

qcf + A, qcf + A > hcf + P > P (Corner & MAX.Show off only, as DM qcb hcf + P is easier and does considerable more damage. Does just slight more than the combo below.

First hit will miss and the second part connect. qcf + A > hcf + P > P (Timming required.(S)DM qcf qcf + P (PRACTICE this and get as consistent as you can with it to play an effective Kyo Sometimes you can get st.A / st.B depending of your distance, so cr.A is the safest, but hardest option, and is the one you should practice the most.).Only on characters where C > f + B works.) air d + C (As a crossup, because of the extra push back.).Since it's so fast, it serves as a punisher for many laggy moves, like Iori's 1/3 or 2/3 rekka's, or Iori's sweep. Comboable off lights (which means comboable off a low cr.B,cr.A, etc.), and is Kyo's scariest source of damage, as it does quite a chunk more than the average DM. Creates a huge hitbox in front of his feet spanning about 1.5 character spaces. Final Showdown (qcf qcf + P) - C version has a tiny bit more invincibility.The MAX version surrounds him in flame, and has a reduced hitbox size (you're probably going to run into flames before you hit him). It can connect after qcf + D > D for max damage. C version can combo from Kyo's hard attacks or a chained f + B. Orochinagi (qcb hcf + P) - A version is slower and has lower-body invincibility, C version is faster and has upper-body invincibility.Here's one I already mentioned: qcf + C (blocked), qcb + A. This is actually not a bad move, and you'll find a ton of setups for it if you experiment. Counter/Uppercut Thing (qcb + P) - Not really used for the uppercut, but can catch moves if they connect right after it starts up.b or f + D - Breakable, reverse knockdown, back turned, un-rollable.ĭ throw preferable unless you have them in the corner for better wakeups.b or f + C - Breakable, forward knockdown, face forward, rollable.
