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TheSlyMoogle

Anji vs. Ky Kiske

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This is my second most played matchup after Anji vs Sol. Regardless of what they may say on the Ky forum, this is a fair 5-5 matchup. Zoning: In general though both players need to be patient and space/zone a lot. Ky has longer range projectiles than anji of course, but if anji is pretty far away jumping around, especially with jD, Ky cannot hit him without advancing because none of his projectiles move upward. His air projectiles all have at least a slight downward arc so if you are too far away and high none of his projectiles can hit you. When he moves in he's making risk. You can't do anything to him either without taking some risk by trying to move in, unless he does first. If he's throwing a lot of jDs out and especially the force break jD, it will be very hard to move in. If he uses the force break it's best to back away from it if you can until it's over. The players have to look for weakness in each other's defense to begin their pressure, even if it's not a hit, just getting something blocked that you can pressure from. Occasional shitsu at far range can be useful but will lock you in place and unable to defend if he did air stun edge, so usually don't. you can't air block his FB cross move in the air without FD, how gay is that lol Poking: nothing is especially abusable with either character imo. Anji's basic pokes with 2S and 6S are fine. dash 2D can be a good surprise attack as it goes under some of his good pokes like fS and 5H as well as stun edges. Pressure/mixup: Don't do shitsu predictably in blockstrings or he can stun dipper under it. He cannot reversal stun dipper under shitsu on wakeup if it's on top of him already though. You can deal with his reversal DP by 2D which will cause a double whiff, or 2S (far range) which is better. Kenji says running into him with 6P will counterhit reversal DP. Cut back on the stomp crossups cause his DP deals with crossups well. Contrary to what some say, he cannot throw you after IBed P stomp, no one can. Learn the proper range for non-okizeme shitsu pressure. He can use moves that move him forward to get out but it's not a big deal if you do strings properly spaced. The shitsu will fall on him for doing 2S6K if you block it. If he does 2K6K and you are at proper distance he'll just flat out miss you if you do nothing. If he uses 6K or 6H straight up you can easily beat those with almost anything you want. Just get used to the ideal range for blockstring shitsus and it will work fine. Defense: Ky's overheads are 5D and greed sever. Both can be reacted to and if you block you can get a small punish or at least start pressure. They don't do a ton of damage unless your guard meter is up either but still not fun to get hit by them. He can combo decently from his throw so keep an eye out for tick grabs. He may try 6P6H string for pressure. This can be dealt with by autoguarding the 6H, 236Hing through it, or you can try to backdash to dodge it, or whatever. Be aware that Ky can do 6P 2D to hit you for doing these things but most Kys will not do that often because they want to pressure and they know 2D blocked is usually end of pressure. Any non FRCed projectile is a free fujin in range and if he's doing it in a blockstring you will be in range. Even on wakeup you can do this with reversal fujin to go through CSE and air CSE. Beware he may try the force beak ball which you cannot fujin through but that costs meter obviously. In the event you do just decide to block CSE try to IB the hits to gain extra tension/possibly escape. Autoguards have limited use but can still get you out of some bad situations. Stun dipper is annoying but if you block it you can IB the second hit and dash 5K/5S for a free B&B combo if he doesn't frc it. combos: - combos into On are difficult to land - fujin loop combos should be used whenever possible Overall: Fair matchup, very zoning oriented, in which he has the advantage, but it's not a huge problem unless you are lower than he is on life. IMO Anji has better pressure than Ky in this matchup and better mixups. Keep an eye out for opportunities of any kind so that you can land a hit into knockdown, especially a fujin loop. After landing a corner knockdown such as from a fujin loop, go into corner pressure, and kill him. edit: fixed typo

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just adding some input, knowing Ky blockstring you can always IB any special involved in it. ib the first hit of SD can net auto guard on the second hit for Anji anyway the big problem is... he can frc it :v: and yeah as much i surprised with the 6:4 ratio on Ky match up forum, this fight isn't that bad and fairly equal since Anji can rape ky pretty bad on lock down

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yeah if you look at match videos from japan anji wins a lot. if ky is at advantage it has to be pretty tiny.

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Comboing Ky- The most reliable way to get On to hit Ky is by juggling 5P, 6K, FRC, 66, On Anji has 4 effective ways to deal with CSE on his wake-up. 1- If the CSE is very early and collected together, than Anji can HS Fujin through it. 2- Do like everyone else and IB, IB, SB, Throw 3- 6K, GP~P will trade with Ky. This causes Ky to be launched. No you can not combo from it, BUT it does give Anji 40%? Tension. 4-6K, GP~D will flat out beat everything. Honestly, I feel that Millia's FB disk and Ky's CSE are the most reliable place to use his guardpoint forcebreak. FB has invincibility and will hit opponents. It's seriously a Shoryu from Autoguard. As long as the opponent is in range it's a great "Get-out" solution.

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Autoguarding CSE just epic fails... It's not like Ky players are stupid, they DO occasionally pay attention to reversals, and so even if you use the FB autoguard youre likely to get instant killed.

