GGST/Ky Kiske/Strategy

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General Strategies

Shock State

Shock State (SS) is a unique gameplay mechanic exclusive to Ky. It functions as a passive debuff that Ky can inflict his opponent with. Using special moves or Overdrives to hit an opponent inflicted with SS results in various bonus effects. Understanding SS is essential for a Ky player who strives to make the most of the character.

Inflicting Shock State

Ky’s opponent will become inflicted with Shock State for three seconds if they come into contact with Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] (214S), Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 (236S), Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] (236H), Aerial Stun EdgeGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- (j.236S/H) or Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26] (236236P). These moves inflict the opponent with shock on hit and on block, making it rather easy to apply. If a shocked opponent comes into contact with a shock-inducing move again, the effect reapplies, restarting the timer. If they are hit by a special move or Overdrive that does not inflict shock, the effect is removed.

A common way to apply Shock State is by utilizing shock-inducing moves to finish blockstrings. 214S has plenty of pushback on block, making it a decent blockstring ender. It does have limited range however, making it best for blockstrings that begin with P or K buttons, due to said strings having little pushback. 236S is unsafe if blocked close, but safe at longer distances. This is Ky's go-to option for finishing blockstrings with lots of pushback, such as strings that end with 5H. If you manage to score a knockdown, a 236H set-up will inflict SS and provide Ky with plenty of plus frames for a mix-up.

Effects of Shock State

  • Damage Boosts: Ky’s special moves and his Overdrive, Ride The LightningGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82 (RTL), deal an additional 10% damage against shocked opponents. Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] (236K) is an exception, only the second hit gets a 10% damage boost, resulting in a 5% boost overall. Sacred Edge gains an impressive 19% damage boost, and deals more damage than RTL with shock.
  • Frame Data Improvements: Several of Ky’s special moves and Sacred Edge also deal more blockstun to an shocked opponent. This is especially important for 214S, 236K and Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] (214K). 214S becomes -6 instead of -8, making it safe against moves that could otherwise punish it, especially against instant block punishes. 236K becomes -14 instead of -19, theoretically reducing its risk but not enough to rely on. 214K receives enough added blockstun to become advantageous on block against stand blocking opponents, which it normally isn’t. 236H is changed from +22 to +25, making a follow-up 5[D] uninterruptible by non-invincible strikes. Sacred Edge is changed from +10 to +26, which makes it easier for Ky to close the gap and continue pressure safely.
  • New Combo Routes: The H version of Vapor ThrustGGST Ky Kiske 623H.pngGuardAllStartup13Recovery44Advantage-38 [-33] (623H) lifts the opponent higher than normal, which can result in powerful corner combos.

Tension Usage

Because Ky's core kit is so versatile, he can be played extremely conservatively with with regards to meter usage. Ky's meter can be used to create neutral skips, mixups, or to hit confirm into wallbreaks. Here we'll outline Ky's main uses for meter, as well as offer some basic theory behind when and why to use meter. The Tension gauge has many uses, however, so you should be willing to experiment with your options.

  • Supers

Supers cost 50% of your max tension and are often the first thing to consider when using meter. Ky has three supers, Ride the Lightning (aka. RTL (632146H)), Sacred Edge (236236P) and Dragon Install (DI). (214214H).

    • Ride the Lightning

On hit, RTL can carry an opponent roughly half screen length to the corner, allowing for wall breaks from a significant distance away. RTL does more damage with shock state (114 vs 128) and consumes shock when it hits. Because it travels so far and has invincibility it can be used as a reversal for some attacks where S Vapor Thrust would miss. To get the most out of RTL, players should learn to hit confirm off of a single hit in neutral, such as 2S, f.S, or 5H.

    • Sacred Edge

Sacred Edge is a fast projectile super that is plus on block and applies shock state. It can pierce non-super projectiles without losing damage, giving it some utility as an anti-fireball tool. It deals 110 damage normally and 130 against a shocked opponent, making it a higher damage wall break super against shocked opponents while also preserving shock after the wallbreak. Sacred Edge can also be used in corner combos that don't break the wall and grant a hard knockdown, allowing you to deal significant damage while retaining corner positioning.

    • Dragon Install

Please see the Dragon Install section below for information regarding this unique super. This can not be activated unless Ky has 30% or less health, making it very niche.

  • Roman Cancels

Roman Cancels (RCs) are some of the most useful uses of meter available, oftentimes having greater utility than even supers. Making use of the RC system is often a prerequisite for intermediate and advanced techniques within Guilty Gear. To perform an RC either press any three normal buttons (P, K, S, and H) at the same time, or bind the RC macro to a single button and use that. Red, Blue and Purple RCs can also be cancelled before their effect takes place, refunding some of the meter used and negating the meter penalty. When done this way, they are called Fast Roman Cancels (FRCs). RCs can also be done in the four cardinal directions, allowing your character to drift in the directions input by inputting a direction twice before the RC. These are notated as 44RC, 66RC, 88RC, and 22RC.

Because RCs can be used in so many different ways, the greatest limiting factor (besides Tension) is player creativity. Here are some uses for meter that many Ky players have adopted:

    • Stun Dipper > RC is one of Ky's strongest neutral skips, especially when players dash before inputting the 236K. It can travel nearly full screen, hits low, travels under many attacks, and has very fast startup.
    • Foudre Arc > FRC gives Ky a 50/50 on block. Because Ky lacks a grounded overhead aside from 5D, this can be useful for opening up a defensive player. Ky can follow up with a high with j.S or go low by feinting with j.H (whiff) > 2K.
    • 5D > RC is a classic, allowing any character access to a moderately quick overhead made safe by meter.
    • Positive Bonus FRC loops are an advanced way to make use of the meter gain from Positive Bonus combined with the way FRC negates meter penalties, often used as a way to punish fuzzy jump attempts, build risc, and generally frustrate your opponent. For Ky, these are often structured as c.S > 2S > 5H > 236K > FRC > c.S > [...]. This can be combined with Wild Assault to further extend as well.
    • Blue RC overheads are another advanced method for giving Ky access to a fast overhead. These are done by inputting a backdash and quickly cancelling into a blue RC, and then cancelling that into j.S. As with the Foudre Arc section above, players can also feint into a low with j.H (whiff) > 2K. There is more than one way to accomplish this, but one example set of input (using the Dash and RC macros) is this: 5Dash > 2 > 1 > 4Dash > RC > j.S > 6H. The 5Dash input is to give Ky forward momentum to keep him close enough to hit with j.S, while the 2 and 1 are input buffers to help with avoiding 44RC.
    • Grab > RC is another universal technique, but is brought up here due to the nuance involved in its use. Typically, players will red RC the grab on hit to allow for a combo. However, players can also use a purple RC to cancel the whiff animation on grab. This can be done slowly, to allow players to confirm whether the grab hits or whiffs, or quickly to further mitigate risk. When done quickly, the grab will deal no damage and apply damage scaling to the following combo, but this is still useful for closing out a round or when trying to defend against an opponent's strike/through pressure.

Defensive applications of meter can be seen under the Defense heading.

Burst Safe Combos

With changes to the way Blue Burst works in Season 3, the only way to make a combo burst safe is to RC in time to block. With training, this can be done on reaction. However, many times this has to be done predictively based on the context of the situation and your intuition of your opponent.

