GGACR/I-No/Matchup/Ky Kiske

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The General Gameplan

Try to dance near full screen and as close as 2/3 screen to create an opening safely. Ky does about as good a job as we do at converting long range hits into combos into knockdown, and while his damage is lower he's much harder to escape once he gets the knockdown or even just gets you blocking. Ky has some highly effective tools that are lower commitment than what we're using, he doesn't have to spend meter to set up as many conversions (and can instead use it to extend pressure and run additional mixups now that the guard bar has been cranked), and since he has a conventional dash he's pretty effective at closing the distance to land a long range hit that he can actually convert. The range where it's safe to dance is actually much smaller than you think when it comes to committed air options like airdashes and note without FRC. It's difficult, but you'll want to bait an over extension from him that you can counter poke such as 6P or 2H that you can dive knockdown, but it's reasonable to get him blocking a note so you can create an advantage or even get a mixup opportunity. Alternatively, if he overextends when you're close to each other you can use that to get in while keeping initiative, or to hit him and start the general gameplan of damage > knockdown > mixup > repeat.

If you're up close it's a lot easier if he doesn't have meter to burn to keep you blocking while he repositions as he wishes and runs mixups. You're going to be rolling the dice quite a bit, and the dice are slightly stacked against you because some of his options will cover more than one of your good options. Generally speaking if Ky doesn't react to your movements to beat the option you did, you can wiggle just enough to get away, but it's reliable for skilled Ky players to react to your attempts to be wild with counterpokes, or your attempts reposition after you condition him into playing it safe against your wild options. That said, you're more explosive if you guess correctly.

This is the kind of matchup where I-No players and Ky players say the matchup is the other character's favor. That said, the key here isn't the damage or lack of it. It's Ky's neutral having an edge, and his ability to control the game when he gets I-No blocking a little better than I-No does when she gets Ky blocking. As I-No if you want to make Ky feel like the matchup is in your favor, learn how to win at neutral since that's supposed to be his strongpoint. Learn to counterpoke with 6P or 5K when he poorly spaces jump-ins or is too predictable with them. Learn to bait anti-airs. Learn to walk since hoverdashing can get you 6P'd really easily.


Your Opponent's Gameplan

Ky will generally get you under his "rainbow" of BS where he's the king. If you're outside of the rainbow you can actually play the game, but he's still highly effective at this matchup even if you can escape.

Generally his "rainbow" occupies a space from in front of him out to maybe as far as Stun Dipper reaches? There's a fun MSPaint diagram somewhere. Between his long normals (some which are disjointed), effective projectiles and irritating special moves such as Greed Sever and Stun Dipper, Ky can easily lock you down. It's very difficult to counterpoke, and can be difficult to escape.

Breakdown By: Insert_Player_Here

Spacing & Advantage (By Screen Position)

Up Close

Round Start Range

Long Range

Full Screen

Button Interactions

  • 5P:
  • 2P:
  • 6P:
  • 5K:
  • 2K:
  • 6K:
  • c.S:
  • f.S:
  • 2S:
  • 5H:
  • 2H:
  • 6H:
  • 5D:
  • 2D:
  • j.P:
  • j.K:
  • j.S:
  • j.H:
  • j.D:


Special Moves

Pressure

Escaping Pressure

Special/Notable Confirms

Navigation