GGST/Ky Kiske/Matchups: Difference between revisions

From Dustloop Wiki
< GGST‎ | Ky Kiske
(→‎Defense: Wording.)
(Adding Johnny to additional Matchup pages)
 
(105 intermediate revisions by 18 users not shown)
Line 1: Line 1:
<center>{{Character Label|GGST|Ky Kiske|45px}}</center>
{{GGST/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{MFlag|expert}}<!-- Missing a lot of information -->{{MFlag|stub|sticky=on}}
{{MFlag|expert}}<!-- Missing a lot of information -->{{MFlag|stub}}
<div style="float:right; margin-left:20px;">
{{TOC limit|3}}
</div>


* Character Strategy pages generally also have a Counter Strategy section with basic universal counterplay.
== Matchups ==
{{Matchup ToC}}


===<font style="visibility:hidden" size="0">Anji</font>===
==Anji Mito==
{{MatchupSummaryBox|character=Anji Mito
{{MatchupSummaryBox
|favorability={{clr|2|Slightly Favored}}
| character   = Anji Mito
|oneliner=
| favorability =
|summary=&nbsp;
| oneliner     =
* Ky can easily punish {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Nagiha}} with Stun Dipper RRC
| summary     =  
* Ky can punish {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Nagiha}} with Stun Dipper RRC
}}
}}


===<font style="visibility:hidden" size="0">Axl</font>===
===Round Start===
{{MatchupSummaryBox|character=Axl Low
----
|favorability={{clr|3|Average}}
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|oneliner=Axl 2K low profiles Ky 2P lmao
|+style=white-space:nowrap | Common Round Start Interaction Table
|summary=&nbsp;
! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs
*Round start buttons RPS should you choose to not block revolves around Ky {{clr|1|6P}} (beats {{clr|3|{{MiniMoveCard|game=GGST|chara=Axl Low|input=f.S}}}}), {{clr|3|f.S}} (beats {{clr|5|{{MiniMoveCard|game=GGST|chara=Axl Low|input=2D}}}}), and Foudre Arc (beats jump back {{clr|3|{{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S}}}}, {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label=Rainwater}}, and backdash.
|-
** Ky's usually-strong round start {{clr|3|2S}} option loses or trades to Axl {{clr|3|f.S}}/{{clr|5|2D}}.
|{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} ||  ||  || ||
* It is important to establish that {{clr|4|{{MiniMoveCard|game=GGST|chara=Axl Low|input=2H}}}} is not free to use at mid-range. Instant Air Dashing over blocked {{clr|4|2H}} beats all of Axl's options other than {{clr|4|2H}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label=Snail}} and {{clr|4|2H}} into nothing. Snail is punishable with either 66BRC {{clr|3|c.S}}/{{clr|4|6H}} or Stun Dipper when farther out.
|-
|{{MMC|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
| charged {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} ||  ||  || ||
|}
 
===Notable Interactions===
----All Fuujin follow-ups except for Nagiha can be countered with 623H
 
===Neutral===
----
 
===Offense===
----
*While in Anji's face, Ky gets mostly free pressure due to his lack of metered reversal apart from spin but it can be called out with any projectile
*Be careful with your block string gaps and stagger pressure when Anji has 50 tension. {{MMC|chara=Anji Mito|input=632146S|hitboxMode=true|label=Kachoufuugetsu Kai}} is a frame 1 reversal parry that is active for 30 frames.
 
===Defense===
----
 
==Asuka R==
{{MatchupSummaryBox
| character    = Asuka R
| oneliner  =
| favorability =
| summary    =
}}
 
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Asuka's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
||| || || || 
|-
||| || || || 
|-
||| || || || 
|-
||| || || || 
|}
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
==Axl Low==
{{MatchupSummaryBox
| character   = Axl Low
| favorability =
| oneliner     = Axl 2K low profiles Ky 2P lmao
| summary     =  
*Round start buttons RPS should you choose to not block revolves around Ky {{clr|P|6P}} (beats {{clr|S|{{MiniMoveCard|game=GGST|chara=Axl Low|input=f.S}}}}), {{clr|S|f.S}} (beats {{clr|D|{{MiniMoveCard|game=GGST|chara=Axl Low|input=2D}}}}), and Foudre Arc (beats jump back {{clr|S|{{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S}}}}, {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label=Rainwater}}, and backdash.
** Ky's usually-strong round start {{clr|S|2S}} option loses or trades to Axl {{clr|S|f.S}}/{{clr|D|2D}}.
* It is important to establish that {{clr|H|{{MiniMoveCard|game=GGST|chara=Axl Low|input=2H}}}} is not free to use at mid-range. Instant Air Dashing over blocked {{clr|H|2H}} beats all of Axl's options other than {{clr|H|2H}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label=Snail}} and {{clr|H|2H}} into nothing. Snail is punishable with either 66BRC {{clr|S|c.S}}/{{clr|H|6H}} or Stun Dipper when farther out.
* Should Axl whiff {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S 2|label=Spinning Chain Strike}}, Foudre Arc will fly right over its low hitbox for a Counter Hit punish.
* Should Axl whiff {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S 2|label=Spinning Chain Strike}}, Foudre Arc will fly right over its low hitbox for a Counter Hit punish.
* Regular anti-airs are not recommended against jump back {{clr|4|{{MiniMoveCard|game=GGST|chara=Axl Low|input=j.H}}}} in the corner. Instead, block it and punish it as Axl falls or Vapor Thrust it on reaction if possible.
* Regular anti-airs are not recommended against jump back {{clr|H|{{MiniMoveCard|game=GGST|chara=Axl Low|input=j.H}}}} in the corner. Instead, block it and punish it as Axl falls or Vapor Thrust it on reaction if possible.
* To punish {{MiniMoveCard|game=GGST|chara=Axl Low|input=236236H|label=super}}, block the first hit, then jump forward > falling {{clr|4|j.H}} for a jump-in punish.  
* To punish {{MiniMoveCard|game=GGST|chara=Axl Low|input=236236H|label=super}}, block the first hit, then jump forward > falling {{clr|H|j.H}} for a jump-in punish.  
}}
}}


===<font style="visibility:hidden" size="0">Baiken</font>===
 
{{MatchupSummaryBox|character=Baiken
===Round Start===
|favorability={{clr|3|Average}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
* Ky's Charged Stun Edge Okizeme can circumvent Baiken's {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label=parry}}, but be wary of being too predictable with 2P and 2K/5K frametraps.
! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Axl Low|input=2P|label={{clr|P|2P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Axl Low|input=214H|label={{clr|H|214H}}}} ||  ||  || ||
|-
|IADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} ||  ||  || ||
|}
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
 
 
==Baiken==
{{MatchupSummaryBox
| character    = Baiken
| favorability = 
| oneliner     =
| summary     =  
* Ky's Charged Stun Edge Okizeme can circumvent Baiken's {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label=parry}}, but be wary of being too predictable with {{clr|P|P}} and {{clr|K|2K}}/{{clr|K|5K}} frametraps.
* Be wary of throwing projectiles against a Baiken with 50 Meter as {{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label=Kenjyu}} will beat it fullscreen.
* Be wary of throwing projectiles against a Baiken with 50 Meter as {{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label=Kenjyu}} will beat it fullscreen.
* Ky can force Baiken to respect Ky via using Stun Dipper to low profile {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label=Kabari}} blockstrings and H Vapor Thrust certain blockstrings ending in Tatami (which leave a gap between the move and tatami)
* Ky can force Baiken to respect Ky via using Stun Dipper to low profile {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label=Kabari}} blockstrings and {{clr|S|S}} Vapor Thrust certain blockstrings ending in Tatami (which leave a gap between the move and tatami)
}}
 
 
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} ||  || {{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}}(clash) || {{MMC|game=GGST|chara=Ky Kiske|input=2K|label={{clr|K|2K}}}}
|-
|{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} || ||
|-
|{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} ||  || ||
|-
|Walk Back {{MMC|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} ||  ||  || ||
|-
|Neutral Jump {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr|S|j.S}}}} ||  ||  || ||
|}
* Baiken's {{clr|S|f.S}} will beat most of Ky's options outside of {{clr|P|6P}} but Ky walking back will force it to whiff. Ky's {{clr|S|2S}} should beat most of Baiken's options outside of {{clr|S|f.S}} though, so the round start is fairly straightforward choices between {{clr|S|2S}}, {{clr|P|6P}}, and walking back.
 
