09:48 AM
Yeah.. when i was playing with level 2 combos a while back, level 2 wave is horribly inconsistent. I'd say 75% of the time it hits once, but the other 25% of the time it'll hit twice unexpectedly and totally fuck up your cancel.
I'd say avoid using lvl 2 wave in juggles, at least after upkicks.. but you do need to use it after c.LKx3 xx LK upkicks
I don't think its too inconsistant, you just have to be careful and not cancel too quickly if you want the shuffle kicks to combo. If you cancel it quick the hit frames from the super will still be active and get that second hit in.
Since Kyo's animation for the super is so long, you have a large window to cancel it off of.
ragnafrak
11-24-2006, 08:43 PM
no i'm talking about how sometimes you get 2 hits, but usually only get 1 hit
blk_brotha
11-25-2006, 04:41 PM
Yeah.. when i was playing with level 2 combos a while back, level 2 wave is horribly inconsistent. I'd say 75% of the time it hits once, but the other 25% of the time it'll hit twice unexpectedly and totally fuck up your cancel.
I'd say avoid using lvl 2 wave in juggles, at least after upkicks.. but you do need to use it after c.LKx3 xx LK upkicks
Yeh, that make sense:sweat:
PgruvR
11-29-2006, 12:58 AM
Ok the weirdest thing I dabble with p kyo a bit, but today I think I did the crossup super or a glitch. U tell me. K blanka tryed crossing me up with hk I think, I did super and held, blanka landed and blocked facing right, kyo in super facing left, then while kyo was supering and blanka blocking it pulled both characters left chippin blanka, they were backtoback now. then after kyo couldn't hold on anymore the super ripped blanka taking hella damage. Blanka never let go of block. Someone please me I didn't discover this?
Legendary Gokou
11-29-2006, 11:46 AM
Sounds like the cross up super. Can't explain the end hitting outside of guard crush. On a slightly misc note, when Kyo throws the super out after having it cross up, I think the opponent can roll out.
ragnafrak
11-29-2006, 02:00 PM
kyo is extremely thin and does weird shit sometimes when he does attacks that move forward
it's possible you did kara f+HP or close s.MP into super and it moved u through him
point blank RC jab rekka goes through almost half the cast as well
blk_brotha
11-30-2006, 09:26 PM
Ok the weirdest thing I dabble with p kyo a bit, but today I think I did the crossup super or a glitch. U tell me. K blanka tryed crossing me up with hk I think, I did super and held, blanka landed and blocked facing right, kyo in super facing left, then while kyo was supering and blanka blocking it pulled both characters left chippin blanka, they were backtoback now. then after kyo couldn't hold on anymore the super ripped blanka taking hella damage. Blanka never let go of block. Someone please me I didn't discover this?
You know what? I seen that shit b4 on the arcade i was like WTF:wtf:
that is hella weird but Blanka died though.
scrubydan
12-05-2006, 02:07 AM
but i thought LG is a p groover...anyways
i still can't do forward+fierce after hk double kick, i had been trying thousands of times and it just doesn't come out
blk_brotha
12-06-2006, 07:19 PM
but i thought LG is a p groover...anyways
i still can't do forward+fierce after hk double kick, i had been trying thousands of times and it just doesn't come out
you have to delay the second hit when you do the double kick. I never tried it but I am totally sure it will work. Ima try it out tonight though. If not? Try the mk verison.
PgruvR
12-13-2006, 09:39 PM
it just takes practice on the timeing for that, you can also double kick, forward fierce super too. but dont kill yourself trying to practice that.
Legendary Gokou
12-13-2006, 10:32 PM
it just takes practice on the timeing for that, you can also double kick, forward fierce super too. but dont kill yourself trying to practice that.
Just a note. If you do double kick into forward fierce xx super, it must be level 3.
scrubydan
12-14-2006, 06:11 PM
i don't know why if i try to do forward fierce after double kick, it never comes out. i am pretty sure everytime i do quarter circle forward kick, kick, my stick is at neutral. then when i almost land, or landed, i tap forward, fierce...doesnt' come out
Legendary Gokou
12-14-2006, 07:37 PM
If it doesnt come out, you're likely doing it too early. Take it one step at a time. Do double kick into forward fierce. Don't try to cancel it. Eventually you'll see exactly when you're supposed to press it.
I never tried this, but try mashing on jab after double kick. When you see the jab come out that might be the timing for forward fierce. Once you start landing it then you can focus on getting the cancel into OTG.
