草薙 京, Kusanagi Kyo | |
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Difficulty | Average |
Max Mode Needed? | Yes, but easy to learn |
Tier Placement | Solid (B+) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Introduction
Kyo Kusanagi, the main character of the KOF series. His first appearance was in the first KOF game, KOF94. Here, he sports his classic school outfit, but with his post-'95 rekka movelist. He isn't a hard character to play, and should be pretty easy to play if you're already used to his 96-98 iteration.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Command Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Kyo's special moves can be sort of confusing to learn with the rekkas having branching paths that cross with each other, but after a few matches you should have no issue remembering the gist of his rekka follow-ups.
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcf B > K | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D > K | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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hcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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rdp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
rdp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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QCF+A > QCF+P > P | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
QCF+A > HCB+P | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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QCF+A > QCF P > K | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
QCF+A > HCB P > K | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
Kyo's gameplan
Kyo is a typical rushdown character with nice strings, and great mixups to use in a match. The main thing you'll need to know to play him is, without doubt, the strings. The most important moves on Kyo's arsenal. You'll need to know when and how to use each one. For the Aragami strings, try to finish with the kick(In case you used the first string), but you can use the punch if on the corner. The second string is mainly for crouching state abusers(Most of them are chargers), and you camn even do an OTG after it. For the Dokugami string, you can use it for comboing(It's the best one for that). Your main anti-airs are the DP+P, and the QCB, HCF+C, which can easily defeat jumping normals. If you need to confirm your supers, do a QCF+D, D before it, it can help you. For your Exceed, it won't be that hard too(Just see below). Good Luck on your future matches.
Advanced Strategy
Resets
This is on nearly every section, but... Resets are important, and why this wouldn't be important for Kyo? His Shiki Kai, which has juggle properties, is very used on combos, because you can confirm nearly everything after the D version. But when we do a normal move after it(Or after any move with juggle properties), the opponent will land on the ground, but he/she won't get a knockdown, and that's the purpose of a reset, make the opponent fall, but standing, and then make him/her eat a High/Low mixup. Try this:
(Corner only) Any combo ending with QCF+D, D, a normal(I can recommend f./cl.A, or cl.C), and while the opponent is on the reset animation, you can do...
- cl.C into anything, or even another QCF+D, D - Damaging reset into reset; easiest to block
- (Optional empty jump) cr.B, cr.A into something(Exceed, maybe) - Damaging low starter combo
- Jump-in attack, any combo - Overhead into combo
- f+B into any special move that can be max canceled into, see the combos below for more details - Overhead into special move; or even reset into reset
Match-Ups
Combos
Some combos (Without Max Mode)
If you know some more possible combos (You can test some KoF combos with him too, but I'm not sure that they), you can add them below.
Links that you(Maybe) need to know:
1- cr.B, cr.A, df+D - 4 hits; you can add a Jump Attack before it too
A very basic link for you. It begins with a low, and it finishes with a low. Very good to use as a blockstring to safely push your opponent. If you want to use a string with only low attacks, you can do: cl.B, cr.B, df+D. Will get 4 hits, and will give only lows for you.
2- cl.B, f+D - 3 hits; it's hard to add a Jump Attack before it
A low into an "overhead"(It loses the properties). Begins with a low, and ends with a cancelable move(It's cancelable on the second hit). Wanna see the best way to combo using this one? Just continue, and you'll see.
Aragami (QCF+A, strings) combos:
1- [Jump Attack(Make sure you crossup)] cl./cr.C, QCF+A, QCF+P, K - 4 hits; 5 with a Jump Attack
Pretty basic, and you can use it everywhere(Don't do a Jump Attack if you want to use this combo on the corner). You won't have problems using it, but the Dokugami combos can do more damage than this one(But those combos are harder than this one).
2- (Corner only) cl./cr.C, QCF+A, QCF+A, P - 4 hits
Another simple combo that will give a knockdown for you. Sadly, it's corner only(I think you can land it against EQ on midscreen).
