GGST/Ky Kiske/Starter

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< GGST‎ | Ky Kiske




Gameplan
Control neutral with your strong pokes and projectile, and encourage your opponent to give you an opening with which to enforce your strike/throw pressure. Capitalise off your throws with your strong okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., or punish throw tech attempts with high damage Counter Hits.


Important Moves

Controlling Neutral:

Get Them on the Ground:

Keep up the Pressure:


The following sections are simplified and generalized for the purposes of a newer player wishing to learn the very basics and immediately get going. For more in-depth explanations, techniques, and other notes, see Ky's Strategy Page

Shock State

Multiple of Ky's special moves apply a special condition called 'Shock State' on the opponent on hit and on block for a few seconds. While not necessarily vital to playing Ky, proper usage of Shock State can make your pressure much scarier, and provide you unique and damaging combos. Specific improvements caused by Shock State can be found on the Strategy Page

Neutral

Ky's preferred range is the mid-range, such as at round start. It is at this range where he can leverage his excellent pokes and projectile to keep the opponent at bay until an opportune time to engage the opponent up close.

  • Maintain a healthy distance from your opponent, and pressure them with your long pokes.
  • Capitalize on stray hits or other mistakes to get damage, a hard knockdown, or close in to begin your pressure.
  • Land a hard knockdown to set up your powerful okizeme game, and continue to apply pressure.
  • Return to the mid-range upon your pressure ending, and continue to harass your opponent with pokes.

With 50% Tension, Ky also gains a strong tool in Stun Dipper (236K). A notably fast slide which will low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. many pokes and launches into a full combo with a Roman Cancel available.

Defense

Ky possesses multiple tools to both help him survive pressure, but also to turn back to the offense on a dime.

  • S Vapor Thrust (623S)

Ky's meterless reversal. A DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. to take back your turn by force, but should not be relied on. It is extremely unsafe on block, and will result in massive damage if your opponent catches on to your habit.

  • Faultless Defense (FD)

While all characters benefit from the effects of FD, Ky benefits greatly from the increased pushback FD causes, allowing the game to naturally return to Ky's best range. Additionally, the increased pushback can cause your opponent to whiff follow ups, allowing Ky to whiff punish at his preferred range.

  • 2P and 2K.

Your go-to mashing buttons. 2P is your fastest at 5 frames, and leads into hard knockdown through 2P > 2P > 6P > 214S. 2K is slower at 6 frames, but hits lower, and combos into 2D.

Offense

Ky relies on strike/throw pressure to open up opponents and secure knockdowns on the offense. While this does limit his overall offensive potency, Ky is well suited to this type of pressure, given his strong okizeme and large damage off Counter Hits. This entails mixing up striking and throwing to do one of three things:

  • Land a throw. This leads into a hard knockdown with many options afterwards.
  • Land a Counter Hit. Strike your opponent when they expect a throw to land an extremely damaging combo.
  • Extend your pressure. Take advantage of your opponents hesitancy after blocking to run up and perform another action. This not only builds RISC A mechanic that affects damage received by an attack in the Guilty Gear series. Risc is built by repeatedly blocking normals or specials, and higher levels of risc will increase the damage future attacks will deal. Occasionally referred to as Guard Bar, but moves your opponent closer to the corner. A common way for this to happen is c.S > dash > c.S

Try to stay aware of how your opponent reacts to your pressure, and seek to punish it. Vary your offensive pressure to keep your opponent guessing and to condition them into certain bad habits.

  • Are they mashing to try and escape your pressure? Hit them with a devastating counter-hit.
  • Are they jumping and making risky attempts to escape you? Punish their backdash with a button like 6H, or jump to meet them in the air for a throw.
  • Are they blocking diligently, respecting your offense too much? Extend your pressure and continue forcing your opponent to guess your next move.

Combos

Ky's combos often revolve around his desire to secure a Hard Knockdown, or carry the opponent far into the corner.


Close Range c.S Starter Ground ComboA simple tool to secure your gameplan and keep up the pressure!
118 Damage
Very Easy

c.S > 2H > 214S
This is the standard meterless conversion off a grounded c.S. Since it finishes with 214S, this combo provides great amounts of corner carry, and grants a Hard Knockdown. Dash up to your opponent and continue your offense with 236H, or a meaty 5K/c.S. This combo also boasts safety on block, as almost all characters in the game cannot punish Ky's 214S on block, and moves the game back to the mid-range, which Ky appreciates greatly.

Close Range Okizeme EnderThe more they taste the ground, the better it is for you!
Very Easy

Starter > 2D > dl. 236H
A simple yet pivotal piece of Ky's kit. Common starts for this combo include c.S, 5k, and 2K. This combo allows you to enforce your strong okizeme game, while on block being safe after 2D > 214S. This combo also excells in catching mashing opponents too, as Ky will get a Counter Hit 2D if he chooses to delay it, granting incredible reward and possibly another opportunity to setup his okizeme.

Further Reading

While seemingly simple on the surface, Ky can have remarkable depth with specific combo setups, Shock State management, and the dynamics of neutral.

For the Ky combo list, containing both BnB A staple combo that is simple yet effective. combos and much more advanced combos, see the Combo Repository

For more in-depth analysis of Ky's neutral, Shock State, and other aspects, see the Strategy Page



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