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! {{Character Label|GGACR|Slayer|24px}} | ! {{Character Label|GGACR|Slayer|24px}} | ||
| 5.5:4.5 || ''' | | 5.5:4.5 || '''Good moves against Slayer:''' | ||
*{{clr|2|j.K}} - Beats any of Slayer's air normals easily. | |||
j.K - | *Air throw/{{clr|4|2H}}/{{clr|4|623H}} - Good to use to AA Slayer's jump-ins, especially {{clr|4|j.H}}. {{clr|4|2H}} must be done early and {{clr|4|623H}} is a huge commitment, so try to meet Slayer in the air rather than gambling on the ground. | ||
*{{clr|5|2D}} is very nice for beating Dandy Step due to its long active frames. One of Ky's biggest commitments on the ground, but worth it considering how easily it can stop Slayer from approaching. | |||
*Greed Sever/{{clr|4|5H}} - Good at beating Slayer's {{clr|4|2H}} and {{clr|5|2D}}. GS can be fairly safe if done from a distance, but the sheer minus frames may let Slayer punish with BBU or force an approach. | |||
*Slayer's longest range poke is Mappa Hunch, which is outright beaten by many of Ky's staple ground pokes: {{clr|4|5H}}, {{clr|1|6P}}, {{clr|3|2S}}, and {{clr|5|2D}}. | |||
'''Slayer's moves that require special attention:''' | '''Slayer's moves that require special attention:''' |
Revision as of 02:32, 23 August 2021
NOTE: Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/49-ky-matchups/. Most matchups for Ky can actually be found here: http://www.dustloop.com/forums/index.php?/forums/topic/4133-my-ky-trade-secrets-thread/
Take general ratios with a grain of salt, these are opinions averaged from competitive active Ky players and not necessarily fact.
A.B.A | 6:4 |
Bully her with midrange normals to keep her out of Moroha mode. Dash 5K can shut down both her low profile slide and her low crushing overhead. Once she does enter Moroha, Ky can still secure knockdowns, and use his extremely fast Instant Kill to end the round. The threat of IK can cause ABA to back off early and spend blood packs to stay safe.
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Anji Mito | 5:5 | |
Axl Low | 5:5 | |
Baiken | 4:6 |
Ky is very good at making people block, Baiken doesn't have to block. |
Bridget | 5:5 | |
Chipp Zanuff | 5:5 | |
Dizzy | 5:5 | |
Eddie | 5:5 | |
Faust | 4:6 |
Faust plays in Ky's ideal range better than he does, can duck under CSE, all air normals, and j.D crossup oki. He isn't terribly deterred by Stun Edge zoning, and can OS Vapor Thrust with 2K.
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I-No | 5.5:4.5 | |
Jam Kuradoberi | 5:5 | |
Justice | 4:6 |
Not necessarily a bad matchup on paper, but can easily snowball badly for Ky if he does not play with precision. Very different from Ky's usual "footsies and fundamentals" gameplan because Justice can out-footsie Ky easily. Will feel fucking miserable the first time you play it.
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Johnny | 5:5 | |
Kliff Undersn | 5:5 |
A strange matchup: Kliff can murder Ky easily and his normals are impossible to out-footsie, but he has very limited movement. Kliff's low stun resistance can be a real liability in this matchup because Ky will often be scoring small but repeated counter hits.
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Ky Kiske | -:- |
"So this is what getting counter hit by 5H feels like." Ky has great tools for challenging or disrespecting his own pressure and frame traps, so this matchup will depend quite heavily on getting a read for your opponent.
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May | 5:5 | |
Millia Rage | 5:5 | |
Order-Sol | 5.5:4.5 | |
Potemkin | 5:5 |
Read heavy matchup, Pot has all the counters he needs to fight Ky so you need to read his habits and keep rotating options.
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Robo-Ky | 5:5 | |
Slayer | 5.5:4.5 | Good moves against Slayer:
Slayer's moves that require special attention: 2H - comes out really fast, has lower body invincibility, leads to pain on both normal and CH. j.H - has a really large hitbox and can beat out mistimed 6Ps and FB shine if done early enough. It can also clash with 6P. Causes floor bounce on CH which leads into big damage. BBU - really fast, goes through stun edges, leads to omgwtfbbq damage. Very unsafe if blocked though. Must be FDed in the air. 6K - overhead, can be used as a feint for mixups. Leads to big damage if connected. Dandy Step - leads to Pile Bunker Cross-wise Heel Under Pressure --It's Late (overhead) Be wary of the dandy step where he ends up behind you. 5P - amazing anti-air. Can beat IAD. j.S. 2S - This move will most likely tag you if you're not careful when trying to cross him up. It's JCable so it can go straight into his dreaded air combos. 2D - Good range and pretty safe on block. DOT - Comes out really fast and causes wall stick. If it connects as a CH, consider yourself done. If baited, he can consider himself done. A pretty risky move to use but will significantly change the pace of the match if it connects. Matchup Overview Slayer is one of the undisputed top 3 characters in AC and for good reasons. As seen above, his moves have good properties and many of them can lead into his monstrously damaging combos which always bring you to the corner and end in a knockdown. Midscreen, he can try crossing you up multiple times with his dash which can lead into some ridiculous 4-way mixup if your reaction time isn't up to par. However, this matchup is still very winnable for the following reasons: Zoning - this is quite possibly Ky's biggest strength in the matchup. His ability to control space with j.D, FB star mines, and stun edges can give Slayer a hard time from getting in, which is where he wants to be. Slayer can't really do anything to you if he can't get within his own attack range. Slayer's big hitbox - Slayer's big hitbox is really good for Ky's combos and as a result you can rack up damage pretty well while regaining your meter at the same time the longer you keep your combos rolling. Air-to-air - Ky's j.K slaughters all of Slayer's air normals for free. Other attacks can too but j.K is the most reliable. If Slayer tries to fight you air-to-air, he is at a severe disadvantage because j.K leads to air combo and knockdown every time he gets beat out. Pressure - Ky has a much easier time maintaining pressure than Slayer does thanks to his superior pokes and zoning abilities. Slayer under pressure can't really hurt you without taking risks. The fewer chances he has to land a hit, the better. Most of Slayer's blockstrings have a very noticeable rhythm, so get into the habit of IBing his blockstrings. Be very careful about throwing stun edges when Slayer has meter because he can BBU through them if you're close enough and don't have the meter to FRC (or you miss the frc point). He also has the dreaded DoT which comes out ridiculously fast and causes wall stick. If it connects as a CH, say goodbye to a big portion of your lifebar. Matchup Summary (pros and cons) Pros: -Ky dictates the pace of the match because of his superior pokes and zoning abilities. -Ky is superior to Slayer in air-to-air combat. -Ky has an easier time maintaining pressure than Slayer does. -Ky has a really easy time comboing Slayer. Cons: -Slayer does more damage than Ky, and has more ways to lead into his damaging combos. -Slayer has moves that come out relatively fast and have either invincibility or large hitboxes which lead to pain and suffering if you're not careful. -If Slayer lands a CH DOT, GGPO. -Slayer can bait reversals using his dash. Unless it's really obvious what he'll use for meaty attacks, blocking his strings is safer. |
Sol Badguy | 5:5 |
Classic risk/reward management, Ky is better at neutral and has more tight offense but Sol can kill you fast and is slippery on defense. Things can get heated as you read each other.
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Testament | 4:6 | |
Venom | 4.5:5.5 | |
Zappa | 4:6 |
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •