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VR-Raiden

[+R] Sol vs. Ky

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Use this thread to discuss the vs. Ky matchup in +R.

Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Ky

I will be editing this first post with information on the matchup soon.

Match Start:

  • Don't let the intro play out. It ends with Sol farther away from Ky and closer to corner.


Neutral:

  • Dealing with Ky in neutral is difficult, you must be patient while trying to get in on him. Making reckless attempts to close distance is exactly what the Ky player wants you to do, and will get you killed.
  • Ky’s f.S is his longest range quick ground poke. You can discourage him from using it by using dash 2D, which will often low-profile it for a CH. Of course, it’s also susceptible to GV. Ky has ways to hit you for attempting these though, including 2S as a long range low poke, and 5K/2K as a quick low poke. He can also choose to CH Greed Sever a 2D attempt if he calls it out.
  • Ky can’t always safely throw out Stun Edges in neutral (or pressure) thanks to GV. He does have the ability to FRC though, so be careful. Also at very far ranges, the GV will not necessarily be guaranteed. Another option for dealing with Stun Edges from full screen is to simply 2D under them to prevent chip damage or meter for FDing. However this is a bad idea if Ky is too close to you.
  • Ky wins the air-to-air battle easily and has strong anti-airs, so try to stay grounded. Jumping in at Ky is usually a bad idea. He has one of the strongest 6Ps, as well as 2H. Ky’s j.K is an amazing air-to-air attack and will outrange anything you have in air at that speed. His j.S is also fast and long range.
  • If Ky jumps in at you, his jump attacks are often susceptible to anti-air 5K, but not if he spaces them out well. j.S can also hit you out of 5K if he did it early in his descent.
  • Ky's air Stunedges have significant recovery without FRC. Due to Sol's low running animation, you can often run under them and hit his recovery.



Offense:

  • On knockdowns, you can bait reversal Vapor Thrust with meaty 2D. Vapor Thrust does not reach close to ground, so you will low-profile under it and can punish his recovery.
  • As always, be careful doing non-FRC’d GF in pressure. Ky has the ability to CH Greed Sever over it at certain ranges.
  • Ky’s 2P is one of the faster normals in the game and has good range. It’s commonly used in attempts to escape pressure (to CH your WT attempts especially), so bait it with frame traps. 2D can low-profile his 2P and will CH mashing. CH 6P is also good as a frame trap against it, since you can usually combo after it, even on trades.


Defense:

  • If Ky is using Stun Edges frequently to end block strings, GV under them to punish him for big damage. But keep in mind he has the ability to FRC, and if he does a Charge Stun Edge he can choose to cancel into the FB orb, which can’t be low-profiled.
  • If you block a 6P and see him cancel to 6H, you can GV on reaction to punish it. He can only gatling into 6H from 6P.
  • Punishes (on block/reaction):

      Combo Notes:

        [*]SW loops on Ky are like other medium weights. The only thing worth mentioning is he is slightly more "leaned back" in air, so j.H(1) after 2H will tend to miss him more than others. He has to be very high up after the 2H for it to connect.

        [*]Dustloops on Ky are slightly annoying, but doable. He won't be hit by j.D as low as most others, so you need to do the initial j.D early. The 2nd rep needs to be done very quickly, or requires dashing momentum. Dustloop on Ky feels similar to Eddie.

      [*]On reaction you can GV Stunedges (not always guaranteed) and 6H.

      [*]Greed Sever is punishable on block. From far you can punish with f.S/2D, from closer you can dash 5K/c.S. Instant blocking makes it a very easy punish. Within range, you can also interrupt it with 5K if you react quickly and it’s not meaty. VV will also beat it.

      [*]Stun Dipper’s second hit is punishable on block with f.S/2D or 5K from closer. It is easy to instant block for better punishes, but watch Ky’s meter since he has the ability to FRC or RC it.

      [*]Vapor Thrust is highly unsafe on block/whiff. Punish with dash c.S.

      [*]Ride the Lightning is highly unsafe and leaves Ky in CH state during recovery, so CH 2D or other CH options are strong punishes. If Ky has 100% Tension, be looking for an RC on block.

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