Neutral

Round Start Options

Ky's round start options are better than most, with multiple strong options to select from. Here we'll run down a few core options that every Ky player (and opponent) should be aware of.

  • 2S hits low from round start, reasonably fast at 11f. This is usually the first option Ky players gravitate towards with a good mix of speed and range. Combos naturally into 236K.
  • f.S is slightly faster at 10f, but loses to round start 6P against most characters. This option is still usually better after a small delay of about 6-8f at round start due to its ability to whiff punish most other character's options.
  • 5H with 12f startup has a similar utility to f.S as a round start whiff punish, usually after a short walk backwards at round start. It's easier to confirm into 236K, and allows for a stronger counterhit confirm into 214K > 2K > 2D.
  • 2D is a niche round start option that is particularly strong against  Nagoriyuki thanks to its ability to counterhit against many of his round start options. Be ready to confirm 2D > 214K > dash > 2K > 6H > 214K > 2K > wall-break. The real utility of this round start is to force  Nagoriyuki players to select his less explosive round starts to create a little more breathing room for Ky to play footsies.
  • 2K is another niche round start option that is particularly useful against  Faust (can be timed to punish 2P),  Giovanna, and other characters that usually begin by trying to move forward. Can be buffered into 2D or 214S to give a hard knockdown.
  • 5K has utility against  May as it can RPS with dolphin round starts. Still a risk, to be used with caution.
  • Backdash is a fairly safe and cautious round start you can incorporate in matchups where you aren't expected to be the aggressor such as  Sol or  Leo.
  • Dash > block is a fairly safe and cautious round start you can incorporate in matchups where you want to approach carefully such as  Happy Chaos or  Axl.

The above list is not comprehensive, there will always be more options than could be listed. Experiment with different buttons, jump directions, delay timings, and so on.

  • Do note that in a normal Wall Break reset, players are placed slightly further than the round start position. The strategy above won't work for this situation, or at least won't work as well.

Mid Range / Footsies

TL;DR: Use f.S, 2S, 6H, 6P, and 2D as your primary ground pokes coupled with Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] Red Roman Cancel for spontaneous threats. All of these tools have their own advantages and disadvantages, and are overall important to keep in mind.

Ky is incredibly versatile, giving him numerous options in neutral at nearly every range. Given this, there is always room for experimentation. The outline below should be seen as a starting point to understand some fundamental options Ky has, and to work as a core starting point when learning the character.

f.S is strong both as a poke and whiff punish. With just 10f startup, it is fast, has good range, plenty of active frames, a very disjointed hitbox and especially short recovery for an S normal. Used as a counterpoke, the disjointed hurtbox and long range allows it to stuff most ground approaches, while the very short recovery makes it difficult to whiff punish. Used as a poke, the dash momentum, range, and disjoint allow Ky to cover a large amount of screen space when he chooses to go on the offensive, and will beat out shorter-range normals used on reaction to him approaching, such as most 2Ps and 2Ks.

Ky's 2S is one frame slower, has longer recovery, shorter active frames and an extended hurtbox compared to f.S, but complements it well by hitting low and having slightly more range. Hitting low prevents opponents from walking out of Ky's preferred range, can catch fuzzy jump attempts, and is less vulnerable to 6P in neutral. If these properties are not needed, then the dash momentum, shorter recovery and more disjointed hitbox of f.S is preferred.

Both of these pokes can chain into 5H, either as a true blockstring or delayed as a frametrap, from long range. On hit or block, it's common to cancel into 236S to apply shock at a safe range, and either 214S or 236K for basic conversions from long range, depending on range and Counter Hit.

Once the basic understanding of ground poking is developed, you can continue by using Ky's more specialized tools in neutral and capitalizing on his versatility.

Ky's 6P is arguably one of the best in the game. It has a great-horizontally reaching hitbox with short startup and great active frames and recovery. Like all 6Ps, its also a great anti air that reliably defeats most jump-in attempts. On normal hits, combo into 214S for a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. On air counter hit, with good positioning, you can combo into 214K to extend as well.

6H is another great tool to compliment Ky's neutral game. It is his slowest poke at 15 frames, but it has the most range of his neutral tools, has a large disjoint, and hits low enough to defeat 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. normals. It complements f.S well, as it nails 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. normals that would go under f.S with a Large Counter Hit that leads into Ky's most damaging combos. Additionally, the large range means that it can also be used very preemptively to catch opponents trying to stuff an approach with a long-range button of their own, with more reward than f.S. A midscreen Counter Hit 6H goes into 214K for good damage and corner carry, while in the corner 6H is Ky's most damaging Counter Hit starter.

2D has some utility in neutral, but should be used sparingly. It is very similar to 2S, having slightly less range, no disjoint and slightly more recovery than 2S in exchange for being much more rewarding on both normal hit and Counter Hit. However, while 2S can gatling into 5H as a true blockstring, 2D has no safe cancels, prompting some players to use a fast reversal (eg.  Leo [2]8S afterwards to punish it on block, or punish anything cancelled from it. Where 2S only confirms into 236K on normal hit and requires shock to convert for more on Counter Hit, 2D grants a hard knockdown on normal hit and 214K loops on Counter Hit. Do note that the shorter range may mean that Ky would be hit in a situation where 2S would have connected.

Once Ky has 50% Tension, he can unlock one of his best tools: Stun Dipper RRC (Stun Dipper > RC). It is a 7f startup low with 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. properties and covers a lot of range very quickly. Read the Tension Usage entry for more information.

If you cycle Ky's mid-ranged moves well, your opponent might start approaching from the air to avoid having to contest with Ky at mid or close range. Ky is armed with many solid anti-airs. Be ready to whip them out at a moment’s notice.

Close Range / Brawling

At close range, Ky will generally need to rely on good old-fashioned strike/throw offense to open opponents up, with mixups only being available with meter or in Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. situations.

Your best tools to start/restart your pressure are c.S and 5K.

c.S has a lot of active frames, threatens with high damage, and has a variety of useful gatlings to threaten with frametraps, namely f.S, 2D, 6H and 5D. It is the easiest to use and a good, basic meaty to start offense up close. From c.S, Ky can threaten frametraps, stagger c.S, or even throw if his opponent is respecting his pressure.

5K's utility is a bit trickier - its unusually long active frames, low recovery and status as a low make this an excellent meaty if it hits at its latest active frames, which can be done in multiple ways as elaborated in the okizeme section. Being a +5, reversal safe, low meaty, it is arguably a better way to start your pressure compared to c.S, although either requires tighter timings or more specific scenarios for it to shine. Without the late meaty timing, 5K has less gatling options than c.S that are also more unsafe, and is a worse starter, although it does have less pushback on block for tick throwing with.

2K can be used as another alternative to start offense from neutral. Compared to 5K, it has slightly faster startup and slightly more range while sharing the same gatling options, making it the preferred option when dashing in to start pressure. As 2K has less active frames and longer recovery than 5K, it should not be used as a meaty whenever it is possible to 5K.

