http://www.youtube.com/v/AYqSKREd7m8?fs=1&hl=en_USSo I've been trying to do some deep analyzing of these matches lately, so I'll drop on the table what I've noticed tactics wise. Rather than the combo mumbo jumbo you've been reading.
0:25 - 1:50
Mr.KOF seems to playing some Street Fighter-esque fireball/anti-air zoning. This is probably one of the more effective options he could have went with against Kyo, who has well established himself as one of the strongest chars in the game while taking the offensive. Kyo can play a similar zoning game considering he has ranged normals (far.B, far.D), 2 great anti-air options (dp+P, cr.C), and some very fast ambiguous aerials. Robert is very full char, but it would be difficult dealing with the bulk of Kyo's options if Pepe utilizes all of them. Now, the superiority of the strategy isn't very large anymore. Since special attacks no longer build meter unless they make contact with the enemy char, it's not so beneficial to play such a way except for the space it gives you. The only real time I recommend going with such a playstyle unless it is the beginning of the match, or your enemy is heavily understocked on meter.
1:55 - 3:45
Raiden is officially a stupid char. He can easily even out a matchup by merely fishing for a drop kick (Krauser much?). Raiden will literally force you play a poking game, or a poking char. Which is why they are correct saying Duolon can be an essential counterpick. But you are almost not permitted to rushdown with hops. Either runback and spam fireballs if you possess them, or play a poking game while only attempting crossups. I am not aware of how his ground normals fair out in the spacing game, but you need to consider not eating a random spit, or EX grabs.
4:55 - 5:20
Now this time Pepe takes the helms and takes advantage of Kyo's very strong offense. He chooses not sit back and eat the inevitable fireball spam (where Kyo's fireball does not compare as well). Pepe displayed a good understanding of how to break his zoning with rush. Now at 5:10 Mr.KOF makes a mistake. He blocks Kyo's df+D from a range, and punishes with a sweep. Where he makes a mistake is by attempting to throw fireballs with his back to the corner. Problem with this is that it is inevitable that Kyo would move forward quickly and finish him off. At this time Robert could have moved forward to establish some form of momentum and get him out of the corner. Considering Kyo is also sitting on 2 bars does not make the situation any lighter. But Mr.KOF could have moved forward giving him more space to toy with, possibly bait something and counter with a BnB. Which would properly set him up to zone with fireballs more. Even if he were to lose Robert at that point, he could have taken a lot of life off of Kyo for his next char.
5:34 - 7:40
Mr.KOF now has Raiden in again. Notice how Mr.KOF is constantly backdashing, and seems to be running away. This only compliments that he can literally win a match with dropkicks. By running away in such a way he can set up his dropkick easily if Kyo either gets too happy trying to hop forward, or throws a fireball, which you will see Mr.KOF punish. Also notice he is throwing aerials on some of his jumps. This is moreso a tool to slow you down if you try to move forward towards him while he's jumping (which I highly recommend against Raiden). Pepe gets some good damage on Raiden with Kyo only to lose Kyo. Next comes Duolon. Duolon has very strong pokes and can deal with a lot of Raiden's runaway tactics, but considering a bulk of Duolon's pressure comes with being in close range, Mr.KOF attempts an EX grab DM. And considering the enhanced range, this is a very strong tactic against Duolon. Mr.KOF eventually loses Raiden to Pepe's Elizabeth. Not much can be said there.
7:50 - 8:58
Mr.KOF's prized Andy is now in the game. Andy can be defined in this game as pure solid. Mr.KOF jumps with Andy using j.CD a lot. This move is very reminiscent of Chris' j.CD though with weaker arc, and not so much frame advantage, nonetheless, a very strong universal aerial. Andy's sweep is among one of the best in the game. Has a very large hitbox which allows it to be used in ground spacing, and even as an anti-air which you will see. I notice Pepe not using really any of Elizabeth's ground normals. In the end I highly doubt they could compare to Andy's cr.B and cr.D. So Pepe is almost completely relying on Liz's j.D, which is one of her only fast moves with the range to compete with Andy. But on the ground, Mr.KOF with Andy show clear dominance, to the point where Andy's j.CD would either beat or clash with Liz's anti-airs. Considering a clash with Andy's j.CD would result in Pepe being knocked down, he could not follow up with a DM. Which isn't complimented with the fact that Pepe holds very little meter in this match being he is not landing special attacks, and very few aerials. Mr.KOF beats Pepe after Pepe tries to jump out of the corner. Andy is a very full char, and probably one of the strongest Anchors in the game. One would need to strictly outplay a strong Andy player to win in such a position.
I made your video playable. -nilcam