===Notable Interactions===
----
 
===Neutral===
----
*Ky can work around Baiken by playing a strong fireball game outside of H Kabari range and then taking advantage of Baiken's hesitation around further Kabari use to close space inside of Ky's {{clr|S|f.S}}/{{clr|H|6H}} range and begin to bully her with his strong normals. When playing back with fireballs, take care to not to be too predictable as Baiken's {{keyword|IAD}} {{clr|S|j.S}} is quite strong. Mix in pauses and short walks to bait jump-ins from her and {{clr|P|6P}} accordingly. If distance is closed into the midrange, Ky's normals should be enough of a threat to shut down Kabari. At this range. Baiken's {{clr|S|f.S}} and {{clr|S|2S}} are her main threats. Preemptive {{clr|H|6H}} or good use of whiff punishes / {{clr|S|2S}} to control space should take care of them. Her {{clr|H|2H}} can also be quite annoying as it will catch attempts to backdash or microdash for spacing; but it also as a LOT of whiff recovery and can be {{clr|H|6H}} punished on reaction to a whiff. If you see Baiken relying on {{clr|H|2H}} too much, try to set up proper spacing to bait the whiff and kill her for it.
* If Baiken is playing a cat and mouse game with her air movement and {{clr|S|j.S}} / air Tatami you can approach on the ground and look to react to her options accordingly. IAD back tatami can be beaten by swinging through her tatami as she lands to hit her and {{clr|S|j.S}} can be taken care of by {{clr|P|6P}} on reaction. Patience is key here, you don't want to rush in and get hit with a {{clr|S|f.S}} / Kabari or IAD at her to chase her every jump. Even walking her down and letting her corner herself is a big win.
 
===Offense===
----
 
===Defense===
----
* Stun Dipper is a strong defensive option to use vs Baikens who prefer to end blockstrings in H Kabari. Blockstrings that space you a bit farther out allow you to ''react'' to H Kabari and Stun Dipper under it for a clean punish. If the blockstring is 2H -> Kabari, even 2H itself is so negative that it can be Stun Dippered. Take care to not autopilot this in all blockstrings as it can be baited, and if you are too close you will not low profile fast enough to get under Kabari. Make sure to go into the lab to get a feel for the distance this works at!
* Short blockstrings into Tatami allow Ky to DP through Tatami to punish Baiken. Things like very close {{clr|K|2K}} > {{clr|D|2D}} > Tatami. Not the best first line of defense but it's an option to keep on deck.
* Tatami has two different frame advantages on block. If you blocked both hits of Tatami, it's slightly negative. Don't let Baiken easily take another turn at this point. {{clr|S|f.S}} is a strong option to check her here. If the first hit of Tatami whiffed and the second hit connects, she is slightly plus. Be careful to differentiate these two scenarios!
 
==Bedman==
{{MatchupSummaryBox
| character    = Bedman
| oneliner  =
| favorability =
| summary    =
}}
}}


===<font style="visibility:hidden" size="0">Chipp</font>===
===Round Start===
{{MatchupSummaryBox|character=Chipp Zanuff
----
|favorability={{clr|3|Average}}
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|oneliner=
|+style=white-space:nowrap | Common Round Start Interaction Table
|summary=&nbsp;
! Bedman's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
| ||  ||  || ||
|}
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
==Bridget==
{{MatchupSummaryBox
| character   = Bridget
| favorability = {{clr|2|Slightly Favorable}}
| oneliner     =
| summary     =  
* WIP
* WIP
}}
}}


===<font style="visibility:hidden" size="0">Faust</font>===
 
{{MatchupSummaryBox|character=Faust
===Round Start===
|favorability={{clr|3|Average}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
| ||  ||  || ||
|}
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
==Chipp Zanuff==
{{MatchupSummaryBox
| character    = Chipp Zanuff
| favorability = 
| oneliner    = 
| summary      =
* WIP
}}
 
 
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|-
|IAD {{MMC|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
 
 
==Elphelt Valentine==
{{MatchupSummaryBox
| character    = Elphelt Valentine
| favorability =
| oneliner    = 
| summary      =
}}
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Elphelt's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
||| || || || 
|-
||| || || || 
|-
||| || || || 
|-
||| || || || 
|}
===Neutral===
----
===Offense===
----
===Defense===
----
==Faust==
{{MatchupSummaryBox
| character   = Faust
| favorability
| oneliner    = 
| summary      =
}}
 
 
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} ||  ||  || {{clr|K|2K}} (clashes) ||
|-
|{{MMC|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Faust|input=2H|label={{clr|H|2H}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
 
===Offense===
----
* Faust can practically nullify Ky's Charged Stun Edge okizeme by using Crawl
* Faust can practically nullify Ky's Charged Stun Edge okizeme by using Crawl
}}


===<font style="visibility:hidden" size="0">Giovanna</font>===
===Defense===
{{MatchupSummaryBox|character=Giovanna
----
|favorability={{clr|5|Unfavored}}
Autopiloted 2H > Item Toss is not safe to Stun Dipper.
|oneliner=
 
|summary=&nbsp;
 
 
==Giovanna==
{{MatchupSummaryBox
| character   = Giovanna
| favorability = {{clr|1| Favorable}}  
| oneliner     =
| summary     =  
* Giovanna's neutral presence matches Ky's while having more consistent rewards and better pressure
* Giovanna's neutral presence matches Ky's while having more consistent rewards and better pressure
* Notably, her airdash descends very quickly, allowing her to more easily (relative to a lot of other characters) punish Stun Edge with an {{keyword|IAD}} on reaction.
* Notably, her airdash descends very quickly, allowing her to more easily (relative to a lot of other characters) punish Stun Edge with an {{keyword|IAD}} on reaction.
}}
}}


===<font style="visibility:hidden" size="0">Goldlewis</font>===
 
{{MatchupSummaryBox|character=Goldlewis Dickinson
===Round Start===
|favorability={{clr|3|Average}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} (clash) ||
|-
|66 {{MMC|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}}  ||  || ||
|-
|{{MMC|game=GGST|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
*Utilizing FD when Giovanna uses multi hitting {{clr|S|S}} in block strings gives you enough room to force RPS or disengage from the approach completely.
 
==Goldlewis Dickinson==
{{MatchupSummaryBox
| character    = Goldlewis Dickinson
| favorability = 
| oneliner     =
| summary     =  
* Ky can effectively zone Goldlewis with Stun Edge and his long normals (provided Goldlewis does not have level 3 security for {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}})
* Ky can effectively zone Goldlewis with Stun Edge and his long normals (provided Goldlewis does not have level 3 security for {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}})
}}
}}


===<font style="visibility:hidden" size="0">Happy Chaos</font>===
 
{{MatchupSummaryBox|character=Happy Chaos
===Round Start===
|favorability={{clr|3|Average}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|684H}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} ||  ||  || ||
|}
===Notable Interactions===
----
 
===Neutral===
----
*Goldlewis's win condition is to get you to block something and put you in the corner. Keep out of his Behemoth Typhoon ranges and poke with normals. If you can force him to start jumping in with {{clr|D|j.D}} or slow air Behemoth Typhoons, his neutral options are significantly reduced. Use {{clr|P|6P}} , {{clr|H|2H}}, or Vapor Thrust to challenge his air approach.
** Be aware, Vapor Thrust can clash with Behemoth Typhoon hitboxes. Be prepared to react to them when it happens.
 
===Offense===
----
 
===Defense===
----
 
 
 
==Happy Chaos==
{{MatchupSummaryBox
| character    = Happy Chaos
| favorability = 
| oneliner     =
| summary     =  
* WIP
* WIP
}}
}}


===<font style="visibility:hidden" size="0">I-No</font>===
 
{{MatchupSummaryBox|character=I-No
===Round Start===
|favorability={{clr|3|Average}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
* Ky can force I-No to take greater risks than usual in neutral with proper use of 6H and 2H, forcing varied approach as they can catch both {{keyword|IAD}} and {{MiniMoveCard|game=GGST|chara=I-No|input=236H|label=Stroke}}) attempts.
! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=236P|label={{clr|P|236P}}}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
 
 
==I-No==
{{MatchupSummaryBox
| character    = I-No
| favorability = 
| oneliner     =
| summary     =  
* Ky can force I-No to take greater risks than usual in neutral with proper use of {{clr|H|6H}} and {{clr|H|2H}}, forcing varied approach as they can catch both {{keyword|IAD}} and {{MiniMoveCard|game=GGST|chara=I-No|input=236H|label=Stroke}} attempts.
}}
}}


====Round Start====
* {{clr|3|2S}} is a generally strong option. It will beat I-no's common normals and force her into trying to whiff punish by walking back or into using dives. Forward jump {{clr|2|j.K }} calls out the dive. Most of these options convert into oki off successful hits, leading to a good round start for Ky.


