IMO Kyo HAS to get in control and fairly aggressive in order to be effective. I’ve never seen an effective turtling Kyo, which brings me to the whole point of this post. = ) I’m looking for new mixup “patterns” or trick that I could add to my arsenal since I haven’t picked up Kyo until recently. (Actually I started using him in the beginning, but I hadn’t figured out how to deal with Sagat and Blanka with him yet so I kinda just dropped him until a month ago) Anyway, here’s what I’ve figured out so far (I wish there was Kyo footage so that I’d at least have SOME idea if I’m playing him correctly) after a bit of experimenting.
My favorite b&b:
cLK, cLP, cMP… this combo leaves you plenty of time to see whether it gets blocked or not. Coupled with a few runXXcLK I find I connect with this a lot. If it does connect you have the option of: XX into qcf+mp, qcf+mp, and any kick or
XX into qcf+mk, any kick, f+HP or super
for the second option I like the f+HP over an uppercut because I find it dizzys really fast.
On with the mixup:
After they’re on the ground this is where the fun begins:evil:
The first thing I usually do is close the gap in a few ways:
-If I’m feeling like being flashy, qcf+lp, hcb+lp does the job too
With the rdp+kick (I think it’s called the R.E.D. kick??) you can mix up the timing and you will either hit them or land just before they wake up. I personally like to whiff and then try to connect a b&b since the opponent will usually block high when they see the overhead. Another thing I like is mixing up with a second rdp+kick; many people I’ve played hesitate because they think they’ll eat a 6 hit b&b and they’ll get hit with the overhead… I don’t do this very often… only when I anticipate a low block.
Anyway, these 3 methods for closing space usually set up for a throw. Both throws are pretty useful and I’ll randomly use them… with the punch throw you have to close space again, with the kick throw they’re right next to you and you can do a smalljump crossup d+HP (I learned this from Buk’s SBO log… thanks Buktooth ) …
Aiit, it’s getting late and I’m probably rambling… final tidbit that might be useful is make them block qcf+K, K and use that as bait to land a super… Kyo looks really vulnerable after the kicks, but the recover actually isn’t that bad…
So yeah, it’d be much appreciated if people can share some Kyo strats with me since I’m sort of clueless as to whether I’m using Kyo properly… Ooo, and last thing, please tell me if any of this stuff is bullshit because I don’t want to misinform anyone (since I’m not Kyo expert) and I want to improve too… Thanks:D