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Honnou

I-no vs Ky

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:KY: KY MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge

6p-> chemical love, and 6p-> stroke the big tree won't combo, but combos such as 5s© JI, 6p, 2d HCL will work :)

Edited by Honnou

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Watch out for AA's during your oki's. Note goes through his AA sometimes. His slide attack is a really good approach becuase it hits I-no's dash, it's very fast and hard to block on reaction. Ky's mix-ups are pretty weak imo, on a day where I'm not dead beat from playing 8 hours, I can usually block everything he tries to throw at me, well, except for the occasional tick throw. On oki or lockdown it's best to just block low and wait till you see his dust or over head special. If you can instant block, ky will sometimes jump in and j.h. into his three hit projectile, IB the j.h. and you'll have enough time to escape just about which ever way you please, (which includes just comboing him) If you bait an AA, make sure that when you go to punish you watch out for his second attack, (it can hit you if you jump or mess up your timing on a normal that you wanted to hit with.) I like to punish with 6p for a ton of unporated damage, (if ky has tension, he'll most definately at least try to frc.) Ky combos never really bothered me because I usually take more damage just trying to make contact with him. Learning the combo with the 6p, 5h, TK Dive (H) or 5s into TK Dive (H) is a must because it does monsterous damage, in fact just comboing the tk dive (h) gives free rediculous damage, (but it only works in the corner.) Ky usually gets most of his damage when I get impatient and run in, (usually a premempitive strike into combo.) All in all, this match up doesn't seem to hard imo and I think that ky has to work harder than I-no for the damage. He can get your guard guage up, but it takes work and tension, while I-no just needs to hit him for a decent damaging combo. Keep in mind that most of my matches with ky don't last very long, and don't usually net a total of more than 75% tension for either of us and we also are not pros.

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MY cousin has this insane mixup game with ex ky. When ever tension avaliable he would do ky force breack attack above and on landing do 214S. I think this near unbloackable hence the air trap hits high and the other one hits low. whats worst is that ky gets free knock down on any command with dragon punch extender 214K.

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ky's lockdown is pretty solid. what you do is, you block it. if you have tension there are chances where you might be able to push him out but the thing about fding is that it creates more block stun for you. ky shouldn't end his strings in greed sever because he can be punished once you block it, and this move is not hard too hard to block. i believe you can 2k >2s>2d>oki rape. if he spaces it at max range, no big deal you won't be able to punish it but you now can start attempting to run your offense. you want to keep an eye out for resets especially stun dipper frc.greed sever rc can also be used. be careful of your 2k's because ky can greed sever over them. If ky has 25% tension and he ends his string in cse; block it by all means because cse has an extension that gives him frame advantage and you cannot stroke underneath it. getting in might cause a lot of problems because you have to ultimately deal with moves like 5hs, 6p, and vapour thrust. you might want to dash break and do moves low to the ground. you can also throw tk notes at him to get him to block to close the gap between you and ky. you can stroke underneath all of ky's fireballs or you can iad over them and when you get him blocking up close. i-no becomes gay-mode and rapes. ky has a pretty free hitbox for most of i-nos combos. watch out for uppercuts ,5p's, 2p's, and 2k's. these can all be solved by properly dash braking and using reversal proof oki and applying meaty notes. the only things that make some issues for i-no block strings and such is that ky stands smaller than i-no.

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I hate Ky's hitbox. 2D HCL doesn't work on him period. (well except JH, 2K, 6P, 2D, HCL) Corner: JH, CS, 6P, F.S, 5H, HCL, 6FRC6, JS, VCL, CS, SJC, JS, JH, PDIVE, 66, JS, JH, KDIVE (173) 2S, 5H, HCL, 6FRC6, JS, JH, CS, 5H, HCL, 6FRC6, JS, VCL, CS, SJC, JK, JS, JH, *KDIVE (240) *or HCL, 6FRC6, JH, SDIVE (255) JH, CS, 2H, LD, 5K, HCL, 6FRC6, JS, VCL, CS, JS, JH, KDIVE (248) CS, 6P, 5H, HCL, 6FRC6, JS, VCL, 5H, JH, PDIVE, 66, *JS, VCL, FRC, 5H, HCL, 6FRC6, JS, VCL, 5H, HCL (262) *The key to not wiffing the VCL is to delay the JS. It should connect at Ky's chest as deeply as possible. TKUF 5H, HCL, 6FRC6, JS, VCL, 5H, HCL, 6FRC6, JS, VCL, CS, VCL, 2P, CS, HCL (313)

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connecting hcl off of 2d only works on like half the cast. i love ky's hitbox....free pdives all day. sol is like: "fuck your pdive you gotta be THIS close for that shit to hit" the only thing i say about the combos is that against the ky i play (steve harrison) im limited to only jk,2k,sstroke, js, and tk dive. i give you all some combos later when i get time.

