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JetEnduro

Ky Basic FAQ--If YOU Are New to Ky, COME HERE FIRST!! Updated to Accent Core!!

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Here I'm going to try and post up EVERY single question that most new players will ask so it'll save some space on this section.(And save me the time of deleting them)

Accent Core, the next installment of Guilty Gear, information are in bold.

Q: What are all these abbreviations i'm seeing on this site?

A: The whole GG community likes to use numbers to represent directions. How are these read you ask? Just look at your numeric pad on the right of your keyboard and you'll notice that it looks something like this:

789

456

123

5 is neutral and the rest is self explanatory(I hope). Then there's the regular buttons for the game which are: P=Punch, K=Kick, S=Slash, HS=Hard Slash and D=Dust.

Some ppl also use QCF and QCB. These mean Quarter Circle Forward/Back respectively.

In the Ky forum we abbreviate most of his special moves and overdrives:

Charged Stun Edge= CSE or big blue

Air Stun Edge= ASE or air fireball

Stun Edge= SE or fireball

Greed Saber= GS or lightsaber

Vapor Thrust= VT or shoryuken/srk

Stun Dipper= SD or slide

Ride the Lightning=RTL

6P= elbow

Lightning Sphere (Followup CSE in AC)= SHINE!!

Lightning Bolt (222+H in AC)= Smite (I think.)

Javelin (Followup VT in AC)= LJ or just Javelin

Then there's some general game techniques that are abbreviated as well:

Faultless Defense= FD

Impossible Dust= ID

Roman Cancel= RC

False Roman Cancel= FRC

Faultless Defense Cancel= FDC

Force Break= FB

Slash Back= SB

AA= Anti-Air

TK= Tiger Knee

ad.=Airdash(this is how I note it)

JC= Jump Cancel

JI= Jump Install

SJC/HJC= High Jump Cancel/Super Jump Cancel

^=Homing jump, this is when you dust and follow the opponent in the air

j.= This is to note that a move is done midair. I personally don't use it at all but most ppl here do.

Blockstun= The amount of time a blocked move causes you to remain "stunned" in the blocking position.

inv.= Invincibility

Startup= Frames a move takes to start before it reaches its active frames.

Active= Frames in which a move can hit you.

Recovery= Frames a move takes to fully recover before you can move again.

Q: What's new in Slash?

A: Added pushback, stricter inputs, 2 new characters,new burst bars, mini charas in upper corner replaced with character portrait, cannot FDC with HS being the first input and changed values for guard gauge. For Ky specific changes read this: http://dustloop.com/forums/showpost.php?p=10981&postcount=4

Q: What's new in Accent Core?

A: Some new music, intros, stages, voices, new character art, and no new characters. System Additions such as Force Break, Slash Back, and Throw Breaks. Go to Foundation for more information.

Q: What is okizeme? How do I do it?

A: Okizeme is wake up game. This means that you attack your opponent while he's getting up from being KDed to prevent him from escaping your rush and keep the on the offensive. Ky has 2 main Okizeme moves:

6HS which you must time it just so the active frames of the move hit when the opponent gets up completely and can be hit. If done correctly, you will be able to block the opponent's reversal move if he tries to do so.

The new and improved 6HS has some oki game to it but not as much as the old one.

Charge Stun Edge: The best mixup tool. If you end a combo with 2D, cancel right into it. Note that you must delay it a little bit vs bridget just to make sure it hits even if Bridget does the Yo-Yo set while getting up. The reason why I say it's the best mixup tool is because you can FRC it and "hide" behind and try to break your opponent's guard with high/low moves.

Air Charge Stun Edge: Just as good as CSE, incredible mixup potential. TK it off a 2D for okizeme. Be careful against characters with uppercut moves.

j.D: Although not used very much, this move can prove useful, especially vs characters that don't have a shoryuken-esque move. You can end a combo with 2D, delay a little, j.D, jump cancel forward, j.K. Note that this trick can be ambiguous sometimes because it will cause your opponent to turn around as if you've crossed them up but in reality you haven't. It will also cause them to be pushed towards you instead of away when the j.D hits so you could actually crossup sometimes.

Q: What is Impossible Dust? How is it done?

