GGACR/Ky Kiske/Starter: Difference between revisions

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(Updated to standards/style of the Venom starter guide (old formatting was breaking as well.))
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{{Overview/navigation}}
(For an explanation of notation (ie. 236H), [[GGACR/Controls|please click here]])  
(For an explanation of notation (ie. 236H), [[GGACR/Controls|please click here]])  
======<span style="visibility:hidden;font-size:0">Core</span>======
{{Overview/navigation|okizeme=true}}
{{FP Box
==Converting into a knockdown==
|header=Key Moves
{{card
|header=[https://www.youtube.com/watch?v=2H5uWRjFsGc "I get knocked down, but I get knocked down again"]
|content=
|content=
*{{MMC|input=f.S|label={{clr|3|f.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}} and {{MMC|input=5H|label={{clr|4|5H}}}} are your go-to pokes. {{MMC|input=2K|label={{clr|2|2K}}}}, {{clr|3|2S}} and {{MMC|input=2D|label={{clr|5|2D}}}} are all strong and fast low pokes (in ascending order of speed and range).
<gallery widths="200">
*{{MMC|input=5K|label={{clr|2|5K}}}} and {{clr|5|2D}} are excellent at stuffing approaches as both are active for an unusually long time
GGAC_Ky_2D.png|{{clr|D|2D}} - If you take one thing away from this guide, it's remembering to end your grounded combos with this...
*{{MMC|input=2P|label={{clr|1|2P}}}} is your fastest button. {{clr|2|2K}} is slightly slower but has longer range.
GGAC_Ky_CSE.png|{{clr|D|236D}} - ... Then follow up with this
*{{MMC|input=c.S|label={{clr|3|c.S}}}} is an excellent close range button, combo starter and combo filler.
</gallery>
*All buttons mentioned except for {{clr|3|f.S}} and {{clr|4|5H}} combo into {{clr|3|c.S}}, and all buttons including {{clr|3|c.S}} will combo into {{clr|5|2D}}
This is true for the whole cast, but especially for Ky it's important to finish your combos, ideally into a {{keyword|hard knockdown}} and set something up ({{keyword|okizeme}}) while your opponent is still recovering.
*{{MMC|input=236S|label=Stun Edge}} ({{clr|3|236S}}/{{clr|4|H}}, also works in the air) is your typical "shoto" fireball, but be mindful that Guilty Gear’s movement allows many characters to get around and possibly punish obvious fireballs.
 
**Varying up both the ground and aerial Stun Edge versions alongside good use of anti-airs is key.
A really good Ky round will usually involve an opponent being hit which leads to a knockdown into okizeme into getting hit as soon as they get back up which leads to a knockdown into okizeme into...
*If possible, '''end your grounded combos with a knockdown''', ideally with {{clr|5|2D}}.
}}
|subheader1=Anti-Airs
 
==Key Moves==
{{card
|header=Pokes/Big Normals
|content=
<gallery widths="200">
GGAC_Ky_2S.png|{{clr|S|2S}} - Robust, strong low. A real workhorse normal. Often immediately followed up by {{clr|D|2D}}
GGAC_Ky_5H.png|{{clr|H|5H}} - This is your preferred standing poke. Will often anti-air as well in situations where {{clr|S|2S}} and {{clr|D|2D}} might whiff
GGAC_Ky_2D.png|{{clr|D|2D}} - Remember this? Hits low, is active for 12(!) frames, knocks the opponent down which Ky loves. Ever so slightly slower than 2S.
</gallery>
These normals let Ky dictate neutral in many matchups, both preventing the opponent's ground approach and enabling Ky's own offense. Bully the stubbier characters and hold your own against the longer-ranged characters.
 
<gallery widths="200">
GGAC_Ky_StunEdge.png|{{clr|S|236S}} or {{clr|H|236H}} - Typical "shoto" fireball, be mindful that Guilty Gear’s movement allows most characters to get around and punish obvious fireballs.
GGAC_Ky_AirStunEdge.png|{{clr|S|j.236S}} or {{clr|H|j.236H}} - Don't sleep on these, often gets around/beats answers to the grounded fireballs, stuffing low-profile or air approaches respectively.
</gallery>
 
