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INFO

KYO

KYO

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(Next) Ground CC

KYO

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  1. You can keep the opponent grounded and do a lot of damage, or
  2. You can juggle the opponent and do a lot of damage. Canceling a Strong DP into D/F Roundhouse is his AA CC, but in a ground situation, if the opponent blocks, you can easily transition to his Blocked CC.

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(Next) Anti-Air CC

KYO

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  1. The first AA CC found in the game, IIRC. DP+Forward Kick.
  2. The next gen of CCs involved canceling a DP with a hit, then rolling.
  3. Kyo's BnB CC.
  4. Kyo can knock his opponent down and continue the combo with an OTG hit.
  5. It can be done near the beginning of the combo, or at the end (more later).
  6. Thinking of the bigger picture, you don't have to end a CC with a super. You can build more meter and stun. Roundhouse DP builds the most meter and stun, but is the lowest damage. Ground Pound does the most damage (even more than ending with super) and stun. Fierce DP is the happy medium.
  7. Timing the OTG to hit as the meter nearly runs out allows you to do a long combo post-CC.This means more meter and more stun, and it does more damage, too.

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(Next) Blocked CC

KYO

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(Next) Other CCs

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  • Starting with Strong DP-D/F Roundhouse lets you go into the AA CC if it connects or into repeated Strong DPs if it’s blocked.
  • You can sneak in an overhead if you feel the opponent is just blocking low.

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(Prev) Blocked CC

KYO

  • Activating and hitting with the running grab leads to an AA CC.
  • Hit confirm into a Ground CC from C.Short → C.Jab.
  • Sweep leads to an AA CC, anywhere on the screen.
  • Retaliate a blocked Blanka Ball with a Ground CC.
  • Retaliate a blocked Blanka Ball with a Guard Crush CC for more damage.
  • Retaliate a blocked Psycho Crusher.
  • Trade with an anti-air Strong DP so you can get a more damaging CC than a normal AA CC.
  • Kyo’s specials take the opponent to the corner easily.
  • A simple 10K combo involving a dizzy.