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Btw,you can Fuujin through CSE if it's a meaty.But beware of baits as it isn't exactly hard to just use a low and punish. During CSE Oki: 6K--->P: NEVER.EVER.EVER.Do this unless he's IADing in with airdash mixup. 6K--->D: Risky.Extremely Risky.It's better than P,but it's not like it's good in any way unless he's in your face already.And this is far worst than HS Fuujin...in both risk and reward.Hell,he can just burst after you started hitting him and he gets a free combo or even IK. Lesson:Never autoguard on wakeup against CSE.It works in Slash because of our godly 6HS,but no more. And most Ky players are actually...not composed very well and some rely on his gimmicks (GREED SEVER/STUN DIPPER SPAM).But it doesn't mean all of them are like that.

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you could be PRO like me and autoguard super CSE, and then die if he blocks it. unless you are SUPER PRO and do the frc

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I dont ever really on gimmicks, but thats why I loose when I use Ky. I notice Kenji hits me with 6P a LOT. When ever I try and run in to hit him or zone that move hits me. It forces me to mixup with SD which is risky but since its CH it will give me some good damage. Just thought I would throw that out there and maybe you can take that info and do something with it. Also careful with fusion, its good but if I notice someone useing it too much Im gonna slam you with 5H, which CH on Anji in the corner is going to give me a 250 damage combo (215 midscreen). Mark needs to do more IAD jH so I can BS it >:]

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Mark needs to do more IAD jH so I can BS it >:]

YOU CAN BULLSHIT IT. OMG ANJI IS DONE XD

jeremy if you do MOAR 2D you will beat anjis' 6P

we should play this week before I leave teh area

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I ment back slash foo! Kenji changes the timeing of it sometimes but its so easy since anji always makes a noice before he does jH. But when you start with jK its a little difficult.

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YOU CAN BULLSHIT IT. OMG ANJI IS DONE XD

jeremy if you do MOAR 2D you will beat anjis' 6P

we should play this week before I leave teh area

Or 2S that poke gives me nightmares T_T MARK START PLAYING THE GG:S COMPETITIVELY AGAIN KTHX :kitty:

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I find it hard to do Fujin loops, or air combos on Ky because of his hit box... All I know to do is the P, 6K, FRC, On... What do you guys recommend for for air damage against Ky? Or should I seriously stick to unlaunched ground damage like 3S, into 6P force crouch, than RC for another rep?

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P, 6K, On drains too much tension for my liking. Excellent for winning rounds, however. Air combos on Ky are very difficult to do (as you know). The best damage youre going to get on Ky is from ground gatling into Fuujin into FB rin into whatever the hell you want (dashing fuujin works wonders). If you end the combo with a normal Rin, usually you've done like 180 damage and have a shitsu setup for kinda sorta maybe baiting jumps out of the corner. Dashing fuujin to K followup into P > superjump combo (KSD, sometimes orb) nets you decent damage but no knockdown. In some cases you might not even need to spend the tension for 6K, and you might be able to do P > On after your hop. Ocassionally I find that on Ky I am able to do a weird combo near but not in the corner as follows for epic damage and corner knockdown: ground gatling to H > Fuujin > FB Rin > K followup (now you're closer to the corner than him) > KS On. Sexy as hell, learn it and love it. To be perfectly honest for air combos, the only one I ever do is jump installed SPS SPS D on Ky. I only rarely get to do the corner knockdown (5S6S sj.K (delay) S H D orb) as it is very situational on Ky. PS: Fuujin loop on Ky is not as difficult as you might think. Go into training mode and practice this loop in the corner (any setup is fine in a match but this one works for practice) 5S > (optional 5H) > 2D > S fuujin > FB rin > 2H (this is the part where you must learn epic timing skills) > S fuujin > K > KSH. Only one rep, because if you do more than one then you lose your corner unblockable setup (as the H knockdown at the end gets teched). Another rep can be added if you want to just end with nagiha or something or you have insufficient tension. The 5H at the beginning helps you space it so that you can practice the timing for when you set it up from outside of the corner using ground gatling > H fuujin > FB rin

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fujin loop on ky difficulty I rate as "average" and I know what you meant jeremy im just messin

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fujin loop on ky difficulty I rate as "average"

and I know what you meant jeremy im just messin

Well arent you just full of lawlz?

Sometimes I like to not tech fusion loops just to see the sillyness.

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Kyle why are you using Anji :(. You play MAY! losar!

I don't play Anji, bro. I'm just getin these guys to talk/debate. =P

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Some random thing I just found that's nifty: You can 6P through stun edge.So if you're in a blockstring or something and anticipate a stun edge,6P.However,you do need to time it.I'm relatively surprised that Anji's 6P ducks low enough for that.

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Really? >.> That's new to hear. I usually 2D, jump or block. I wanna try this. We're talking about a normal not charged stun edge right?

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Some random thing I just found that's nifty:

You can 6P through stun edge.So if you're in a blockstring or something and anticipate a stun edge,6P.However,you do need to time it.I'm relatively surprised that Anji's 6P ducks low enough for that.

I've been doing this for a while. If you happen to be close enough to pull off a 6P and land it, chances are the Ky player shouldn't have been using random stun edges. But I digress, it's a free counter hit into a basic bnb, so I'm not complaining.

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Really? >.> That's new to hear. I usually 2D, jump or block. I wanna try this.

We're talking about a normal not charged stun edge right?

Yeah regular SE, CSE would eat your ass up.

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