GGST/Ky Kiske/Matchups

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Ky Kiske


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  • Character Strategy pages generally also have a Counter Strategy section with basic universal counterplay.

Anji

Anji Mito
(Slightly Favored)
 
  • Ky can easily punish NagihaGGST Anji Mito 236HS.pngGuard:
    Low
    Startup:
    15 (28 with early cancel)
    Recovery:
    20
    Advantage:
    -7
    with Stun Dipper RRC

Axl

Axl Low
(Average)
Axl 2K low profiles Ky 2P lmao
 
  • Round start buttons RPS should you choose to not block revolves around Ky 6P (beats f.SGGST Axl Low f.S.pngGuard:
    All
    Startup:
    10
    Recovery:
    19
    Advantage:
    -8
    ), f.S (beats 2DGGST Axl Low 2D.pngGuard:
    Low
    Startup:
    10
    Recovery:
    17
    Advantage:
    -9
    ), and Foudre Arc (beats jump back j.SGGST Axl Low j.S.pngGuard:
    High
    Startup:
    14
    Recovery:
    18
    Advantage:
    -
    , RainwaterGGST Axl Low 214S.pngGuard:
    All
    Startup:
    24
    Recovery:
    21
    Advantage:
    +3
    , and backdash.
    • Ky's usually-strong round start 2S option loses or trades to Axl f.S/2D.
  • It is important to establish that 2HGGST Axl Low 2H.pngGuard:
    Low
    Startup:
    11
    Recovery:
    26
    Advantage:
    -18
    is not free to use at mid-range. Instant Air Dashing over blocked 2H beats all of Axl's options other than 2H SnailGGST Axl Low 214H.pngGuard:
    All
    Startup:
    14
    Recovery:
    29
    Advantage:
    -24
    and 2H into nothing. Snail is punishable with either 66BRC c.S/6H or Stun Dipper when farther out.
  • Should Axl whiff Spinning Chain StrikeGGST Axl Low 46S2.pngGuard:
    Low
    Startup:
    7
    Recovery:
    19
    Advantage:
    -6
    , Foudre Arc will fly right over its low hitbox for a Counter Hit punish.
  • Regular anti-airs are not recommended against jump back j.HGGST Axl Low j.H.pngGuard:
    High
    Startup:
    12
    Recovery:
    25
    Advantage:
    -
    in the corner. Instead, block it and punish it as Axl falls or Vapor Thrust it on reaction if possible.
  • To punish superGGST Axl Low 236236H 1.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    26
    Advantage:
    -2
    , block the first hit, then jump forward > falling j.H for a jump-in punish.

Baiken

Baiken
(Average)
 
  • Ky's Charged Stun Edge Okizeme can circumvent Baiken's parryGGST Baiken 236P.pngGuard:
    -
    Startup:
    1
    Recovery:
    32
    Advantage:
    -
    , but be wary of being too predictable with 2P and 2K/5K frametraps.
  • Be wary of throwing projectiles against a Baiken with 50 Meter as KenjyuGGST Baiken 214214P.pngGuard:
    All (Guard Crush)
    Startup:
    8+3
    Recovery:
    -
    Advantage:
    +5
    will beat it fullscreen.
  • Ky can force Baiken to respect Ky via using Stun Dipper to low profile KabariGGST Baiken 41236H.pngGuard:
    All
    Startup:
    18
    Recovery:
    19
    Advantage:
    -3
    blockstrings and H Vapor Thrust certain blockstrings ending in Tatami (which leave a gap between the move and tatami)

Round Start

  • Baiken's f.S will beat most of Ky's options outside of 6P but Ky walking back will force it to whiff. Ky's 2S should beat most of Baiken's options outside of f.S though, so the round start is fairly straightforward choices between 2S, 6P, and walking back.