2P can also be a solid but passable way to start basic pressure from scramble or defensive situations. It's low hitstop, self-chainability, low disadvantage on block, frametraps into 6P and 6H, and very low pushback for tick throws make it a good base to be used in pressure.

Ky lacks a unique overhead or command throw. This means that he is especially reliant on mind games universal mechanics for close range mix-ups. If your opponent has strong defense, you need good understanding of fundamentals to open them up. Throws are vital for punishing an opponent for blocking too much. Staggering Ky's faster buttons such as c.S and 5K and mixing in the occasional throw are good ways to pressure your opponent into acting. Throws are especially good if you have 50% meter to PRC the recovery to keep yourself safe, and even reverse a bad situation if the throw was jumped or backdashed.

It is very important to keep the universal overhead 5D in mind as a risky but rewarding mix-up option. Uncharged, it is just barely reactable, but an opponent looking out for Ky's other offensive options can be caught off guard by it. Going for this option requires 50% Tension, as it is minus enough to be punishable on block, and requires a Roman Cancel to convert on hit, but as Ky lacks any other overhead, 5D can be a straightforward way for you to open up a stubborn opponent when you have the resources.

Once you get the opponent to respect your blockstrings and be willing to take the throws, you can mix in pressure resets by dashing up mid pressure and using any of the aformentioned normals. It's risky, but potentially very rewarding even if blocked, and another great way to force the opponent to commit on defense.

If you wish to return to mid range, any of Ky's blockstrings can be ended with 236S or 214S to apply Shock State and create space. The former is likely to be harder to punish when blocked at further ranges, while the latter can be very rewarding on Counter Hit or corner hit if used as a last-chance frametrap.

Long Range / Zoning

While Ky does have a few options at far range, this is probably where he is at his weakest - any character who's designed to play at that range probably has better tools all around and can contest very effectively. In addition, his zoning tools aren't very competent at keeping opponents out, especially when everyone are given either solid mobility or multiple anti-zoning tools, at worst.

Still, it can be useful to keep in mind what you can do from this range, and the risks that each of your options carry.

At long range, Ky will use his fireball series Stun Edge. The grounded S version (236S), is fast enough to be unreactable, and is decently safe at further ranges. However, it has respectable recovery which is in counterhit state throughout, and the fireball itself is small enough to be both low profiled and jumped over with relative ease. In addition, the reward on hit is nearly nonexistent, which brings up the main issue of the fireballs: they are high risk, low reward neutral tools. They should not be used like fireballs in other games are used in neutral. As already mentioned, characters that do not have options to outright beat them at fullscreen can simply jump over them, taking a large amount of space while Ky is stuck in his significant recovery. They are best used in neutral to catch out an opponent trying to counterpoke Ky's long normals, frustrating them into maybe taking a more reckless course of action.

Deceptively, your best tool for actual zoning or contesting other long range options are your air fireballs, j.236S and j.236H. When performed with a Tiger Knee input, they are slower on startup, but faster on recovery than regular ground fireballs. They also leave clearer blind spots for opponents to run under, depending on the version. Their biggest advantage, however, is their unique trajectory letting them to dodge other fireballs or hit in angles that are hard to contest, as well as taking air space. They are decent to use against character's such as  Leo Whitefang or  Testament when they try to throw their respective fireballs, as Air Stun Edge is most likely to dodge the opponent's projectile and hit their recovery. The aggressive angle covered by j.236H also covers both jumping and dashing at medium to long range, making it an solid option if you are choosing to play cagily.

Air Game

Aerial attacks are an essential part of Ky’s gameplan. The utilization of aerials can be divided into two broad categories: air-to-air and air-to-ground. Both of these can be used either defensively in order to retreat, or for aggressive purposes. This section will cover both all of Ky's air options and their varied uses. The same options and moves work for both purposes, they just require different timing and positioning.

j.P is Ky's fastest air normal. It's best used in defensive air situations or scrambles due to its inferior hitbox and reward to other air normals, but its ability to chain into itself makes it easy to confirm off of.

j.K is a fairly good reaching, fast air to air normal. It launches in a good trajectory and cancel option into j.D makes it rewarding in air to air interactions. It's also got very little recovery so the risk of whiffing it is also very small. Overall a good move to challenge opponents in the air, and superior to j.P in almost every situation.

j.S has the same startup and a little more reach than j.K, but has a disjointed hitbox at the expense of significantly longer recovery. Due to its better damage and initial scaling, its a higher risk - higher reward air to air normal that can contest more options due to its hitbox. In air to air situations, j.K is more suited to being used preemptively due to its short recovery, while j.S is more suited to being used reactively due to its disjointed hitbox, greater reward, and the longer recovery not mattering if the opponent is forced to block it. j.S is also your normal of choice in left/right FDC mixups due to its long reach.

j.H is a big but slow air button. It's got good reach and high damage but its hitbox isn't very good. The animation is deceptive; there is only a hitbox in front of Ky, and it is not disjointed either. It's your best jump in, however, even if not a good one. The longer startup makes it better suited for tactics such as Instant Air Backdashing into j.H to cover a large amount of space in front of Ky at a low risk, since it will cover the space in front of him with an active hitbox as he retreats while being in the air and low to the ground.

j.D has the same startup as j.H, but unlike its relative, it has a big, disjointed hitbox. It stops Ky's momentum in place and is a projectile. Aside from being a potent preemptive air to air to protect the space in front of Ky, it is both jump and airdash cancellable very early into its animation, making it very easy to confirm. The airdash cancel especially is key to convert into big damage from air to air interactions and lead into your best punish combos. Finally, being an airtight string into j.s after an airdash cancel on ground block, and ability to chain from other air normals like j.H make it a great tool to enable Ky's high/low mixups in the corner following up 236H.

Aerial Stun Edge (j.236S/H) is Ky's most notable option from long range, due to its unique trajectory. It's slow to startup and in counterhit state during recovery, but it launches Ky up and slightly backwards in the air. It can even be plus on block if it hits very deep, but Ky generally finds it difficult to make use of his plus frames at the ranges where that occurs.

CH Option Select

An Option Select that takes advantage of GGST's Counter Hit system. By attacking with a medium strength or higher poke like 2S or 5H, then inputting a special move immediately followed by another, you can guarantee that the second special you input will only come out on counter hit.

Examples:

  • 2S/f.S/5H > 214S~236K: Gives 214S on block/hit, 236K on CH. A bit difficult since you have to input two different direction commands quickly. Not too useful since 214S is preferred on hit, CH, and block, but 214S will whiff at max distance pokes so it's situationally useful.
  • 2S/f.S/5H > 236S~K: Like the above, only it gives 236S on normal hit/block, and 236K on CH. The above is generally preferred but if for whatever reason you absolutely don't want to whiff 214S this is pretty safe at mid range.

Defense

Defensive System Mechanics

Faultless Defense (FD), Psych Burst and Yellow Roman Cancel (YRC) are cornerstones of defense in Guilty Gear, as they are quite handy for breaking out of pressure. Using them well is essential for mastering any character. They all cost a resource though, so think about how you use them.

Defensive meter usage is fairly universal across all characters. To learn how to make general use of them, please go to their specific pages. Here we'll highlight how Ky specifically benefits from each of these.