Either way, its not something I go for very often. You're giving up a decent amount of damage if you flub it.
dynameos_tis
12-15-2006, 03:05 PM
or you can just keep your stick forward and mash FP until it comes out lol, then you'll see the timming
scrubydan
12-16-2006, 02:57 AM
or you can just keep your stick forward and mash FP until it comes out lol, then you'll see the timming
i tried that but doesn't work does it?
PgruvR
12-17-2006, 06:02 PM
what works for me is after double kicks look at kyo's feet, once you see it land, foward fierce
dynameos_tis
12-18-2006, 12:00 PM
try using ddff MK, the timming should be easier, well it works for me, and the damage almost the same.
vkuwabara
01-14-2007, 09:17 AM
with A-Kyo, how do you connect rekkas during CC? I mean that one you hit on the ground, when I try he always do the 1st rekka, then he whiff a punch (second rekka doesn't come out)
changuillo
01-17-2008, 06:54 PM
how can i do the reset of this a-groove combo???? i cant figure it just by seeing it, can anyone help me?
http://www.youtube.com/watch?v=7_7986XVeT8
the reset is at the end
Utsusemi
01-18-2008, 12:21 AM
This is what I think it is... Could be wrong but it's the best I can do:
Roll, Activate, Standing Roundhouse X4, Middle-punch Rekka(one hit), Standing Roundhouse X2, QCF Mp, HCB Punch, Punch, Standing Roundhouse X2, QCF Mp, HCB Punch, Punch, Crouching Middle-kick, Standing Roundhouse xx QCB, HCF Punch.
Utsusemi
02-13-2008, 02:41 AM
Do you guys use LP or MP for his rekkas? or both depending on the situation?
scrubydan
02-15-2008, 01:44 AM
Do you guys use LP or MP for his rekkas? or both depending on the situation?
lp safe on block, mp not safe on block. mp i only use it to punish blocked blanka ball
Utsusemi
02-15-2008, 06:34 PM
Hmm.. Crap. Now I have to get used to hitting lp now...
Another question: How useful is his meaty F + HP on wake-up? Does it stop Dp's? Wake-up throws? and whats the difference of using meaty low shorts instead?
scrubydan
02-15-2008, 08:46 PM
Hmm.. Crap. Now I have to get used to hitting lp now...
Another question: How useful is his meaty F + HP on wake-up? Does it stop Dp's? Wake-up throws? and whats the difference of using meaty low shorts instead?
nobody would use F+HP as a meaty...and no meaty can stop DP'S if the other person can time the DP precisely. using meaty low shorts can link into a combo while f+hp is risky on block. only use that move in combo = = where did u even get the idea of using f+hp on a wake up opponent? that's the first time i have ever heard of someone doing that lol
if u really want to do a meaty, u can do cr.mp. it can link into ANOTHER cr.mp then lp rekka combo. the most meaty attack is st.mp, it can also link into cr.mp and rekka combo. the difference between st.mp and cr.mp is that st.mp is more meaty and the move stay out for longer, messes up the timing for ppl trying to wake up dp more effectively. but the down side for st.mp is that u have to time it well, but cr.mp doesn't need to time it too well and u can still link into combo. and of course, if a move is not as meaty it's easier to get dp'd lol. so choose between a more meaty move but harder to time or a easier meaty but easy to get punished. st.mp is not that hard just takes practice
but i still do st.mp because it's more meaty, so does otaku/deshigitsune
that being said, cr.mp doesn't need to be a meaty to link 2 of them, but st.mp needs to be a meaty to link into another cr.mp
Utsusemi
02-16-2008, 03:49 AM
where did u even get the idea of using f+hp on a wake up opponent?
Several Kyo tutorials including Buk's K-Kyo tutorial vid on youtube, also a lot of videos I've seen it being used by people including OTK.
scrubydan
02-16-2008, 05:27 PM
Several Kyo tutorials including Buk's K-Kyo tutorial vid on youtube, also a lot of videos I've seen it being used by people including OTK.
i saw buk's tutorial and otk's vids too but i have never seen anything like what u said, show me the link :looney:
scrubydan
02-16-2008, 05:43 PM
Several Kyo tutorials including Buk's K-Kyo tutorial vid on youtube, also a lot of videos I've seen it being used by people including OTK.
i watched buk's tutorial vid again, and i still havn't seen a f+hp as a meaty yet. i think u have mistaken a st.mp as f+hp sir. you do not use a f+hp as meaty lol
ok i guess i will have to be even more specific, it's a CLOSE st.mp...i thought u already know the normal moves by now :confused:
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