Capcom vs SNK 2/Kyo: Difference between revisions

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Revision as of 21:32, 28 May 2022

Introduction

Kyostance.gif

This is Kyo. He IS stylin.

In-game, the poster boy of KOF is a rushdown/mix-up oriented character whose main strength lies in opening opponents up at close range with his array of overheads and low confirms, then continuing his assault with all the tools at his disposal - overheads, variable rekkas, safe low pokes, great jump-ins, an amazing kick throw, multiple hard knockdowns, a launcher, he's got it all. Backing this up are ways to fish for and confirm off of counter hits, and some of the game's highest combo damage, especially with meter. What he lacks in neutral (aside from his anti-airs), he makes up for in being an offense powerhouse.

Getting in is easier said than done though, especially vs the top tiers. He lacks a reliable way without meter (or the right groove) to beat some of the better neutral options in the game, such as Sagat's stand fierce, without taking a big risk. Make no mistake though, these risks are very much worth taking, as the sheer damage he's capable of with meter can make him scarier than any top tier when he gets in the opponent's head.

Groove Selection

Kyo can be run well with almost any groove, but shines mostly in K groove. While rolls do help him, JD and rage turn the already high damage Kyo into a punish machine, dishing out damage from almost any starter. Rage also makes his already scary oki mixup even scarier, as it only takes a few good hits for Kyo to win, and he can easily combo into level 3 Orochinagi in the corner for massive damage. N-Kyo is also quite powerful, as while he doesn't get the obviously powerful benefit of rage, consistent access to level 1 supers and a powerful damage buff with Max Mode make him scary. N-Kyo also gets access to rolls, which are a great defensive and neutral option for Kyo.

The other grooves are all varying in usefulness but generally are good. C-Kyo gets access to damaging and flashy level 2 combos and can more easily end combos in his autocombo super, alongside airblock and Alpha Counters that aid his defense. A-Kyo gets access to the powerful Custom Combo mechanic, and in classic Kyo style his CC is highly damaging and puts your opponent in the corner where you want them. P-Kyo is shockingly good, as his meterless punishes are devastating and his level 3 punishes even more so. One good parry from P-Kyo puts your opponent deep in the corner.

Despite his usefulness in other grooves, S-Kyo has very little going for him. Kyo has decent but underwhelming and combo-oriented supers, so having infinite level 1s means nothing to him. S-Kyo also has to actively give up space to build meter, which harms his heavily aggro gameplan.

Colors

Kyo CvS2 colors.png

Normal Moves

Far Normals

5LP

Far Jab
Light Punch
5LP / Far LP
CVS2 Kyo 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 3 5 7 15 +5 +5 None

A quick light jab. Crouchable but has decent range and is very fast.

5MP

Far Strong
Medium Punch
5MP / Far MP
CVS2 Kyo 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 900 9 SP/SU Mid High 4 6 22 32 -5 -5 None

5MP is a strong button for whiff punishing as it combos into Kyo's 236MP and reaches quite far for a Kyo normal. Sees less use than his 2MP however, which is essentially the same button but cannot be crouched.

5HP

Far Fierce
Heavy Punch
5HP / Far HP
CVS2 Kyo 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 None Mid High 8 6 17 31 +1 +1 None

Kyo sticks out his fist in front of him. Crouchable again, and not cancellable like 5MP. While it is fairly damaging it sees basically no use except as an occassional whiff punish.

5LK

Far Short
Light Kick
5LK / Far LK
CVS2 Kyo 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SU Mid High 5 4 14 23 -1 -1 None

A quick little kick. Useful to prod opponents with, and as a safer standing poke. Only cancels into supers, however, and only 236236P will combo from it.

5MK

Far Forward
Medium Kick
5MK / Far MK
CVS2 Kyo 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 900 9 None Mid High 8 5 19 32 -2 -2 None

Kyo kicks up into the air. One of Kyo's many useful anti-airs, notably for when opponents are farther away.