Faultless Defense


Powerful defensive option, but drains Tension as you use it!
Hold any two buttons except D (or the FD Button if one was set) while blocking to perform Faultless Defense (FD). As long as the direction and buttons are held down (and the Tension Gauge isn't empty), you will continue to perform Faultless Defense.

A unique type of guard that gradually depletes Tension when used. Faultless Defense augments your block by giving it several special properties. Firstly, it increases pushback on block, making it useful to make space between you and the opponent. By using Faultless Defense early in the opponent's blockstring, the opponent will be pushed back enough that later attacks will miss, allowing you to punish the opponent's whiffed attack or disengage. When in use, Faultless Defense also prevents the R.I.S.C Level from increasing and nullifies chip damage. This is essential for survival in situations where chip damage runs the risk of finishing you off.

Keep in mind that you don't have to hold two buttons for a long time in order to use Faultless Defense effectively. It's also possible to press the buttons briefly - slightly longer than a tap - just before the opponent's hit connects. By doing this, you can let go of Faultless Defense in between the hits of an opponent's blockstring, allowing you to save some Tension. This requires some precision though, so it will require practice.

Faultless Defense (FD) is particularly useful for Ky as the added pushback helps position your opponent at ranges where Ky has a stronger advantage. When combined with Instant Block (IB), FD pushes the opponent back much more dramatically (the exact distance depends on their momentum, if they cancel the move after, and the attack level of the blocked attack). This can cause them to whiff followups, usually at a range where Ky excels at whiff punishing.


Yellow Roman Cancel


Turn the tables with this powerful defensive option!
Press any three attack buttons (except D) simultaneously while in blockstun to perform a Yellow Roman Cancel (YRC). Costs 50% Tension.

Yellow Roman Cancels can be used when blocking at the cost of 50% Tension, for the purpose of stopping an attacking opponent and resetting the momentum of the match. Yellow Roman Cancels can not be performed when your character is in a Guard Crush state. Upon activation, your character creates a shockwave that forces the opponent into a Guard Crush state, granting your character massive frame advantage. Yellow Roman Cancel is a useful tool for challenging an opponent’s pressure, especially for characters that are lacking in character-specific tools.

However, Yellow Roman Cancel is -16 on block and leaves your character in Counter Hit state during its recovery frames. Sharp opponents can block it on prediction and punish it heavily. Make sure to vary when you go for a Yellow Roman Cancel to avoid becoming predictable. In addition, the hefty 50% Tension cost must always be taken into consideration. Said Tension could be used for Overdrives or extending combos or blockstrings with other types of Roman Cancels. Practice utilizing all of your defensive options so as to not end up over relying on Yellow Roman Cancel and burning Tension too quickly.

Because Ky has so many options on defense, YRC can fly a bit under the radar. It's very difficult to pressure Ky in a way that beats YRC in addition to his other options (backdash, fuzzy jump, 623S, burst) which makes YRC a useful complement to make your opponent second guess their pressure options.


Psych Burst


Press D + any other attack button to perform a Psych Burst. Costs a full Burst Gauge.

A powerful defensive option that can be used in a variety of situations at the cost of a full Burst Gauge. Upon activation, your character releases an invincible shockwave that knocks opponents away. If the opponent is in a completely invulnerable state, the shockwave can still hit the opponent's collision box instead of their hurtbox and ignore any type of shield or armor, which results in some invulnerable skills, such as Overdrives, still being hit during their invincibility frames. Bursts can be used at almost any point in the match, including when you’re in blockstun or hitstun. This allows Bursts to function as both a combo breaker and as a way to challenge the opponent’s pressure. The Burst Gauge refills very slowly over time, so it can be a good idea to use it early in a match to break out of a powerful combo, such as a Counter Hit combo. This will allow you to spend the rest of the round recharging it, making it more likely to have another opportunity to use it again later in the match.

While Bursts are very powerful, they are far from infallible. The activation shockwave is not instant, so sharp players can predict incoming Bursts and punish them heavily. A common method of doing so is canceling attacks with jump cancels or Roman Cancels, then blocking the Burst and punishing the recovery. Because of the risk associated with it, you should vary the timing of when you go for Burst to avoid becoming predictable. Lastly, keep in mind that Burst cannot be performed while your character is stuck to the wall, being thrown, or being hit by an Overdrive.

Counter Pokes

Counter poking is the act of attacking preemptively for the purpose of interrupting the opponent’s actions. By placing hitboxes in front of your character, the opponent runs the risk of being hit out of their forward movement or being counter hit out of their attacks. Counter pokes are key for playing a preventive playstyle, which is useful against aggression. The best counter pokes are typically long-ranged, highly active, quick to recover, protected by invulnerability of some kind, or a combination of these traits.

Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as  Giovanna's TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and  May's H Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many S attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like  Nagoriyuki's f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17 and  Leo's f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

2S - Overall a great button because of its speed, range and cancel options. It functions well as a counter poke because of the aforementioned reasons and because it has slight 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. properties.

f.S - This button is slightly shorter than 2S, but is faster, it hits higher, is much more disjointed, has more active frames and has much shorter whiff recovery. It can complement 2S by catching opponents that try to jump over it or low crush it.

6H - Slower than the other options, but has long range, a good horizontal disjoint, and enough vertical coverage to beat many low profile moves. It's also more rewarding, as it can lead to powerful counter hit combos or strong wallbounce combos on normal hit. Use it from ranges where 6P won't reach.

Anti-Airs

Anti-airs, as the name suggests, are moves that are useful against aerial opponents. They are typically either fast, high-reaching, protected by invulnerability of some kind, or a combination of these traits. Ky has several effective anti-airs: 6P, 5P, j.K, j.S and air throws.

6P - A safe and reliable option due to its upper body invulnerability. It can combo into Dire Eclat (214S) for a knockdown. A useful option in many instances.

5P - Faster than 6P but lacks upper body invulnerability. It can catch opponents trying to jump during close range brawling. It is still very rewarding on air hit as it can link into c.S or 5K for a rewarding juggle.

j.K and j.S are both great air to airs you can do to chase opponents in the air. Both have the same startup and approximately the same range, but the former has less recovery (hence less commitful) while the latter has a better hitbox for direct contesting of other air normals.

Finally, air throws are a good way to stop opponent's air buttons and approach in their tracks and get an easy knockdown. This will require you to be in proximity and has a lenghtly whiff animation, though, but the reach makes it still fairly effective.

Alternatively, 214K can be used as a commitful but rewarding option to call out jumps from a distance. While far too slow to react or chase jumps in mindgame situations, it is rather an option to throw out if you think your opponent is about to jump from a distance, such as after a wallbreak. It is very rewarding on air hit and has a lot of air blockstun, while having a great hitbox for hitting above Ky. Still, the long startup make this quite the commitment, so if they throw a standing ground poke or wait it can pay off badly

Abare

Abare An attack during the opponent's pressure, intended to interrupt it. means to attack during an opponents frame advantage with the intention of interrupting their pressure. Naturally, fast moves work best for this task.

2P - At 5F, this is Ky's fastest move and best abare option by extension. It combos into 6P > Dire Eclat (214S) for a meterless knockdown, something that not every character can get from their P buttons. 2P is preferred over 5P because the latter has a nasty tendency of whiffing against opponents that crouch or use 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. moves.

