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Kyle

May vs Ky

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Ky- punish fireball spam with iad s hs Pulsr

-His 6P is fucking stupid and beats or clashes with everything you have from the air. He better be lying down if you wanna jump at him, and even then you gotta safe jump 2H so you don't eat a floatybitch VT loop, which hurts and gives him tension for mystic crosses.

-He doesn't have much in the way of threatening offense, just block low and watch 5D, which he will use.

-3K is okay for slipping underneath a SE, but as in every situation where 3K is remotely useful, don't whore it or you'll die.

- Really, there are 2 distances that favor you, far away and directly in his face. Far away with a P hoop, you can sit and build tension by IB/SBing SEs, and he can't really do too much to get in without having to deal with the dolphin(s). Furthermore, it is safe to get in from far away with a FBHSVD, as it will CH 6Ps and you'll go too high for VT to reach...if they try, you get CH j.H and he dies. Outside of these two spots, it's a much harder fight.

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Wow, my anti Ky strats are fail. This match feels like something may just wins due to her superior damage. Ky can't really do anything to risky because IB ohk punishes and what not. Also, since FB dolphin hits ky this match became a lot more manageable

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do you know the stats in this matchup????whose favor is it in?

Is this match in ky's favor?

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This match is favorable for Ky. May is forced to do 5P, 5S, SVD loops often. This is less damage. A defensive Ky gives Me lots of Trouble. =/

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Ky can't really do anything to risky because IB ohk punishes and what not.

What Kys are doing anything risky to begin with? Risky Ky = bad Ky the vast majority of the time. He's safe as hell and should be played that way, especially vs. May, cuz she has a bitch of a time hitting him if he's just sitting back and zoning. If you get 50%, then you have a chance to do damage by FBing in, and if you're wrong then you put yourself in his ideal range where he has answers for everything you do. This fight sux. 6-4 Ky imo.

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It's like 6.5-3.5 Ky. Maybe 6-4 May does do a lot of damage. Ky can turtle you all day. You really can't do anything without taking some risks. It's one of May's harder match ups I think.

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It's one of May's harder match ups I think.

Yeah i agree...his 6p is so fast that attacking from the air is too dangerous...and i can't really rush him down like i would like in fear of a dp.

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Hi, I am from Sweden and I am one of the, err, 4-5? European May players. Not really been posting much here since this section seems, well, very dead. Anyway, I thought I could share some of my May - Ky thoughts.

Now, first of all, my "normal" Ky opponent isn´t top notch, but he is like me, on the right track (as in still learning).

(Work in progress, personal experiance, can´t say this is FINAL or anyting)

Openers

-The occational greed saver comes out, I usually just block / instant block it, but I can rarely really punish it in a effective way. Watch out for the crossup trick though.

-(Dash) 6P wins against his 5HS and far.S pokes, although this is a (naturally) risky move, you also get a high reward for this.

-Slash vertical Iruka to counter stunedge.

-5HS rarely scores a counter here, so I rarely use it, still, it could work depending on what pokes he is using.

Long range

-As you guys mentioned, hoopsets and pacing for tension, instant block and slashback (or "dodge") stunedge. Wait for his move, or approach with care. Your j.s shouldn´t hit at this distance, so don´t use that.

-Dolphins (including hoops) may and may not help you get in from this distance.

Middle range

-You can 6p his far.s, again, might be risky, but just watch for what he does and it should be fine. Just don´t get hit by things like greed saver and of course, don´t overuse it.

- j.S could be used if you are a bit too far away to punish stun edge with things like 6p, you could use j.s to get in. Both options are dangerous, but if you "see it comming" then it should work. Use sparingly since (again) his anti-air can beat most of your jumpins.

- This was also mentioned before, but 3K could work at this distance, but don´t overuse it.

-Watch for greed saver. You obviously don´t want to be in the middle of a 6P, 3K etc when this comes out. React to your opponent.

-If you feel like you can spare tension, you can use a FB dolphin to get in.

-Watch out for stunedge frc and such since this will counter many of the things you can do (and punish you in some cases).

-5HS is stuffed by many things at this range. You won´t get a counter on things like his 2S so it might be a good idea not to overuse this either.

************

I´ll probably do more later since I still have a lot to cover. I feel like the close and mid range really limits your options and thus I felt like it was easy to write quick notes about that. Again, there are indeed more things you can do, I just feel like these things work for me.

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I like to open with 2S. It stuffs everything except 5HS and recovers in time to IB a GreedSaver.

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