Some other notable pokes are:
<gallery widths="200">
GGAC_Ky_fS.png|{{clr|S|f.S}} - Not quite as fool-proof as 5H. Long to recover from and a bit clunky to combo from, but no denying its amazing range
GGAC_Ky_5K.png|{{clr|K|5K}} - Deceptively decent range, a standing low which is also 6 frames active. Like 2D, this will stuff many approaches and low-profile moves
</gallery>
 
|header2=Anti-Airs  
|content2=
|content2=
*{{MMC|input=6P|label={{clr|1|6P}}}} is your go-to anti-air. Ky’s hurtbox quickly shrinks to his knees, causing many jump-in attacks to miss completely before Ky’s elbow connects.
<gallery widths="200">
**The hurtbox shrinkage applies against everything (not just aerial attacks) and {{clr|1|6P}} combos into {{clr|3|c.S}}, making it a viable button against grounded attacks.
GGAC_Ky_6P.png|{{clr|P|6P}} - Go-to anti-air. Ky’s hurtbox quickly shrinks to his knees, causing many jump-in (not to mention a lot of grounded) attacks to miss completely before Ky’s elbow connects
*{{MMC|input=2H|label={{clr|4|2H}}}} is a slower but taller anti-air, excellent when used preemptively.
GGAC_Ky_2H.png|{{clr|H|2H}} - Slower but taller anti-air, excellent when used preemptively. Also has some use as a poke as well
*{{MMC|input=5P|label={{clr|1|5P}}}} is a quick and surprisingly strong anti-air option despite the hurtbox reduction or range of {{clr|1|6P}} and {{clr|4|2H}} respectively.
GGAC_Ky_5P.png|{{clr|5|5P}} - Quick and strong anti-air option despite lacking the hurtbox reduction or range of {{clr|P|6P}} and {{clr|4|2H}} respectively. Pretend you meant to use this move when you anti-air crossups instead of {{clr|P|6P}}
**In situations where Ky attempts a {{clr|1|6P}} antiair but the opponent crosses up, Ky will often successfully antiair with {{clr|1|5P}} instead, so be ready to cash in with an air route combo (see below).
GGAC_Ky_VaporThrust.png|{{clr|S|623S}} or {{clr|S|623H}} - Unlike many other fighting game Dragon Punches/Shoryukens, do not rely on Vapor Thrust as a go-to anti air due its slow startup and the opponent being able to air block. However, it's still useful to keep in the back pocket for cleanly beating problem air moves.
*{{MMC|input=j.P|label={{clr|1|j.P}}}} and {{MMC|input=j.K|label={{clr|2|j.K}}}} are serviceable air-to-airs and great for throw Option Selecting (ie. {{clr|1|j.6P}}+{{clr|4|H}} (press P and H at the same time), this will airthrow if possible; {{clr|1|j.P}} if not.)
</gallery>
*Unlike many other fighting game Dragon Punches/Shoryukens, do not rely on {{MMC|input=623H|label=Vapor Thrust}} ({{clr|3|623S}}/{{clr|4|H}}, also works in the air) as a go-to anti air due its slow startup and the opponent being able to air block.
**Vapor Thrust can still be useful for cleanly beating some problem jumping normals from other characters.


If you're jumping yourself and you need a quick air-to-air:
<gallery widths="200">
GGAC_Ky_jP.png|{{clr|P|j.P}} - This is quick and can be chained into itself...
GGAC_Ky_jK.png|{{clr|K|j.K}} - But this has absurd range for its speed
</gallery>
One incredibly useful trick with both is throw {{keyword|Option Select}}ing.
For example, input {{clr|P|j.6P}}+{{clr|H|H}} (press P and H at the same time); this will airthrow the opponent if possible; {{clr|1|j.P}} if not.


|subheader2=Defense
|header3=Other notable moves
|content3=
|content3=
*For general notes on defense, [[GGACR/Defense|please click here.]] Some quick reminders/notes below:
<gallery widths="200">
**As per most 2D fighting games, you should default to crouch blocking and switch to stand blocking on reaction, as low-hitting attacks are both far faster and far more numerous compared to overhead-hitting attacks.
GGAC_Ky_2P.png|{{clr|P|2P}} - Ky's fastest button at 4 frames.
**Mindlessly mashing buttons either during pressure or waking up from a knockdown is a death sentence against competent players. Default to blocking/Faultless Defense on wakeup. Blocking first will often make escaping pressure or hitting back afterwards far more likely to succeed.
GGAC_Ky_2K.png|{{clr|K|2K}} - 1 frame slower than {{clr|P|2P}} but hits low and with longer range.
*Ky's character-specific defensive tool Vapor Thrust ({{clr|3|623S}}/{{clr|4|H}}) has some use as a standard risky [[Reversal|reversal]]. It's best to have 50 meter handy to Roman Cancel, as the move is otherwise massively punishable if blocked.
GGAC_Ky_cS.png|{{clr|S|c.S}} - Last but not least, c.S is an exceptionally good button and combo starter in its own right, but can also be chained into from almost all other ground normals and then chain into a bunch of other normals like {{clr|H|2H}} and {{clr|D|2D}}. Will show up all the time as an in-between normal for combos and pressure.
**The poor lower hitbox means that it can outright whiff on low-to-the-ground attacks such as Sol's {{clr|5|2D}}. The slow startup also means that many characters can time an attack to hit you as you wake up but still recover in time to block the Vapor Thrust.
</gallery>
**The S and H followups stall Ky in the air and also have an Force Roman Cancel point (see the Further Learning section)
 