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if you have to you can add a 2k to the start or replace jh with js/k on all of those except the TKUF (which you'll probably never have the setup to use in a real match anyway) Corner: STBT(S) 5K HCL 6FRC6 JS VCL 5H JH PDIVE 66 JH PDIVE SDIVE 5K HCL (241) JS CS 5H HCL 6FRC6 JS JH CS 5H HCL 6FRC6 JS VCL CS VCL 5P CS HCL (249) STBT(S) 2S 5H HCL 6FRC6 JS VCL 5H JH PDIVE 66 JS JK SDIVE CS HCL (259) I hate Sol's hitbox too.

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i have no problems comboing. my mix up is pretty broke. and i can combo now. if you want any pointers talk to me i think i can handle most match ups legitmately. if you have any trouble....pm.me

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Thanks to everyone for keeping discussion going!!

Tips against Ky and Sol plus other chars for that matter too:

1) Learn to Slash Back (SB) fireballs and gunflames, especially if they were not FRC'd. If there was no blue, it's a free ticket out. Otherwise learn to block well. Ky can really apply pressure with orb force breaks, and good ol' fireball/stun dipper frc pressure. If you can SB the first hit of Stun Dipper, major props and Ky can't even frc in time to stop you from retaliating.

2) Learn to 1 frame jump. 1 frame jump out of that shit! Block well, but don't block what you don't have to. There are lots of times where after Ky frc's something, runs forward and hits you high/low/throw/backdash baits. Don't just randomly back dash, unless you can you look for something like a 2k/5s and do it appropriately.

3) Safe okizeme: This is key to fighting Shoryu characters, and once they learn that you can block every time they shoryu, they will most likely shoryu less and you can throw in some crazier okizeme later. I-no's 2k as oki will go under vapor thrust (not VV, that hits twice, once on ground once in air), I-no's well timed dash j.k/dash j.s work well (Dash j.k is harder to time, lower to the ground the better).

4) Mixup: more general tips, keep it fresh. Dash j.s is blocked: on some characters, possible on ky/sol, JC into a j.k/j.s VCL frc combo is possible, or anywhere, j.s, jc j.k/j.s k/s dive. A j.k will combo into a k/s dive IIRC on crouching characters. With this "FUZZY" mixup, it's a good combo for people who typically go low.

5) Know your limit! I-no is all about pressure, but not an "abare" character;you must know when to fight and when to back off and spam notes/dodge shit. If you don't have a safe way in, you either have to bulldog your way in with something random and risky, or you can let your opponent do something and try to counter. Whatever works for each player is fine, but just be aware of what can go wrong with each action you take. I've won lots of matches with random tk h dive, s dive RC 2k->combo, s dive RC s dive (lol), and such, but I've lost just as many games doing stuff that wasn't necessary.

More risk/reward: If you can read lows well, 2ks and such, VCL over them. It surprises the opponent and forces him to keep on his toes. Read a 2k wrong and it was really Ky's 5s CH and you're fucked. But reading right turns the entire game around, esp. with an okizeme emphasis character such as I-no.

Learn to save tension/spend it appropriately: If you can do 6p, 5hs, IAD j.k j.s VCL (fast drop ver.), HCL (knockdown), okizeme vs. ky, USE IT! Or use dive combos when in range too, such as 6p, 5hs, j.hs s dive, land, 5k-> whatever. When you do have good tension, using HCL 6FRC6 combos are worth it, even off a prorating low such as 2k. Just keep in mind that if you spend everything and then you get pressured later you may not be able to DAA/Super out.

5hs/ 2hs keep Kys in the corner from randomly stun dippering out. Hover dash can work too, but if you time it wrong you can hit by the 2nd hit.

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Why do I post here now, and so late.

1) Ky's fireballs besides CSE (don't try and counter it its not worth the risk), IAD J.HS> SDive> 2p>5k >combo

2) Well spaced far slashes when ky is in the corner renders GS useless, Keep your 2HS, 5HS, 6HS, 6P, and 5K handy, Stroking is optional, dashing back in if you got him trained.

3) I have yet to see if 6p punishes a blocked GS, if so, 6p>5HS>IAD K,S, VCL> HCL. If Ky is in the corner, you have other options that hurt a lot more.

4) VCL does work on wake up if it is a 2K, 5k, or airdash string. Not recommended.

5) 5k is your friend

6) Let Ky jump first, if you don't you best be mashing JP going up, or JK whilst falling

7) You can stroke 6HS if you see it coming.

8) Notes are great at distance, and oki, nothing else.

9) SRK safe oki, and a few grabs to get in his head.

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