2K - Slightly slower at 6F, but can lead to more rewarding Oki setups due to its ability to combo into 2D. Also hits lower to the ground.

Ky's reversals can also be used for abare due to their invulnerability. Do note that Vapor Thrust (623S) is not immune to throws.

Reversals

Invincible Reversals are moves used to steal your turn back by force. They can be used during holes in an opponent's blockstrings or during your wake-up to punish sloppy oki. Ky has two reversals to choose from: SVapor Thrust (623S), and Ride The Lightning (632146H)

SVapor Thrust (SVT) - Functions as an invincible reversal due to its frame 1 strike invulnerability. It does have some exploitable weaknesses though. It's vulnerable to throws during the startup and is punishable on block. If your opponent knows how to deal with VT, you should use it sparingly. Feel free to go nuts with it if they don't know how to deal with it, or if they attack into your wake-up in a predictable manner.

Ride The Lightning (RTL) - An Overdrive with frame 1 invulnerability against both strikes and throws. RTL can Wall Break from longer distances than most Overdrives, making it less meter expensive due to Positive Bonus. Try using it in distances where a Wall Break is guaranteed. It is punishable on block but can be Roman Canceled for safety. This would end up costing 100% Tension though.

Pressure

Pressure is one of the shortcomings of Ky because he lacks a blockstring ender that is safe in all situations. His S and H buttons have good range but are heavily minus on block. Dire Eclat (214S) has good pushback, but is short-ranged. Stun Edge (236S) can be avoided with a jump at longer ranges and can be blocked and punished at shorter ranges. Characters that have normals with a good combination of speed and range, such as  Ramlethal, can comfortably punish him. Therefore, it is very important to not fall into predictable habits when pressuring in these match-ups.

Strike / Throw Mix-Up

Ky's mix-ups are more limited than most characters. He doesn't have any unique overheads, grounded cross-ups or command throws. As a result, Ky is reliant on universal mechanics to open opponents up, which he does best by utilizing strike/throw mix-ups. After initiating any blockstring, you have the options of either continuing the string with strikes or mixing in a throw. Your opponent has three main options: continuing to block, jumping or attacking. If they play patiently and block, throw them to open them up, which will condition them to try to beat your throws by jumping or attacking. You can beat jumps and attacks by continuing the string with strikes to interrupt them, but finishing the string gives up your turn if the opponent chose to keep blocking.

There are several ways to initiate strike/throw mix-ups. Connecting c.S on hit or block is one of the simplest ways of doing it. Another option is f.S, which is likely to cause the foe to play patiently after blocking it due to its short recovery frames and frame trap potential. You can also meaty their wake-up with strikes like c.S or 5K, or a ground throw. If you connect a move and knock them down, meaty them again. They will eventually block a strike on wake-up, which allows you to transition to blockstrings to frame trap them.

Instant BRC Overhead

An advanced, tricky technique that can be attempted to introduce some ambiguous high/low into pressure is the use of a 44BRC~j.S whilst applying corner pressure. This takes advantage of 44BRC raising you off the ground ever so slightly. While for most characters, this only allows them a j.P or j.K, Ky can use his j.S, granting strong conversions off this technique. Two variations of this exist, one that is easier with a weaker conversion without Shock State, or a more difficult variation with a stronger conversion without Shock State.

The easier variation is as follows:

  • 44BRC~j.S > 6H > 623H.

This version is highly reliant on Shock state being applied to land a big conversion, which can limit it's usefulness, as converting without Shock State will require 100% Tension. However, if you delay 623H, it will result in an auto-timed meaty 5K, allowing you to continue pressure.

The harder variation requires an exotic, and difficult input, 21 > dash > 4 > BRC~j.S. This will make you land much closer after the j.S, allowing for stronger coversions. This will be shortened to IBO (Instant BRC Overhead)

Harder Variation:

  • IBO > 66 > 6H > 214S > 66 > 2K > 6H > 623H > c.S

The harder variation provides a great conversion even without Shock State. This works as another way to deepen you Strike/Throw in the corner, as once you have shown you are capable of it, your opponent needs to worry about yet another option, and cannot block low in the corner and try and focus on solely beating your Strike/Throw.

Both options share the same route when Shock State is applied:

  • IBO > 6H > 623H > c.S > 6H > 214S > 6H WS 623H

Pressure Resets

When pressuring with blockstrings, varying your offense is key to opening up your opponent. If you employ frame traps in a predictable manner, your opponent can simply block until you reach the end of the blockstring. Throws are vital for opening them up, but the timing of throws must be varied, lest a skilled opponent catches on to your timing and employs counter play. It is with the help of pressure resets that throws can be made more ambiguous.

After attacks that recover quickly, such as c.S or 5K, take advantage of the opponent’s hesitation by dashing up into attack. This will reset pressure, extending the blockstring and increasing the amount of opportunities you have for mixing in throws. The more ambiguous your mix-up becomes, the greater the chance that your opponent will make a mistake. Resetting pressure also increases the mental burden on your opponent due to the R.I.S.C. Level increasing and the ever-looming threat of throws. They have to try to escape eventually, which provides you with opportunities to punish if you have the right read.

6K and Foudre Arc (214K) are useful moves for pressure resets. 6K is +4 on block and has decent range. P normals, K normals and c.S can gatling into it. 214K has massive range and is safe on block at worst. It's -2 if the opponent stand blocks and plus if the opponent crouch blocks. If the opponent is in Shock State or Ky has activated Dragon Install, 214K is plus against standing block as well. Together, 6K and 214K provides Ky with many ways to reset pressure during blockstrings. However, both 6K and 214K are at risk of being interrupted due to their long startup (25 and 27 frames, respectively) so don't become predictable.

Sample Blockstrings

The following are Ky's best blockstrings due to their versatility and ease of use. If you're a beginner, start with these and practice other sequences later.

  • f.S / 2S > 5H > (Special)

f.S and 2S are some of Ky's best moves due to their speed and range, making this an effective blockstring when used at mid range. If you want to special cancel, you can use 236S to finish the sequence or 214K to reset. Do note that 5H whiffs if 2S hits at tip range. In this situation, skip the 5H and go straight for specials. You can also reset after a f.S because the opponents will likely expect a follow-up. The fact that f.S recovers so quickly makes resets from it hard to react to. If either of these moves score a counter hit, you can confirm into 5H > 236K / RTL.

  • c.S (dl) 2S > 5H > (Special)

A variant of the former blockstring that works from a dash. Dash momentum makes all three hits to connect reliably, allowing for two frame traps. Due to the combined pushback of the three attacks, 236S is usually a safe way to end the string and apply Shock State. 5H can also be delayed and c.S can be staggered for a strike/reset mix-up. If 2S scores a counter hit, you can confirm into 5H > 236K / RTL.

  • 2P * n > 6P > 214S

This blockstring starts from Ky's fastest move, making it useful in many situations. 2P can be staggered for a strike/throw mix-up and can be confirmed into 6P > 214S if a 2P hits.

