Fact: Kyo is good at Mid Range in this game, but he really excels at close range, which is where you should strive to be. He can go through fireballs with his QCFX2+P Super, negate fireballs with QCF+A, and use QCF+ A as a good poking tool for midscreen. His HCF+A can pass through projectiles as well. He has good normals and great neutral tools to help him get in and some damage.
His Far C is just bad; bad priority, whiffs under some crouching opponents, uncancellable. You should stay away from it.
HIs Far A, B, and D are all the opposite of Far C, however, and are important. Far A is your anti-hop, and serves an immediate anti-air for the hops. Far B keeps them in check from hopping, and good as a ground poke. Far D is the same as Far B, but is more active and can beat people at the end of their hop. His Cr.B trips people if they think Kyo might go for D at mid range and making it whiff.
Although his A rekkas are somewhat safe, the K followup misses a lot, and should be seldom used for followups. Comboing into it is out of the question. You should only use his A rekkas for space control and delayed frametraps from followups.
You should use C rekkas for comboing from his hard normals, and his A DP for comboing into his light normals, though the latter can be risky, since the DP can whiff at a certain distance. If you have really godlike execution, you can confirm QCFX2+P from his St.A
HIs Orochinagi is useless hitconfirming into on the ground because of its slow startup, but is good for punishing a laggy normal from afar and ending juggle combos.
HIs Max 2 SDM is an instant command grab, and can combo from Close C, or be used as another mixup pressure option. It can also punish abusable stuff up close.
HIs Cr.C and Dp are the go tos for anti-airs and anti-hops, and sometimes Close C as well.