This page is Ky Kiske's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.
For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:
- Character Discord pins
- Links or transcriptions of external personal documents and / or Dustloop User Docs
- Tech videos, especially from Twitter hashtags
- One-off or niche combo routes
- Set-ups (for pressure, mix-ups, okizeme, or setplay)
- Video analyses of matches and sets
Documents
Videos
You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.
- Character Specific Optimal Corner Dust Combos
- Xrd Ky Kiske Tutorial/Basics by Shinobi! (from stream)
- Ky Kiske Optimized Pratical Combos, Setups and Other Stuff
- XrdR KY 5D6 into tight on IB empty jump 5K
- Ky Kiske corner carry combos with knockdown
- Some safejumps
- GGXrd Rev2.1 Throw RRC Combos into Meterless DCCSE IB Tight Empty Jump 5K
- Ky Discord High Level VODs
- VT Loops 101
- Ky Optimal 5D6 Combo v.2.0
Plain Text
You can write your own content here, or post transcriptions of content from potentially impermanent sources here.
Mid Screen Dust Combo: 5D6, 5HS, 5HS, 3HS xx CSE
Universal Corner Dust Combo (Medium/Heavy Weights): 5D6, 5HS, 5HS, 5HS, 6HS, (microdash) 5S, 6K xx Split Ciel, Stun Dipper
Universal Corner Dust Combo (Light Weights): 5D6, 5HS, 5HS, 5HS, 2HS xx HSVT, 2HS xx HSVT, 5HS xx Split Ciel
Hard Microdash VT combos:
- Max Range 3H xx GS creates a fairly just-frame Microdash VT window on most chars, whether you're planning to RC for carry or not (Exceptions for some chars).
- Getting cS xx Split Ciel midscreen is also just-frame. Requires a max-range run before the VT in some cases
There are 4 point vs bedman.
1. Keep a little far tip of Ky's far S. At this distance, stun edge is very effective. Avoiding stun edge is difficult, so you can push enemy to the corner.
2.If enemy avoid stun and come here (e.g. jump and 3jp or 3jk) , 6p anti air or brits is better. 2hs anti air is almost expectation and risky.
3.Then enemy will do jump-task A. Ky do front highjump p and look at enemy. If enemy do 3hs or in air, attack by jhs. If enemy is at the ground and waiting anti air, do back dash.
4. If you can push enemy to the corner, you shouldn't allow enemy to escape. Keep distance a little far tip of Ky's far S, and stun YRC, front high jump p or wait. Enemy want escape by air task C, so to be conscious for intercept that. You can get more gauge than enemy and situation of battle will be better.
Deprecated Resources