A: Impossible Dust is a technique where you Dust your opponent and you hit them within a certain time window before the BG goes red. By doing this your opponent is unable to tech out for a limited time which is longer than usual. This allows you to land and perform a more damaging combo compared to the Standard dust combo: Sx4>P>S>P>S>P>S>JC>S>HS>VT.

Ky has many ways to do an ID. (I'm assuming you know that you have to do the followup jump after D)

D>S>JC>HS>land....

D>HS>JC>S>land...

D>HS>HS>JC>fall a little>HS very close to landing>land...

D>JC>S>land...

D>JC>HS>land....

D>FD>HS>land...

D>FD>S>land...

D>S>S>JC>S>land....

D>S>FD>HS>land...

D>S>S>ad.>j.D>VT Loop

D>S>HS>ad.>j.D....

D>FD>HS>FD>j.D>land...

You get the idea.... I HOPE!

Q: I've heard about the VT Loop. How do I do it?

A: First, VT loop can only be done with HS VT. You must have your opponent in the air(see above for ID setups which is the most common way to set it up) then you must do: S>2HS>VT x2 usually. There are different ways to squeeze in more damage/reps but it varies with characters but I'll leave that up to you to figure out.

Q: I hear all this talk about a new VT loop. Is it true?

A: Very much. There is a new move called Lightning Javelin that bounces an opponent off the wall after VT. You can combo after it but as current news tell, its not that easy. :sweat:

Q: How do I dash CSE?

A: 2366+D. Same applies for SEs. Other alternatives in are 66236+D or 66>FD brake>236+D

Q: What is Jump Install? How is it done?

A: Jump install is a technique that lets you airdash after a move that puts your airborne and would count as a jump and wouldn't let you do so or allows you to perform a second jump after a Super Jump. You must attempt to JC a move that's normall JCable but you must quickly input another command so you don't jump, but the jump is "Installed" meaning it's still there for the combo you're performing. You can also JI a move and SJC it right away, but you must be quick to pull it off.

Example: Throw>RC>6P>S(7, 8 or 9)>2HS>VT(RC)>ad.....

Example 2: Throw>RC>6P>S(7, 8 or 9)>HJC>S>P>S>JC>S>HS>VT

Q: I saw Ky hit an opponent with an overhead, but the opponent was blocking high, what happened?

A: This is what many ppl call Fuzzy Guard. This term has created huge arguments as to whether that's the real definition or not. But in reality, it's all because of human error. The game allows you to switch blocking positions while you're in blockstun, but your character's sprite will not change it's position, thus, making it look like you SHOULD'VE been able to block it.

Q: My friend beats me just by jumping and using one move. How do I beat this?!?!

A: 6P is Ky's essential AA. It gives you upper body inv. until the active frames start. It will beat a lot of moves coming from air to ground.

Q: What is Shin Akuma?

A: Shin Akuma is the technique in which you do 2 ASE's before landing.

Jump>ASE>JC>ASE

Q: What is the forrest/forest?

A: Many ppl think of it as some crazy lockdown game. Though, it is some type of lockdown technique involving fireballs, its name originated from a certain event a long time ago.....

Q: WTF are these COCONUTS I keep hearing about?!?!

A: In one of his voice sets ky says "koko da!" during his 2D, HS, 2HS and j.HS. We all interpret it as COCONUT because it sounds very much like it and makes it fun lol.

Q: Do Ky still say Coconuts since they changed his voice?

A: You should know by now. Ky and Coconuts are inseperable.

Q: What is the GS Loop?

A: Although not worth the effort at all you can loop 3 GS's in a combo.

Usually done: GS>S>HS>GS>S>2HS>GS>P>S>2HS>VT or air combo. I recommend only doing 2 reps max since GS scales damages a lot.

Q: Is this GS Loop still possible in Accent Core?

A:One loop at max. Other than that, its hard to pull off just that one loop. My suggestion is to not try it.

Q: What is the 6K Loop?

A: Basically it's just doing S>6K a few times. It's easier to do on crouching opponents and you can also squeeze an extra rep(sometimes 2) compared the 2 you get on standing opponents in most cases. Timing is tighter on standing opponents.

Q: Is this 6K Loop still possible in Accent Core?

A: Nope. More recovery involved.

Q: How do I get the CSE go higher than usual?

