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 SS for three seconds if they come into contact with Dire Eclat (214S), Stun Edge (any version), Stun Edge Charge Attack (236H) or Sacred Edge (236236P). These moves inflict the opponent with SS on hit and on block, making it rather easy to apply. If an SS-induced opponent comes into contact with an SS-inducing move again, the effect reapplies, restarting the timer. If they are hit by a special move or Overdrive that does not inflict SS, the effect is removed.

Effects of Shock State

Ky’s special moves and his Overdrive, Ride The Lightning (RTL), gain a 10% damage boost if it hits an SS-induced opponent. Stun Dipper (236K) is an exception, only the second hit gets a 10% damage boost, resulting in a 5% boost overall. Sacred Edge (236236P) gains an impressive 19% damage boost. But that’s just the start! Several of Ky’s special moves and 236236P also deal more blockstun to an SS-induced opponent. This is especially important for 214S and Foudre Arc (214K). 214S becomes -9 instead of -11, making it safe against  Ramlethal. 236K becomes -10 instead of -15, reducing its risk somewhat. 214K receives enough added blockstun to become advantageous on block against stand blocking opponents, which it normally isn’t. Lastly, the H version of Vapor Thrust (623H) lifts the opponent higher than normal, which can result in devastating corner combos.

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 can be safe, the exceptions are if the opponent Instant Blocked it, or if the pushback was reduced because of the corner.

The Positives of Dragon Install

  • Increases Ky's damage potential by boosting the damage of his specials and Overdrives. The damage boost varies from a 25% boost to a 100% boost, depending on the move.
  • Increases frame advantage on Stun Edge Charge Attack (236H) and Foudre Arc (214K), which is useful both on offense and in combos. Dire Eclat (214S) becomes -9 instead of -11, making it safe against  Ramlethal
  • New combo routes become possible, such as meterless H Vapor Thrust (623H) loops.
  • DI special moves can in some cases be better than Ky's normal or Shock State specials. For example, the S version of  Leo's projectile, Graviert Wurde, usually beats Stun Edge. But thanks to the second hit, the DI version will pass through.

The Drawbacks of Dragon Install

  • DI causes a severe Tension gain penalty when it’s active. This means that it's actually even more resource intensive than the 50% activation cost would suggest. You are effectively locked out of Overdrives and RC unless you activate DI with 100% Tension or manage to land a Gold Psych Burst.
  • It is also troublesome to get into safely. Its startup is rather hefty at 22 frames and it’s punishable if whiffed, if blocked in the corner or if Instant Blocked. Characters that have an invincible reversal can use it to beat the DI activation shockwave because there's 1f of startup after the cinematic. The only safe ways to activate it are by going for it after a hard knockdown or by incorporating it into a combo, and in both of these situations you're giving up an advantaged state by using DI, either by sacrificing damage in a combo or your knockdown.
  • The fact that it can only be activated at 30% HP or less means that even if you do find an opportunity to activate it, chances are that you won't survive long 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. Landing a Wall Break Ride The Lightning (RTL) from midscreen will either end the round or net you Positive Bonus and therefore lots of options with meter to close out the round, whereas DI will lock you out of your meter and require you to sacrifice advantage while you're at low HP.
  • DI special moves can in some cases be worse than your regular or Shock State specials. Many 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.

Because of these problems, using DI is not recommended in a competitive setting. It's almost always better to save your Tension for RC or Overdrives.

Round Start Options

Rounds starts from mid range, which happens to be Ky's best range. Naturally, Ky has better options than much of the cast. His lengthy 2S hits low with a fast startup of 10f, giving Ky a chance to poke the opponent from the round-start position. Most of the time 2S recovers and remains safe on whiff if the opponent jumps over it. Usage of 2S can result in mind games in Ky's favor. If the opponent blocks, Ky can inflict Shock State with 2S > 236S. If the opponent performs a jump to evade 2S and try a jump-in attack, Ky can safely block it, or counter read by performing round-start j.K / j.S air-to-air. In this situation, the opponent will most likely delay their jump-in attack in order to hit a grounded opponent, giving Ky's attack a head start. If the opponent backdashes to escape 2S, Ky can perform 236S directly for SS, or if you want to gamble, perform 236K to knock them down (this won't work against  May, whose backdash recovers too fast for 236K to hit). Another escape option is jumping back. Ky can apply pressure with 214K, but this option can be inconsistent.