Neutral

  • Ky can work around Baiken by playing a strong fireball game outside of H Kabari range and then taking advantage of Baiken's hesitation around further Kabari use to close space inside of Ky's f.S/6H range and begin to bully her with his strong normals. When playing back with fireballs, take care to not to be too predictable as Baiken's IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. j.S is quite strong. Mix in pauses and short walks to bait jump-ins from her and 6P accordingly. If distance is closed into the midrange, Ky's normals should be enough of a threat to shut down Kabari. At this range. Baiken's f.S and 2S are her main threats. Preemptive 6H or good use of whiff punishes / 2S to control space should take care of them. Her 2H can also be quite annoying as it will catch attempts to backdash or microdash for spacing; but it also as a LOT of whiff recovery and can be 6H punished on reaction to a whiff. If you see Baiken relying on 2H too much, try to set up proper spacing to bait the whiff and kill her for it.
  • If Baiken is playing a cat and mouse game with her air movement and j.S / air Tatami you can approach on the ground and look to react to her options accordingly. IAD back tatami can be beaten by swinging through her tatami as she lands to hit her and j.S can be taken care of by 6P on reaction. Patience is key here, you don't want to rush in and get hit with a f.S / Kabari or IAD at her to chase her every jump. Even walking her down and letting her corner herself is a big win.

Defense

  • Stun Dipper is a strong defensive option to use vs Baikens who prefer to end blockstrings in H Kabari. Blockstrings that space you a bit farther out allow you to react to H Kabari and Stun Dipper under it for a clean punish. If the blockstring is 2H -> Kabari, even 2H itself is so negative that it can be Stun Dippered. Take care to not autopilot this in all blockstrings as it can be baited, and if you are too close you will not low profile fast enough to get under Kabari. Make sure to go into the lab to get a feel for the distance this works at!
  • Short blockstrings into Tatami allow Ky to DP through Tatami to punish Baiken. Things like very close 2K > 2D > Tatami. Not the best first line of defense but it's an option to keep on deck.
  • Tatami has two different frame advantages on block. If you blocked both hits of Tatami, it's slightly negative. Don't let Baiken easily take another turn at this point. f.S is a strong option to check her here. If the first hit of Tatami whiffed and the second hit connects, she is slightly plus. Be careful to differentiate these two scenarios!

Chipp

Chipp Zanuff
(Average)
 
  • WIP

Faust

Faust
(Unfavored)
 
  • Faust can practically nullify Ky's Charged Stun Edge okizeme by using Crawl

Giovanna

Giovanna
(Unfavored)
 
  • Giovanna's neutral presence matches Ky's while having more consistent rewards and better pressure
  • Notably, her airdash descends very quickly, allowing her to more easily (relative to a lot of other characters) punish Stun Edge with an IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. on reaction.

Goldlewis

Goldlewis Dickinson
(Average)
 
  • Ky can effectively zone Goldlewis with Stun Edge and his long normals (provided Goldlewis does not have level 3 security for SkyfishGGST Goldlewis Dickinson Skyfish.pngGuard:
    All
    Startup:
    25
    Recovery:
    134 Total
    Advantage:
    -13
    )

Happy Chaos

Happy Chaos
(Average)
 
  • WIP

I-No

I-No
(Average)
 
  • Ky can force I-No to take greater risks than usual in neutral with proper use of 6H and 2H, forcing varied approach as they can catch both IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. and StrokeGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    28
    Recovery:
    16
    Advantage:
    -2
    attempts.

Round Start

  • 2S is a generally strong option. It will beat I-No's common normals and force her into trying to whiff punish by walking back or into using dives. Forward jump j.K calls out the dive. Most of these options convert into oki off successful hits, leading to a good round start for Ky.