*Ride the Lightning is a 50% meter super that also acts as a reversal. It's as fast as H Vapor Thrust but with a much better advancing hitbox and greater damage.
Really, we could pop any of Ky's normals in here.
**A caveat is that Ride The Lightning can't move through projectiles, making it surprisingly poor against projectile zoning and [[Okizeme|okizeme]].
*While Ky's reversals are not especially good, his excellent normals (particular his quick {{clr|1|2P}}) and easy conversions into a knockdown (such as {{clr|1|2P}}/{{clr|2|2K}} > {{clr|5|2D}}) lets him steal the turn from the opponent.
}}
}}


======<span style="visibility:hidden;font-size:0">Combos</span>======
==Combos==
{{FP Box
{{card
|header=Grounded Combos
|header=Grounded Combos
|content=
|content=<big>'''You can turn that hit into a {{clr|D|2D}} knockdown, no excuses.'''</big>
*(Almost any grounded button) > ({{clr|3|c.S}}) > {{clr|5|2D}} - Flexible and always-relevant combo route that leads to a knockdown. A few other examples of useful routes:
*{{MCB|(starter) > ({{MMC|input=c.S|label={{clr|S|c.S}}}}) > {{MMC|input=2D|label={{clr|D|2D}}}}}} - Flexible and always-relevant combo route that leads to a knockdown. A few other examples of useful routes:
**{{clr|1|2P}}/{{clr|2|2K}} > {{clr|5|2D}}
**{{clr|1|2P}}/{{clr|2|2K}} > {{clr|5|2D}}
**{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}}
**{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}}
**{{clr|1|6P}} > {{clr|3|c.S}} > {{clr|5|2D}}
**{{clr|1|6P}} > {{clr|3|c.S}} > {{clr|5|2D}}
**{{clr|2|5K}} > {{clr|4|5H}} > {{clr|5|2D}}
**{{clr|2|5K}} > {{clr|4|5H}} > {{clr|5|2D}}
*{{clr|2|2K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{MMC|input=236K|label=Stun Dipper}} ({{clr|2|236K}}) - An example route that leads to a Stun Dipper knockdown
*{{MCB|{{clr|2|2K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{MMC|input=236K|label=Stun Dipper}} ({{clr|2|236K}}}}) - An example route that leads to a Stun Dipper knockdown. Stun Dipper has a lot of use in ending combos in a knockdown where {{clr|D|2D}} may not reach, but really wonky to actually combo with and is unsafe on block.
**Stun Dipper has a lot of use in ending combos in a knockdown where {{clr|5|2D}} may not reach, but can often not combo correctly otherwise and is unsafe on block.
**Stun Dipper's animation has Ky slide forward (the first hit) and then slash with his sword (the second.) This does not naturally combo. For both hits to combo, try to hit at the tailend of the slide to leave a small enough gap between the hits.
**Stun Dipper's animation has Ky slide forward (the first hit) and then slash with his sword (the second.) This does not naturally combo. For both hits to combo, Ky must hit with the tip of his slide so that the second hit happens immediately after.
*{{MCB|{{clr|3|c.S}} > {{MMC|input=6K|label={{clr|K|6K}}}} > {{MMC|input=236H|label=Stun Edge}}({{clr|3|236S}}/{{clr|4|H}}}}) - Grounded combo route that ends in Stun Edge
***Outside of combos, if Stun Dipper counter hits then it will always combo properly regardless of positioning.
**By itself, this route wouldn't be preferred over a {{clr|5|2D}} route, but is worth remembering as a combo starter if you eventually wish to learn Stun Edge FRC routes (If interested, please check the Further Learning section)
*{{clr|3|c.S}} > {{MMC|input=6K|label={{clr|2|6K}}}} > Stun Edge ({{clr|3|236S}}/{{clr|4|H}}) - Grounded combo route that ends in Stun Edge
**By itself, this route wouldn't be preferred over a 2D route, but is worth remembering as a combo starter if you eventually wish to learn Stun Edge FRC routes (If interested, please check the Further Learning section)
**Is a fine blockstring by itself, especially if using the S version of Stun Edge.
**Is a fine blockstring by itself, especially if using the S version of Stun Edge.
* {{MMC|input=5D|label={{clr|5|5D}}}} on grounded hit > hold 9 > {{clr|3|j.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|4|623H}} (Vapor Thrust) > {{clr|3|S}} or {{clr|4|H}} followup - grounded Dust combo
* {{MCB|{{MMC|input=5D|label={{clr|5|5D}}}} on grounded hit > hold 9 > {{clr|3|j.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{MMC|input=623H|label=Vapor Thrust}} ({{clr|4|623H}}) > {{clr|3|S}} or {{clr|4|H}} followup}} - grounded Dust combo. {{clr|5|5D}} is a risky overhead (must be blocked standing) and be easily gatling'd into from most of Ky's other normals.  
**{{clr|5|5D}} is a risky overhead (must be blocked standing) and be easily gatling'd into from most of Ky's other normals. Between the slow telegraphed animation and being punishable on block, this should be rarely used to catch the opponent off guard, rather than a staple tool.
**Between the slow telegraphed animation and being punishable on block, this should be rarely used to catch the opponent off guard, rather than a staple tool.
***{{clr|5|5D}} will only have the special launch property if the opponent is grounded.
**{{clr|5|5D}} will only have the special launch property if the opponent is grounded.