5HK

Far Roundhouse
Heavy Kick
5HK / Far HK
CVS2 Kyo 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1300 13 SU Mid High 7 7 24 38 -5 -5 Low

One of Kyo's best moves in neutral. 5HK reaches far and starts up fast, and Kyo's foot hurtbox is gone. His lower hurtbox in general retracts far back, meaning this cleanly beats a lot of popular low pokes. One of your farthest reaching normals in general, poke around in neutral with this.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Kyo clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 6 6 14 +5 +5 None

A very fast standing jab. Good get-off-me button, and would be useful for links but it can be crouched under.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Kyo clMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 3 12 11 26 0 0 None

A medium normal with plenty of active frames. Your go-to for meaties, as it can hit meaty enough to link into other normals and combos into any of his specials.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Kyo 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1400 14 None Mid High 8 6 17 31 +1 +1 None

Identical to the far version, which makes it basically useless up close.

clLK

Close Short
Light Kick
cl.LK / cl5LK
CVS2 Kyo clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SP/SU Mid Mid 4 4 11 19 +3 +3 None

A low hitting kick that does not actually hit low. Not a bad button but is usually outshined by his other lights up close.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 1000 10 SP/SU Mid High 4 5 16 25 +1 +1 None

Despite having the same animation, MK does have a close version! It does 100 more damage and gains the ability to cancel. This is niche, as 5MK is mostly an anti-air and very niche otherwise.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Kyo clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1200 12 SP/SU Mid High 4 4 21 29 -1 -1 None

Kyo's main close normal for combos. Mainly, you'll cancel this into 236MK or 236HK and juggle from there. Used after any jump-in or to start punishes on negative moves that recover close, like DPs.

Crouching Normals

2LP

Crouching Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Kyo 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLp.png 300 3 RF/SP/SU Mid Mid 3 4 7 14 +6 +6 None

A standard and good 2LP. Fast, mashable, and links into Kyo's strong medium normals. Usually outshined by 2LK, as they have the exact same data but 2LK is a low.

2MP

Crouching Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Kyo 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMp.png 800 8 SP/SU Mid Mid 4 7 9 20 +6 +6 None

One of your best normals, and perhaps your best one. Kyo's 2MP is a key normal for poking, linking, pressure, and punishing. As it's 4 frames, it'll link from a majority of things (including itself!) and is a very consistent punish after parry/JD. It reaches farther than you might expect as well, and even at max range it will combo into 236MP for a knockdown. It can be fairly hard to contest as well, as it recovers very quick and is easy to whiff. This also makes it an effective meter builder. A good do-it-all normal held back almost only by average range.

2HP

Crouching Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Kyo 2HP First.PNG
Starting Hitbox
CVS2 Kyo 2HP Second.PNG
Anti-Air Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHp.png 1200, 1100 12, 11 SP/SU, SU Mid High 5 6 29 40 -11 -11 None

Another good anti-air in Kyo's moveset. It reaches quite high, and the hurtbox on the arm is very small, meaning it's good at beating people above you. Usually you want to use 623P on opponents at this range, but this is good in situations where you can't react in time to do the full input.

2LK

Crouching Short
Crouching Light Kick
2LK / cr.LK
CVS2 Kyo 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLk.png 200 2 RF/SP/SU Low Low 3 4 7 14 +6 +6 None

Your main crouching light, and main light in general. Fast, very plus, and a low. Links into 2MP even after doing two, allowing Kyo to do long low confirms. On it's own, it combos into some faster specials and confirms into his supers.

