close s.MP 800 0/0
Wow! Hits fast at only three frame startup. The hands down best use however, is as Kyo's best meaty attack. Probably the most meaty attack in the entire game at 12 frames. You can do it really early and the opponent is almost always forced to get up into it.
Link d.MP to combo afterwards. Mix that up with throwing and walk up, counter hit d.LKs. You can get upwards of +11 frame advantage if you have good timing skills.
far s.MP 900 -5/-5
This move is a four frame attack and has more range than d.MP. It does slightly more damage as well. However, yielding -5 on the block, this move is no where near as useful in your offensive patterns as d.MP is. This move should be your main punishing attack instead (and combo filler when facing big characters too). When you aren't raged to be able to do far s.HK xx super as your punisher, far s.MP xx rekkas is very useful.
Most notable uses:
-After blocking a dp+LP from the shotos
-After blocking a two-hit Bison scissors kick
d.MP 800 +6/+6
Gives just as much frame advantage as a c.LK? That's cheap. You can link two of these together. Great when blocked too. Use this move alot (up close, use s.HK whenever possible though).
Tip of Kyo's fist is invincible
close s.HK 1200 -1/-1
Completely safe on the block at -1. After a JD, you have to use close s.HK if you want to combo into MK launching kicks for some reason. In situations after a JD where you know you have a guaranteed free combo, always use close s.HK xx qcf+LP/qcf+HP/qcf+MK. Again, if you accidently get this move blocked, you're perfectly safe at -1. Punishing with combos that involved this move HURT.
Outside of after a JD, the main use of this move is to cancel into qcf+MK when the opponent leaves himself WIDE open. Up close, this move is suitable combo filler for combos starting with d.LK as well. At four frame startup, it's just as easy to link as d.MP or far s.MP.
Try not to use this move when you're not sure whether your attack is going to hit or not. You're left safe on the block at -1, but with moves that leave you at +6 or more like d.LK or d.MP, what's the point? Plus this move is a heavy attack as well, which pushes Kyo out of his optimal range of up close and in your face. Unless you know for sure you have a guaranteed combo, using one of the MP or light attacks up close is almost always better for you.
d.LK 200 +6/+6 o/o/o
The exact same frame data as d.LP. Only 100 damage sacraficed to hit low instead. Just as easy to link off d.LK as it is d.LP. Range is one pixel longer than d.LP. That's insignificant however as link d.MP won't reach at that distance. Since you are at +6 though, you either take a free run in or low jump.
d.LP 300 +6/+6 o/o/o
Against opponents that like dashing over your d.LK's (Bison, Eagle, Vega, and Cammy most notably), use d.LP against them instead. The frame data is the exact same as d.LK, only d.LP has a different, mid-hitting hit box.
close s.LP 400 +5/+5
Kyo's only two frame attack. The main use I have for this is punishing Sagat's level 1 or level 3 Tiger Raid super. Block high, then do close s.LP, d.LK, far s.MP xx rekka combo.
Oh, you can use this along with far s.LP whenever you want to whiff a high light attack on a crouching opponent, then throwing him too.
d.MK 900 -5/-5 x/x/o
The RANGE is what makes this move so great. It hits even further than his far s.HK! Not good up close though. Just a quick low poke. Think Sakura far s.HK (which hits in 8)...
This move will combo into the level 3 super from far range, but only on a counter hit. Anybody have any good setups?
-Meaty close s.MP, d.MP, d.MK
*leaves very little gaps, high possibilty of a counter hit
far s.HK 1300 -5/-5
One of the most useful ground attacks in the game. It goes over low attacks and can be canceled into level 3. When you're raged, use run up s.HK xx super to cover safe falls. Ouch!
This move has lower body invinciblity AND the tip of Kyo's foot is invincible.
d.HK 1300 knockdown/-2
This sweep is one of the best in the game. Hit's a little slow at 8 frames, however you can't beat the -2 recovery (most characters are at -12 plus).
df+HK 400+800 0/0
11 frame startup. Even on frames when hit or blocked
air d+HP 1400
This move is good. Am I safe after having this blocked from a low jump?
10 hit frames? Awesome! When used along with j.HK, Kyo has some of the most useful low jumping attacks in the game.
This move keeps the opponent from jumping at you.
f+HP 1300 knockdown/-3 x/o/o
Combos into orochinagi. Good as a meaty. Cancel into something when blocked.
You need this move to do K-Kyo's corner OTG combos. Launching kicks, juggle with f+HP, quickly canceled into qcf+LP, hcb+P, P. Big damage.
2 frame link
2 frame link
2 frame link
-The main punishing combo, for when the opponent is REALLY open, is run up close s.HK, qcf+MK, MK, juggle with dp+HK. It does a ton of damage. When you want more stun, you can use dp+HP instead of the dp+HK as well.
-Always use the LP rekka chains only. When the opponent blocks, you're only left at -5 (same as Iori's). This is a significant difference over the MP rekka chain. You're left at -10 (!) after those and the opponent can hit you with whatever he wants.
-qcf+HP has 4 frames of autoguard. My friend, who's pretty good with Kyo, tells me to use this on a waking opponent. The trick is to time the autoguard portion perfectly. You'll blow through any wake-up dp, RC move, or whatever. This is hard for me though, so I can't really recommend it that much.
-qcf+HP, hcb+P gives you +1 frame advantage. The great thing is that you can delay any of Kyo's punch chain moves whenever you want too. The opponent blocked your qcf+HP? Wait a split second, then counter hit him with hcb+P. Now you should be at around +4 (at least +1). Kick throw him or go for a combo reset with d.LK.
dp+MP 1700, 800
4 frame total body invincibilty,
followed by 4 frames of NOTHING
4 frames lower body invincibility
See those 4 frames of nothing in the frame data for dp+MP? That's what makes this tactic so special. For those who don't know this already, always attempt a deep dp+MP as your anti-air when you have a level 3 super ready. Kyo's dp+MP will trade with whatever jump-in the opponent threw out, and both characters will reel back. However, Kyo recovers MUCH faster than the opponent does and is free to juggle with a level 3 qcb, hcf+P super every time.