  • 5K / 2K > 2D > Special

Starts from Ky’s fastest lows. You can stagger K buttons for a strike/throw mix-up. You can also delay 2D for a frame trap or replace it with 5D for a mix-up. If the lows connect, you can hit-confirm into 214S / RTL or go for CSE Oki.

Other Blockstrings

These blockstrings are either more niche / technical than the previous ones or require conditioning to be effective. They are still great additions to your arsenal.

  • c.S > (dl) f.S > CH Option Select

Simple string for setting up the OS from close range. Delaying the f.S is required in order to create a frame trap. You could also end with 214K to reset pressure.

  • 5K / 2K / c.S > 6K Reset

Go for the many blockstrings shown earlier to condition your opponent to block and open up opportunities for riskier sequences. This one takes advantage of your opponent respecting follow-ups in order to reset pressure.

  • 5K, 2K > 2D > Special

Similar to the former blockstring in that opponents need to respect you. This one is a triple low sequence. 5K is a good tool for stagger pressure due to its narrow gap and its ability to cancel into 2D airtight, which sometimes catches DP attempts (The motion input for a DP causes the user to let go of their crouching guard for a brief moment). The 5K, 2K sequence has similar timing to 5K > 5D. The standing animation of 5K makes it harder for the opponent to discern which sequence is coming, especially when 5D's orange light is covered by a CSE.

  • 5K / 2K / c.S > 6H > (Special)

Canceling from 5K / 2K into 6H creates a natural frame trap to fish for juicy CH 6H combos. However, the gap is 4 frames, which means that characters with normals faster than 5F can interrupt. If your opponent blocks the sequence, you can finish with 236S/214S or reset with 214K.

Corner Pressure

Ky gets more options against cornered opponents. Notably, 6H can wallbounce for a combo. H Vapor Thrust (623H) lifts the opponent higher when they are inflicted with Shock State. This enables devastating corner combos from 6H > 623H. Cranking up Ky's damage output increases the mental burden on your opponent, potentially leading to worse performance.

Corner Blockstrings

The following is a list of blockstrings that are useful specifically in the corner. Ky is by no means restricted to these in the corner, as all blockstrings shown in the previous sections will also work.

  • 5K > 6H > (Special)

5K is a useful attack for meaty setups that can gatling into 6H for a frametrap. If your opponent respects 6H, try to stagger 5K and mix in throws.

  • 5K / c.S > j.c > IAD FDC > j.S > c.S

An advanced blockstring that utilizes the air dash Faultless Defense Cancel (FDC) technique. After jump canceling into air dash FDC, your j.S will hit very low. If it connects, c.S combos for a Wall Break. On block, c.S is a frame trap that can lead to Wall Break combos or reset pressure. If your opponent reacts and blocks j.S often, mix them up by using IAD FDC empty jump and go for lows or throws when you land.

  • 5K / c.S > j.c > j.S > 66j.S

This is a double overhead blockstring. If you connect j.S on the way down, you can air dash into a second one. There is a punishable gap before the first j.S and between the first and second. Therefore, you need to condition your opponent to play passively before going for this blockstring.

Corner Footsies

Backwards movement is an essential strategic option. For example, while under pressure, backwards movement allows one to disengage from the opponent. However, using backwards movement brings the character closer to the corner. With their back to the wall, there is no space to escape to, meaning the backwards movement options become unavailable. You can think of the space behind your character as a resource that depletes when you move backwards. When your opponent is cornered, Ky can maximize the benefit of said positional advantage by using his great mid-ranged tools.

Place Ky about a 2S away from the cornered opponent. This is the spacing in which he can threaten with 2S, f.S and other moves. Due to the possibility of being hit by a low, the opponent must think twice before moving. Any movement option will lose the crouch guard input, which makes it punishable. Your opponent has two main options for escaping: Counter poking and escaping through the air, typically with a super jump or air dash. Vary your options to cover for these escape attempts.

  • Use back and forth spacing to cover for counter poking. Your opponent can challenge you with either a fast attack or a long attack. A fast attack can stop your pressure up close, but runs the risk of whiffing at longer ranges. A long attack will reach further out, but their slower speed makes them susceptible to counter hits. Varying your spacing with back and forth movement makes it difficult for your opponent to discern which attack to go for, increasing the likelihood that they will make a mistake. Punish them if they whiff a short attack, and go for pokes like 2S and 6H occasionally to check their long attacks. Checking with pokes also stops them if they dash in for a throw. Confirm into combos if your pokes hit. 2S and 6H are negative on block, but by spacing them at tip range and occasionally special canceling, your opponent will have a hard time punishing.
  • Deny their air escape. While spacing and checking the opponent, spy for their movement options. An air escape usually loses to a reactive j.K or j.S air-to-air. You can also air throw them on a read. As long as you don’t swing too often, you will have many opportunities to interrupt their air escape. It’s fine if your attacks are blocked, as the goal is to get them back into the corner.
  • Capitalize on their fear. If you manage to condition your opponent to play passively, close the gap and go for mix-ups, such as jump-ins and tick throws. You can also fake a throw by moving close and then backdashing into 2H. This not only does the job of a high damage strike-throw mixup, but also sends you back to poke range with the option to special cancel if they block.

Frame Traps/Gaps Chart

This can be used as a reference when creating your own blockstrings. By creating and using the smallest gaps possible in conjunction with throws, you can bait opponents into mashing buttons only to Counter Hit them instead. Be aware that leaving gaps also means opponents can use moves with invulnerability like DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s or some Overdrives, so tighten up your blockstrings instead if you think they will.

Note: Positive numbers represent gaps in pressure where opponents are able to exit blockstun and take an action. Values of 0 or below represent true blockstrings for which you can manually delay as many frames needed to create at least a 1 frame gap.

Attack Level Starter Gaps on immediate cancel
6P 6K f.S 2S 5H 2H 6H 5D 2D 214S
Level 0 5P / 2P 0 16 N/A 6 N/A 5
Level 1 5K / 2K -2 14 4 9 -1 3
Level 2 f.S / 2S N/A -1 -2 N/A 1
6P / 2D N/A 1
Level 3 c.S -7 9 -6 -5 0 -5 -1 4 -6 -2
2H(1) / 6H N/A -2
Level 4 2H(2) / 5H -4
6K (link) 5 21 6 7 8 7 11 16 6 -2 (cancel)
  • 6K > 5P/2P is 1f
  • 6K > 2K is 2f
  • 6K > 5K/c.S is 3f
  • c.S > 5D loses to 4f buttons (i.e. will not trade)

3f moves:  Sol 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16,  Chipp 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2
4f moves: All prejumps except for  Potemkin/ Nagoriyuki/ Goldlewis Dickinson,  Baiken 5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2,  Giovanna 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2,  May 5PGGST May 5P.pngGuardAllStartup4Recovery8Advantage-1,  Millia 2PGGST Millia Rage 2P.pngGuardAllStartup4Recovery10Advantage-2

Okizeme

Ky's oki game is extremely safe, with multiple options available which negate his opponent's main ways of interacting. Ky gets hard knockdowns off of 2D, 214S, 5D, and grab, and gets soft knockdowns off of 236K. His options after each of these are slightly different. Ky's main pressure tools after scoring a hard knockdown are 236H, 5K, c.S, safejump j.S and grab. See below for how to do Air Dash Faultless Defense Cancel Safe Jumps.