2MK

Crouching Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Kyo 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMk.png 900 9 SU Low Low 7 9 16 32 -5 -5 None

A far reaching low poke. Not special cancellable and only combos into supers at close range, but not bad to toss in at the end of a blockstring for a surprise low. Even then it's outshined by 2HK. Occassionally useful but you usually have a better option, and Kyo isn't gonna win from pokes usually anyway

2HK

Crouching Roundhouse
Crouching Heavy Kick / Sweep
2HK / cr.HK
CVS2 Kyo 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHk.png 1300 13 None Low Low 6 6 22 34 -DWN -2 None

Kyo's sweep. Fairly standard but a bit committal since it can't be cancelled. Still can be nice to get a far knockdown or whiff punish into oki, but watch whiffing this.

Jumping Normals

8LP

Jumping Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Kyo jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.png+Lp.png 600 6 None High High 4 22 0 26 Varies Varies None

A fast jump normal. Has a lot of active frames, and can be useful in some ways to intercept air utilities like Bison headstomp, but has very little use otherwise.

8MP

Jumping Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Kyo jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.png+Mp.png 900 9 None High High 4 10 0 14 Varies Varies None

A weaker but faster j.HP. Not much purpose.

8HP

Jumping Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Kyo jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.png+Hp.png 1100 11 None High High 6 10 0 16 Varies Varies None

One of Kyo's heavy air normals. Does good damage, but is generally outshined by jHK both in neutral and diagonal jumps.

8LK

Jumping Short
Jumping Light kick
j.LK / 8LK
CVS2 Kyo njLK.PNG
Neutral Jump
CVS2 Kyo jLK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 600 6 None High High 4 22 0 26 Varies Varies None

Kyo sticks out his knee. Similar to jLP with high active frames and fast startup, but similarly niche, especially since it's a neutral jump normal.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,Uf.png+Lk.png 500 5 None High High 4 22 0 26 Varies Varies None

A knee with lots of active frames. Also has a clean crossup hitbox, which is great to set up hop crossups after knockdowns. Surprisingly hard to contest because of how active it is.

8MK

Jumping Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Kyo jMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.png+Mk.png 900 9 None High High 5 7 0 12 Varies Varies None

A decent air-to-air as it's one of his farthest reaching air normals.

8HK

Jumping Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Kyo jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hk.png 1100 11 None High High 6 10 0 16 Varies Varies None

Kyo kicks outwards. Kyo's njHK is arguably his best air-to-air, but it is a bit slow.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,Uf.png+Hk.png 1200 12 None High High 6 6 0 12 Varies Varies None

Kyo's main all purpose jump in. Long reach, highest damage, and decent frame data. Not much to explain, just a good air normal.

Command Normals

F.png + Hp.png

Kyo rams his opponent with a shoulder. On connect, will knockdown and push the opponent farther away so not useful at mid screen. Hits meaty (13 frames) so good for corner pressure and mix-up. It can be canceled by both specials and supers so it's best to follow this up with an Aragami or Doukigami. Leaves you at -3 on block so cancel it as much as possible.

Df.png + Hk.png

Kyo attempts to kick the knees/ankles of his opponent as if he's attempting a c.rh. However, this normal will not knockdown. Does two hits for a total of 1200 and is a useful part of his ground game because it leaves him at +0/+0 and recovers fairly quickly.

D.png + Hp.png (In Air)

Kyo two hand axe handles his opponent. Hits high and extremely useful in his mix-up game. Works very well against tall characters as the timing is more forgiving. Extremely potent in grooves with low jumps as you can confuse your opponent by low jumping to one side of them and then jumping back to their other side with this normal, awarding you a knockdown and 1400 damage. Once your opponent becomes afraid of this, Kyo can start working in shorts linked to c.mp which cancel to Aragami's, etc. Very deadly against Sagat.

Special Moves

Aragami - Qcf.png + Lp.png/Mp.png

Kyo lunges forward with his fist on fire. Can be followed up with a number of variations. LP version is safe on block but not jd, and mp is difficult to punish due to its length and can be made safer with Konokizu. -5/-5 on lp version and -10/-10 on mp version. MP version can punish a blocked Blanka ball.