A: Jump immediatly after FRCing it. If you run immediatly after FRCing or do SD the CSE will move forward with you. If you backdash it will move back, good tactic when you see a reversal uppercut move coming.

Q: What is the Stun Edge lockdown?

A: The S Stun Edge is slower and recovers faster. If done at the right distance you can spam it and your opponent will have a hard time getting out. If IBed though you can get countered by many characters. Be careful.

Q: Is this lockdown.....

A: Dammit it isn't. So stop asking me.

Q: How do I get 2 CSE's consecutively?

A: FRC the first one and immediatly perform another one, simple enough.

Q: Okay enough mimicking you. What are his new moves in Accent Core?

A: He has 5 worth noticing. Maybe 6.

1) New 6HS--Command: Um...I'm gonna let you answer it...:eng101:

He swings his sword like a whip. This is one of the new moves that has Level 6 properties which means it may have more stun than most normals out there now. It is only comboable from 6P but to almost every normal move Ky has even into itself!! This move also can be looped after a CH 6P.

2) Lightning Javelin--Command: HS after any version of VT.

He extends his hand and lightning comes out from his hand. This move has absolute untechability time which means you can't tech out of it. You can combo after it but it seems to be kinda hard. Most people just let people fall after they are hit with it to do oki setups and the like. This is a better move in Ky's arsenal.

3) Lightning Smite--Command: 222+HS

When you opponent is down, Ky summons a thunderbolt from above to strike down the opponent. This move can only be used if an opponent is down. Good damage for an OTG. Although recovery is horrible, you can still pull off a 2K for wakeup. Use this to get extra damage from LJ or for a Dead Angle Attack for death. It can be used anywhere as long as the opponent is down.

4) Force Break Lightning Sphere--Command: 214+D after Charged Stun Edge.

Ky releases an orb of lightning that delivers 3 hits. Most people say this is only for defensive purposes but it is allowed to do an air combo after being hit in air. The real purposes of this move is kinda out and about. Try and find someway to put this into your own mold and see if it works.

5) Force Break Stun Raising--Command: 214+D in Air

Jump Dust's big brother. Two hits, bigger than the original and has to be FD'ed in the air in order to block it. After a normal ground throw, it keeps the opponent up long enough for recombo. This is mostly used for pressure games and oki.

6) Force Break Charge Drive--Command: 46+D after Lightning Sphere

....You really dont want to know. :vbang: :vbang:

Tip: In a lot of cases you could use SE as a blockstring ender. BUT, there are many characters who can easily IB the previous hit to it and counter you if you're kinda far from your opponent.(ie Ky's SD or Sol's GV)

Tip: When you do a super the whole screen freezes. There's a little exploit to this though, projectiles keep moving. Use your imagination.

I'll continue to update this until I think I've answered all of the common questions new players tend to ask. Feel free to suggest something/correct me and I'll add it if it helps the cause.

Added some more stuff. Thanks to shtkn, Mr. Mamation, Incendia, Heidern98, lars, Demon Dash, PozerWolf and orka(for helping me remember what forest really is LOL)

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A revision of the Ky frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info are listed as follows:

  • P:"G" cancel is "C".
  • H: recovery is 12, not 19.
  • Stun Edge Charge's comments now include: "In CH state from 1-30. Follow-up attack can be input from 9-27."
  • H VT: Startup is 11, Active is 4.
  • For all of the supers, reversed the startup sums.
  • Added: "Throw invincible from 15-19." to RTL Comments.
  • Added: "Floats on hit, untechable for 45F." to Aerial RTL Comments.

    Gatling Table

    • Tested and revised P-S, 2P-S, 6P-S, K-S, 6H-S to P-c.S, P-f.S, 2P-c.S, 2P-f.S, 6P-c.S, 6P-f.S, K-c.S, K-f.S, 6H-c.S, 6H-f.S. (this may have already been implied in the previous "X-S" notation, but adding both c.S and f.S makes it 100% clear)
    • Added 6P-H, K-D, 2H-D.

    Also, I noticed that your browser encoding has to be on some western/US format for the plus-minus signs in the SD columns to render properly, so if you notice a strange character in the SD columns of P and 2K, try using US ASCII on your browser.

Edited by rtl42
sorry, too much info, unnecessary

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