Key Knockdown Moves

2D - Cancels into 236H for meaty fireball pressure. See below for what to do after using CSE.

5D - Leads into a powerful combo and knockdown if you charge it, but it is punishable on block. If you land the hard knockdown, Ky has enough time to run in for a meaty 5K which, when timed well, can be done safe from reversals.

Throws - The hard knockdown after a throw gives you enough time for either 236H or 5K.

Dire Eclat (214S) - Grants a hard knockdown but also has large pushback. Depending on the height it hits at, Ky will typically have enough time to do run up meaty 5K, or safejump iadfdc j.S. If landed near the corner, there may even be enough time for 236H (with the added frame data and chip form Shock State).

Stun Dipper (236K) - Grants a soft knockdown that leaves the opponent close for a dash meaty 5K > 1D option select that beats reversals if timed correctly. c.S is another meaty option that leads to massive damage on Counter Hit.

Foudre Arc (214K) - Starts a combo on air hit. You can cut this combo short for powerful Oki. In Shock State it becomes plus enough to link into a 2K > 2D on the ground, giving power okizeme on ground hit as well.

Ride the Lightning / Overdrives - RTL can wall break from surprisingly long distances, which grants a decent mix-up and Positive Bonus. You can also wall break with Sacred Edge and by activating Dragon Install, though the opponent will need to be cornered already.

Key Okizeme Options

  • 5K is effective as a meaty attack because the frame advantage can reach a staggering +5, and when timed perfectly is safe to all 9f or slower reversals. Because it's so plus, it's common to string into 2P and confirm into 6P on hit, as this is a true block string and does not allow the opponent a chance to reversal when done perfectly. When done at +5, it also makes for a natural frame trap into 2K, 5K, or c.S, while being near enough to threaten grabs as well. (Note: When fighting Ky, it's important to be able to fuzzy jump in order to beat most common throw timings) Meaty 5K can be done after most knockdowns.
    • 5K OTG into dash cancel allows Ky to autotime another 5K that becomes reversal safe (against 9f or slower), +4 on block, and links into c.S/f.S on hit. This can be accessed on most OTG hits, notably off any grounded throw, and from Dire Eclat in the corner. Being +4 in this scenario allows Ky to go into a triple low sequence that frametraps and catches jumps, knocking down again for further pressure and okizeme. This setup will also trade with 3f normals and beat both and throws 4f normals. While it's autotimed, it needs to be done precisely as being late can allow fast abare to beat it out.
  • Charged Stun Edge (236H) is either +22 or +25 depending on whether they had shock state before landing. CSE also applies shock state. It allows for a simple high/low with 5D / 5K (provided you have meter to make 5D safe). Usually, it's stronger to go into strike/throw pressure instead. If you land the +25OB version, you can IAD into safejump j.S, but this application is fairly niche. This also allows for j.H > j.D > airdash > j.S frame traps, but these can be challenged if not positioned and timed perfectly. The timing on when to use CSE may need to be adjusted by what you knockdown with and your exact spacing:
    • If set up from a sweep at close range, delay the CSE slightly, or else it will pass through the opponent before they get up.
    • After a throw midscreen, doing raw CSE is an option but dashing up (usually with the dash macro) will likely give better pressure. The problem with dash up CSE midscreen is that it is likely to not be reversal safe. In the corner, throw into raw CSE is the best option as it is usually reversal safe while also giving options for great setups with jump in j.H > j.D.
    • Many combos, such as ones that juggle an aerial opponent, give an opportunity to set up CSE. 5H knocks airborne opponents up, which gives ample time to set up CSE by canceling into it. However, doing so cuts your combo short, and your opponent can jump over the move if you set it up after certain combo routes. Be prepared to punish with anti-air options if they attack, or go for an air throw if they empty jump.

CSE into 5[D] becomes a much stronger option if the opponent is already in Shock State when CSE connects. If the opponent gets hit by CSE, it will combo into 5[D]. If they block CSE and then try to jump or mash, 5[D] will hit them for a homing jump combo. In addition, the strong visual effects of CSE can help cover up the start-up of 5[D]. All of this makes CSE into 5[D] a good option for conditioning foes to block high, which can be punished with lows or throws.


Experiment with all of your options, such as lows, throws, aerials, cross-ups, empty jumps, blockstrings and anything else you can think of. The more creative you are, the more effective the mix-up becomes. The sky is the limit!

Air Dash Faultless Defense Cancel Safe Jump

Faultless Defense Cancel (FDC) is an advanced technique that enhances Ky's air dash mix-ups by creating a powerful safe jump option. By performing an air dash, cancelling the air dash with an aerial attack, and then using Faultless Defense to kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. that aerial attack before it comes out in rapid succession, Ky's falling momentum is altered such that he can perform an aerial attack (usually j.S) that comes out lower to the ground than normal.

Hitting an aerial attack lower to the ground opens up more combo opportunities and makes the move more advantageous on block. It also makes it harder for the opponent to discern whether or not the air dash has enough momentum to cross-up and whether or not the aerial attack will have enough time to connect before Ky lands. This makes the mix-up more ambiguous, since Ky can sneak in left/right mix-ups and high/low mix-ups more effectively. Throws are also a good option from this technique. It's worth noting that FDC mix-ups have higher technical execution than CSE mix-ups, so beginners might need to rely more on CSE.

FDC has so much depth and intricacies that explaining it this briefly doesn't do it justice. For a proper guide, check out SuperKawaiiDesu's air dash FDC guide on youtube.[1]

Some combo recipes to practice FDC on (PC): Round start J.S crossup: 93275

After throw J.S crossup: 93276

Dragon Install

Dragon Install (DI) is a unique power-up state that amplifies Ky’s special moves and Overdrives. It can only be activated when Ky is at 30% HP or less, at the cost of 50% Tension. When activated, it will last until the end of the round.

Keep in mind that Ky generates a shockwave attack the moment DI activates. The shockwave can Wall Break if it's used during a corner combo. If blocked, the shockwave is plus.

The Positives of Dragon Install

  • Comboing into DI will hard knockdown the opponent, setting up for Charged Stun Edge okizeme. On block, it is +4, which can be useful for resetting pressure against opponents respecting Ky's offense.
  • Boosts the damage of Ky's Specials and Overdrives. The damage boost varies from 25% to 100%, depending on the move.
  • Improved frame data on all of Ky's Special moves. Here are some notable mentions:
  • Dire Eclat (214S) becomes -6 instead of -8, making it saferThis can become the opposite if the opponent is sharp enough to react to the move being used and Instant Block the third hit, giving a punish. against moves that could otherwise punish it.
  • Foudre Arc (214K) becomes +8 instead of -2, enabling pressure resets even on opponents that block the move standing.
  • Charged Stun Edge (236H) Gains much more frame advantage, becoming +45 instead of +22, giving Ky true crossups off of any hard knockdown.
  • Stun Dipper (236K) Becomes a move that grants a hard knockdown, instead of a soft knockdown. This grants Ky an opportunity to use 236H off of any Stun Dipper knockdown, which used to be unavailable to him before.
  • New combo routes become possible, such as meterless combos off of H Vapor Thrust (623H).
  • DI special moves can in some cases be better than Ky's normal or Shock State specials. For example,  Leo's projectile, Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 ([4]6S), usually beats Stun Edge (236S). But thanks to its second hit, the DI version of 236S will pass through.
  • Chip damage on all Specials and Overdrives is significantly increased, which can create chip kills once the opponent is at a low enough health value.