<gallery heights=210 widths=373>
<gallery heights=210 widths=373>
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</gallery>
</gallery>


|subheader1=Air Routes
|header2=Air Routes
|content2=
|content2=
Some examples of routes that lead to an air/juggle combo:
Some examples of routes that lead to an air/juggle combo:
*{{clr|1|5P}} / {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|2H}} > … - Anti-air route
*{{MCB|{{clr|1|5P}} / {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|2H}}}} > … - Anti-air route
*{{MMC|input=214K|label=Greed Sever}} ({{clr|2|214K}}) > {{clr|3|c.S}} > {{clr|4|2H}} > … - Greed Sever route
*{{MCB|{{MMC|input=214K|label=Greed Sever}} ({{clr|2|214K}}) > {{clr|3|c.S}} > {{clr|4|2H}} > …}}- Greed Sever route
*[[GGACR/Offense#Throws|Ground Throw]] ({{clr|4|4H}} or {{clr|4|6H}} when close to the opponent) > [[GGACR/Movement#Roman_Cancel|Roman Cancels]] > {{clr|3|c.S}} > {{clr|4|2H}} > … - Throw route
*{{MCB|[[GGACR/Offense#Throws|Ground Throw]] ({{clr|4|4H}} or {{clr|4|6H}} when close to the opponent) > [[GGACR/Movement#Roman_Cancel|Roman Cancels]] > {{clr|3|c.S}} > {{clr|4|2H}} > … }} - Throw route
After the previous routes you can finish with these:
After the previous routes you can finish with these:
*… > {{clr|4|623H}} (Vapor Thrust) > {{clr|3|S}} or {{clr|4|H}} followup  
*{{MCB|… > {{clr|4|623H}} (Vapor Thrust) > {{clr|3|S}} or {{clr|4|H}} followup}}
*… > {{clr|3|j.S}}  > double jump > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|4|623H}} (Vapor Thrust) > {{clr|3|S}} or {{clr|4|H}} followup (can also use this route from an air-to-air such as j.K)
*{{MCB|… > {{clr|3|j.S}}  > double jump > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|4|623H}} (Vapor Thrust) > {{clr|3|S}} or {{clr|4|H}} followup}} (can also use this route from an air-to-air such as j.K)


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<gallery heights=210 widths=373>
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}}
}}


======<span style="visibility:hidden;font-size:0">Okizeme</span>======
==Defense==
{{FP Box
{{card
 
