Although this Neomax is great for HD mode, it also has a place in neutral combat.Ura 121 Shiki Ama-no-Murakumo: QCFx2 + A + C For example, EX super is fast enough to even be linked after a cl.C. EX version, surprisingly, is a 2 frame super, making it useful for anti airs, punishes, and hit confirms.This super, however, is very damaging, and in some cases, can be followed up with moves like hcb.D. Regular versions of this super should only be used in combos.Ura 108 Shiki Orochinagi: QCBHCF + P (Also possible in air) (EX) For example, can be combo'd after qcf.D, rdp.b for even more juggles. B version retains a special juggle state when combo'd into.D version puts the opponent into a juggle state, letting you follow up with whatever you want.Above all, this move is Kyo's most viable combo ender, netting huge damage and leaving the opponent in a hard knockdown.Regular version can be super cancelled on first hit, if you feel like spending the meter.However, this move still gives Kyo a very much needed tool for both hop pressure and wakeup. EX version is no longer the 1f grab it was in console (3~4 now), so it can't be used as a guaranteed punisher.B version retains a special juggle state, making it possible to DP or qcf.B after in the corner.Second hit is super cancellable, if you desire to spend the meter. D version 3 hits, giving Kyo corner carry.EX version is extremely fast and goes through other projectiles, so is useful as a mixup in the fireball war.Standard KOF fireball that travels across the ground, thus, is hoppable easily.EX version is very fast and has a vacuum effect, guaranteeing hits.Regular version, strangely, lacks a lower hitbox and lower invulnerability, so some hitboxing lowering moves might beat it.Kyo's uppercut functions like the traditional dragon punch invincible reversal and great anti air.Very hard to anti air, and puts the opponent in a huge amount of blockstun, so please take advantage of this move. A very fast command normal that is amazing in hop pressure.As with most command normals, this is a great way to confirm into HD.
This command normal is one of Kyo's most useful moves for combo'ing off of lows. An overhead attack that cannot be combo'd into.Combo into QCB + D on air-to-air Counter Hit. It, however, does not hit crouchers, meaning that the opponent can anti air with a cr.B. J.D is Kyo's go-to air to air that will either win, or at the very least, trade.Great for use in the neutral game as a footsie tool. St.D a unique normal not only is it an amazing poke that will punish badly spaced hops, but it also goes over lows when spaced correctly.Cr.C is one of the best crouching anti airs in the game, functioning almost like Ryu's "Mexican Uppercut" from Street Fighter.Far.C is an overall laggy move poorly spaced cl.C attempts may end up getting this move instead, so be careful.Sometimes even useful as a wakeup move, since it is so fast. Not only is it one of his fastest normals, but it is indespensable as a pressure tool and an anti air. Cl.C is one of Kyo's most useful tools in his arsenal.Keep in mind, though, that it is a light attack, so the blockstun may not yield that much frame advantage on high blocks. Not only does it do well air to air, but the move itself has the perfect angle for hops and cross ups, so use this normal accordingly. Also lowers Kyo's hitbox a great amount, so players should use this move to anti air certain jump-ins. Cr.B reaches pretty far, so aside from combos, this move is a good in run pressure and in the footsie game.St.B surprisingly has a good amount of horizontal coverage, so this move serves as a great poke, along with a good way to combo from rapid fire shorts.Cr.A chains from cr.B, and is both cancellable into specials and command normal df.D, so this move is essential in both blockstrings and combos.St.A is a short ranged jab that anti-hops pretty well, but whiffs on crouchers, so be careful in using this move.