Dokugami (QCF+C, string) combos:
1- [Jump Attack] cl./cr.C, QCF+C, HCB+P, f+P, DP+P - 5 hits; 6 with a Jump Attack
Maybe the best thing you can do on midscreen if you don't have meter/Max Mode. Probably his most damaging combo on normal mode without using meter. It's very easy to land it, but it can be hard to perform it(The Dokugami's inputs are strange if you're not used to them).
2- [Jump Attack] cl.B, f+B, QCF+C, HCB+P, f+P, DP+P - 7 hits
A version with more hits, and starting with a low. Sadly, it can be hard to combo a Jump Attack into a cl.B, due to the startup of the normal.
Shiki Kai(QCF+K, K) combbos:
1- [Jump Attack(Crossup)] cl.C, QCF+D, D, RDP+B - 4 hits; 5 with a Jump Attack
Simple to do. Probably the most basic combo using the Shiki Kai. You can use it everywhere too.
2- (Corner only) [Jump Attack] cl.C, QCF+B, B, DP+P(Early) - 4 hits; 5 with a Jump Attack
Another simple combo. The DP+P is the only move that can be used as a followup the B version too.
3- (Corner only) [Jump Attack] cl.C, QCF+D, D, wait, QCF+B, B, DP+C - 5 hits; 6 with a Jump Attack
A great, but a little hard combo. The timing for each attack needs to be perfect to make it work. This is probably the most damaging combo(Using the Shiki Kai) without meter.
4- [Jump Attack(Crossup)] cl.C, QCF+D, D, HCB+K(Time well) - 5 hits; 6 with a Jump Attack
The most used combo without meter on midscreen. It's cool to see it, but the timing is hard to get.
5- [Jump Attack(Crossup)] cl.C, QCF+D, D, QCB, HCF+P - 4 hits; 5 with a Jump Attack
Damaging, easy to land, and you'll confirm a Super on it. If you need damage, you can use this one(In case you want to save your Exceed for a while).
6- (Corner only) [Jump Attack] cl.C, QCF+D, D, QCF(2x)+P - 4 hits; 5 with a Jump Attack
Another simple one, and it's like the above, but to use on the corner.
7-(Corner) [Jumping Attack], cl.C, qcf+D,D,qcf+C,hcb+P,f+P,DP+P - Dunno if works, but if it works, you can add your thoughts here.
Kototsuki You(HCB+K) combos:
1- [Jump Attack] cl.C, HCB+K - 3 hits; 4 with a Jump Attack
Simple combo, and it's like most of the other ones. The damage isn't that bad too.
2- [Jump Attack(Crossup)] cl.C, QCF+D, D, HCB+K(Time well) - 5 hits; 6 with a Jump Attack
Refer to the 4th Shiki Kai combo.
Oniyaki (DP+P) combos:
1- [Jump Attack] cl.C, DP+P - 2 hits; 3 with a Jump Attack
Not a bad combo(It's like the HCB+K combo above). The A version is better for this combo(Why? Use the C version and see why). Never use the C version after a normal(Not outside of Max Mode), it can be dangerous for you.
2- [Jump Attack(Crossup)] cr.B, cr.A, DP+A - 3 hits; 4 with a Jump Attack
Combo starting with a low. It can be useful when you need(Can be useful on Max Mode combos too).
3- (Corner only) [Jump Attack] cl.C, QCF+D, D(Those two are optional), wait, QCF+B, B, DP+C - 5 hits; 6 with a Jump Attack
You know this combo. I don't need to talk that much about it.
R.E.D. Kick(RDP+K) combos:
1- [Jump Attack] cl.C, QCF+D, D, RDP+B - 4 hits, 5 with a Jump Attack
Refer to the 1st Shiki Kai combo.
182 Shiki(QCF(2x)+P) combos:
1- [Jump Attack] cl./cr.C, QCF(2x)+A - 2 hits; 3 with a Jump Attack
A simple combo to use. The A version needs to be used on combos due to the startup(The C version won't connect on most combos).