|header=Spending Meter
|content=
|content=
*While not character-specific, don't forget to save meter for Faultless Defense and Dead Angle Attack
For general notes on defense, [[GGACR/Defense|please click here.]] Some quick reminders/notes below:
*Save 25 meter for {{MMC|input=236D > 4D|label=Lightning Sphere}} ({{clr|5|236D}} > {{clr|5|4D}}) This is an all-around excellent tool that can act as an anti-air, pressure extender, approach callout and combo tool.
*As per most 2D fighting games, you should default to crouch blocking and switch to stand blocking on reaction, as low-hitting attacks are both far faster and far more numerous compared to overhead-hitting attacks.
**An aerial equivalent is {{MMC|input=j.214D|label=Stun Raising}} ({{clr|5|j.214D}}) which effectively places a stop sign on the screen for almost 3 full seconds
*Mindlessly mashing buttons either during pressure or waking up from a knockdown is a death sentence against competent players. Default to blocking/Faultless Defense on wakeup. Blocking first will often make escaping pressure or hitting back afterwards far more likely to succeed.
*Save 50 meter for [[GGACR/Movement#Roman_Cancel|Roman Cancels]]. This allows you to safely use otherwise punishable tools such as Stun Dipper ({{clr|2|236K}}), Greed Sever ({{clr|2|214K}}), Vapor Thrust ({{clr|4|623H}}) and {{clr|5|5D}}.
*Ky's character-specific defensive tool Vapor Thrust ({{clr|3|623S}}/{{clr|4|H}}) has some use as a standard risky invulnerable {{keyword|reversal}}. It's best to have 50 meter handy to [[GGACR/Movement#Roman_Cancel|Roman Cancel]] the move if it's blocked as the move is otherwise massively punishable.
**The poor lower hitbox means that it can outright whiff on low-to-the-ground attacks such as Sol's {{clr|5|2D}}. The slow startup also means that many characters can time an attack to hit you as you wake up but still recover in time to block the Vapor Thrust.
**The S and H followups stall Ky in the air and also have an Force Roman Cancel point (see the Further Learning section)
*Ride the Lightning is a 50% meter super that also acts as a reversal. It's as fast as H Vapor Thrust but with a much better advancing hitbox and greater damage.
**A caveat is that Ride The Lightning can't move through projectiles, making it surprisingly poor against projectile {{keyword|zoning}}/okizeme.
*While Ky's reversals are not especially good, his excellent normals (particularly his quick {{clr|P|2P}}) and easy conversions into a knockdown (such as {{clr|P|2P}}/{{clr|K|2K}} > {{clr|D|2D}}) lets him steal the turn from the opponent.
}}


|subheader2=What to do After a Knockdown
==Okizeme==
|content3=Ky can get excellent [[Okizeme|okizeme]] off knockdowns (i.e. from {{clr|5|2D}}) with {{MMC|input=236D|label=Charged Stun Edge}} ({{clr|5|236D}}) and {{MMC|input=3H|label={{clr|4|3H}}}}. These can be easily timed to be hitting/on top of the opponent as they wake up from a knockdown. If any of these hit, Ky can do a simple combo route into {{clr|5|2D}} into {{MMC|input=236D|label=Charged Stun Edge}} ({{clr|5|236D}} etc. to force the same advantageous situation.
{{card
|header=What to do After a Knockdown
|content=Ky can get excellent okizeme off knockdowns (i.e. from {{clr|5|2D}}) with {{MMC|input=236D|label=Charged Stun Edge}} ({{clr|5|236D}}) and {{MMC|input=3H|label={{clr|4|3H}}}}. These can be easily timed to be hitting/on top of the opponent as they wake up from a knockdown. If any of these hit, Ky can do a simple combo route into {{clr|5|2D}} into {{MMC|input=236D|label=Charged Stun Edge}} ({{clr|5|236D}} etc. to force the same advantageous situation.


Other tools for okizeme would be Aerial Charged Stun Edge ({{clr|5|j.236D}}) and Stun Raising ({{clr|5|j.214D}}).
Other tools for okizeme would be Aerial Charged Stun Edge ({{clr|5|j.236D}}) and Stun Raising ({{clr|5|j.214D}}).
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File:GGACR_Ky_Oki3.mp4|Ky times {{clr|4|3H}} to the last couple of active frames to meaty Sol and also be able to recover and block Sol's fully invulnerable Volcanic Viper in time
File:GGACR_Ky_Oki3.mp4|Ky times {{clr|4|3H}} to the last couple of active frames to meaty Sol and also be able to recover and block Sol's fully invulnerable Volcanic Viper in time
</gallery>
</gallery>
}}


|subheader3=Opening up a Blocking Opponent
==Spending Meter==
|content4=
{{card
Ky’s overhead tools to open up a crouch-blocking opponent are punishable and telegraphed (ie. Greed Sever ({{clr|2|214K}}) or {{clr|5|5D}}). {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|2S}}, {{clr|5|2D}} and Stun Dipper ({{clr|2|236K}}) all hit low. Against players able to react to and punish the overheads, you will need to make use of throws and [[Frame_Trap|frame traps]] to open them up.
|header=Meter doesn't carry over to the next round by the way
|content=
*While not character-specific, don't forget to save meter for Faultless Defense and Dead Angle Attack
*Save 25 meter for {{MMC|input=236D > 4D|label=Lightning Sphere}} ({{clr|5|236D}} > {{clr|5|4D}}) This is an all-around excellent tool that can act as an anti-air, pressure extender, approach callout and combo tool.
**An aerial equivalent is {{MMC|input=j.214D|label=Stun Raising}} ({{clr|5|j.214D}}) which effectively places a stop sign on the screen for almost 3 full seconds
*Save 50 meter for [[GGACR/Movement#Roman_Cancel|Roman Cancels]]. This allows you to safely use otherwise punishable tools such as Stun Dipper ({{clr|2|236K}}), Greed Sever ({{clr|2|214K}}), Vapor Thrust ({{clr|4|623H}}) and {{clr|5|5D}}.
}}
 