Neutral

  • I-no wants to get Ky blocking and Ky generally wants to keep I-no out. Thankfully, Ky's 6H is a strong tool to stop I-No from easily moving forward as it covers both stroke and hover options, as well as being large enough to swing through Note. 6H also leads into high damage conversions on counter hit so it is a dominant tool at most ranges that I-no wants to approach from. Fireballs from a distance are also helpful to force movement patterns that are not strictly forward.
  • Once I-No begins respecting 6H and Fireballs, she'll either take to higher routes in the air to go over 6H or start contesting it directly with f.S/6P. If she is using Dives you can bait them with dash block or preemptive j.K attempts. Be careful not to fall on top of her if the j.K was incorrect - air dash backwards instead to maintain some amount of spacing. I-No's 6P is very strong and will cleanly beat whatever falling normal Ky tries to use. If I-no opts instead to use her f.S/6P/2H then you are essentially playing footsies around fairly large disjoints. Directly contesting f.S with something like 6P is risky due to its size. You can instead look to dash brake to force a whiff from it and then work with the whiffed frames to move forward or dash f.S/6H to stop her from hitting another normal. From some ranges, Ky can also just dash Stun Dipper to call out and directly whiff punish I-No's f.S.
  • 5K is a strong tool to react to stroke with in neutral. It will stuff both Strokes and since Stroke is crouching it converts into 6H which gives Ky big combos near the corner.

Jack-O'

Jack-O'
(Average)
 
  • WIP

Ky (mirror)

Ky Kiske
(Even)
It's the mirror
 
  • WIP

Leo

Leo Whitefang
(Average)
 
  • WIP

May

May
(Even)
 
  • Ky can control neutral on the ground fairly well with Stun Edge, 6P, f.S, and 6H, forcing May to approach from the air.
  • Ky can consistently punish a blocked S DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    7
    Recovery:
    11 (26 OH)
    Advantage:
    -5
    with Stun Dipper RRC, forcing May to be wary of using it against a Ky with 50 meter
  • Ky can have a hard time dealing with May's enormous damage output, making small mistakes very punishing.

Millia

Millia Rage
(Average)
 
  • WIP

Nagoriyuki

Nagoriyuki
(Unfavored)
 
  • Nagoriyuki's massive disjointed attacks make it hard for Ky to contest or approach him in Neutral
  • Nagoriyuki's explosive damage output can make it difficult for Ky to come back from making a small mistake
  • Ky maintains advantage when Nagoriyuki has high blood. The threat of Blood Rage from continued special move use allows Ky to safely apply pressure from a distance with Stun Edge or to use Charged Stun Edge to safely approach and begin his strike/throw gameplan.

Round Start

  • 2D is the most favorable button to use vs Nagoriyuki's round start options. It will cover all of his normals and specials except for 5KGGST Nagoriyuki 5K.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    12
    Advantage:
    0
    . It will also lose to him walking back in order to set up a whiff punish. Ky can convert a counter hit 2D into a wall break combo making this is also a high return option. Using f.S will allow Ky to cover Nagoriyuki's 5K.
  • Although the above is true, the best approach to round start is most likely to avoid confrontation. Walking backwards, IAD back, or jumping back all carry substantially less risk then putting a normal out at round start as the wrong choice will lead into taking 50% damage, being wall broken, and Nagoriyuki having Positive Bonus. Thus being conservative in the approach to round start, unless you have a good read or good reason, is a strong way to start the round.

