| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
|-
| ''',''' || Link the previous move into the following move.
|-
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.
|-
| '''~''' || Cancel the previous special into the following special.
|-
| '''cl.''' || Close to opponent.
|-
| '''f.''' || Far from opponent.
|-
| '''j.''' || Jumping move.
|-
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.
|-
| '''[X]''' || Hold input briefly.
|-
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.
Because Kyo has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Kyo's combos from lights or heavies are the same. In the combos listed with '''Starter''', the damage values will represent the first two bolded starters in the table below.
===Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''2B > 2A > 3D (1)''' || 65 || Standard light starter. At point blank you can fit a 5B between 2B and 2A.
|-
| '''cl.C/2C > 3D (1)''' || 98 || Standard heavy starter. Most consistent after a jump in.
|-
| cl.D > 6B || 113 || Optimal punish starter. Must be point blank for the string to work. Some combos will drop due to the pushback. 4214BD is very consistent however.
|-
| Far 5C || 70 || Far C is cancellable and can lead to combos.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)
==Combos==
==Combos==
'''General Notes'''
'''General Notes'''
* Any combo that starts with 2B > 2A > 3D(1) can be done with cl.C > 3D(1) unless stated otherwise.
* The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)
* The Button Hold Trick can help with timing trickier combos such as Orochinagi into 623A.
* Kyo's super's can be held for more damage and sometimes more combo opportunities. if the '''[P]''' or '''[AC]''' is in bold, the hold is optional. In general you lose about 15-20 dmg per super if you don't opt for the hold.
===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:''' An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG)<br>
{|class="wikitable sortable"
'''1 Bar:''' Ends with qcfx2+P. (223 DMG)<br>
! Combo!! Damage !! Meter cost !! notes
'''2 Bars:''' Ends with qcfx2+P. (223 DMG)<br>
|-
'''3 Bars:''' Ends with qcb,hcf+CD. (421 DMG)<br>
| cl.A > A > A > B (> A/B > A/B) || 187 || 0 || Rush combo ending in 236A, mash A or B after 236A to get 236P > K.
|-
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.
|-
| cl.A > A > A > D || 333 || 2 || Rush combo ending in a Max super.
|-
| cl.A > A > A > A || 438 || 3 || Rush combo ending in a Climax super.
|}
===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B*2 > 2A > 236A ~ 236P ~ K || 197 || 200 || || Anywhere || Simple confirm into Aragami. You can use the P ender in the corner for okizeme.
| 2B*2 > 2A > 236A ~ 236P ~ K || 168 || 170 || 23% || Anywhere || Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214K || 221 || 170 || || Anywhere || Old Reliable, for when you're not able to do other routes after upkicks.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 623C || 229 || 250 || || Anywhere || You'll have to run up after the upkicks to get 623C to connect. Can super cancel afterward for more damage.
| '''Starter''' > 236D ~ K, (delay) 236C ~ 63214P ~ 6P ~ 623P || 220/267 || 285/310 || 42%/45% || Anywhere || Go-to meterless anywhere combo. Getting the delay right to land the full C Rekka isn't immediately obvious but can be learned quickly. Delaying the 236D follow up and doing a 2A whiff into 236C upon landing makes the combo pretty much 100% consistent.
|-
|-
| 2B > 2A > 3D(1) > 236D~D > 4214B || 181 || 270 || || Anywhere || Less damage but ends in a hard knockdown, allowing for mixups afterward.
| '''Starter''' > 236D ~ K, 63214K || 191/234 || 155/180 || 36%/39% || Anywhere || Sacrifices damage and corner carry for consistency and a hard knockdown.
|-
|-
| 2B > 2A > 3D(1) > 236D~D, 236A ~ 236P ~ dl.P/K || 231 || 300 || || Anywhere || You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
| '''Starter''' > 236D ~ D, (delay) 236A, 236A ~ 63214P ~ 63214K || 254/303 || 275/300 || 49%/52% || Corner || Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.
|-
|-
| f.C > 236C ~ 63214P ~ 6P ~ 623P || 235 || 200 || || Anywhere || Kyo's new f.C is now special cancelable.
| CD, 4214B (whiff), 236C ~ 63214P ~ dl.6P ~ 623P || 221 || 230 || || Midscreen || The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
| CD, run, 5D || 138 || 170 || 16.5% || Anywhere || Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but they're harder.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236C, 623C || 274 || || || Corner || Use this if you wanna end with DP. If not, refer to the below combo.
| CD, 4214D || 166 || 250 || 25.5% || Midscreen || As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 236A ~ 63214P ~ P/63214K || 278/296 || || || Corner || Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.
| CD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 218 || 300 || 49.5% || Corner || This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.
|}
|}
===0.5 Bar===
===0.5 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > 236BD, 236D ~ D, CD (whiff), 236A ~ 236P ~ K || 277 || 280 || || Anywhere || You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks. In the corner you can instead end with the P ender for a hard knockdown.