==Offense==
{{card
|header=Opening up a Blocking Opponent
|content=
Ky’s overhead tools to open up a crouch-blocking opponent are punishable and telegraphed (ie. Greed Sever ({{clr|2|214K}}) or {{clr|5|5D}}). {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|2S}}, {{clr|5|2D}} and Stun Dipper ({{clr|2|236K}}) all hit low. Against players able to react to and punish the overheads, you will need to make use of throws and {{keyword|frame trap}} to open them up.


Attempt grabs safely on a blocking opponent with {{clr|3|6S}}+{{clr|4|H}}. You will either grab the opponent if in range or otherwise perform {{MMC|input=c.S|label={{clr|3|c.S}}}}, which is much faster compared to {{MMC|input=6H|label={{clr|4|6H}}}}. The same principle applies to airthrows.
Attempt grabs safely on a blocking opponent with {{clr|3|6S}}+{{clr|4|H}}. You will either grab the opponent if in range or otherwise perform {{MMC|input=c.S|label={{clr|3|c.S}}}}, which is much faster compared to {{MMC|input=6H|label={{clr|4|6H}}}}. The same principle applies to airthrows.
<gallery heights=210 widths=373>
<gallery heights=210 widths=373>
File:GGACR_Ky_ThrowOS1.mp4|Ky attempts a grab twice with the standard 6+{{clr|4|H}} input. Ky isn't close enough at first, so his slow {{clr|4|6H}} comes out. Ky repeats the attempts with {{clr|3|6S}}+{{clr|4|H}}. This time, his much faster {{clr|3|c.S}} comes out if he isn't in range.
File:GGACR_Ky_ThrowOS1.mp4|Ky attempts a grab twice with the standard 6+{{clr|4|H}} input. Ky isn't close enough at first, so his slow {{clr|4|6H}} comes out. Ky repeats the attempts with {{clr|3|6S}}+{{clr|4|H}}. This time, his much faster {{clr|3|c.S}} comes out if he isn't in range.
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</gallery>
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A good time to attempt a grab is when you end a [[Blockstring|blockstring]] early and then walk forward (ie. if you were performing {{clr|2|2K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Stun Edge ({{clr|3|236S}}/{{clr|4|H}}) as a blockstring, you could instead occasionally perform {{clr|2|2K}} > walk forward for a bit > {{clr|3|6S}}+{{clr|4|H}}).
A good time to attempt a grab is when you end a {{keyword|block string}} early and then walk forward (ie. if you were performing {{clr|2|2K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Stun Edge ({{clr|3|236S}}/{{clr|4|H}}) as a blockstring, you could instead occasionally perform {{clr|2|2K}} > walk forward for a bit > {{clr|3|6S}}+{{clr|4|H}}).


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==Further Learning==
|header=Further Learning
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(These are intermediate/high level techniques that are best gradually learned and integrated into your play rather than learned up-front.)
(These are intermediate/high level techniques that are best gradually learned and integrated into your play rather than learned up-front.)
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*Meaty 3H
*Meaty 3H
**Timing this normally is very easy due to the massive amount of active frames, but is still vulnerable to invulnerable reversals. However, if you time the 3H so that it is at the tailend of its active frames, you can get away with a minimum of 4F of recovery, allowing you to block almost all reversals in time.
**Timing this normally is very easy due to the massive amount of active frames, but is still vulnerable to invulnerable reversals. However, if you time the 3H so that it is at the tailend of its active frames, you can get away with a minimum of 4F of recovery, allowing you to block almost all reversals in time.
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==Navigation==
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{{StarterGuideSEO}}
{{StarterGuideSEO}}
{{Overview/navigation}}
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Revision as of 00:53, 31 March 2023

(For an explanation of notation (ie. 236H), please click here)

Converting into a knockdown

This is true for the whole cast, but especially for Ky it's important to finish your combos, ideally into 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. and set something up (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.) while your opponent is still recovering.

A really good Ky round will usually involve an opponent being hit which leads to a knockdown into okizeme into getting hit as soon as they get back up which leads to a knockdown into okizeme into...

Key Moves

Pokes/Big Normals

These normals let Ky dictate neutral in many matchups, both preventing the opponent's ground approach and enabling Ky's own offense. Bully the stubbier characters and hold your own against the longer-ranged characters.

