GGXRD-R2/Ky Kiske/Matchups

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 Ky Kiske

Matchups

Table of Contents
GGXRD-R2 Answer Icon.png GGXRD-R2 Axl Icon.png GGXRD-R2 Baiken Icon.png GGXRD-R2 Bedman Icon.png GGXRD-R2 Chipp Icon.png
GGXRD-R2 Dizzy Icon.png GGXRD-R2 Elphelt Icon.png GGXRD-R2 Faust Icon.png GGXRD-R2 I-No Icon.png GGXRD-R2 Jack-O Icon.png
GGXRD-R2 Jam Icon.png GGXRD-R2 Johnny Icon.png GGXRD-R2 Kum Icon.png GGXRD-R2 Ky Icon.png GGXRD-R2 Leo Icon.png
GGXRD-R2 May Icon.png GGXRD-R2 Millia Icon.png GGXRD-R2 Potemkin Icon.png GGXRD-R2 Ramlethal Icon.png GGXRD-R2 Raven Icon.png
GGXRD-R2 Sin Icon.png GGXRD-R2 Slayer Icon.png GGXRD-R2 Sol Icon.png GGXRD-R2 Venom Icon.png GGXRD-R2 Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Answer

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Axl Low

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Baiken

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Approaching Oki:

Oki vs baiken is quite a bit different than vs other characters. The predictable nature of CSE and DC-CSE hit timings mean that any use of those are reasonably free red parries. So CSE/DC-CSE -> standard high/low is essentially off the table. Instead, you’re opting into some RPS situation vs baiken and the azami follow-ups she wants to use. The safest thing you could do if try to run up and throw whatever azami followup comes out, as they are not throw immune. You can also call out sakura with greed sever, or rokko with just run up -> blocking. The run through can be thrown/mashed on. But you’re essentially guessing vs a character that wants to gamble with her life after azami; so this isn’t the best approach. Safejump jS/jH are also beaten by reversal azami. You’ll need to safejump with jP, which is significantly tighter on the timing. You can still commit to the high/low off any knockdown, just with no CSE. Late airdash / empty low, or meaty jS to call out mashing on the high/low. Giving up oki is not a viable option in most situation, so just take the gamble on a high/low/meaty and commit. If you think you have the read, you can always try to jump in to bait azami, double jump to let it whiff and then fall onto her with a punish once you've confirmed the azami failure.

You're essentially limited to either checking the baikens knowledge with CSE gimmicks or safejump mixup.

Bedman

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Chipp Zanuff

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Dizzy

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Elphelt Valentine

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Faust

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I-No

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Jack-O

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Jam Kuradoberi

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Johnny

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Kum Haehyun

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Ky Kiske

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Leo Whitefang

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May

 May
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Millia Rage

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Potemkin

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Ramlethal Valentine

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Raven

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Sin Kiske

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Slayer

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Sol Badguy

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Venom

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  • Don't let him set for free but also don't just run in because of fs/2s. You'll need to balance dealing with a more aggressive venom by being patient and not being so patient that you open yourself up to free sets.
  • Keep an eye out for balls on the field even if they are far away because he can teleport. If they are on top of you be ready to air throw him for attempting to teleporting to the ball.
  • If you get pushed out and he's got ball setups going then get comfortable with jump IBing balls to reset air options to enable you to close space faster. There is a mission to practice this.
  • When anti-airing be mindful of existing balls. Venom can trigger the ball and use it to stuff anti-airs as he comes down.
  • Similarly, be mindful of mad struggle as an air stalling option. Sometimes you'll need to pause and confirm to into a DP or 2H anti-air..
  • Setting a ciel and threating it being used is as good as using it sometimes. It can give you the opening you need to either punish a bad set or move forward to threaten venom with your normals.

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Zato-1

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