Neutral

  • The matchup revolves around being more active at low blood with movement and Stun Edges. If Nago is playing a bit more passive or whiffing H normals you can try to move in and use longer range normals to fight him or take space. SE use at this point needs to be sparing. You want to use enough to keep Nago thinking about jumping / using cloneGGST Nagoriyuki Zarameyuki1.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
    but not so much that you are easily read and he lands a solid clone > FukyoGGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    N/A
    to get in on you. Ideally you play coy enough in order to force him to spend blood in an attempt to get in. Once at high blood he loses access to clone and Fukyo, and without these tools he is heavily abusable with Stun Edge and Charged Stun Edge. Use both of your projectile tools to get him jumping and punish bad jumps, or use CSE in order to force your way on top of him. When approaching behind CSE be wary of 5HGGST Nagoriyuki 5HComparison.pngGuard:
    Mid
    Startup:
    16
    Recovery:
    27
    Advantage:
    -14
    as at high blood it can disjoint through CSE and clip you.
  • Just beyond Nago's 5H range is a solid range to be at as this lets you block 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    17
    Advantage:
    -3
    without being in command grabGGST Nagoriyuki Bloodsucking Universe.pngGuard:
    Ground Throw
    Startup:
    7
    Recovery:
    48
    Advantage:
    NA
    range and also lets you play around his whiffed 5H/2HGGST Nagoriyuki 2HComparison.pngGuard:
    Mid
    Startup:
    19
    Recovery:
    29
    Advantage:
    -17
    . If Nago whiffs 2H or 6HGGST Nagoriyuki 6HComparison.pngGuard:
    Mid
    Startup:
    17
    Recovery:
    30
    Advantage:
    -17
    anywhere near this range, dash Stun Dipper to punish him. Consistently punishing whiffed high recovery H normals with Dipper or dash f.S is very important - any opening to get on top of Nago safely has to be taken.
  • Nago's 2SNo results is a god normal and very difficult to work around. It'll be the main tool used to keep you from approaching freely on the ground after you make him consider not relying on H normals as heavily. Stun Edge can be a way to keep him from pressing 2S freely, but is risky. If Nago is spamming 2S in your face you can also try and 2D to whiff punish it - this will require you being ready for the 2S.
  • Raw forward Fukyo use has to be checked on reaction fairly consistently. 5P/2P into a combo is the easiest way to do this.

Defense

  • Bursting Nago after he has spent a lot of blood is strong. For example: if he’s done a combo where he used blood to get in and then did his DPGGST Nagoriyuki Shizuriyuki1.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    21
    Advantage:
    -7
    , burst him immediately after the DP and he’ll now be at high blood and give you better control of neutral.

Potemkin

Potemkin
(Average)
 
  • WIP

Ramlethal

Ramlethal Valentine
(Average)
 
  • Ram has slightly greater control over neutral in this matchup with her gigantic disjointed ground and air normals that are hard to contest
  • Running 6P or Stun Edge are some of the only ways for Ky to contest Ram's grounded normals as 6H can be slow enough to lose or trade unfavorably.
  • Stun Dipper generally cannot low profile H Sword TossGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +3
    out of a blockstring unless Ram launches it from near tip range of f.S/5H

Round Start

  • 2S is a strong round start that will beat most options Ram wants to use. She can 5K/2K to deal with 2S in a sort of neutral way or walk back and whiff punish it.

Defense

  • Instant Blocking is a strong option versus Ram's rekka pressure. IBing the 2nd RekkaGGST Ramlethal Valentine Erarlumo 2.pngGuard:
    All
    Startup:
    9
    Recovery:
    25
    Advantage:
    -12 [-10]
    generally allows for a throw punish unless she's already pushed out quite far from the blockstring. IBing both Rekka 1GGST Ramlethal Valentine Erarlumo 1.pngGuard:
    All
    Startup:
    16
    Recovery:
    12
    Advantage:
    -5
    and 2 should make this entirely guaranteed. This is difficult but can be done with practice!
  • Defending in the corner against her sword toss pressure requires the use of Faultless Defense to push Ram out. One basic Ram pressure sequence is [...] c.SGGST Ramlethal Valentine cS.pngGuard:
    All
    Startup:
    7
    Recovery:
    10
    Advantage:
    +1
    -> 236HGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +3
    -> 5KGGST Ramlethal Valentine 5K.pngGuard:
    All
    Startup:
    7
    Recovery:
    11
    Advantage:
    -2
    /2KGGST Ramlethal Valentine 2K.pngGuard:
    Low
    Startup:
    6
    Recovery:
    9
    Advantage:
    -2
    . Using FD will create spacing such that you can jump out before 2K catches you, or 6P the 5K if they are going for that option. If Ram does a longer blockstring, FD can push her far enough out that you can simply jump before the sword explosion and try to escape there, or dash block and escape the explosion situation on the ground.