Some other notable pokes are:

Anti-Airs

If you're jumping yourself and you need a quick air-to-air:

One incredibly useful trick with both is throw Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.ing.

For example, input j.6P+H (press P and H at the same time); this will airthrow the opponent if possible; j.P if not.
Other notable moves
Really, we could pop any of Ky's normals in here.

Combos

Grounded Combos

You can turn that hit into a 2D knockdown, no excuses.

  • (starter) > (c.SGGAC Ky cS.pngGuardMidStartup7Recovery18Advantage-3) > 2DGGAC Ky 2D.pngGuardLowStartup7Recovery12Advantage-10 - Flexible and always-relevant combo route that leads to a knockdown. A few other examples of useful routes:
    • 2P/2K > 2D
    • c.S > 5H > 2D
    • 6P > c.S > 2D
    • 5K > 5H > 2D
  • 2K > c.S > 5H > Stun DipperGGAC Ky StunDipper-1.pngGuardLow, MidStartup8Recovery26Advantage-15 (236K) - An example route that leads to a Stun Dipper knockdown. Stun Dipper has a lot of use in ending combos in a knockdown where 2D may not reach, but really wonky to actually combo with and is unsafe on block.
    • Stun Dipper's animation has Ky slide forward (the first hit) and then slash with his sword (the second.) This does not naturally combo. For both hits to combo, try to hit at the tailend of the slide to leave a small enough gap between the hits.
  • c.S > 6KGGAC Ky 6K.pngGuardMidStartup17Recovery11Advantage+4 > Stun EdgeGGAC Ky StunEdge.pngGuardAllStartup13RecoveryTotal 52Advantage-9(236S/H) - Grounded combo route that ends in Stun Edge
    • By itself, this route wouldn't be preferred over a 2D route, but is worth remembering as a combo starter if you eventually wish to learn Stun Edge FRC routes (If interested, please check the Further Learning section)
    • Is a fine blockstring by itself, especially if using the S version of Stun Edge.
  • 5DGGAC Ky 5D.pngGuardHighStartup25Recovery22Advantage-12 on grounded hit > hold 9 > j.S > j.S > j.H > Vapor ThrustGGAC Ky VaporThrust.pngGuardMidStartup11Recovery30+13 after landingAdvantage-33 (623H) > S or H followup - grounded Dust combo. 5D is a risky overhead (must be blocked standing) and be easily gatling'd into from most of Ky's other normals.
    • Between the slow telegraphed animation and being punishable on block, this should be rarely used to catch the opponent off guard, rather than a staple tool.
    • 5D will only have the special launch property if the opponent is grounded.
Air Routes

Some examples of routes that lead to an air/juggle combo:

  • 5P / 6P > c.S > 2H > … - Anti-air route
  • Greed SeverGGAC Ky GreedSever.pngGuardHigh/AirStartup18Recovery5+11 after landingAdvantage-14 (214K) > c.S > 2H > …- Greed Sever route
  • Ground Throw (4H or 6H when close to the opponent) > Roman Cancels > c.S > 2H > … - Throw route

After the previous routes you can finish with these:

  • … > 623H (Vapor Thrust) > S or H followup
  • … > j.S > double jump > j.S > j.H > 623H (Vapor Thrust) > S or H followup (can also use this route from an air-to-air such as j.K)

Defense

For general notes on defense, please click here. Some quick reminders/notes below:

  • As per most 2D fighting games, you should default to crouch blocking and switch to stand blocking on reaction, as low-hitting attacks are both far faster and far more numerous compared to overhead-hitting attacks.
  • Mindlessly mashing buttons either during pressure or waking up from a knockdown is a death sentence against competent players. Default to blocking/Faultless Defense on wakeup. Blocking first will often make escaping pressure or hitting back afterwards far more likely to succeed.
  • Ky's character-specific defensive tool Vapor Thrust (623S/H) has some use as a standard risky invulnerable reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. It's best to have 50 meter handy to Roman Cancel the move if it's blocked as the move is otherwise massively punishable.
    • The poor lower hitbox means that it can outright whiff on low-to-the-ground attacks such as Sol's 2D. The slow startup also means that many characters can time an attack to hit you as you wake up but still recover in time to block the Vapor Thrust.
    • The S and H followups stall Ky in the air and also have an Force Roman Cancel point (see the Further Learning section)
  • Ride the Lightning is a 50% meter super that also acts as a reversal. It's as fast as H Vapor Thrust but with a much better advancing hitbox and greater damage.
    • A caveat is that Ride The Lightning can't move through projectiles, making it surprisingly poor against projectile zoning The act of denying the opponent the ability to approach, jump, or other movement options./okizeme.
  • While Ky's reversals are not especially good, his excellent normals (particularly his quick 2P) and easy conversions into a knockdown (such as 2P/2K > 2D) lets him steal the turn from the opponent.