====Neutral====
===Round Start===
* I-no wants to get Ky blocking and Ky generally wants to keep I-no out. Thankfully Ky's 6H is a strong tool to stop I-no from easily moving forward as it covers both stroke and hover options, as well as being large enough to swing through Note. 6H also leads into high damage conversions on counter hit so it is a dominant tool at most ranges that I-no wants to approach from. Fireballs from a distance are also helpful to force movement patterns that are not strictly forward.
----
* Once I-no begins respecting 6H and Fireballs she'll either take to higher routes in the air to go over 6H or start contesting it directly with fS/6P. If she is using Dives you can bait them with dash block or preemptive jK attempts. Be careful not to fall on top of her if the jK was incorrect - air dash back instead to maintain some amount of spacing. I-no's 6P is very strong and will cleanly beat whatever falling normal you try to use. If I-no opts instead to use her fS/6P/2H then you are essentially playing footsies around a fairly large disjoint. Directly contesting fS with something like 6P is fairly risky due to its size. You can instead look to dash brake to force a whiff from it and then work with the whiffed frames to move forward or dash fS/6H to stop her from hitting another normal. From some ranges you can also just dash stun dipper and directly whiff punish the fS.  
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
* 5K is a strong tool to react to stroke with in neutral. It will stuff both Strokes and since Stroke is crouching it converts into 6H which gives you big combos near the corner.
|+style=white-space:nowrap | Common Round Start Interaction Table
! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=I-No|input=236S|label={{clr|S|236S}}}} ||  ||  || ||
|-
|66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} / {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} ||  ||  || ||
|}
* {{clr|S|2S}} is a generally strong option. It will beat I-No's common normals and force her into trying to whiff punish by walking back or into using dives. Forward jump {{clr|K|j.K}} calls out the dive. Most of these options convert into oki off successful hits, leading to a good round start for Ky.
 
===Notable Interactions===
----
 
===Neutral===
----
* I-no wants to get Ky blocking and Ky generally wants to keep I-no out. Thankfully, Ky's {{clr|H|6H}} is a strong tool to stop I-No from easily moving forward as it covers both stroke and hover options, as well as being large enough to swing through Note. {{clr|H|6H}} also leads into high damage conversions on counter hit so it is a dominant tool at most ranges that I-no wants to approach from. Fireballs from a distance are also helpful to force movement patterns that are not strictly forward.
* Once I-No begins respecting {{clr|H|6H}} and Stun Edge, she'll either take to higher routes in the air to go over {{clr|H|6H}} or start contesting it directly with {{clr|S|f.S}}/{{clr|P|6P}}. If she is using Dives you can bait them with dash block or preemptive {{clr|K|j.K}} attempts. Be careful not to fall on top of her if the {{clr|K|j.K}} was incorrect - air dash backwards instead to maintain some amount of spacing. I-No's {{clr|P|6P}} is very strong and will cleanly beat whatever falling normal Ky tries to use. If I-no opts instead to use her {{clr|S|f.S}}/{{clr|P|6P}}/{{clr|H|2H}} then you are essentially playing footsies around fairly large disjoints. Directly contesting {{clr|S|f.S}} with something like {{clr|P|6P}} is risky due to its size. You can instead look to dash brake to force a whiff from it and then work with the whiffed frames to move forward or dash {{clr|S|f.S}}/{{clr|H|6H}} to stop her from hitting another normal. From some ranges, Ky can also just dash Stun Dipper to call out and directly whiff punish I-No's {{clr|S|f.S}}.  
* {{clr|K|5K}} is a strong tool to react to stroke with in neutral. It will stuff both Strokes and since Stroke is crouching it converts into 6H which gives Ky big combos near the corner.
 
===Offense===
----
 
===Defense===
----


===<font style="visibility:hidden" size="0">Jack-O'</font>===
==Jack-O==
{{MatchupSummaryBox|character=Jack-O'
{{MatchupSummaryBox
|favorability={{clr|3|Average}}
| character   = Jack-O
|oneliner=
| favorability =
|summary=&nbsp;
| oneliner     =
| summary     =  
* WIP
* WIP
}}
}}


===<font style="visibility:hidden" size="0">Ky (mirror)</font>===
 
{{MatchupSummaryBox|character=Ky Kiske
===Round Start===
|favorability={{clr|3|Even}}
----
|oneliner=It's the mirror
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Jack-O|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
 
 
==Johnny==
{{MatchupSummaryBox
| character    = Johnny
| favorability =
| oneliner     =
| summary      =
}}
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Johnny's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
||| || || || 
|-
||| || || || 
|-
||| || || || 
|-
||| || || || 
|}
===Neutral===
----
===Offense===
----
===Defense===
----
==Ky Kiske==
{{MatchupSummaryBox
| character    = Ky Kiske
| favorability = 
| oneliner    =  White bread VS Vanilla ice cream
| summary     =  
* WIP
* WIP
}}
}}


===<font style="visibility:hidden" size="0">Leo</font>===
 
{{MatchupSummaryBox|character=Leo Whitefang
===Round Start===
|favorability={{clr|3|Average}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} ||  || ||
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} ||  || ||
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
*Stun Edge anywhere but full screen is unsafe without tension. If you see your opponent using Stun Edge predictably, Stun Dipper can go right under it and punish them. Be aware, an ill spaced Stun Dipper can still have the second hitbox blocked if you're too close. Feel free to use RRC on the first hit to confirm a punishing combo.
 
===Offense===
----
 
===Defense===
----
*Instant Blocking Dire Eclat in a block string is essential for getting the upper hand in this mirror. It's one of Ky's most common block string enders, and very committal.
*You should be dash blocking your opponents block strings for any gaps or delays in their pressure in order to close the distance and go on the offensive.
 
==Leo Whitefang==
{{MatchupSummaryBox
| character    = Leo Whitefang
| favorability = 
| oneliner     =
| summary     =  
* WIP
* WIP
}}
}}


===<font style="visibility:hidden" size="0">May</font>===
 
{{MatchupSummaryBox|character=May
===Round Start===
|favorability={{clr|3|Even}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
* Ky can control neutral on the ground fairly well with Stun Edge, {{clr|1|6P}}, {{clr|3|f.S}}, and {{clr|4|6H}}, forcing May to approach from the air.
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs
* Ky can consistently punish a blocked {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label=S Dolphin}} with Stun Dipper RRC, forcing May to be wary of using it against a Ky with 50 meter
|-
* Ky can have a hard time dealing with May's enormous damage output, making small mistakes very punishing.
|{{MMC|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|66 {{MMC|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|}
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
 
 
==May==
{{MatchupSummaryBox
| character    = May
| favorability = 
| oneliner     =
| summary     =  
* Ky can control neutral on the ground fairly well with Stun Edge, {{clr|P|6P}}, {{clr|S|f.S}}, and {{clr|H|6H}}, forcing May to approach from the air.
}}
}}


===<font style="visibility:hidden" size="0">Millia</font>===
 
{{MatchupSummaryBox|character=Millia Rage
===Round Start===
|favorability={{clr|3|Average}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
! May's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=May|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=May|input=5K|label={{clr|K|5K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=May|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|IADB {{MMC|game=GGST|chara=May|input=j.H|label={{clr|H|j.H}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=May|input=[4]6S|label=Dolphin}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
==Millia Rage==
{{MatchupSummaryBox
| character    = Millia Rage
| favorability = 
| oneliner     =
| summary     =  
* WIP
* WIP
}}
}}


===<font style="visibility:hidden" size="0">Nagoriyuki</font>===
 
{{MatchupSummaryBox|character=Nagoriyuki
===Round Start===
|favorability={{clr|5|Unfavored}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Millia Rage|input=5K|label={{clr|K|5K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Millia Rage|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Millia Rage|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
 
 
==Nagoriyuki==
{{MatchupSummaryBox
| character    = Nagoriyuki
| favorability = 
| oneliner     =
| summary     =  
* Nagoriyuki's massive disjointed attacks make it hard for Ky to contest or approach him in Neutral
* Nagoriyuki's massive disjointed attacks make it hard for Ky to contest or approach him in Neutral
* Nagoriyuki's explosive damage output can make it difficult for Ky to come back from making a small mistake
* Nagoriyuki's explosive damage output can make it difficult for Ky to come back from making a small mistake
* Ky maintains advantage when Nagoriyuki has high blood. The threat of Blood Rage from continued special move use allows Ky to safely apply pressure from a distance with Stun Edge or to use Charged Stun Edge to safely approach and begin his strike/throw gameplan.
* Ky maintains advantage when Nagoriyuki has high blood. The threat of Blood Rage from continued special move use allows Ky to safely apply pressure from a distance with Stun Edge or to use Charged Stun Edge to safely approach and begin his strike/throw gameplan.
}}
}}
====Round Start====
 
* {{clr|5|2D}} is the most favorable button to use vs Nagoriyuki's round start options. It will cover all of his normals and specials except for {{clr|K|{{MMC|chara=Nagoriyuki|input=5K}}}}. It will also lose to him walking back in order to set up a whiff punish. Ky can convert a counter hit {{clr|5|2D}} into a wall break combo making this is also a high return option. Using {{clr|3|f.S}} will allow Ky to cover Nagoriyuki's {{clr|K|5K}}.
 
