GGACR/Ky Kiske/Starter

From Dustloop Wiki
< GGACR‎ | Ky Kiske
Revision as of 17:17, 11 May 2022 by SaltBadGuy (talk | contribs) (First draft of a Ky starter guide based on the Venom starter guide, currently lacks formatting and video examples)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Core
Key Moves
  • f.S, 2S and 5H are your go-to pokes. 2K, 2S and 2D are all strong and fast low pokes.
  • 5K and 2D are excellent at stuffing approaches as both are active for an unusually long time
  • 2P is your fastest button. 2K is slightly slower but has longer range.
  • c.S is an excellent close range button, combo starter and combo filler.
  • All buttons mentioned except for f.S and 5H combo into c.S, and all buttons will combo into 2D
  • Stun Edge is your typical shoto fireball, but be mindful that Guilty Gear’s movement allows many characters to get around and possibly punish obvious fireballs. Varying up both the ground and aerial Stun Edge versions alongside good use of anti-airs is key.
  • If possible, end your grounded combos with a knockdown, ideally with 2D.
  • 6P is your go-to anti-air. Ky’s hurtbox quickly shrinks to his knees, causing many jump-in attacks to miss completely before Ky’s elbow connects.
    • The hurtbox shrinkage applies against everything (not just aerial attacks) and 6P combos into c.S, making it a viable button against grounded buttons
  • 2H is a slower but taller anti-air, excellent when used preemptively.
  • j.P and j.K are serviceable air-to-airs and great for throw OSing (ie. j.6P+H, this will airthrow if possible; j.P if not.)
  • Unlike many other fighting games, do not rely on Vapour Thrust as a go-to anti air due its slow startup and the opponent being able to air block.
Combos
Grounded Combos
  • (Almost any grounded button) > (c.S) > 2D - Flexible and always-relevant combo route that leads to a knockdown. A few examples of useful routes:
    • 2P/2K > 2D
    • c.S > 5H > 2D
    • 6P > c.S > 2D
  • … > 2H > 623H > S or H followup
  • … > 2H > j.S > double jump > j.S > j.H > 623H > S or H followup

Combo routes for airborne/juggled opponents which can happen from:

  • 6P > c.S > … - Anti-air route
  • 214K > c.S > …- Greed Sever route
  • Ground Throw > Roman Cancel > c.S > … - Throw route
  • Save 25 meter for Lightning Sphere (236D > 4D). This is an all-around excellent tool that can act as an anti-air, pressure extender, approach callout and combo tool.
    • An aerial equivalent is Stun Raising (j.214D) which effectively places a stop sign on the screen for almost 3 full seconds
  • Save 50 meter for Roman Cancels. This allows you to safely use otherwise punishable tools such as 236K, 214K, 623H and 5D.
Okizeme
What to do after a knockdown

Ky can get easy and excellent okizeme off knockdowns (ie. from 2D) with 236D (Charged Stun Edge) and 3H. These can be easily timed to be hitting/on top of the opponent as they wake up from a knockdown. If any of these hit, it is easy to do a simple combo route into 2D into 236D etc. to force the opponent into the exact same bad situation.

Other tools for okizeme would be j.236D and j.214D.

Ky’s overhead tools to open up a crouch-blocking opponent are punishable and telegraphed (ie. Greed Sever or 5D). 5K, 2K, 2S, 2D and 236K all hit low. Against players able to react and punish to the overheads, you will need to make use of throws and frametraps to overwhelm and open them up.

Attempt grabs safely on a blocking opponent with 6S+H. You will either grab the opponent or otherwise perform c.S, which is much faster compared to 6H. A good time to attempt a grab is ending a blockstring early and then walking forward (ie. if you were performing 2K > c.S > 2D > 236S/H as a blockstring, you could instead occasionally perform 2K > walk forward for a beat > 6S+H.)

Reset your pressure with 6K, 3H and 236D > 4D. This gives you more chances to perform a blockstring or attempt a mixup. If opponents attempt to challenge these reset options, make use of frametraps (2K > 5H, slightly delayed normals etc).

236K and 214K can be used to get one last hit in before being pushed out. These have the added benefit of dodging low and high pokes respectively. Exceptionally risky unless you have 50 meter for a Roman Cancel.

You do not need to risk it all to open up a turtling opponent. Chip damage, the build up on their RISC guage and any spent resources on Faultless Defense or Dead Angle Attacks etc. from your pressure are still worthwhile. Ky is also happy to play in neutral against most of the cast/


Further Learning

(These are intermediate/high level techniques that are best gradually learned and integrated into your play rather than learned up-front)

  • FRC points
    • Throw FRC is a simple and riskless thing to attempt to get throw combos for half the meter cost
    • Stun Edge FRC turns Stun Edges from a middling blockstring and neutral tool into a pressure extender and comboing tool. Extremely important for optimal Ky play.
    • Stun Dipper FRC lets you get away with Stun Dipper on block for half the meter cost.
  • Vapour Thrust / Lightning Javelin loops
    • H VT into S follow up near the corner wallsticks the opponent. You can pick up with 6H > 6K > meaty 236D for example, but these require some manual timing and adjustment for different character weights/hitboxes
    • H followup midscreen is often used for a knockdown, but it is possible to pick up midscreen with a 2P with specific timing.
  • Meaty 3H
    • Timing this normally is very easy due to the massive amount of active frames, but is still vulnerable to invulnerable reversals. However, if you time the 3H so that it is at the tailend of its active frames, you can get away with a minimum of 4F of recovery, allowing you to block almost all reversals.