  • 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.

Tension Usage

All characters get good mileage off of spending Tension on universal mechanics, such as Roman Cancels and Faultless Defense. As for character specifics, Ky can choose from Ride the Lightning (RTL), Sacred Edge (236236P) and Dragon Install (DI). As discussed in its own section, DI is not recommended. 236236P has some uses as a combo tool, but it's rarely the best option.

Ride the Lightning

RTL is a powerful Overdrive. It deals good damage and locks the opponent out of Psych Burst. The startup is quite fast at 8 frames, making it possible to combo into from a variety of moves. It pushes the opponent forward a great distance on hit due to its forward momentum and it wall breaks if the opponent is carried to the corner. When used in a combo, RTL can score a wall break from slightly longer than half the stage, a feat no other Overdrive can accomplish. You could think of RTL as a free wall break once you reach 50% Tension, as the meter you spend will quickly be replenished by the resulting Positive Bonus. Moves that can combo into RTL include 6P, f.S, 5H, 2H and 2D. With proper utilization of RTL, Ky can obtain Positive Bonus more often than most characters.

Neutral

Mid Range / Footsies

Ky is versatile enough to function well at any range, but is especially good at mid ranged poking. Against characters that have shorter range than Ky, this is your prime position to be in. 2S is his strongest poke. It hits low, has a great balance of speed and range and several good cancel options. It's likely to score a counter hit or interrupt an approach when used in footsies range. Ky's f.S is slightly smaller and slower than 2S, but complements it by having more active frames and the ability to contest aerial opponents. Both of these moves can gatling into 5H for a frametrap, or be counter hit confirmed into combos. If either of these moves are blocked at tip range, canceling into Stun Edge (236S) is usually a safe way to end the string, but beware of characters that employ tricks to work around it.

While they are good options, 2S and f.S have a fair bit of recovery on whiff. A counter strategy against them is to position oneself to make them whiff before approaching or contest them with 6P. If your opponent attempts this, vary your timing and positioning more to throw them off. Stay sharp!

5H and 6H have more range than the S buttons and have proper disjoints. 5H is the faster of the two, and it's also slightly more disjointed and has more active frames. 6H on the other hand, is more rewarding. It knocks opponents down on normal hit and the hitbox reaches lower to the ground, making it more useful against 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. attacks. It can also lead to combos if it wall bounces, and leads to powerful counter hit combos with tremendous wall carry. In addition, Ky also has an excellent sweep in his 2D. It has good speed and range, and leads to stronger Okizeme than any of his S or H buttons. If used wisely, 2D will also condition opponents to block low, which is useful for getting them to sit still.

Ky can complement all of the aforementioned mid range tools with Stun Dipper (236K), a fast 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. It can be used to slip under quite a fair share of attacks, and also works well as a preemptive response to certain options. For example, if your opponent has a tendency to attack or jump after blocking pokes, canceling into 236K can interrupt them.

If you wish to go on the offensive, Ky can smoothly transition from mid range to close range by ending any blockstring with Foudre Arc (214K) or by using it raw in neutral. If used during a dash, 214K's range is extended even further, allowing it to reach nearly full screen. However, 214K is vulnerable during its start-up. Characters with strong space controlling normals, such as  Leo or  Nagoriyuki, can intercept the move quite easily. Don’t use it recklessly.

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 can use his fast c.S, P or K buttons to contest opponents. c.S is quite a versatile button, being able to gatling into S, H, D and command normals. It's also jump cancelable. 2P is Ky's fastest button, and it can combo into 6P > Dire Eclat (214S) for a meterless knockdown, something that not every character can get from their P buttons. 2K is Ky's fastest low, which is also a combo starter.