Variations off of Aragami:

2nd Chain:

Konokizu - Qcf.png + P.png

An upward punch that can be chained onto a Aragami. It leaves Kyo at -2/-2 so it is not easily punished but not completely safe.

Yasabi - Hcb.png + P.png

Kyo knocks his opponent down onto the ground. Leaves Kyo at -7 on block and scores a complete knockdown on hit. Hits as an overhead but predictable so use sparingly.

3rd Chain:

Nanase - K.png

Kyo kicks forward knocking down his opponent if still standing. To be used after Aragami and Konkizu for Kyo's bread and butter combo. Leaves you at -20 so attempting Nanase on block is a super STUPID idea. DO NOT USE THIS AFTER BLOCKED YASABI!

Migiriugachi - P.png

Can be done from Yasabi or Konokizu but best to be used after Yasabi where Kyo will flaming punch his grounded opponent. Can be used after whiffed Aragami and Yasabi leading to an OTG (on the ground) hit after a qcb, hcf+p super. Leaves you at -21 meaning it is not to be used on blocked opponents unless you want to get punished.

Doukigami - Qcf.png + Hp.png

Kyo does a more dramatic version of his Aragami where he does a long range fiery punch. By itself, it is unsafe on block and when followed up with Tsumiyomi, leaves you at a +1/-8. Great for chipping an opponent or for corner pressure because of its deceptive range at times but again, don't abuse it cause you can and will get punished.

Tsumiyomi - Hcb.png + P.png

To be done after a Doukigami for additional damage or chipping. Leaves you at +1/-8 meaning it is punishable on block. Can be followed up with Batsuyomi for additional damage.

Batsuyomi - F.png + P.png

To be done after a CONNECTED Tsumiyomi. Kyo will shoulder ram them for 2 hits and will leave them knocked down. Not to be used on a blocked Tsumiyomi as it leaves you open for punishment.

Oniyaki - Dp.png + P.png (F, D, DF + P)

Kyo's dragon punch that does a nasty amount of damage on hit. If done deep, can hit airblocks much like most delayed special AA's. Has 4/4/8 frames of invincibility on startup and leaves you WIDE open on whiff. lp and mp versions hit once and fp version hits twice.

R.E.D. Kick - Rdp.png + K.png (B, D, DB + K)

Kyo leaps into the air and comes down with his legs after a quick somersault. Hits high meaning it must be blocked high. Using stronger kicks causes Kyo to leap higher into the air but leaves him slightly safer on block. -3/-2/-1 on block with lk/mk/hk. Scores a knockdown.

Kai - Qcf.png + K.png wait K.png

Kyo lunges forward and does one or two kicks depending on strength of kick used, followed by another kick when you press K. Leaves you wide open on block and whiff unless the lk version is used on a tall character (slight frame advantage for you when qcf+lk used on sagat as an example). Can be followed up by an Oboroguruma with proper timing (only the mk and hk versions can be followed up by Oboroguruma).

Oboroguruma - Dp.png + K.png (F, D, DF + K)

Kyo's trademark where he doe a series of kicks while he floats at a 45 degree angle into the air. Leaves you completely open on whiff. Should only be used after a mk/hk Kai. The lk and mk versions will leave your opponent in a state where they can safe fall and the hk version scores a complete knockdown that will not allow them to fast get up.

Supers

Final Showdown - Qcf.png + Qcf.png + P.png

An auto-combo super. Does 2800/4400/5800 damage and must be landed on a grounded opponent leaves Kyo open for punishment so not to be thrown out recklessly. 9/15/23 frames of invulnerability on startup.

Orochi Nagi - Qcb.png + Hcf.png + P.png (hold for delay)

Kyo's main super. Kyo lights on fire and then throws out a giant fiery snake like arm that can hit juggled opponents. Can be landed off a standing roundhouse and can be landed off of a mk/hk Kai making it extremely versatile. Does 2500/3700/5700 damage.