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2K|label={{clr|K|2K}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2H|label={{clr|H|2H}}}} ||  {{MMC|game=GGST|chara=Ky Kiske|input=j.K|label={{clr|K|j.K}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|S|j.S}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=5K|label={{clr|K|5K}}}} ||
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}} ||  || || {{MMC|game=GGST|chara=Ky Kiske|input=2K|label={{clr|K|2K}}}}
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2K|label={{clr|K|2K}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=5K|label={{clr|K|5K}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=214K|label={{clr|K|214K}}}}
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=5H|label={{clr|H|5H}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=6H|label={{clr|H|6H}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} ||  || Jump
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}}~6 {{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || (delayed {{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2K|label={{clr|K|2K}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2H|label={{clr|H|2H}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}}), {{MMC|game=GGST|chara=Ky Kiske|input=5H|label={{clr|H|5H}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=6H|label={{clr|H|6H}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || || Jump
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} || {{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}}, {{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || Jump ||  || Back dash
|}
 
* {{clr|D|2D}} is the most favorable button to use vs Nagoriyuki's round start options. It will cover all of his normals and specials except for {{clr|K|{{MMC|chara=Nagoriyuki|input=5K}}}}. It will also lose to him walking back in order to set up a whiff punish. Ky can convert a counter hit {{clr|D|2D}} into a wall break combo making this is also a high return option. Using {{clr|S|f.S}} will allow Ky to cover Nagoriyuki's {{clr|K|5K}}.
* Although the above is true, the best approach to round start is most likely to avoid confrontation. Walking backwards, IAD back, or jumping back all carry substantially less risk then putting a normal out at round start as the wrong choice will lead into taking 50% damage, being wall broken, and Nagoriyuki having Positive Bonus. Thus being conservative in the approach to round start, unless you have a good read or good reason, is a strong way to start the round.
* Although the above is true, the best approach to round start is most likely to avoid confrontation. Walking backwards, IAD back, or jumping back all carry substantially less risk then putting a normal out at round start as the wrong choice will lead into taking 50% damage, being wall broken, and Nagoriyuki having Positive Bonus. Thus being conservative in the approach to round start, unless you have a good read or good reason, is a strong way to start the round.


====Neutral====
===Notable Interactions===
----
 
===Neutral===
----
*The matchup revolves around being more active at low blood with movement and Stun Edges. If Nago is playing a bit more passive or whiffing {{clr|H|H}} normals you can try to move in and use longer range normals to fight him or take space. SE use at this point needs to be sparing. You want to use enough to keep Nago thinking about jumping / using {{MMC|chara=Nagoriyuki|input=236S|label=clone}} but not so much that you are easily read and he lands a solid clone > {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to get in on you. Ideally you play coy enough in order to force him to spend blood in an attempt to get in. Once at high blood he loses access to clone and Fukyo, and without these tools he is heavily abusable with Stun Edge and Charged Stun Edge. Use both of your projectile tools to get him jumping and punish bad jumps, or use CSE in order to force your way on top of him. When approaching behind CSE be wary of {{clr|H|{{MMC|chara=Nagoriyuki|input=5H Level 3|label=5H}}}} as at high blood it can disjoint through CSE and clip you.
*The matchup revolves around being more active at low blood with movement and Stun Edges. If Nago is playing a bit more passive or whiffing {{clr|H|H}} normals you can try to move in and use longer range normals to fight him or take space. SE use at this point needs to be sparing. You want to use enough to keep Nago thinking about jumping / using {{MMC|chara=Nagoriyuki|input=236S|label=clone}} but not so much that you are easily read and he lands a solid clone > {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to get in on you. Ideally you play coy enough in order to force him to spend blood in an attempt to get in. Once at high blood he loses access to clone and Fukyo, and without these tools he is heavily abusable with Stun Edge and Charged Stun Edge. Use both of your projectile tools to get him jumping and punish bad jumps, or use CSE in order to force your way on top of him. When approaching behind CSE be wary of {{clr|H|{{MMC|chara=Nagoriyuki|input=5H Level 3|label=5H}}}} as at high blood it can disjoint through CSE and clip you.
* Just beyond Nago's {{clr|H|5H}} range is a solid range to be at as this lets you block {{MMC|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} without being in {{MMC|chara=Nagoriyuki|input=623P|label=command grab}} range and also lets you play around his whiffed {{clr|H|5H}}/{{clr|H|{{MMC|chara=Nagoriyuki|input=2H Level 1|label=2H}}}}. If Nago whiffs {{clr|H|2H}} or {{clr|H|{{MMC|chara=Nagoriyuki|input=6H Level 1|label=6H}}}} anywhere near this range, dash Stun Dipper to punish him. Consistently punishing whiffed high recovery {{clr|H|H}} normals with Dipper or dash {{clr|S|f.S}} is very important - any opening to get on top of Nago safely has to be taken.
* Just beyond Nago's {{clr|H|5H}} range is a solid range to be at as this lets you block {{MMC|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} without being in {{MMC|chara=Nagoriyuki|input=623P|label=command grab}} range and also lets you play around his whiffed {{clr|H|5H}}/{{clr|H|{{MMC|chara=Nagoriyuki|input=2H Level 1|label=2H}}}}. If Nago whiffs {{clr|H|2H}} or {{clr|H|{{MMC|chara=Nagoriyuki|input=6H Level 1|label=6H}}}} anywhere near this range, dash Stun Dipper to punish him. Consistently punishing whiffed high recovery {{clr|H|H}} normals with Dipper or dash {{clr|S|f.S}} is very important - any opening to get on top of Nago safely has to be taken.
* Nago's {{clr|3|{{MMC|chara=Nagoriyuki|input=2S|label=2S}}}} is a god normal and very difficult to work around. It'll be the main tool used to keep you from approaching freely on the ground after you make him consider not relying on {{clr|H|H}} normals as heavily. Stun Edge can be a way to keep him from pressing {{clr|3|2S}} freely, but is risky. If Nago is spamming {{clr|3|2S}} in your face you can also try and {{clr|5|2D}} to whiff punish it - this will require you being ready for the {{clr|3|2S}}.
* Nago's {{clr|S|{{MMC|chara=Nagoriyuki|input=2S|label=2S}}}} is a god normal and very difficult to work around. It'll be the main tool used to keep you from approaching freely on the ground after you make him consider not relying on {{clr|H|H}} normals as heavily. Stun Edge can be a way to keep him from pressing {{clr|S|2S}} freely, but is risky. If Nago is spamming {{clr|S|2S}} in your face you can also try and {{clr|D|2D}} to whiff punish it - this will require you being ready for the {{clr|S|2S}}.
* Raw forward Fukyo use has to be checked on reaction fairly consistently. {{clr|P|5P/2P}} into a combo is the easiest way to do this.
* Raw forward Fukyo use has to be checked on reaction fairly consistently. {{clr|P|5P/2P}} into a combo is the easiest way to do this.


====Defense====
===Offense===
----
*If a Nagoriyuki is going to pop into blood rage, on whiff and at close/mid range, you can run up and land fully charged {{clr|D|5D}} and follow up with a dust combo.
 
===Defense===
----
* Bursting Nago after he has spent a lot of blood is strong. For example: if he’s done a combo where he used blood to get in and then did his {{MMC|chara=Nagoriyuki|input=623H|label=DP}}, burst him immediately after the DP and he’ll now be at high blood and give you better control of neutral.
* Bursting Nago after he has spent a lot of blood is strong. For example: if he’s done a combo where he used blood to get in and then did his {{MMC|chara=Nagoriyuki|input=623H|label=DP}}, burst him immediately after the DP and he’ll now be at high blood and give you better control of neutral.