Ky lacks a unique overhead or command throw. This means that he is especially reliant on 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 a vital for cracking through anyone's defenses. It's a good idea to stagger Ky's fast buttons and mix in throws for a strike/throw mix-up. If you're feeling bold, 5D is a risky but very rewarding mix-up option. It is reactable, but if you condition your opponent to fear other options 5D can catch them by surprise. You can also pressure reset with 6K, but it should be done sparingly due to 6K's hefty startup. If you wish to return to mid range, any of Ky's blockstrings can be ended with Stun Edge (236S) or 214S to apply Shock State and create space. Do note that these blockstrings aren't as airtight as more aggressive characters, some characters have enough range to punish blockstring enders like 236S or 214S.

Long Range / Zoning

At long range, Ky can zone his opponents out with Stun Edge (236S). If your opponent likes to attack preemptively, position yourself outside of their range and fire 236S to punish them. This will condition your opponent to play more reactively, giving you ample time to utilize more aggressive tactics. Many characters have good ways to move around projectiles, so vary your timing and positioning. The horizontal aerial Stun Edge (j.236H) is useful for stopping an approach from the air, should they try to jump over the grounded ones. The vertical aerial Stun Edge (j.236S) can be used after an air dash to fake out an aerial approach and punish them if they use an anti-air. If your opponent respects you a lot, you can set up a Stun Edge Charge Attack (236H) and run behind it to close the gap.

Full screen projectiles are a great tool to have. Don't get into the habit of over relying on them though, as all of Ky's projectiles can be counter hit punished during their recovery frames. In addition, many characters have strong tools for closing space against projectiles, such as  Sol's Night Raid Vortex. This means that the risk-reward ratio of firing projectiles is not as favorable for Ky as it might seem. Exercise caution. The exception is against characters that have limited mobility, such as  Potemkin and  Nagoriyuki, who might struggle to punish projectiles. You can be a bit more bold in matchups like these.

Stun Edge (236S) punish ranges

 Sol:

  • From half a step forwards from round start distance, Sol can CH punish on block with 6H
    • He can do it on hit from one step closer instead of half a step.
  • If you frame trap from max range 2P > 236S, and Sol mashes 6H, he will get hit by the fireball, then counter hit punish you anyways![1]
  • Sol can react to the startup and punish from any distance further than round start with Night Raid Vortex.

 Ramlethal,  Potemkin,  Faust:

  • From one step forwards from round start distance, these characters can CH punish on block with f.S

Okiwaza (Ground)

Okiwaza means to preemptively "leave out" an attack with the intention of getting an opponent to run into it headfirst. Generally, moves with long active frames and good area coverage work best for this. Sometimes called "counter pokes", but okiwaza can also be used to catch aggressive movement, not just attacks.

6P - A strong counter poke due to its upper body invulnerability. Use it to challenge an opponent's attack in mid or close range. 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.S. 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 - Generally worse than 2S because of the lingering hurtbox and risk of getting low profiled, but it hits higher and has more active frames. It can be used as a mix-up option to catch opponents trying to jump over or low crush 2S.

6H - Slower than the other options, but has long range, a good horizontal disjoint, and enough vertical coverage to beat some low profile options. 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.

Okiwaza (Air)

Aerial okiwaza follows the same concept as grounded okiwaza, just with aerial moves.

j.H - Somewhat slow startup at 13F, but when used preemptively with a neutral or back jump, it can cover a wide area both in the air and close to the ground, deterring the opponent from approaching carelessly.

j.D - Same startup as j.H, but has more active frames, recovers faster, and is fully disjointed. However, it doesn't reach as low to the ground as j.H, making it primarily suited to intercepting air approaches. It also briefly stalls Ky in the air, making his landing harder to predict when mixed up with other options, but also making him much easier to punish if the move whiffs and the opponent is ready.

Aerial Stun Edge - Stalls Ky in the air while also shifting him backwards and away as the projectile comes out. Both versions cover very useful angles, and also essentially let him "dodge and counter" even after his other movement options are exhausted. They can also be TK'd (Tiger Knee) from the ground to give him more even more options. The biggest downside is how vulnerable Ky is if either version whiffs, as they have a uniquely long landing recovery at 14F, and put him in a counter hit state the whole time.