| 2B*2 > 2A > 236BD, 236D ~ K, (CD) > 236A ~ 63214P ~ 63214K || 251 || 230 || 38.5% || Anywhere || Light normal combo. For this and most combos following this structure, you can swap out 236A series for 236C series or rungrab for less damage but better oki.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P ~ 6P ~ 623P || 329 || 300 || || Anywhere || Great damage for just half a bar.
| '''Starter''' > 4214BD, 236B ~ K, 236A ~ 63214P ~ 63214K || 298/347 || 245/270 || 40%/43% || Anywhere || Great damage for just half a bar. No need for a whiff cancel.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A ~ 63214P ~ P/63214K || 315/333 || 380/260 || || Anywhere || Hard knockdown version of the previous route for better oki.
| '''Starter''' > 4214BD, 236B ~ (delay) K, 4214D || 273/319 || 305/330 || 36%/39% || Anywhere || Uses a unique cancel window in 236B's recovery to 4214D to set up an autotimed safejump with a whiffed 2A into a hop.
| CD, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 258 || 220 || 38.5% || Corner || You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing. Remember you can opt for 236C, 623C if you don't want to deal with the delay timing.
|-
| CD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 245 || 330 || 58.5% || Corner || Alternative route that trades damage for metergain and stun.
|}
|}
===1 Bar===
===1 Bar===
*Also includes 1.5 bar combos.
{|class="wikitable sortable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D xx 2141236P || 264 || 170 || 1 || || Anywhere || Simple route into Orochinagi.
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, (run) 236A ~ 63214P ~ 63214K || 335/388 || 245/270 || 1 || 40% || Anywhere || Technically you don't need to delay the 236B, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.
| '''Starter''' > 236D ~ K, 63214D > 214236'''[P]''' || 306/360 || 255/280 || 1 || 45% || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214D xx 236236P || 338 || 270 || 1 || || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). Hold the button briefly so that you don't whiff the super.
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P ~ (delay) K || 335/389 || 305/330 || 1 || 45% || Anywhere || One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this.
|-
|2B > 2A > 3D(1) > 236CD, c.D > 6B > 4214BD, 236B ~ B, 236C > 63214P ~ 6P ~ 623P || 317 || 410 || 1 || || Anywhere || *There are two benefits from using Shatter Strike instead of just going into EX 4214K from 3D(1). One, there's greater corner carry, useful for if you want to get out of the corner and you tag the opponent in a 2B. Two, there's greater stun since there's more overall hits in the combo. The trade off is slightly less damage and the need for 1 bar for Shatter Strike instead of half a bar. However, by the end of the combo you will effectively have only spent half a bar due to the meter build.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K || 345 || 280 || 1 || || Anywhere || Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
| '''Starter''' > 4214BD, 236BD, (immediate) 236D, D > whiff cancel 2D > 236C > 236A ~ 236P ~ (delay) K || 345/389 || 305/330 || 1 || 45% || Midscreen|| This combo consistently works when the opponent is standing. The second D, 236D, D, hit a bit late, placing the opponent a bit higher. This allows Kyo to whiff cancel from 2D into 236C.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236C, 623AC || 384 || 210 || 1 || || Corner || Delay the 236B followup so you can connect with 236C and have enough time to link into EX DP. If not delayed, do 236A instead.
| '''Starter''' > 4214BD, whiff cancel 2A, 236BD, (immediate) 236D, D > whiff cancel 2D > 236C > 236A ~ 236P ~ (delay) K || 345/389 || 305/330 || 1 || 45% || Midscreen|| This combo consistently works when the opponent is crouching.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 623C(1) xx 2141236P, 623A || 393 || 310 || 1 || || Corner || An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 236236P || 396 || 240 || 1.5 || || Anywhere || Hold the input for 236236P briefly.
| '''Starter''' > 236D ~ K, (delay) 236A, 623A > 214236'''[P]''', 623C || 374/436 || 315/340 || 1 || 70% || Corner || Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.
| 2B*2 > 2A > 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 329 || 140 || 1.5 || 40% || Anywhere || Your damage falls off significantly if you omit 3D from your light confirms if you want to spend more meter.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C xx 2141236P, 623AC || 467 || 340 || 1.5 || || Corner || Only works if the opponent is hit by the top of 236A's hitbox.
| '''Starter''' > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 372/429 || 155/180 || 1.5 || 35% || Anywhere || Hold the input for 236236P briefly.
|-
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C || 424/487 || 315/340 || 1.5 || 70% || Corner || Similar to the stronger 1 bar corner combo but much more consistent, as only the super needs to be manually timed.