===<font style="visibility:hidden" size="0">Potemkin</font>===
 
{{MatchupSummaryBox|character=Potemkin
 
|favorability={{clr|3|Average}}
 
|oneliner=
==Potemkin==
|summary=&nbsp;
{{MatchupSummaryBox
| character   = Potemkin
| favorability = {{clr|3|Even}}
| oneliner     = prepare to zone and trip
| summary     =  
* WIP
* WIP
}}
}}


===<font style="visibility:hidden" size="0">Ramlethal</font>===
 
{{MatchupSummaryBox|character=Ramlethal Valentine
===Round Start===
|favorability={{clr|4|Struggle}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
* Ram controls the neutral in this matchup with her gigantic disjointed ground and air normals that are hard to contest on top of having deadly corner pressure
! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs
* Running 6P or Stun Edge are some of the only ways for Ky to contest Ram's grounded normals as 6H can be slow enough to lose or trade unfavorably.
|-
* Stun Dipper generally cannot low profile {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label=H Sword Toss}} out of a blockstring unless Ram launches it from near tip range of {{clr|3|f.S}}/{{clr|4|5H}}
|{{MMC|game=GGST|chara=Potemkin|input=2P|hitboxMode=true|imageNumber=2|label={{clr|P|2P}}}} || Walk back whiff punish || f.S, 2S || 5K ||
|-
|{{MMC|game=GGST|chara=Potemkin|input=6P|hitboxMode=true|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Potemkin|input=f.S|hitboxMode=true|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Potemkin|input=2D|hitboxMode=true|label={{clr|D|2D}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Potemkin|input=236P|hitboxMode=true|label=Forward Megafist}} || Block > 2K  ||  || ||
|-
|{{MMC|game=GGST|chara=Potemkin|input=632146P|hitboxMode=true|label=Kara Potemkin Buster}} ||  ||  || || Backdash
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
*Use {{clr|H|2H}} instead of {{clr|S|2S}} when staggering block strings in the corner to catch Potemkin's Backwards Megafist {{clr|P|214P}}. {{clr|H|2H}} nets you a better combo starter on counter hit, forces air block if the opponent fuzzy jumps out, and has a much bigger window to catch Backwards Megafist than {{clr|S|2S}} does.
 
===Defense===
----
 
==Ramlethal Valentine==
{{MatchupSummaryBox
| character    = Ramlethal Valentine
| favorability = 
| oneliner     =
| summary     =  
* Ram has slightly greater control over neutral in this matchup with her gigantic disjointed ground and air normals that are hard to contest
* Stun Dipper generally cannot low profile {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label=H Sword Toss}} out of a blockstring unless Ram launches it from near tip range of {{clr|S|f.S}}/{{clr|H|5H}}
}}
}}
====Round Start====
* 2S is a strong round start that will beat most options Ram wants to use. She can 5k/2k to deal with 2s in a sort of neutral way or walk back and whiff punish it.




====Defense====
===Round Start===
* IB is a strong option versus Ram's rekka pressure. IBing the 2nd Rekka generally allows for a throw punish unless she's already pushed out quite far from the blockstring. IBing both Rekka 1 and 2 should make this entirely guaranteed. This is difficult but can be done with practice!
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} | || 2S, 2D, 2K || f.S || ||
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || 6P ||  ||  || 2S, 2K
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} ||  ||  || ||
|}
* {{clr|S|2S}} is a strong round start that will beat most options Ram wants to use. She can {{clr|K|5K}}/{{clr|K|2K}} to deal with {{clr|S|2S}} in a sort of neutral way or walk back and whiff punish it.
 
===Notable Interactions===
----


* Defending in the corner against her sword toss pressure requires the use of FD to push Ram out. One basic Ram pressure sequence is ...cS-> H toss -> 5K / 2K. Using FD will create spacing such that you can jump out before 2k catches you, or 6p the 5K if they are going for that option. If Ram does a longer blockstring, FD can push her far enough out that you can simply jump before the H explosion and try to escape there, or dash block and escape the explosion situation on the ground.
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
* Instant Blocking is a strong option versus Ram's rekka pressure. IBing the {{MMC|chara=Ramlethal Valentine|input=214P 214P|label=2nd Rekka}} generally allows for a throw punish unless she's already pushed out quite far from the blockstring. IBing both {{MMC|chara=Ramlethal Valentine|input=214P|label=Rekka 1}} and 2 should make this entirely guaranteed. This is difficult but can be done with practice!
 
* Defending in the corner against her sword toss pressure requires the use of Faultless Defense to push Ram out. One basic Ram pressure sequence is [...] {{clr|S|{{MMC|chara=Ramlethal Valentine|input=c.S}}}} -> {{clr|H|{{MMC|chara=Ramlethal Valentine|input=236H}}}} -> {{clr|K|{{MMC|chara=Ramlethal Valentine|input=5K}}}}/{{clr|K|{{MMC|chara=Ramlethal Valentine|input=2K}}}}. Using FD will create spacing such that you can jump out before {{clr|K|2K}} catches you, or {{clr|P|6P}} the {{clr|K|5K}} if they are going for that option. If Ram does a longer blockstring, FD can push her far enough out that you can simply jump before the sword explosion and try to escape there, or dash block and escape the explosion situation on the ground.
 
==Sin Kiske==
{{MatchupSummaryBox
| character    = Sin Kiske
| favorability = 
| oneliner    =  don’t tell dizzy about this
| summary      =
* WIP
}}
 
 
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Sin's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Sin Kiske|input=2P|label={{clr|P|2P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Sin Kiske|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Sin Kiske|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Sin Kiske|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Sin Kiske|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Sin Kiske|input=236K|label=Elk Hunt}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Sin Kiske|input=214S|label=Hoof Stomp}} ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
==Sol Badguy==
{{MatchupSummaryBox
| character    = Sol Badguy
| favorability =  {{clr|5|Unfavorable}}
| oneliner    =  Ky and Sol have similar game plans and toolkits, but Sol has a much better risk-to-reward ratio
| summary      =
* {{clr|P|5P/2P/6P}} are all fast enough to interrupt Sol {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=f.S}}}} > {{clr|S|f.S}}, or Faultless Defense will push him out.
** The above will get frame trapped by {{clr|S|f.S}} > {{clr|K|{{MiniMoveCard|chara=Sol Badguy|input=5K}}}}/{{clr|K|{{MiniMoveCard|chara=Sol Badguy|input=2K}}}}/{{clr|H|{{MiniMoveCard|chara=Sol Badguy|input=5H}}}}, which in turn is beaten by Vapor Thrust, resulting in an overall high-risk/low-reward situation for Ky to challenge reliably.
* The most consistent anti-air against {{MiniMoveCard|chara=Sol Badguy|input=214K|label=Bandit Bringer}} is {{clr|H|H}} Vapor Thrust, as Sol can delay it to bait out {{clr|P|6P}}/{{clr|H|2H}}.


===<font style="visibility:hidden" size="0">Sol</font>===
{{MatchupSummaryBox|character=Sol Badguy
|favorability={{clr|5|Unfavored}}
|oneliner=Ky and Sol have similar game plans and toolkits, but Sol has a much better risk-to-reward ratio
|summary=&nbsp;
* {{clr|1|5P/2P/6P}} are all fast enough to interrupt Sol {{clr|3|{{MiniMoveCard|chara=Sol Badguy|input=f.S}}}} > {{clr|3|f.S}}, or Faultless Defense will push him out.
** The above will get frame trapped by {{clr|3|f.S}} > {{clr|2|{{MiniMoveCard|chara=Sol Badguy|input=5K}}}}/{{clr|2|{{MiniMoveCard|chara=Sol Badguy|input=2K}}}}/{{clr|4|{{MiniMoveCard|chara=Sol Badguy|input=5H}}}}, which in turn is beaten by Vapor Thrust, resulting in an overall high-risk/low-reward situation for Ky to challenge reliably.
* Sol can infamously punish Dire Eclat on block more reliably than the rest of the cast via {{clr|4|{{MiniMoveCard|chara=Sol Badguy|input=6H}}}}, but spaced blockstrings ending in {{clr|4|5H}}/{{clr|4|6H}}/Stun Edge are safe with their pushback.
* The most consistent anti-air against {{MiniMoveCard|chara=Sol Badguy|input=214K|label=Bandit Bringer}} is {{clr|4|H}} Vapor Thrust, as Sol can delay it to bait out {{clr|1|6P}}/{{clr|4|2H}}.
* Punishes against {{clr|3|{{MiniMoveCard|chara=Sol Badguy|input=6S}}}} > {{MiniMoveCard|chara=Sol Badguy|input=236P|label=Gunflame}}, after {{clr|3|6S}}:
** Jump forward {{clr|4|j.H}} > {{clr|5|2D}}
** Close to the corner, {{clr|4|j.H}} 66 {{clr|3|c.S}} > {{clr|4|6H}} wallbounce > {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|6H}} > Dire Eclat/Vapor Thrust
** At close range with 50% Tension, Ride The Lightning
** From far range with 50% Tension, {{keyword|IAD}} BRC {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > Dire Eclat/Stun Dipper
}}
}}


====Round Start====
 
* {{clr|2|5K}} is a relatively safe start that can be confirmed into {{clr|5|2D}} or Stun Dipper on hit, or block/{{clr|4|6H}} on block or whiff. From there, {{clr|1|6P}} is a hard callout to {{clr|3|{{MiniMoveCard|chara=Sol Badguy|input=f.S}}}}, and {{clr|5|2D}} has the greatest reward on a Counter Hit. Backdash > {{clr|4|6H}} also punishes {{clr|4|{{MiniMoveCard|chara=Sol Badguy|input=6H}}}}.  
===Round Start===
----
* {{clr|K|5K}} is a relatively safe start that can be confirmed into {{clr|D|2D}} or Stun Dipper on hit, or block/{{clr|H|6H}} on block or whiff. From there, {{clr|P|6P}} is a hard callout to {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=f.S}}}}, and {{clr|D|2D}} has the greatest reward on a Counter Hit. Backdash > {{clr|H|6H}} also punishes {{clr|H|{{MiniMoveCard|chara=Sol Badguy|input=6H}}}}.  
 