Landing an Orochi Nagi off of a Kai will usually result in a bit of missed damage as not all hits will land. In regards to the timing, after landing the Kai, immediately buffer the super and execute it as soon as Kyo touches the ground. Hold the punch input until the opponent touches and then bounces off Kyo. Once Kyo's flaming body causes the juggle, immediately let go. The super does most damage when they fall onto the flames after they have extended.

The Basics

Bread and Butter Combos

Three most basic combos done on reaction:

-d.LK, d.MP xx qcf+LP, qcf+P, K The standard low hitting combo into beatdown punches.

-jump in HP, d.MP xx qcf+LP, qcf+P, K The standard combo off a jump in attack.

-low jump HK, dp+HP The standard combo off a low jump attack.


d.MP gives you frame advantage to link combo after:

-d.MP, d.MP xx qcf+LP, qcf+P, K

-d.MP, d.LK xx qcf+LK, LK, super


Opponent dizzy or otherwise open for big punishment:

-(j.HK), close s.HK xx qcf+MK, K, dp+HK (three hits) The last hit slams the opponent down to the ground and he isn't allowed to tech roll or slow getup. If you hit with a dp+HK juggle from midscreen, your opponent will be brought all the way to the corner.

-(j.HK), close s.HK xx qcf+MK, K, f+HP xx qcf+LP (whiff), hcb+P (whiff), P (otg) A fancier version of the above combo that does more stun damage. Vega can tech roll the last OTG hit of the combo though, so stick with the first combo where you juggle with dp+HK instead.

-(j.HK), close s.HK xx qcf+MK, K, dp+HP Sometimes the opponent gets dizzy before the last hit of the three hit dp+HK move. To maximize the damage you do to your opponent, when you're sure the opponent will get dizzy, juggle him with the 2 hit dp+HP move instead.


Off a parry:

(These aren't guaranteed when your opponent uses anti-parry tactics like buffering a slow DP into whatever parry bait move he stuck out, or mashing on a command grab or super grab after the parry, but that rarely happens.)

-parry, close s.HK xx qcf+MK, K, dp+HK The number one reason P-Kyo is so deadly. Off just one parry opening from anywhere on the screen, he can bring you into the corner with a dp+HK juggle.

-parry, d.MP xx qcf+LP, qcf+P, K Do this when you see that you're out of range of your close s.HK. Also consider using d.MP xx qcf+MK, K too though.


Off a JD:

d.MP is a four frame startup attack and cancels into the beatdown punches or launching kicks perfectly. A lot of times you get a free combo when you JD certain laggy attacks your opponent throws out (like a Blanka d.HP for example). A super fast attack like d.MP is the perfect move to take advantage of that window for a free combo.

-JD a laggy ground move, d.MP xx combo

Openings

Super Combos

Using Level 3s
c.LK,c.LK xx qcf,qcf+P
low jump HP/HK xx qcf,qcf+P
c.LK,c.LK,c.LK xx qcf+LK,K -> qcb,hcf+P, release (in corner: hold, release)
c.LK,c.MP xx qcf+MK,K -> dp+MK -> qcb,hcf+P, hold, release
j.HK,close s.HK xx qcf+MK,K -> dp+MK -> qcb,hcf+P, hold, release
far s.HK xx qcb,hcf+P, release
trade dp+MP -> qcb,hcf+P, release

  • After combos which involve all of the level 3 cloud super connecting optional whiff qcf+LP,hcb+LP,P can be added on for extra damage (only last hit connects). This isn't hard, but requires practice. Make the first part of the super hit once (so do it deep, after dp+MK,K is easiest), then release the button right afterwards. The super should hit for 4 hits, immediately when you recover start inputting the qcf+LP and finish.