Air-to-Airs

j.P is Ky's fastest aerial attack. Its ability to gatling into itself makes it effective as an air-to-air. It can be hit confirmed into Ride The Lightning (RTL) on hit, making it far more rewarding when Ky has meter, especially so considering how likely RTL is to wall break.

j.K has a larger hitbox and more active frames than j.P. It can link into itself and convert to a ground combo. It's Ky's most reliable air-to-air overall. It can also gatling into j.D for combos or blockstrings.

j.S has a slightly larger hitbox than j.K. However, it also has significantly longer recovery, making j.K the generally preferred option. There are situations where the extra range of j.S can come in handy, such as when used close to the ground.

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. Utilizing them well is essential for mastering any character. They all cost a resource though, so think about how you use them.

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.


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.


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.


Abare

Abare 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 (VT) loses to throws in some situations where attacking will not.

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 six effective anti-airs: 6P, 5P, 2H, Foudre Arc (214K), Vapor Thrust (VT) 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.

2H - A riskier option than the P buttons due to being slow and lacking invulnerability of any kind, but it yields greater reward on counter hit.

Vapor Thrust - Not particularly rewarding considering the risk involved, but it does have high reach and full strike invulnerability. Can be handy in certain matchups, such as against  Chipp's j.2K. Use it with caution, though.

Foudre Arc - Has by far the most horizontal range of Ky's anti-airs, but it's also the slowest to start up. If you predict an aerial approach from long range, such as an air dash approach, use 214K to snuff them out. It's also highly rewarding, as it scores a combo on hit against aerial opponents and on counter hit against grounded opponents.

Air Throws - A useful anti-air for all characters, especially against opponents that like to jump into block.

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 three reversals to choose from: SVapor Thrust (623S), H Vapor Thrust (623H), and Ride The Lightning (632146H)

Vapor Thrust (VT) - Functions as an invincible reversal due to its frame 1 strike invulnerability. It does have some exploitable weaknesses though. The first is that VT lacks a hitbox low to the ground, meaning some attacks can low profile under it. It's also vulnerable to throws during the startup and is punishable on block. If your opponent knows how to deal with VT, you should at most 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. Unlike VT, it does not have any hitbox issues. 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 and -11 on block. 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.

Jump-Ins

j.S is a great jump in due to its generous range. The hitbox reaches much further down than the animation implies. This attack is especially effective when used in conjunction with the air dash FDC technique (See the Okizeme section for more on FDC).

j.H is slightly larger than j.S, but is also slower. The speed difference isn't severe enough to be particularly important in situations where jump-ins are preferred, such as against a grounded, passive opponent. Do note that j.H does not hit below Ky's feet or behind him, despite what the animation suggests.

Premier 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.

  • 2S > 5H > (Special)

2S is one of Ky's best moves due to its speed and range, making this an important blockstring. It's effective 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 single 2S since opponents will likely expect a follow-up. If 2S scores 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 premier 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.

  • c.S > 2H > Special

Together, c.S and 2H deal three hits total, which makes it easy to confirm a block or hit. On block, cancel into 214S to build space or 214K to reset pressure. On hit, combo into 214S. If you have 50% Tension, you can replace 214S with Ride The Lightning (RTL) for max damage or Roman Cancel after 214S connects for a side switch combo.

  • 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, 5K > 2D > Special

Similar to the former blockstring in that opponents need to respect you. This one is a triple low sequence. 5K is good to stagger into 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, 5K sequence has similar timing to 5K / 2K > 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, in which characters with normals faster than 5F can interrupt. If your opponent blocks the sequence, you can finish with 236S/214S or reset with 214K.

Pressure Resets

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 -1 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.

  • 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 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.

  • 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.

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 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. f.S should be avoided for this purpose as it’s a bit too negative on block.
  • 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.

Okizeme

Ky's mix-ups aren't particularly strong against standing opponents because he lacks command throws and overheads besides the universal ones. Soft knockdowns aren't particularly rewarding either. If you land a move that results in a soft knockdown, such as Stun Dipper, your best options afterwards are mid-ranged pokes and closing space with Foudre Arc. Scoring hard knockdowns and making the most out of them is essential for Ky because his mix-ups are lackluster without them.

