Anywhere:
1. sc.C qcf+C hcb+C f+C dp+C
1. c.B c.A df+D
Corner
1. sc.C qcf+D,D hcb+B (qcf+A, qcf+A)x3
2. sc.C qcf+D,D hcb+B (s) qcbhcf+P qcbhcf+P (3 stock)
Max Mode:
1. (anywhere) c.B c.A df+D (2 hits) qcbhcf+BC (2 stock)
2. (anywhere) c.B c.A df+D qcf+BC (c) qcf+A (c) qcf+C etc. until corner, then improvise.
3. (corner) [sc.C BC run sc.C] / [c.B c.A df+D BC] qcf+C (c) qcf+A (c) qcf+C (c) qcf+A (c) qcf+C (c) qcf+A (c) qcf+DD hcb+B (s) qcbhcf+P/qcbhcf+PP (3 or 4 stock)
4. (corner) sc.C BC run sc.C qcf+D,D hcb+B qcf+A (c) hcb+B qcf+A (c) hcb+B qcf+A (c) hcb+B [qcf+A qcf+A hcb+K] or [ (s) qcbhcf+P] (2 or 3 stock)
Timings:
To get some of the qcbhcf+P combos to work you must use the JF timing release method.
How to do the c.B c.A df+D qcbhcf+BC combo
Surprisingly, the fastest hit possible from qcbhcf+P is not no delay, but a half second delay. It's just shortly after (like right away) Kyo says "ayeeee" when charging it up. To learn the timing, the easiest method is to practice the df+D qcbhcf+BC combo. The BC break timing is easy, it's right after the second hit, but to get it to combo, you must hold the BC (or just C) until Kyo begins to back up. As soon as you see Kyo move backwards, release. Master the timing, once you learn the timing you can now implement it in his hcb+B super cancel super, super combos.
How to do the qcf+D,D hcb+B (s) qcbhcf+P qcbhcf+P combo
In the hcb+B combo, you must first time the hcb+B such that it hits early, allowing you to recover later. Then, supercancel the hcb+B. Time the first super to graze the opponent WITH THE BACK END OF THE FLAMES, this must happen at the very very end of the animation (until you get the timing down, it should be whiffing completely). Then start the second super at the very earliest frame (this requires you know the recovery) using the JF technique.
How to do the qcf+DD hcb+B (qcf+A qcf+A)x3 combo
To get the (qcf+A, qcf+A) x3 combo to work you must time each qcf+A such that the second hit gives a high launch, this generally happens during a late first hit and early second hit.
How to do the qcf+DD hcb+B qcf+A (c) hcb+B max mode combo
Alternatively, you can do the max mode loop juggle version, which requires you be in max mode before the launch with qcf+D,D. then you can replace the qcf+A qcf+A with qcf+A (s) hcb+B. This time the A should hit late allowing the hcb+B to hit period. This version is much easier.
Strategy:
- Learn to do the max mode combos. They aren't as hard as they seem, they don't require as much memory as it looks, and Kyo is much weaker without them
- Don't forget to backdash cancel with Kyo's j.d+C
- j.d+C has amazing priority, if you use it as a jump in, hit early. It stuns and staggers very heavily. If you hit late, you will stagger too far, comboing a far version instead of a close and killing any non BC cancel combo.
- Learn the art to comboing with Kyo instead of memorizing combos. This will make you more dangerous. Learn to BC cancel moves and combo them into qcf+C, after landing qcf+C you can push your opponent into the corner for a corner combo finish.
- While, qcf+A and qcf+C might look like good pokes, both are punishable, do not abuse them.
- far D hops lows
- rdp+K has high air to air priority, high air to ground priority and hops lows and fireballs, that said, don't abuse since on whiff it's very punishable. It has a nasty habit of beating late uppercuts.
- cancel your c.D into stuff on block. rdp+B, hcb+B etc.
~ work in progress