At the request of the forum mods, I'm writing a very mini-ghetto-ass-faq for Kyo. Feel free to correct/add.
Using American notation.
The Moves
f + B (overhead)
+ D (can be 2-in-1'd into a special move with or without a preceding normal)
+ A (Aragami)
-->
+ P
-----> P or K
----->
+ K
-->
+ P
-----> P, B, or D
-->
+ K
+ C (Dokugami)
-->
+ P
----> f + P
------->
+ P
+ P (Oniyaki)
+ P (Yami Barai)
+ K, K (75 Shiki Kai)
+ K (R.E.D. Kick)
x 2 + P (Shinken)
,
+ P (Orochinagi DOT COM)
x 2 + E <LDM> (Kamikura)
Best pokes: far B, far D,
+ A,
+ P
B&B (outside corner): std C,
+ D (1 hit), Dokugami chain or
std C,
+ D, D,
+ B
B&B (opponent cornered): std C,
+ D, D, ,
+ A (Aragami once),
+ A (Aragami twice),
+ K,
+ C (SC into
Low combo: dB, dA,
+ D (1 hit), Dokugami chain
Best jumpin: jB (ABUSE)
Best air to air: early j. C, early j. D
Best anti-air:
C or
+ C
Best quickshifting move: second hit of Dokugami chain
Basic strategy - As a Kyo player, your main goal is to cornerfuck the person. Kyo is meant to rape cornered opponents like no other. All his moves move forward, which naturally gives him the forward momentum required to do the damage he can do. hop B like a madman and take advantage of the XI stun to get combos in. Make them block pressure strings like std C, f + B,
+ C. Take advantage of Kyo's hop speed, it's one of the faster hops in the game, and it's meant to be like that for a reason. Play high-low games with empty hops into his low B Dokugami chain combo.
Psych your opponent into sticking out a poke so that you can use the autoguard of the Aragami to punish them. Stay in the guy's face and be merciless. Don't let them get away from you - if they do, you always have the Yami Barai now to meet them at their game. Abuse his far B and learn to QS properly with him, he is an excellent person to quick shift and out of.
I'd write more but I ran out of "general" statements to write.