Moves That Lead Into Okizeme

  • 2D - Causes a knockdown that provides strong Oki. Kicks combo into 2D.
  • Throws - Grant knockdowns, the Oki is especially powerful if the opponent is thrown into a wall.
  • 5D - Leads into a powerful combo and knockdown if you charge it, but it is punishable on block. Use it with discretion.
  • Dire Eclat - Grants a hard knockdown but also has large pushback, which means you have other options for mix-ups. You can do a short dash into an Instant Air Dash mix-up (Do an aerial or simply land and go for a low or throw), or just run forward to close the gap. You could also go for a meaty Foudre Arc for plus frames. The pushback is reduced somewhat if the opponent is pushed into a corner.
  • Foudre Arc - Starts a combo on air hit. You can cut this combo short for powerful Oki.
  • 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.

Effective Options During Okizeme

5K - A fast low with long active duration that can be set up from practically any knockdown. It's effective as a meaty attack because the frame advantage can reach a staggering +5. It can gatling into 2D for a double low or be jump cancelled for even more options. Use 5K to condition your opponent to block after a knockdown and go for throws, pressure resets or other mix-ups later.

  • Most Reversals have 7 or 8 frames of Startup, and Ky 5K has only 6 frames of recovery. If properly spaced (that way, the DP would hit later than the 7th frame), it's possible to use 5K like a safejump. The timing is not as tight as it seems.
  • It's the easiest meaty option that you can always do after Ky 214S. Try to use the dash macro for this.

Stun Edge Charge Attack (CSE) - You can capitalize on hard knockdowns by setting up CSE. Forcing your opponent to block it rewards you with massive frame advantage (+15!) and inflicts the opponent with Shock State. It can be set up from moves that cause hard knockdowns, but you need to be mindful of how you use it.

  • 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.
  • To set it up after a throw midscreen, you have to dash in (always with the Dash Button!) before using CSE from up close or the opponent will be able to jump over it. If you throw the opponent into the corner, you can just use CSE without dashing.
  • Many combos, such as ones that juggle an aerial opponent, give an opportunity to set up CSE. 5H knock 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.

If your opponent blocks CSE, the absurd frame advantage and Shock State allow you to go for whatever mix-up you want. Mix up lows, throws, Dust, 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 (FDC) - An advanced technique that enhances Ky's air dash mix-ups. Ky can do an aerial attack lower to the ground than normal by canceling the air dash with Faultless Defense before initiating the attack. Hitting an aerial attack lower to the ground opens up more combo opportunities. 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 or not. 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. However, it is only by incorporating FDC that a player can behold Ky's true strength.
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.[2]

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.


Fighting Ky

Ky is a well-rounded character, which means that there is no overarching weak point for you to exploit (such as  Potemkin's slow movement speed). Counterplay against Ky requires you to learn the ins and outs of each of his moves rather than overwhelming him with a particular strategy.

Foudre Arc (The acrobatic flip-kick)

input name damage guard startup active recovery onBlock invuln
214K Foudre Arc 40 [44] All 24 11 6 -2~+6 [+5~+12] 10-11F Foot
12-28F Below Waist
  • React and hit Ky out of the startup with a 6P/fast normal/reversal.
  • If you block it, stand block to make it negative.
  • After stand blocking, challenge with a <6f normal or jump to escape.
  • If you're in Shock State it's always plus, even on stand block.
  • Midscreen, it will pass over you if you crouch at certain spacings.

Foudre Arc (214K) has a long startup animation. It doesn't hit grounded opponents until frame 27 at earliest, which gives you an opportunity to intercept the move with a 6P, an invincible reversal, or another fast normal. Try to interrupt it if Ky is using it in a predictable manner. If you cant read your opponent's patterns you might be forced to block 214K. In this situation, be sure to stand block it as doing so reduces Ky's frame advantage. On standing block, it's -1, but on crouching block it's always plus. Ky's fastest normals are his 2P and 5P at 5f. You can jump out if he does anything except 5P, which you can block but will be forced back to the ground with. Since he's -1 on block, if your character has a fast jab (<6F) you can interrupt his pressure. 6F jabs may clash with any follow-up Ky attempts.