{| class="wikitable"  
{| class="wikitable"  
|- style="background-color:#B7B7B7;"
|- style="background-color:#B7B7B7;"
! KY\SOL
! KY\SOL
! {{clr|3|{{MiniMoveCard|chara=Sol Badguy|input=f.S}}}}
! {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=f.S}}}}
! {{clr|3|{{MiniMoveCard|chara=Sol Badguy|input=6S}}}}
! {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=6S}}}}
! {{clr|4|{{MiniMoveCard|chara=Sol Badguy|input=6H}}}}
! {{clr|H|{{MiniMoveCard|chara=Sol Badguy|input=6H}}}}
! {{clr|3|{{MiniMoveCard|chara=Sol Badguy|input=2S}}}}
! {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=2S}}}}
! {{clr|1|{{MiniMoveCard|chara=Sol Badguy|input=6P}}}}
! {{clr|P|{{MiniMoveCard|chara=Sol Badguy|input=6P}}}}
! {{clr|5|{{MiniMoveCard|chara=Sol Badguy|input=2D}}}}
! {{clr|D|{{MiniMoveCard|chara=Sol Badguy|input=2D}}}}
! {{MiniMoveCard|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}
! {{MiniMoveCard|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}
|- style="background-color:#93C47D;"
|- style="background-color:#93C47D;"
| style="background-color:#B7B7B7;" | {{clr|1|5P}}
| style="background-color:#B7B7B7;" | {{clr|P|5P}}
| nothing, timing
| nothing, timing
| style="background-color:#E06666;" |  
| style="background-color:#E06666;" |  
Line 224: Line 982:
| style="background-color:#E06666;" |  
| style="background-color:#E06666;" |  
|- style="background-color:#E06666;"
|- style="background-color:#E06666;"
| style="background-color:#B7B7B7;" | {{clr|1|2P}}
| style="background-color:#B7B7B7;" | {{clr|P|2P}}
| style="background-color:#93C47D;" | nothing, timing
| style="background-color:#93C47D;" | nothing, timing
|  
|  
Line 233: Line 991:
|  
|  
|-
|-
| style="background-color:#B7B7B7;" | {{clr|1|6P}}
| style="background-color:#B7B7B7;" | {{clr|P|6P}}
| style="background-color:#93C47D;" | Dire Eclat
| style="background-color:#93C47D;" | Dire Eclat
| style="background-color:#93C47D;" | Stun Dipper
| style="background-color:#93C47D;" | Stun Dipper
Line 242: Line 1,000:
| style="background-color:#E06666;" | trade
| style="background-color:#E06666;" | trade
|-
|-
| style="background-color:#B7B7B7;" | {{clr|2|5K}}
| style="background-color:#B7B7B7;" | {{clr|K|5K}}
| style="background-color:#93C47D;" | 2D
| style="background-color:#93C47D;" | 2D
| style="background-color:#93C47D;" | 2D
| style="background-color:#93C47D;" | 2D
Line 251: Line 1,009:
| style="background-color:#93C47D;" | 2D
| style="background-color:#93C47D;" | 2D
|-
|-
| style="background-color:#B7B7B7;" | {{clr|2|2K}}
| style="background-color:#B7B7B7;" | {{clr|K|2K}}
| style="background-color:#93C47D;" | Stun Dipper, timing
| style="background-color:#93C47D;" | Stun Dipper, timing
| style="background-color:#E06666;" |  
| style="background-color:#E06666;" |  
Line 260: Line 1,018:
| style="background-color:#93C47D;" | Stun Dipper, timing
| style="background-color:#93C47D;" | Stun Dipper, timing
|-
|-
| style="background-color:#B7B7B7;" | {{clr|3|f.S}}
| style="background-color:#B7B7B7;" | {{clr|S|f.S}}
| style="background-color:#E06666;" |  
| style="background-color:#E06666;" |  
| style="background-color:#93C47D;" | Stun Dipper
| style="background-color:#93C47D;" | Stun Dipper
Line 269: Line 1,027:
| style="background-color:#E06666;" | Trade
| style="background-color:#E06666;" | Trade
|-
|-
| style="background-color:#B7B7B7;" | {{clr|3|2S}}
| style="background-color:#B7B7B7;" | {{clr|S|2S}}
| style="background-color:#E06666;" |  
| style="background-color:#E06666;" |  
| style="background-color:#93C47D;" | Stun Dipper
| style="background-color:#93C47D;" | Stun Dipper
Line 278: Line 1,036:
|  
|  
|-
|-
| style="background-color:#B7B7B7;" | {{clr|5|2D}}
| style="background-color:#B7B7B7;" | {{clr|D|2D}}
| style="background-color:#E06666;" |  
| style="background-color:#E06666;" |  
| style="background-color:#93C47D;" | CH
| style="background-color:#93C47D;" | CH
Line 297: Line 1,055:
|}
|}


===<font style="visibility:hidden" size="0">Testament</font>===
 
{{MatchupSummaryBox|character=Testament
===Notable Interactions===
|favorability={{clr|3|Average}}
----
|oneliner=
 
|summary=&nbsp;
===Neutral===
* WIP
----
 
===Offense===
----
 
===Defense===
----
* Punishes against {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=6S}}}} > {{MiniMoveCard|chara=Sol Badguy|input=236P|label=Gunflame}}, after {{clr|S|6S}}:
** Jump forward {{clr|H|j.H}} > {{clr|D|2D}}
** Close to the corner, {{clr|H|j.H}} 66 {{clr|S|c.S}} > {{clr|H|6H}} wallbounce > {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|6H}} > Dire Eclat/Vapor Thrust
** At close range with 50% Tension, Ride The Lightning
** From far range with 50% Tension, {{keyword|IAD}} BRC {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > Dire Eclat/Stun Dipper
 
==Testament==
{{MatchupSummaryBox
| character   = Testament
| favorability = {{clr|2|Favorable}}
| oneliner     =
| summary     =
*'''Make Testament respect''' {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236K|label='''Stun Dipper'''}}. When getting hit, blocking testament, in-between their strings, even on wake-up if they don't meaty you properly. Whenever you see a gap in their strings, like a {{MiniMoveCard|game=GGST|chara=Testament|input=6H|label=6H}} or a charged {{MiniMoveCard|game=GGST|chara=Testament|input=236H|label=Grave Reaper}}, a cheeky {{MiniMoveCard|game=GGST|chara=Testament|input=214H|label=Arbiter}}. You can always Stun Dipper against a Testament that isn't actively adapting properly against this precise move, in every situation(block, hit, neutral, wake-up). Make sure to represent it. Even if they block it, you won't get punished severely and merely pushed full screen, unless they use a Roman Cancel.
*Always expect {{MiniMoveCard|game=GGST|chara=Testament|input=214H|label='''Arbiter'''}}. Testament can safely use it from afar, or any of their other projectiles, without fear. Jumping can help avoiding it. If you must to block it, be ready to react and block it either high, or low, on reaction to the animation.
*Via Stun Dipper, Ky can very easily low profile and often get nasty Counter Hits against Testament's {{clr|S|f.S}}, {{clr|H|5H}}, GR(H). And its 7f startup helps beat the startup of every specials Testament may try using in neutral. Prefer Stun Dipper over {{clr|P|6P}}.
}}
}}


===<font style="visibility:hidden" size="0">Zato-1</font>===
 
{{MatchupSummaryBox|character=Zato-1
===Round Start===
|favorability={{clr|3|Average}}
----
|oneliner=
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|summary=&nbsp;
|+style=white-space:nowrap | Common Round Start Interaction Table
! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Testament|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Testament|input=236S|label={{clr|S|236S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Testament|input=236H|label={{clr|H|j.236H}}}} ||  ||  || ||
|-
|Walk Back ||  ||  || ||
|}
 
===Notable Interactions===
----
 
===Neutral===
----
*Use Stun Edge's speed to win fireball wars. Moving around in-between hits, using aerial variations. Avoid using Charged Stun Edge as it is slow, and they can use Grave Reaper's first hit to destroy any projectile you throw at them or use Arbiter to punish its startup.
*Ky can establish decent control over the neutral as Stun Edge goes over Grave Reaper to hit Testament. Remember Grave Reaper lingers when they charge it, and may hit you from under. Stay ready to block it, and super-jump right after to dodge possible {{MiniMoveCard|game=GGST|chara=Testament|input=214P|label=Crows}}.
 
