xlolxlolx Report post Posted December 13, 2014 its about the same as it was in reload and slash, which is shorter than ac 5hs Share this post Link to post Share on other sites
BladeOfJustice7 Report post Posted December 13, 2014 Thought as much, thanks for the clarification xlolx Share this post Link to post Share on other sites
SynikaL Report post Posted December 14, 2014 Anyone know what causes Ky to lose his hairband? -Kimosabae Share this post Link to post Share on other sites
Kazuki Slice Report post Posted December 14, 2014 (edited) Anyone know what causes Ky to lose his hairband? -Kimosabae -Instant Kill on any round will knock his hair down -Knocking Ky down 5-6 times on your match point will knock his hair down These also work in Training as well. Edited December 14, 2014 by Kazuki Slice Share this post Link to post Share on other sites
Sanctuary Report post Posted December 17, 2014 I got a question guys, how do you Jump install during 6H>Cs>fS>3HS>GS>JS>JS>JHS> VT? Share this post Link to post Share on other sites
Zouf Report post Posted December 17, 2014 I tried to do it too, but i couldn't manage. Not sure you can JI this. Share this post Link to post Share on other sites
Kazuki Slice Report post Posted December 17, 2014 You have to jump install the c.S. so it'd be 6HS> c.S > 8 > f.S > etc Share this post Link to post Share on other sites
Sanctuary Report post Posted December 17, 2014 That is what Ive been doing but I still cannot get the second jump. Dont know if there is a specific timing for it Share this post Link to post Share on other sites
SynikaL Report post Posted December 18, 2014 So Ky has no cross-up anymore? Greed Sever nor j. S seem to work. Share this post Link to post Share on other sites
Sytha Report post Posted December 18, 2014 j.K still works. Also you can still do the jump over airdash backwards j.S you just have to delay the j.S slightly and Ky will turn around. Share this post Link to post Share on other sites
xlolxlolx Report post Posted December 18, 2014 j.d crossups still work but are harder to setup Share this post Link to post Share on other sites
SynikaL Report post Posted December 18, 2014 j.K still works. Also you can still do the jump over airdash backwards j.S you just have to delay the j.S slightly and Ky will turn around. I've been doing these but they're not what I'm looking for. j.k is only good for tick setups due to lack of hitstun and j. S has to be delayed to the point that it can't be done meaty. So you can technically do a cross-up setup, but it's not going to be any good. I'll mess with cross up j. D, hadn't thought to mess with that. -Kimosabae Share this post Link to post Share on other sites
eXodous094 Report post Posted December 19, 2014 GS still crosses up, but the hitbox interaction is very specific. Much easier to do in the corner than anywhere else. I play regularly against an I-no player, and due to her size (I believe) its pretty easy to do with consistant spacing. Think 5K, 5P xx GS does it midscreen. Will test and confirm. Share this post Link to post Share on other sites
Notwhoyouthink Report post Posted December 20, 2014 Problem is they changed a lot of the way cross ups and the way a character stands in the wrong direction works now. A lot of stuff is blocked from both sides now. Even if it looks like it crosses up you can block it either way in XRD in many situations now. Share this post Link to post Share on other sites
qwerty Report post Posted December 21, 2014 Indeed. The only crossups I ever go for are either j.K or on oki midscreen CSE -> j.S/H. Best thing you can do is divert as much attention away from the crossup itself. Also, I think getting hit by something else before the crossup will nullify crossup protection. (Now that I think about it, it probably does nullify, but only after however many frames out of blockstun) Share this post Link to post Share on other sites
BladeOfJustice7 Report post Posted December 21, 2014 @xlolx Machabo still has no intention of coming back to this game eh? Let alone main Ky. Share this post Link to post Share on other sites
kdillon Report post Posted December 24, 2014 So i'm brand new to this game/series and i'm having trouble with anti-airs. I'm aware of the 6P universal anti-air but I can't seem to get the timing on it right. So besides VT and 6P, what are some anti-airs I should be using? Share this post Link to post Share on other sites
AlterGenesis Report post Posted December 24, 2014 So i'm brand new to this game/series and i'm having trouble with anti-airs. I'm aware of the 6P universal anti-air but I can't seem to get the timing on it right. So besides VT and 6P, what are some anti-airs I should be using? 2HS is good when you can predict a jump-in or airdash (large untech time on CH). 5P is good for cross-up protection. These and 6P are your go to anti-airs. Share this post Link to post Share on other sites
SynikaL Report post Posted December 27, 2014 Anyone got any tips regarding the timing of 236H YRC after Sweep? I can only do it semi-consistently when I jump-cancel the 236H for some reason, which makes no sense. Share this post Link to post Share on other sites
Zeromus_X Report post Posted December 27, 2014 Link the CSE after sweep instead of special cancelling into it (so they won't be in hitstun and you'll avoid a red RC). Kinda weird but it's easy after some practice. Share this post Link to post Share on other sites
Trep619 Report post Posted December 27, 2014 So does ky's DP HS have full invincibility on wakeup? I notice a lot of the time i try it and it doesn't go off, and I even went in training and kept throwing a projectile over me when trying it and it would never work. But I can execute it fine when not being attacked. I heard it was fully invincible though. Share this post Link to post Share on other sites
Sytha Report post Posted December 27, 2014 Yea HSVT is full invincible. The Slash version is also invincible during the start up frames but as soon as it's active it is not invincible. Share this post Link to post Share on other sites
1010111101 Report post Posted December 28, 2014 Hi guys! im new to the guilty gear and im new to ky kiske. After trying ky and playing him for like a few days, i have a few questions (sorry if they're really stupid). so my first question is : how does ky open people up at close range? my 2nd question is : how do i pressure with ky? i know he has 6k and 6hs with frame advantage, but he doesnt seem to have many high/low mixups. my 3rd question is : what normals should i be using at close range? and medium range to keep pressure? Thanks in advance for the help! Share this post Link to post Share on other sites
xlolxlolx Report post Posted December 29, 2014 1. frame traps and throw 2. you want to use 6k and 6hs sparingly, most people won't press buttons against ky so you can dash back in after moves like 2k, c.s, 2s and 5hs, if they want to press buttons max range 6hs, se yrc, cse yrc will eat them alive, if they want to jump follow them with j.p/j.k and bring them back down for more or air throw them 3. close range 2p, 5p, 5k, 2k, 6p, c.s, 6k mid range f.s, 2s, 5hs, sweep, j.hs, 6hs Share this post Link to post Share on other sites
1010111101 Report post Posted December 29, 2014 1. frame traps and throw 2. you want to use 6k and 6hs sparingly, most people won't press buttons against ky so you can dash back in after moves like 2k, c.s, 2s and 5hs, if they want to press buttons max range 6hs, se yrc, cse yrc will eat them alive, if they want to jump follow them with j.p/j.k and bring them back down for more or air throw them 3. close range 2p, 5p, 5k, 2k, 6p, c.s, 6k mid range f.s, 2s, 5hs, sweep, j.hs, 6hs Thanks a lot xlol Share this post Link to post Share on other sites