Keep in mind that if you block 214K while in Shock State (or Ky is in Dragon Install), he will always be at advantage, even if stand blocked. Therefore, Ky players might be more tempted to go for 214K during the three seconds you're in Shock State (or when he is in Dragon Install). Try to predict the attack and interrupt it!

Vapor Thrust (The invincible reversal) / Ride The Lightning (Charging cinematic super)

input name damage guard startup active recovery onBlock invuln
623S S Vapor Thrust 48 [52] All 11 4 43 -33 [-28] 1-14f Strike
623H H Vapor Thrust 60 [66] All 13 8 44 -38 [-33] 7-16F Strike
632146H Ride the Lightning 18×4, 42 [19×4, 52] All 8+1 3×4(20)2 99 -82 1-10F Full

Both the S and H versions of Vapor Thrust (VT) have strike invulnerability from frame 1, which means it can be used as a reversal on wake-up. The S version starts up faster at 11f, the H version is slower at 13f. VT can seem rather difficult to deal with when you're attempting offense, but it actually has several exploitable weaknesses. Ride The Lightning(RTL) is another reversal option Ky has, and it covers a lot of VT's weaknesses at the cost of 50% Tension.

  • Bait and punish - The classic bait, useful in that it's not difficult and will beat both VT and RTL. Move in close to trick Ky into thinking you will attack, and then back away. This will allow you to avoid or block the reversal and punish. Backing away will also allow you to whiff punish a throw and stay safe against a jump. However, this option will allow your opponent to initiate a blockstring if they button mash.
  • Throws - VT is susceptible to throws during the startup. Standard throws have a startup speed of 2 frames, which means they will beat anything but a normal 5f or faster, should Ky go for it. Throwing against an opponent's wake-up requires precise timing though, so practice it in training mode (If you keep getting counter hit by VT, you're most likely throwing too early). Keep in mind that RTL has both strike and throw invulnerability, so it will beat your throw attempt.
  • Low-profile - VT's hitbox doesn't hit close to the ground, which allows some characters to get under it using low-profile attacks such as  Sol's 2D. Explore your character's options. You cannot low profile RTL, however.
  • Meaty OS - Both versions of VT are slow enough to Option Select with fast normals, such as Ky's 5K. When timed correctly, 5K will recover in time to block VT if the opponent used it, and still hit them if they don't. Explore your character's options. Only very specific normals are fast enough to OS RTL, such as Ky's 5K.
  • 6P - Many 6P's will either pass through or clash with VT due to their low profile hurtboxes. For example,  May's 6P will clash with both S and H VT. Ky's 6P will clash with S VT.

Dire Eclat (The lightning turn-slash)

input name damage guard startup active recovery onBlock invuln
214S Dire Eclat 40 [44] All 14 3 25 -8 [-6]
  • It's always very negative on block and is the end of Ky's blockstring without spending resources.
  • In some situations you can punish it on block with fast, long reaching normals.
  • Usually comes at the end of a blockstring, since its timing is somewhat predictable you can aim to IB it so it's much easier to punish hard.
  • Puts you in Shock State on contact.

Dire Eclat (214S) is a common blockstring ender for Ky. It's hefty frame disadvantage on block means that Ky loses his turn. It's -11 on block, but the pushback makes it difficult to punish for most characters. It usually comes at the end of blockstrings, so try to predict it and go for an Instant Block. Keep in mind that the range of 214S is somewhat lacking. You could use Faultless Defense on the hits before 214S to make it whiff, giving you a chance to punish. There are also some characters that can punish it on block without using Instant Block or Faultless Defense.

 Sol's 6H has long range and starts up at frame 9. This allows it to consistently punish 214S on block against both the normal and Shock State versions.
 Ramlethal's f.S can consistently punish 214S on block. However, f.S cannot punish the Shock State version.