The Drawbacks of Dragon Install

  • Because it only becomes available at 30% HP, the chance is high that you won't survive long enough for it to be worth the Tension cost. RC and Ky's other Overdrives have an immediate effect, which is important towards the end of the round when it's likely that the opponent has also taken some damage and the round can be ended with a Ride The Lightning confirm.
  • DI Specials can in some cases be worse than their regular or Shock State versions. Some of Ky's DI specials cause less RISC gain than their regular versions, and some combos and setups are broken or altered by the extra hits and pushback, mainly with DI 214S.

Meeting the Dragon Install Prerequisites

If Ky is at 30% health, Dragon Install might be a good option for him to try as a last ditch effort to steal back the round since it is plus on block and is able to be cancelled into from normals, it might be favorable to activate into as a late game scenario to make your pressure more threatening and your knockdowns much more deadly, as any stray hit can lead to 236H setplay once in Dragon Install.
But getting the meter required for Dragon Install might be a bit tough, it can usually be done from one of two ways at 30% life:

1. Using a Gold Burst, this can be used as a wake up option on your knockdown and allow you to be liberal with your meter after being used, as you have an opportunity to get in with an RC before DI is activated. But this may require saving burst even when it could get you out of a tough spot.
2. Saving meter throughout the round, this is not always very useful as the opponent may die before you get to the health threshold needed to use DI and leave your meter locked away from being used for other setups to extend pressure, but this can leave your burst safe for future rounds or combo escapes.

After one of these conditions has been met, Ky can transition into thinking about activating Dragon Install.

Activating Into Dragon Install From Neutral

Generally, what Ky needs to do to activate DI safely from neutral is:
1. Approach the opponent. (Get close to the opponents face)

This can be done in many ways, but not all of Kys normal approach options are usable if getting into DI activate is the goal. For example, one of Kys approach options could be from a dash in f.S, which may seem like an obvious option. But the reason an approach with a long range poke like this is not recommended is because once you go for the super cancel into DI, it will almost always whiff or leave you at a position where none of your somewhat fast moves will connect, which is not an ideal spot for DI. Because since you are at low health when getting an opportunity to activate DI, you want to be relentlessly pressuring the opponent if they give you an inch. While DI has very potent neutral, it isnt worth returning to that gamestate due to one hit likely spelling your doom.

Some good candidates for approaches from neutral are:

  • Run up into a blockstring starter (more info on step 2)
  • Gold Burst > run up > Stun Dipper (1) > 66RRC This is the most ideal situation to start DI pressure as after the RRC, which skips step 2, allows you to go straight into DI and be smack dab in the opponents face with plus frames.
    This leaves lots of frametraps on the table.

2. Start a blockstring with an attack that either has an Attack Level of 2 or higher (c.S is recommended) or true blockstring into a normal that has an attack level of 2 or higher from any lower level normal (6P or 2D are recommended to gatling into). A good blockstring starter is your c.S and if you need to continue a blockstring into DI activate then K normals with gatlings behind them should be your go to, the things these 3 normals share is that they are very fast and do not push Ky back very far from the opponent (important for gatlings after K normals), which allows the DI shockwave to hit to gain plus frames and decent spacing afterward.

If starting a DI activate blockstring from a K normal, usually after a Shock State 214K frametrap, then you will need to gatling into either 6P or 2D, as if this is not done, you can be hit with an invincible reversal through the DI shockwave. But if the opponent does not have an invincible reversal available, then using 5K/2K > DI activate is perfectly servicable while also possibly giving you better frametraps afterward.

Doing a meaty DI activate on a knockdown may sound like a good idea, but the opponent will be able to invincible reversal on reaction the DI cinematic, if the opponent does not have one available, then meaty away with DI activate.

Most of these concepts will work as long as you are in range of your light normals when hitting the opponent, but the situation after activation may be harder to capitalize on. This would be due to your fast buttons not reaching at long distances, forcing you to go for wider gaps on offense after DI block.

All of this is entirely ignorable if you have approached with something like Stun Dipper RRC with 1 bar remaining afterwards, as raw activate will leave you closest with the least chance of being pushed back with FD while also likely having an opportunity to frametrap after activating.


3. Cancel into Dragon Install, if steps 1 and 2 were followed correctly, you are now in the opponents face with plus frames! Now how do we make use of all this power?

DI Blockstrings

After Ky has activated Dragon Install successfully close to the opponent, he has an opportunity for frame traps due to the DI shockwave, while also gaining new blockstrings even without using the shockwave.

  • DI ShockwaveGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4 > 2K > 2D > (Special)

This is for when you are close to the opponent after the DI shockwave hits, as the DI Shockwave > 2K only has a gap of 2 frames! This means any counter attacks from the opponent will be fruitless, unless an invincible reversal is available for the opponent. Some special move enders include 214S for the pushback and safety on block or 214K for a pressure reset, as in DI the move becomes plus 8 on block!

  • DI Shockwave > 2S > (5H) > (Special)

This is for when you are slightly farther out from the opponent after DI activates, which usually happens if the opponent utilizes Faultless Defense to push you out. 2S is your fastest button at this range, at 10 frames it creates a 6 frame gap on block. The opponent could possibly mash if they are aware of this fact, but this creates a spacing trap and can give Ky a whiff punish if he is ready for the opponent to mash, but the opponent could also press a long range button if Ky expects a short ranged button, in short this leads to a spacing RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. that changes depending on the matchup. If the opponent continues to use FD, 5H might not be an option for a frametrap. Notable special enders are 236S for its safety on block at range and 214K for a pressure reset.

Blockstrings Without DI Shockwave

Since the DI Shockwave is only usable once, any further engagements while Ky is in DI force him to go to other options for pressure.

  • 2K > 2D > 214K xn

Since Shock State is no longer a factor for Ky, 214K always is a good option to reset pressure, this allows Ky to repeat this string infinitely, if the opponent does not know how to hit 214K during its startup frames, this will do a lot of chip damage to them while also threatening a strike/throw mixup each time 214K connects.

Misc.

5P will not reach some crouch blocking characters, and won't reach most crouching characters in general, which is why it's not used much on offense despite being 1f better on block than 2P. In the cases where it does work, proximity block will cause the opponent holding a block direction to extend their hurtbox and be forced to block 5P. In the cases where it doesn't, the character's blocking hurtbox isn't large enough to touch 5P, so they duck under it.

236S and 236236P can be 6P through for style points or to avoid chip, especially from 236236P if you can't jump it.

  • The timing is very tight, and larger bodied characters have a harder time doing it.
  • If Ky is under dragon install, 236236P will still hit you unless you're close enough to hit Ky.

External Resources

SuperKawaiiDesu's air dash FDC guide (Ver 1.03) (Youtube)
Crow's Dragon Install Analysis (Ver 1.22) (Youtube)

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