Using C-Groove
c.LK,c.LK xx qcf,qcf+MP xx qcb,hcf+P c.LK,c.LK xx qcf,qcf+MP xx qcf+MK, K -> jump forward d+HP (corner) c.LK,c.LK xx qcf,qcf+MP xx qcf+HK,K -> [finishers]
(corner) c.LK,c.LK,c.LK xx qcf+LK,K -> qcb,hcf+MP, release xx qcf+HK,K -> [finishers]
far s.HK xx qcb,hcf+MP, release xx qcf+HK,K -> [finishers]
j.HK,close s.HK xx qcf+HK,K -> qcf,qcf+MP (1hit) xx qcf+HK,K -> dp+HK (dizzy combo -- 66 stun)
trade dp+MP -> qcb,hcf+MP, release xx qcf+HK,K -> [finishers]

  • [finishers]
    dp+HK (easiest)
    f+HP, qcf+LP,hcb+P,P (only last hit connects) -- if this is done near the corner, you can usually mess it up pretty bad, and still hit your opponent if he techrolls.
    I wouldn't worry about landing level1s at the end of these combos, the stun helps out Kyo more.

Custom Combos

Combos into CC
close s.HK xx qcf+MK,K, dp+LP/dp+MK, CC, juggle with dp+MP, df+HK whiff
- start your post-CC juggle with dp+HP, df+HK whiff for a fullscreen CC
c.LK/c.MP xx qcf+LK,K, CC, juggle with dp+MP, df+HK whiff (corner)
RC qcf+MK,K, (dp+LP/dp+MK optional), CC, juggle with dp+MP, df+HK whiff
meaty c.MP/close s.MP, CC, c.LK, continue (easy)
meaty c.MP/close s.MP, CC, c.HP, continue (hard)
meaty c.MP/close s.MP, CC, dp+MP, df+HK, continue (harder)
c.HK, CC, juggle with dp+MP/dp+HP, df+HK whiff


CC setups (random activates)
blocked close s.HK, CC
blocked c.HK, CC
blocked meaty rdp+LK, CC
blocked meaty c.MK, CC
blocked 2nd hit of qcf+LK,K, CC
combo into qcf+MK,K, close s.HK xx rdp+LK (whiffs), CC
CC, RC rekka
CC, f+MK overhead, continue
hit with qcf+HP, hcb+P, wait, CC
the other obvious random activates, like empty jump, walk forward, etc


Customs
CC, (c.LK), close s.HK x 2, far s.HK, df+HK (1-hit), [far s.HK x 2, df+HK (1-hit)] x N to corner, df+HK xx qcfx2+P
- you can also switch up to mashed c.LK, df+HK (2-hit) at the end, but i find it smarter to keep it simple.

CC, [dp+MP, df+HK whiff]x8 (or to 8 hits), c.HP, c.HP, qcb,hcf+P
- this is your combo for many things, like anti-air CC, comboing after all sorts of juggles, or traded dp+LP/MP
- start with dp+HP (1-hit), df+HK whiff if you need the range, like after a traded dp

j.HK, close s.HK xx qcf+MK,K, dp+MK, CC, [dp+MP, df+HK whiff] x 2, dp+MP, s.LK whiff, [j.LP x 4] x N until no meter, close s.HK/c.HP xx qcf+HK,K, dp+HK (opponent dizzy), j.HK, close s.HK xx qcf+MK,K, dp+HK
- this should dizzy all characters 70 stun and lower if you land the qcf+HK,K correctly, without a jumpin it should dizzy 60 stun chars
- the final hits after the dizzy won't do good damage because the CC scaling will still be in effect, this is only useful for flash
- it's smarter to end this combo with a super, then try to land another combo afterwards to get some real dizzy damage


Special Custom enders
- combo to 8 hits, juggle with hcb+HK, qcf+LP, hcb+P, P (all 3 hits), continue with mashed ground custom into qcfx2+P super or qcf+MK,K, dp+HK for dizzy
- combo to 8 hits, juggle with c.HP x 2 (think rolento super at the end of CC), qcf+LP, hcb+P, P (first 2 whiff), continue with mashed ground custom into qcfx2+P super or qcf+MK,K, dp+HK for dizzy
- the execution of the connected rekka chains is pretty hard in CC mode, with kara cancels and shit, sometimes you do one rekka, juggle with a jab, then do another jab when you try for the hcb+P, it's hard, i would stick to setting up whiffed chains if you're gonna really practice this
- ground custom, end with qcf+MK,K, dp+HK for dizzy

Advanced Strategy

Kyo has possibly the most useful kick throw in the entire game.