2- [Jump Attack] cl.B, f+B, QCF(2x)+A - 4 hits; 5 with a Jump Attack
Just another combo with the second link. It does good damage. Only that.
3- (Corner only) [Jump Attack] cl.C, QCF+D, D, QCF(2x)+P - 4 hits; 5 with a Jump Attack
Refer to the 6th Shiki Kai combo.
Orochinagi (QCB, HCF+P) combos:
1- [Jump Attack(Crossup)] cl.C, QCF+D, D, QCB, HCF+P - 4 hits; 5 with a Jump Attack
Refer to the 5th Shiki Kai combo.
2- cl.C, f+B, QCB, HCF+P - 3 hits; Not sure if you can add a Jump Attack on this one
This is a very hard combo, but it's still damaging. If you cancel the f+B into the super, it won't combo. "So, why is this a combo? Because they can connect. "How?" Just release the button at the same time the opponent is being pushed back(By the f+B), and yes, I saw it, frame by frame(Using an emulator, obviously).
3- cl.B, f+B(Cancel the second hit into), QCB, HCF+P - 4 frames, I think you can add a Jump Attack before the cl.B, but it can be hard
It's like the above, but this one begins with a low. That trick mentioned on the combo above needs to be applied here to make this combo work.
Exceed (QCF(2x)+PP) combos
1- [Jump Attack] cl.C, Exceed - 15 hits; 16 with a Jump Attack
The easiest confirm. It's not that hard to do it, and the damage is incredible. Learn it, you can need(It's important to know how to confirm the Exceed with your character).
2- [Jump Attack(Crossup)] cr.B, cr.A, Exceed - 16 hits; 17 with a Jump Attack
Confirm beginning with a low. The Exceed has great startup, which makes it good to combo after a normal.
3- (Corner only) cl.B, f+B, Exceed - 16 hits
Combo starting with a low, and it does more damage than the below(If you don't consider the [Jump Attack] on the first one). Don't use a Jump Attack on this one, because if you try it, the f+B won't combo on most characters.
Some combos (With Max Mode)
Again, if you know some more combos, you can add them here.
Loops:
1- [Jump Attack] cl.C, QCF+C(max cancel it into), QCF+A(max cancel this one too), QCF+C, QCF+A ... - 2n+1 hits; 2n+2 with a Jump Attack
Probably the most basic loop on Kyo's list. A bad part of it is that you don't have a finisher for it, depending of how many loops you landed(The followups for the Dokugami/Aragami can whiff too if you try to loop, and combo after it).
2- [Jump Attack] cl.C, HCB+K,(max cancel the first hit into) QCF+C, HCB+P,(max cancel) HCB+K, (Again) QCF+C, HCB+P, (You know) ... (When you want, after any HCB+K, max cancel the first hit into) QCF+D, D, followup of your choice(Generally, I use a Super, to do damage) - 3n+4(If you used a Super) hits; 3n+5 with a Jump Attack
The most used Kyo loop. It does good damage, but it can be hard to perform if you don't have good reflexes. Practice this one, you can need.
Overhead (f+B) combos:
1- f+B, QCF+D, D, followup - 3+n hits(Where n is the followup)
This one is the best of the overhead combos. It's very effective on the corner, and mainly after a reset(Remember the reset combo above? You can do a reset into another reset if you use this one), but it's possible only on Max Mode, sadly. Kyo can max cancel(And connect) nearly everything he has after his overhead, but I think you should stick with this one.
Exceed combos:
1- [Jump Attack(Crossup)] cr.B, cr.A, DP+C, (max cancel the first hit into) Exceed - 17 hits; 18 with a Jump Attack
An easy confirm with a low starter. It's kind of an extension of a normal mode combo(cr.B, cr.A, Exceed), but using a Supercancel now. You should learn it for when you need damage.