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<center>{{Character Label|GGACR|Ky Kiske|42px}}</center> | <center>{{Character Label|GGACR|Ky Kiske|size=42px}}</center> | ||
{{ | {{GGACR/CharacterLinks}} | ||
'''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/ | '''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/ | ||
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{| class="wikitable" | {| class="wikitable" | ||
! {{Character Label|GGACR|A.B.A | ! {{Character Label|GGACR|A.B.A}} | ||
| 6:4 || | | 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. | 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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|- | |- | ||
! {{Character Label|GGACR|Anji Mito | ! {{Character Label|GGACR|Anji Mito}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Axl Low | ! {{Character Label|GGACR|Axl Low}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Baiken | ! {{Character Label|GGACR|Baiken}} | ||
| 4:6 || | | 4:6 || | ||
Ky is very good at making people block, Baiken doesn't have to block. | Ky is very good at making people block, Baiken doesn't have to block. | ||
|- | |- | ||
! {{Character Label|GGACR|Bridget | ! {{Character Label|GGACR|Bridget}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Chipp Zanuff | ! {{Character Label|GGACR|Chipp Zanuff}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Dizzy | ! {{Character Label|GGACR|Dizzy}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Eddie | ! {{Character Label|GGACR|Eddie}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Faust | ! {{Character Label|GGACR|Faust}} | ||
| 4:6 || | | 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. | 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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*Ky can combo Faust from 2D JC to j.K/j.S, giving him a noticeable damage boost. | *Ky can combo Faust from 2D JC to j.K/j.S, giving him a noticeable damage boost. | ||
|- | |- | ||
! {{Character Label|GGACR|I-No | ! {{Character Label|GGACR|I-No}} | ||
| 5.5:4.5 || | | 5.5:4.5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Jam Kuradoberi | ! {{Character Label|GGACR|Jam Kuradoberi}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Justice | ! {{Character Label|GGACR|Justice}} | ||
| 4:6 || | | 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 miserable the first time you play it. | 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 miserable the first time you play it. | ||
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* TK {{clr|4|H}} Stun Edge can hit Justice through the {{clr|1|P}} > {{clr|2|K}} nuke set. | * TK {{clr|4|H}} Stun Edge can hit Justice through the {{clr|1|P}} > {{clr|2|K}} nuke set. | ||
|- | |- | ||
! {{Character Label|GGACR|Johnny | ! {{Character Label|GGACR|Johnny}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Kliff Undersn | ! {{Character Label|GGACR|Kliff Undersn}} | ||
| 5:5 || | | 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. | 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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* Kliff's tiny ground hurtbox can make it difficult to combo into {{clr|4|5H}} and/or Stun Dipper reliably. | * Kliff's tiny ground hurtbox can make it difficult to combo into {{clr|4|5H}} and/or Stun Dipper reliably. | ||
|- | |- | ||
! {{Character Label|GGACR|Ky Kiske | ! {{Character Label|GGACR|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. | "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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*{{clr|1|6P}} beats or clashes with H Vapor Thrust if timed properly. | *{{clr|1|6P}} beats or clashes with H Vapor Thrust if timed properly. | ||
|- | |- | ||
! {{Character Label|GGACR|May | ! {{Character Label|GGACR|May}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Millia Rage | ! {{Character Label|GGACR|Millia Rage}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Order-Sol | ! {{Character Label|GGACR|Order-Sol}} | ||
| 5.5:4.5 || | | 5.5:4.5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Potemkin | ! {{Character Label|GGACR|Potemkin}} | ||
| 5:5 || | | 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. | 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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* Pot's size enables Ky's f-shiki mixups on many blocked jump ins and makes 214K hit earlier than on other characters, giving Ky a faster overhead. | * Pot's size enables Ky's f-shiki mixups on many blocked jump ins and makes 214K hit earlier than on other characters, giving Ky a faster overhead. | ||
|- | |- | ||
! {{Character Label|GGACR|Robo-Ky | ! {{Character Label|GGACR|Robo-Ky}} | ||
| 5:5 || | | 5:5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Slayer | ! {{Character Label|GGACR|Slayer}} | ||
| 5.5:4.5 || | | 5.5:4.5 || | ||
'''Matchup Summary''' | '''Matchup Summary''' | ||
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*'''Pressure''' - Slayer's pressure is scary, but his limited gatling table means he has a harder time resetting into plus frames than Ky does. Ky can very easily do something like a {{clr|1|2P}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|3H}}, which has a couple small gaps and ends on a move that is double digit plus. Slayer either needs to spend valuable meter on FDing Ky out (which means less meter for BBU, FRCs, etc.) or take a risk to escape. Ky's ability to apply safe, flexible pressure and his ability to RC/FRC his throw for bigger damage make his pressure much less risky than Slayer's. Even if Slayer blocks and pushes Ky out, that's fine because Ky doesn't need to approach in neutral. | *'''Pressure''' - Slayer's pressure is scary, but his limited gatling table means he has a harder time resetting into plus frames than Ky does. Ky can very easily do something like a {{clr|1|2P}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|3H}}, which has a couple small gaps and ends on a move that is double digit plus. Slayer either needs to spend valuable meter on FDing Ky out (which means less meter for BBU, FRCs, etc.) or take a risk to escape. Ky's ability to apply safe, flexible pressure and his ability to RC/FRC his throw for bigger damage make his pressure much less risky than Slayer's. Even if Slayer blocks and pushes Ky out, that's fine because Ky doesn't need to approach in neutral. | ||
|- | |- | ||
! {{Character Label|GGACR|Sol Badguy | ! {{Character Label|GGACR|Sol Badguy}} | ||
| 5:5 || | | 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. | 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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*j.D crossup oki can mess with his DP inputs. | *j.D crossup oki can mess with his DP inputs. | ||
|- | |- | ||
! {{Character Label|GGACR|Testament | ! {{Character Label|GGACR|Testament}} | ||
| 4:6 || | | 4:6 || | ||
|- | |- | ||
! {{Character Label|GGACR|Venom | ! {{Character Label|GGACR|Venom}} | ||
| 4.5:5.5 || | | 4.5:5.5 || | ||
|- | |- | ||
! {{Character Label|GGACR|Zappa | ! {{Character Label|GGACR|Zappa}} | ||
| 4:6 || | | 4:6 || | ||
|} | |} | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|GGACR|Ky Kiske|42px}}</center> | <center>{{Character Label|GGACR|Ky Kiske|size=42px}}</center> | ||
{{ | {{GGACR/CharacterLinks}} | ||
{{#lst:GGACR/Navigation}} | {{#lst:GGACR/Navigation}} |
Revision as of 05:23, 13 December 2023
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.
|
---|---|---|
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.
|
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 miserable the first time you play it.
|
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.
|
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.
|
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.
|
Robo-Ky | 5:5 | |
Slayer | 5.5:4.5 |
Matchup Summary Pros:
Cons:
Good moves against Slayer:
Slayer's moves that require special attention:
Other Factors Slayer combines a huge damage output with excellent scramble moves and high-powered mixups that can beat basic throw mashing. It may feel as though the odds are never in your favour, but the matchup is quite winnable for Ky.
|
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.
|
Testament | 4:6 | |
Venom | 4.5:5.5 | |
Zappa | 4:6 |