===Offense===
----
*Use Ky's fast IAD and jumping normals to jump over their specials and approach Testament, preventing them from mindlessly using {{MiniMoveCard|game=GGST|chara=Testament|input=236S|label=Grave Reaper}} in blockstrings, one of their few "fine" answer to Stun Dipper while blocking (often loses to 2 stun dipper in a row...)
* If they use {{clr|S|f.S}} fast enough after blocking Dire Eclat (without being in SS), you cannot IAD onto them. But the timing is strict for Testament, making it likely you'll get away with this fake IAD.
* Testament has poor defense against Ky's pressure. Once you get in, abuse Dire Eclat or even Stun Edge against them, and continue pressuring them. Be careful to not use Foudre Arc too much, as it loses to most of their buttons.
* Force RPS situations onto Testament whenever possible. Their buttons being slow, and their defensive options scarce, they will crumble under the pressure. Keep approaching, and closing the gap.
 
===Defense===
----
 
==Zato-1==
{{MatchupSummaryBox
| character   = Zato-1
| favorability =
| oneliner     =
| summary     =  
* WIP
* WIP
}}
}}
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|-
|Walk Back {{MMC|game=GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} ||  ||  || ||
|}
===Notable Interactions===
----
===Neutral===
----
===Offense===
----
===Defense===
----


==Navigation==
==Navigation==
<center>{{Character Label|GGST|Ky Kiske|45px}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 20:25, 8 December 2023



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Anji Mito

  • Ky can punish NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 with Stun Dipper RRC

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

Notable Interactions


All Fuujin follow-ups except for Nagiha can be countered with 623H

Neutral


Offense


  • While in Anji's face, Ky gets mostly free pressure due to his lack of metered reversal apart from spin but it can be called out with any projectile
  • Be careful with your block string gaps and stagger pressure when Anji has 50 tension. Kachoufuugetsu KaiGGST Anji Mito Kachoufuugetsu 1 Hitbox.pngGuardStartup1Recovery10Advantage- is a frame 1 reversal parry that is active for 30 frames.

Defense


Asuka R

Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Axl Low

 Axl LowAxl 2K low profiles Ky 2P lmao
  • Round start buttons RPS should you choose to not block revolves around Ky 6P (beats f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8), f.S (beats 2DGGST Axl Low 2D.pngGuardLowStartup10Recovery17Advantage-9), and Foudre Arc (beats jump back j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-, RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3, and backdash.
    • Ky's usually-strong round start 2S option loses or trades to Axl f.S/2D.
  • It is important to establish that 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] is not free to use at mid-range. Instant Air Dashing over blocked 2H beats all of Axl's options other than 2H SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 and 2H into nothing. Snail is punishable with either 66BRC c.S/6H or Stun Dipper when farther out.
  • Should Axl whiff Spinning Chain StrikeGGST Axl Low 46S2.pngGuardLowStartup7Recovery19Advantage-6, Foudre Arc will fly right over its low hitbox for a Counter Hit punish.
  • Regular anti-airs are not recommended against jump back j.HGGST Axl Low j.H.pngGuardHighStartup12Recovery25Advantage+3 (IAD) in the corner. Instead, block it and punish it as Axl falls or Vapor Thrust it on reaction if possible.
  • To punish superGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2, block the first hit, then jump forward > falling j.H for a jump-in punish.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-

Notable Interactions


Neutral


Offense


Defense



Baiken

  • Ky's Charged Stun Edge Okizeme can circumvent Baiken's parryGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-, but be wary of being too predictable with P and 2K/5K frametraps.
  • Be wary of throwing projectiles against a Baiken with 50 Meter as KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 will beat it fullscreen.
  • Ky can force Baiken to respect Ky via using Stun Dipper to low profile KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 blockstrings and S Vapor Thrust certain blockstrings ending in Tatami (which leave a gap between the move and tatami)

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5(clash) 2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)
  • Baiken's f.S will beat most of Ky's options outside of 6P but Ky walking back will force it to whiff. Ky's 2S should beat most of Baiken's options outside of f.S though, so the round start is fairly straightforward choices between 2S, 6P, and walking back.

Notable Interactions


Neutral


  • Ky can work around Baiken by playing a strong fireball game outside of H Kabari range and then taking advantage of Baiken's hesitation around further Kabari use to close space inside of Ky's f.S/6H range and begin to bully her with his strong normals. When playing back with fireballs, take care to not to be too predictable as Baiken's IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.S is quite strong. Mix in pauses and short walks to bait jump-ins from her and 6P accordingly. If distance is closed into the midrange, Ky's normals should be enough of a threat to shut down Kabari. At this range. Baiken's f.S and 2S are her main threats. Preemptive 6H or good use of whiff punishes / 2S to control space should take care of them. Her 2H can also be quite annoying as it will catch attempts to backdash or microdash for spacing; but it also as a LOT of whiff recovery and can be 6H punished on reaction to a whiff. If you see Baiken relying on 2H too much, try to set up proper spacing to bait the whiff and kill her for it.
  • If Baiken is playing a cat and mouse game with her air movement and j.S / air Tatami you can approach on the ground and look to react to her options accordingly. IAD back tatami can be beaten by swinging through her tatami as she lands to hit her and j.S can be taken care of by 6P on reaction. Patience is key here, you don't want to rush in and get hit with a f.S / Kabari or IAD at her to chase her every jump. Even walking her down and letting her corner herself is a big win.

Offense


Defense


  • Stun Dipper is a strong defensive option to use vs Baikens who prefer to end blockstrings in H Kabari. Blockstrings that space you a bit farther out allow you to react to H Kabari and Stun Dipper under it for a clean punish. If the blockstring is 2H -> Kabari, even 2H itself is so negative that it can be Stun Dippered. Take care to not autopilot this in all blockstrings as it can be baited, and if you are too close you will not low profile fast enough to get under Kabari. Make sure to go into the lab to get a feel for the distance this works at!
  • Short blockstrings into Tatami allow Ky to DP through Tatami to punish Baiken. Things like very close 2K > 2D > Tatami. Not the best first line of defense but it's an option to keep on deck.
  • Tatami has two different frame advantages on block. If you blocked both hits of Tatami, it's slightly negative. Don't let Baiken easily take another turn at this point. f.S is a strong option to check her here. If the first hit of Tatami whiffed and the second hit connects, she is slightly plus. Be careful to differentiate these two scenarios!

Bedman

Round Start


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Bridget


Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense


Chipp Zanuff


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)

Notable Interactions


Neutral


Offense


Defense



Elphelt Valentine

Round Start


Common Round Start Interaction Table
Elphelt's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Faust


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3 2K (clashes)
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-

Notable Interactions


Neutral



Offense


  • Faust can practically nullify Ky's Charged Stun Edge okizeme by using Crawl

Defense


Autopiloted 2H > Item Toss is not safe to Stun Dipper.


Giovanna

Favorable
  • Giovanna's neutral presence matches Ky's while having more consistent rewards and better pressure
  • Notably, her airdash descends very quickly, allowing her to more easily (relative to a lot of other characters) punish Stun Edge with an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. on reaction.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8, 2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10, 2HGGST Ky Kiske 2H.pngGuardAllStartup11Recovery28Advantage-13 f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 (clash)
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

Notable Interactions


Neutral


Offense


Defense


  • Utilizing FD when Giovanna uses multi hitting S in block strings gives you enough room to force RPS or disengage from the approach completely.

