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Dead Spike

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  1. Dead Spike

    [Xrd] King Ky - Gameplay Discussion

    Sin's slide, if instant blocked can be punished if they're doing something like slide > f.S/2S. Neither Ky or Sin should be going in the air since they both have very strong anti-airs, Sin in particular gets like a 50% combo off it. Ramlethal's huge downward sword move is j.H (when she has a sword on her), otherwise it's just her falling down with a ball of light out if she has no swords on her. Doing jump up instant block into throw or jump up instant block - land - throw, jump up instant block, land, 5P > combo all work fairly well, since 6P/2H just won't cut it. Slapping her active swords out in neutral is important, kind of like how we have to slap out Bedman's deja vu icons whenever we can. If she throws out her laser super in neutral you can just reaction ride the lightning to counter it, assuming you're not too far away. Slayers trying to catch Ky jumping out/mashing with their 6H will lose to stun dipper(will get counterhit), in case they're too far away to 2D, or if they'd enter 2D range right when their 6H would hit and it'd be too risky. You should also probably mention in the Sol matchup to avoid predictably throwing out stun edges to end blockstrings, to avoid any grand vipers or if they're feeling ballsy bandit bringer. In blockstrings, using 6H to reset pressure alongside 6K /can/ be useful, since 6H gatlings off of a bunch of Ky's normals, and cranks up the risc meter a decent amount. It's particularly more useful when both of the players are playing chicken, or you're up against someone without a DP or reversal super. Another thing is if your opponent seems to be mashing out throws/2P in anticipation of the 6K, a well spaced 6H as a pressure reset instead of 6K can result in a juicy punish. 2D > 236D > CSE is also a valid and strong oki option you should mention, since it works everywhere and on everyone. Except for Sol doing reversal grand viper of course. You'll usually get it off of something like 5K > 5H > 2D > 236D, or any other combination of "2 gatling'd normals > 2D > 236D." Ky's 6K and 3H move him forward, so it's possible for him to YRC before they hit into a throw. They'd have to beat out 6K or 3H before the YRC comes out or they're guaranteed to get thrown, which unfortunately isn't too hard. Useful to close out a match once in a while when both players are just playing chicken. Examples are xx..2P/2K/5K/5P > 6K > YRC > throw. 3H is a bit difficult to do since it only gatlings off of f.S, but it's still possible. Corner 236D loops do a bit more damage than HVT loops, but they're a bit specific. I don't recall all of them, but I have a few that I'm sure of. Sol specific 214K/Throw > [2H(1) > 236D] x 4, last 2H should do two hits Sin/Chipp/Zato specific, might work on the other medium weights. 214K > [2H(2) > 236D] x3 Light weights except Millia and Elphelt(?) I recall that it might be that the timing for Elphelt is really strange. 214K/Throw > 2H(2) > 623H > (2H(1) > 236D) x3 Regarding punishes, one of the best you can do in the corner is probably something like 5H > 6K > 236D > 236236P > 2H(2) > 214K > 623H > c.S/5H > 236D Really nice work with the Ky-ble writeup. Looking forward for more!
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