Sol

Sol Badguy
(Unfavored)
Ky and Sol have similar game plans and toolkits, but Sol has a much better risk-to-reward ratio
 
  • 5P/2P/6P are all fast enough to interrupt Sol f.SGGST Sol Badguy fS.pngGuard:
    All
    Startup:
    10
    Recovery:
    13
    Advantage:
    +2
    > f.S, or Faultless Defense will push him out.
    • The above will get frame trapped by f.S > 5KGGST Sol Badguy 5K.pngGuard:
      All
      Startup:
      3
      Recovery:
      25
      Advantage:
      -16
      /2KGGST Sol Badguy 2K.pngGuard:
      Low
      Startup:
      6
      Recovery:
      11
      Advantage:
      -2
      /5HGGST Sol Badguy 5H.pngGuard:
      All
      Startup:
      11
      Recovery:
      20
      Advantage:
      -5
      , which in turn is beaten by Vapor Thrust, resulting in an overall high-risk/low-reward situation for Ky to challenge reliably.
  • The most consistent anti-air against Bandit BringerGGST Sol Badguy 214K.pngGuard:
    High
    Startup:
    30
    Recovery:
    12 after landing
    Advantage:
    -2
    is H Vapor Thrust, as Sol can delay it to bait out 6P/2H.
  • Punishes against 6SGGST Sol Badguy 6S.pngGuard:
    All
    Startup:
    15
    Recovery:
    20
    Advantage:
    -7
    > GunflameGGST Sol Badguy 236P.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 54
    Advantage:
    -8
    , after 6S:
    • Jump forward j.H > 2D
    • Close to the corner, j.H 66 c.S > 6H wallbounce > 5K/c.S > 6H > Dire Eclat/Vapor Thrust
    • At close range with 50% Tension, Ride The Lightning
    • From far range with 50% Tension, IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. BRC j.H > c.S > 5H > Dire Eclat/Stun Dipper

Round Start

  • 5K is a relatively safe start that can be confirmed into 2D or Stun Dipper on hit, or block/6H on block or whiff. From there, 6P is a hard callout to f.SGGST Sol Badguy fS.pngGuard:
    All
    Startup:
    10
    Recovery:
    13
    Advantage:
    +2
    , and 2D has the greatest reward on a Counter Hit. Backdash > 6H also punishes 6HGGST Sol Badguy 6H.pngGuard:
    All
    Startup:
    9
    Recovery:
    43
    Advantage:
    -27
    .
KY\SOL f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
6SGGST Sol Badguy 6S.pngGuard:
All
Startup:
15
Recovery:
20
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
All
Startup:
15~31 [32]
Recovery:
32 [26]
Advantage:
-17
5P nothing, timing SD, timing 5P (whiff) 2S punishes 5P (whiff) 2S/2D punishes
2P nothing, timing Stun Dipper, timing 2P (whiff) 2S/2D punishes
6P Dire Eclat Stun Dipper Clash trade
5K 2D 2D Stun Dipper 2D
2K Stun Dipper, timing Stun Dipper trade Stun Dipper, timing
f.S Stun Dipper Stun Dipper Delay it to win Trade
2S Stun Dipper Stun Dipper
2D CH Trade CH Trade, HKD CH, no wallbreak
Stun Dipper Single hit uncombo Single hit uncombo Single hit uncombo Single hit uncombo Single hit uncombo

Testament

Testament
(Average)
 
  • Ky can establish decent control over the neutral as Stun Edge goes over Grave Reaper to hit Testament.
  • Via Stun Dipper, Ky can very easily low profile and punish Testament's attempts to use Unholy Diver.

Zato-1

Zato-1
(Average)
 
  • WIP

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Ky Kiske