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623C > 214236'''[P]''', (236A ~ 63214P) ~ 63214K || 416/478 || 225/250 || 1.5 || 60% || Corner || This is an alternate version of the above combo that has mostly automatic timing. You don't need to charge the super if you don't want to; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here.
|}
|}
===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P > 214236'''[P]''' || 426/478 || 265/290 || 2 || 45% || Anywhere || Does 411/463 if do the super uncharged, which may be recommended since the super cancel from 236A ~ 236P is difficult enough.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214D xx 2141236AC || 434 || 270 || 2 || || Anywhere || Charge the Orochinagi briefly to get every hit in.
| 2B > 2A > 3D > BD > c.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 236236P || 434 || 380 || 2 || || Anywhere || 1000 Meter Max Mode combo.
| '''Starter''' > 236D ~ D, (delay) 236A, 623A xx 2141236'''[P]''', 623A xx 2141236[P], (236A ~ 63214P) ~ 63214K || 541/596 || 290 || 2 || 70% || Corner || Stronger but requires a lot of manual timing.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C xx 2141236P, 623A xx 2141236P || 479 || 710 || 2 || || Corner || Hit the opponent with the top of 236A's hitbox to make the Orochinagi into 623A link possible.
| (2B > 2A)/cl.C > 3D > BC, cl.D > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 424/478 || 265/290 || 2 || 10% || Anywhere || 1000 and 1250 Max Mode combo. Use cl.C instead of cl.D if hitconfirming from lights, such as far B. In future Max combos, "..." will denote (2B > 2A)/cl.C > 3D.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 2141236AC || 483 || 240 || 2.5 || || Anywhere || Hold the input for Orochinagi briefly to get all hits in.
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 579 || 350 || 3 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.
| ... > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 563 || 365 || 3 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.
|}
|}
===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
Line 109:
Line 180:
===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
Line 119:
Line 190:
==External Links==
==External Links==
{{#ev:youtube|3_4qcJ-0UZw|||'''Kyo Combos by Meno'''|frame}}
{{#ev:youtube|3_4qcJ-0UZw|||'''Kyo Combos by Meno'''|frame}}
{{#ev:youtube|8Q9Zvi7nNkE|||'''Kyo Combos by Kakuge'''|frame}}
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Because Kyo has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Kyo's combos from lights or heavies are the same. In the combos listed with Starter, the damage values will represent the first two bolded starters in the table below.
Starters
Combo
Damage
Notes
2B > 2A > 3D (1)
65
Standard light starter. At point blank you can fit a 5B between 2B and 2A.
cl.C/2C > 3D (1)
98
Standard heavy starter. Most consistent after a jump in.
cl.D > 6B
113
Optimal punish starter. Must be point blank for the string to work. Some combos will drop due to the pushback. 4214BD is very consistent however.
Far 5C
70
Far C is cancellable and can lead to combos.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)
Kyo's super's can be held for more damage and sometimes more combo opportunities. if the [P] or [AC] is in bold, the hold is optional. In general you lose about 15-20 dmg per super if you don't opt for the hold.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B (> A/B > A/B)
187
0
Rush combo ending in 236A, mash A or B after 236A to get 236P > K.
cl.A > A > A > C
223
1
Rush combo ending in a super.
cl.A > A > A > D
333
2
Rush combo ending in a Max super.
cl.A > A > A > A
438
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
2B*2 > 2A > 236A ~ 236P ~ K
168
170
23%
Anywhere
Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.
Go-to meterless anywhere combo. Getting the delay right to land the full C Rekka isn't immediately obvious but can be learned quickly. Delaying the 236D follow up and doing a 2A whiff into 236C upon landing makes the combo pretty much 100% consistent.
Starter > 236D ~ K, 63214K
191/234
155/180
36%/39%
Anywhere
Sacrifices damage and corner carry for consistency and a hard knockdown.
Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.
Starter > 236D ~ D, 236C, 623C
236/284
275/300
53%/56%
Corner
Easier corner combo. Even gains slightly more meter.
CD, run, 5D
138
170
16.5%
Anywhere
Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but they're harder.
CD, 4214D
166
250
25.5%
Midscreen
As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.
This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.
Light normal combo. For this and most combos following this structure, you can swap out 236A series for 236C series or rungrab for less damage but better oki.
You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing. Remember you can opt for 236C, 623C if you don't want to deal with the delay timing.
Technically you don't need to delay the 236B, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.
Starter > 236D ~ K, 63214D > 214236[P]
306/360
255/280
1
45%
Anywhere
It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.
One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this.
Starter > 4214BD, 236BD, (immediate) 236D, D > whiff cancel 2D > 236C > 236A ~ 236P ~ (delay) K
345/389
305/330
1
45%
Midscreen
This combo consistently works when the opponent is standing. The second D, 236D, D, hit a bit late, placing the opponent a bit higher. This allows Kyo to whiff cancel from 2D into 236C.
Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.
This is an alternate version of the above combo that has mostly automatic timing. You don't need to charge the super if you don't want to; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here.
1000 and 1250 Max Mode combo. Use cl.C instead of cl.D if hitconfirming from lights, such as far B. In future Max combos, "..." will denote (2B > 2A)/cl.C > 3D.
... > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD
563
365
3
Anywhere
Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.