This is Kyo. He IS stylin.
Important Kyo Normals:
c.lp/lk - both of these are rapid fire normals that leave kyo at +6/+6. c.lk hits low and is usually the normal of choice for starting his BnB.
c.mp - extremely good normal that makes canceling to Aragami easy. Also leaves Kyo at +6/+6 and comes out in 4 frames. These link to each other so one can do c.mp, c.mp xx aragami, etc.
s.mp - hits meaty when close and leaves Kyo at +0/+0 (comes out in 3 frames!). When done from far, leaves Kyo at -5/-5. Far version has slightly more range than c.mp but can be crouched by many characters. Both versions cancel into specials and supers.
s.mk - decent AA that helps against crossup attempts. Not as good as Kyo's DP but good in a pinch.
s.rh - close version can cancel into specials and supers and is unpunishable. Used mainly in Kyo's punisher combo of j.rh, s.rh, Kai(mk), Oboroguruma(hk). Far s.rh is super cancelable and comes out in 7 frames, leaving Kyo at -5/-5 on block and hit. This special is useful for counter hit to Serpent Wave.
F + HP
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 + HK
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 + HP (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.
Aragami - QCF + LP/MP
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:
Konokizu - QCF + P
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 + P
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.
Nanase - K
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
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 + FP
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 + P
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+P
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 + P (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 + K (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 + K wait K
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 + K (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.
Final Showdown - QCF, QCF + P
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, HCF + P (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.
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
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.
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]
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.
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
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
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)
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)
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.
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.
-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.