Stun Dipper (The slide attack)

input name damage guard startup active recovery onBlock invuln
236K Stun Dipper 20×2 [20, 22] Low, All 7 12(7)3 30 -19 [-14] 1-2F Above Shoulders
3-6F Upper Body
7-18F Above Knees
  • Will go under a lot of attacks.
  • Grants a soft knockdown on hit.
  • Always very negative on block (-15, -10 in SS).
  • Get a <=10f punish so you can deal with the normal and SS version on block, then get a <=15f punish for when it's the normal version.
  • Usually comes at the end of a blockstring to catch jumps when Ky has 50 meter.

Stun Dipper (236K) is fast (5 frames) and can low-profile under many attacks. Lots of Ky players utilize this move to steal their turn back when they are at minus frames or to interrupt defensive options such as jumping back. Should a 236K connect, Ky is rewarded with a soft knockdown. It may make it seem like Ky can't hit you with oki, but he actually has enough time to reach with long normals like f.S and 5H, so be careful upon waking up. If Ky uses 236K often, play a bit more patient. Study their patterns and predict the move. The risk-reward ratio of 236K is unfavorable for Ky, as it is -10 on block at best. Therefore, a simple block punish goes a long way for dealing with it. Doing so will force the Ky player to either burn 50% Tension on an RC to make it safe or to use the move less often.

Stun Edge (The projectile)

input name damage guard startup active recovery onBlock invuln
236S Stun Edge 30 [33] All 13 Until Hit Total 46 -14 none
236H Charged Stun Edge 20×3 [22×3] All 39 Until Hit Total 62 +22 [+25] none
j.236S Aerial S Stun Edge 30 [33] All 21 Until Hit Until Landing+10 none
j.236H Aerial H Stun Edge 30 [33] All 21 Until Hit Until Landing+10 none

Using short forward dashes into block is a common strategy to close the gap against projectile users. However, Ky's Stun Edge (236S) will inflict Shock State on the defender even on block. Mix in air dash forward to avoid blocking the move entirely. Don't air dash into aerial attacks recklessly, as he can intercept predictable approaches with 6P or other anti-airs. Air dash into block is essential to make Ky respect your aerial approach. One weakness of all versions of Stun Edge is that it leaves Ky vulnerable to counter hits during the recovery frames. Experiment with your character's options to find a way to exploit this.

 Sol's Night Raid Vortex can low-profile under Stun Edge and punish the recovery. At long distances, you can use Vortex to punish Stun Edge on reaction.
 Ky's Stun Dipper can low-profile under Stun Edge and punish the recovery, though you need to be somewhat close to ensure it will reach.
 Axl's Rensen will nullify Stun Edge and punish.
 Nagoriyuki's Zarameyuki beats Stun Edge, allowing you to deal damage and build Blood Gauge. You can also teleport after shooting the clone for a safe approach. With enough Blood Gauge, 5H becomes large enough to contest Stun Edge during the start-up.
 Leo's S Graviert Wurde's first hit will absorb Stun Edge, the second hit will continue as normal.
Don't approach Ky if you don't have to! Approaching an opponent always carries risk. If you have a significant life lead, Ky will be forced to approach you or risk losing to the round timer. If Ky keeps shooting at long range despite being at a life deficit, you can jump over the grounded Stun Edge and duck under the horizontal aerial one. Keep doing this until he is forced to switch his strategy to a less favorable one.

Dragon Install

  • Has no invulnerability.
  • You can punish the recovery at nearly any range if he does it in neutral.
  • If Ky does it close to you, use a reversal just as the cinematic is ending to invul through it and punish.
  • If you are in the corner there will be no pushback, and you can punish it with a <=5f normal. Also works on IB.

When transformed:

  • None of Ky's normals change.
  • Treat Ky's specials as if they're always the Shock State version. Mainly, this means Foudre Arc (214K) is always plus and Stun Dipper (236K) is always -10 rather than -15.
  • Puts Ky in permanent Tension cooldown, take advantage of this if he has no more meter to RC, FD, or Overdrive with. Watch out for Gold Psych Bursts, as this is his only way to get Tension back to work with.

External Resources

SuperKawaiiDesu's air dash FDC guide (Youtube)

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