The opponent is left right next to you, is unable to tech roll or slow getup, and the 52 pixel range of Kyo's kick throw even lets him do it after the pushback from a d.LK.

Wake-Up Pressure/Knockdown Mixups

Kyo has some of the nastiest mix-up in the game. The whole point of Kyo is correct meter management coupled with use of low shorts to get your opponent afraid of getting super'd or CC'd. You use his mix-up strategies to make your opponent defensive and afraid so that you can throw them when necessary or confuse them, opening up situations where you can combo into Serpent Wave or Final Showdown.

Tools Kyo has for mix-ups:

LP Aragami (safe on block, not jd)

Low short or wait and then low short (link to c.mp and then cancel to Aragami/Kai)

Counterhit c.mp

Whiff to Throw or just Walk-up throw

Counterhit s.rh to super (difficult)

Meaty S.Strong xx LP Aragami

LP Aragami => Yasabi (overhead that is unsafe on block and can be slightly delayed for confusion)

Low jump to low shorts (50/50 mix-up)

Low jump crossup shorts (hop over the grounded opponent and work in shorts)

D+FP command normal mix-up (Small Jump D+FP, Whiffed SJ D+FP to throw, Crossup SJ D+FP *tall characters only*)

Jump into corner to avoid DP (situational and only on cornered opponents)

Wakeup Super

Against players with a nasty DP such as Ken, Sagat or Iori, it's important to not start out reckless. You should try to recognize if your opponent is prone to throw out wake-up dp's. Free jump-ins combined with waiting/blocking should be used when necessary to bait out whiffed dp's that open up huge punishment combos (c.lk x 2, c.mp xx aragami, etc.). Once your opponent is afraid to wake-up dp, begin to throw out more low shorts and to fish for counterhits with c.mp. Do not be afraid to walk up and kick throw, tick throw, or whiff to kick throw.

Matchups

vs. Blanka

Make it one of your goals to get in and land a kick throw. Once you do, you put your self in a highly advantageous mixup situation. Remember that since Blanka is a charge character, it becomes extremely confusing for him on how to keep his charge if you play tricky and keep switching sides with him. After the kick throw...

-low jump forward, crossup j.LK

This is safe against RC electricity, and you actually have frame advantage when you land.

From there...

-wait, kick throw again

-wait, d.LK combo to counter Blanka trying to throw you

Although it's not necessary in this instance, you can take a complete guess and try to dp+HP after the crossup low jump LK also

After the kick throw...

-low jump forward, land, kick throw again This grabs Blanka right out of his wakeup RC electricity startup.

-low jump foward, land, meaty d.MP, d.MP xx combo

The d.MP hit perfectly meaty when you do it like this.

Whenever Blanka sticks out a d.HP, you can sweep his limb from far away if he whiffed. You can even try to do far s.HK xx super if you like.

Kyo far s.HK is a guaranteed counter to Blanka's d.MK.

One of Kyo's most often used moves is his df+HK. Blanka knows this and will be jumping up and down with his vertical j.HK to counter you. Use your Kyo dp+HP to take him out of the air whenever you're in range.

The counter to Blanka trying to do super jump MK to cross you up is to use your Kyo close s.MK anti-air.

Random Tricks/Notes

Discussion

http://www.shoryuken.com/forums/forumdisplay.php?f=51


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