Okizeme

What to do After a Knockdown

Ky can get excellent okizeme off knockdowns (i.e. from 2D) with Charged Stun EdgeGGAC Ky CSE.pngGuardAllStartup43RecoveryTotal 68Advantage+18 (236D) and 3HGGAC Ky 3H.pngGuardMidStartup23Recovery3Advantage+15. These can be easily timed to be hitting/on top of the opponent as they wake up from a knockdown. If any of these hit, Ky can do a simple combo route into 2D into Charged Stun EdgeGGAC Ky CSE.pngGuardAllStartup43RecoveryTotal 68Advantage+18 (236D etc. to force the same advantageous situation.

Other tools for okizeme would be Aerial Charged Stun Edge (j.236D) and Stun Raising (j.214D).

Spending Meter

Meter doesn't carry over to the next round by the way
  • While not character-specific, don't forget to save meter for Faultless Defense and Dead Angle Attack
  • Save 25 meter for Lightning SphereGGAC Ky Orb.pngGuardMidStartup6Recovery4Advantage+8 (236D > 4D) This is an all-around excellent tool that can act as an anti-air, pressure extender, approach callout and combo tool.
    • An aerial equivalent is Stun RaisingGGACR Ky j214D.pngGuardMidStartup45RecoveryTotal 22Advantage- (j.214D) which effectively places a stop sign on the screen for almost 3 full seconds
  • Save 50 meter for Roman Cancels. This allows you to safely use otherwise punishable tools such as Stun Dipper (236K), Greed Sever (214K), Vapor Thrust (623H) and 5D.

Offense

Opening up a Blocking Opponent

Ky’s overhead tools to open up a crouch-blocking opponent are punishable and telegraphed (ie. Greed Sever (214K) or 5D). 5K, 2K, 2S, 2D and Stun Dipper (236K) all hit low. Against players able to react to and punish the overheads, you will need to make use of throws and frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. to open them up.

Attempt grabs safely on a blocking opponent with 6S+H. You will either grab the opponent if in range or otherwise perform c.SGGAC Ky cS.pngGuardMidStartup7Recovery18Advantage-3, which is much faster compared to 6HGGAC Ky 6H.pngGuardMidStartup20Recovery17Advantage+2. The same principle applies to airthrows.

A good time to attempt a grab is when you end a block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. early and then walk forward (ie. if you were performing 2K > c.S > 2D > Stun Edge (236S/H) as a blockstring, you could instead occasionally perform 2K > walk forward for a bit > 6S+H).

Reset your pressure with 6K, 3H and Lightning Sphere (236D > 4D). This gives you more chances to perform a blockstring or attempt a mix-up. If opponents attempt to challenge these reset options, make use of frame traps (2K > 5H, slightly delayed normals etc.)

Stun Dipper (236K) and Greed Sever (214K) can be used to get one last hit in before being pushed out. These have the added benefit of dodging low and high pokes respectively. Exceptionally risky unless you have 50 meter for a Roman Cancel.

You do not need to risk it all to open up a turtling opponent. Chip damage, the build up on their Guard Gauge and any spent resources on Faultless Defense or Dead Angle Attack etc. from your pressure are still worthwhile. Ky is also happy to play in neutral against most of the cast.

Further Learning

(These are intermediate/high level techniques that are best gradually learned and integrated into your play rather than learned up-front.)

  • Force Roman Cancel (FRC) points
    • Throw FRC is a simple and riskless thing to attempt to get throw combos for half the meter cost
    • Stun Edge FRC turns Stun Edges from a middling blockstring and neutral tool into a pressure extender and combo tool. Extremely important for optimal Ky play.
    • Stun Dipper FRC lets you get away with Stun Dipper on block for half the meter cost
    • Vapor Thrust's S and H followups FRC lets Ky get out of a blocked/whiffed Vapor Thrust with relative safety.
  • Vapor Thrust / Lightning Javelin loops
    • 623H (Vapor Thrust) into S follow up (Lightning Javelin) near the corner wallsticks the opponent. You can pick up with 6H > 6K > meaty 236D for example, but these require some manual timing and adjustment for different character weights/hurtboxes.
    • H followup midscreen is often used for a knockdown, but it is possible to pick up midscreen with a 2P with specific timing.
  • Meaty 3H
    • Timing this normally is very easy due to the massive amount of active frames, but is still vulnerable to invulnerable reversals. However, if you time the 3H so that it is at the tailend of its active frames, you can get away with a minimum of 4F of recovery, allowing you to block almost all reversals in time.

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