Goldlewis Dickinson

  • Ky can effectively zone Goldlewis with Stun Edge and his long normals (provided Goldlewis does not have level 3 security for SkyfishGGST Goldlewis Dickinson Skyfish.pngGuardAllStartup25Recovery75~134 TotalAdvantage-13)

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Notable Interactions


Neutral


  • Goldlewis's win condition is to get you to block something and put you in the corner. Keep out of his Behemoth Typhoon ranges and poke with normals. If you can force him to start jumping in with j.D or slow air Behemoth Typhoons, his neutral options are significantly reduced. Use 6P , 2H, or Vapor Thrust to challenge his air approach.
    • Be aware, Vapor Thrust can clash with Behemoth Typhoon hitboxes. Be prepared to react to them when it happens.

Offense


Defense



Happy Chaos


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Notable Interactions


Neutral


Offense


Defense



I-No

  • Ky can force I-No to take greater risks than usual in neutral with proper use of 6H and 2H, forcing varied approach as they can catch both IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. and StrokeGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2 attempts.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-
  • 2S is a generally strong option. It will beat I-No's common normals and force her into trying to whiff punish by walking back or into using dives. Forward jump j.K calls out the dive. Most of these options convert into oki off successful hits, leading to a good round start for Ky.

Notable Interactions


Neutral


  • I-no wants to get Ky blocking and Ky generally wants to keep I-no out. Thankfully, Ky's 6H is a strong tool to stop I-No from easily moving forward as it covers both stroke and hover options, as well as being large enough to swing through Note. 6H also leads into high damage conversions on counter hit so it is a dominant tool at most ranges that I-no wants to approach from. Fireballs from a distance are also helpful to force movement patterns that are not strictly forward.
  • Once I-No begins respecting 6H and Stun Edge, she'll either take to higher routes in the air to go over 6H or start contesting it directly with f.S/6P. If she is using Dives you can bait them with dash block or preemptive j.K attempts. Be careful not to fall on top of her if the j.K was incorrect - air dash backwards instead to maintain some amount of spacing. I-No's 6P is very strong and will cleanly beat whatever falling normal Ky tries to use. If I-no opts instead to use her f.S/6P/2H then you are essentially playing footsies around fairly large disjoints. Directly contesting f.S with something like 6P is risky due to its size. You can instead look to dash brake to force a whiff from it and then work with the whiffed frames to move forward or dash f.S/6H to stop her from hitting another normal. From some ranges, Ky can also just dash Stun Dipper to call out and directly whiff punish I-No's f.S.
  • 5K is a strong tool to react to stroke with in neutral. It will stuff both Strokes and since Stroke is crouching it converts into 6H which gives Ky big combos near the corner.

Offense


Defense


Jack-O


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Notable Interactions


Neutral


Offense


Defense



Johnny

Round Start


Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Ky Kiske

 Ky KiskeWhite bread VS Vanilla ice cream


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]

Notable Interactions


Neutral


  • Stun Edge anywhere but full screen is unsafe without tension. If you see your opponent using Stun Edge predictably, Stun Dipper can go right under it and punish them. Be aware, an ill spaced Stun Dipper can still have the second hitbox blocked if you're too close. Feel free to use RRC on the first hit to confirm a punishing combo.

Offense


Defense


  • Instant Blocking Dire Eclat in a block string is essential for getting the upper hand in this mirror. It's one of Ky's most common block string enders, and very committal.
  • You should be dash blocking your opponents block strings for any gaps or delays in their pressure in order to close the distance and go on the offensive.

Leo Whitefang


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense



May

 May
  • Ky can control neutral on the ground fairly well with Stun Edge, 6P, f.S, and 6H, forcing May to approach from the air.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

Notable Interactions


Neutral


Offense


Defense


Millia Rage


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense



Nagoriyuki

  • Nagoriyuki's massive disjointed attacks make it hard for Ky to contest or approach him in Neutral
  • Nagoriyuki's explosive damage output can make it difficult for Ky to come back from making a small mistake
  • Ky maintains advantage when Nagoriyuki has high blood. The threat of Blood Rage from continued special move use allows Ky to safely apply pressure from a distance with Stun Edge or to use Charged Stun Edge to safely approach and begin his strike/throw gameplan.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8, 2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10, 2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2, 2HGGST Ky Kiske 2H.pngGuardAllStartup11Recovery28Advantage-13 j.KGGST Ky Kiske jK.pngGuardHighStartup7Recovery8Advantage-1 (IAD), j.SGGST Ky Kiske jS.pngGuardHighStartup7Recovery21Advantage0 (IAD) 5KGGST Ky Kiske 5K.pngGuardLowStartup7Recovery6Advantage-2
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8, 236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] 2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2
2S 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2 5KGGST Ky Kiske 5K.pngGuardLowStartup7Recovery6Advantage-2, f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 214KGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12]
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8, 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8, 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7, 2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10, f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5, 2HGGST Ky Kiske 2H.pngGuardAllStartup11Recovery28Advantage-13 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 Jump
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (delayed f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5, 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8, 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8, 2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2, 2HGGST Ky Kiske 2H.pngGuardAllStartup11Recovery28Advantage-13, 2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10), 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8, 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7 f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5, 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8, 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8, 2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 Jump
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8, 236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14], 2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 Jump Back dash
  • 2D is the most favorable button to use vs Nagoriyuki's round start options. It will cover all of his normals and specials except for 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2. It will also lose to him walking back in order to set up a whiff punish. Ky can convert a counter hit 2D into a wall break combo making this is also a high return option. Using f.S will allow Ky to cover Nagoriyuki's 5K.
  • Although the above is true, the best approach to round start is most likely to avoid confrontation. Walking backwards, IAD back, or jumping back all carry substantially less risk then putting a normal out at round start as the wrong choice will lead into taking 50% damage, being wall broken, and Nagoriyuki having Positive Bonus. Thus being conservative in the approach to round start, unless you have a good read or good reason, is a strong way to start the round.

Notable Interactions


Neutral


  • The matchup revolves around being more active at low blood with movement and Stun Edges. If Nago is playing a bit more passive or whiffing H normals you can try to move in and use longer range normals to fight him or take space. SE use at this point needs to be sparing. You want to use enough to keep Nago thinking about jumping / using cloneGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 but not so much that you are easily read and he lands a solid clone > FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A to get in on you. Ideally you play coy enough in order to force him to spend blood in an attempt to get in. Once at high blood he loses access to clone and Fukyo, and without these tools he is heavily abusable with Stun Edge and Charged Stun Edge. Use both of your projectile tools to get him jumping and punish bad jumps, or use CSE in order to force your way on top of him. When approaching behind CSE be wary of 5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup16Recovery27Advantage-14 as at high blood it can disjoint through CSE and clip you.
  • Just beyond Nago's 5H range is a solid range to be at as this lets you block 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 without being in command grabGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA range and also lets you play around his whiffed 5H/2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17. If Nago whiffs 2H or 6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup17Recovery30Advantage-2 anywhere near this range, dash Stun Dipper to punish him. Consistently punishing whiffed high recovery H normals with Dipper or dash f.S is very important - any opening to get on top of Nago safely has to be taken.
  • Nago's 2S is a god normal and very difficult to work around. It'll be the main tool used to keep you from approaching freely on the ground after you make him consider not relying on H normals as heavily. Stun Edge can be a way to keep him from pressing 2S freely, but is risky. If Nago is spamming 2S in your face you can also try and 2D to whiff punish it - this will require you being ready for the 2S.
  • Raw forward Fukyo use has to be checked on reaction fairly consistently. 5P/2P into a combo is the easiest way to do this.

Offense


  • If a Nagoriyuki is going to pop into blood rage, on whiff and at close/mid range, you can run up and land fully charged 5D and follow up with a dust combo.

Defense


  • Bursting Nago after he has spent a lot of blood is strong. For example: if he’s done a combo where he used blood to get in and then did his DPGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7, burst him immediately after the DP and he’ll now be at high blood and give you better control of neutral.



Potemkin


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P 2 Hitbox.png.pngGuardAllStartup8Recovery9Advantage-1 Walk back whiff punish f.S, 2S 5K
6PGGST Potemkin 6P Hitbox.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S 1 Hitbox.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D Hitbox.pngGuardLowStartup13Recovery18Advantage-8
Forward MegafistGGST Potemkin Mega Fist Hitbox.pngGuardHighStartup25Recovery16Advantage-6 Block > 2K
Kara Potemkin BusterGGST Potemkin Potemkin Buster 1 Hitbox.pngGuardGround ThrowStartup5Recovery37Advantage- Backdash

Notable Interactions


Neutral


Offense


  • Use 2H instead of 2S when staggering block strings in the corner to catch Potemkin's Backwards Megafist 214P. 2H nets you a better combo starter on counter hit, forces air block if the opponent fuzzy jumps out, and has a much bigger window to catch Backwards Megafist than 2S does.

Defense


Ramlethal Valentine

  • Ram has slightly greater control over neutral in this matchup with her gigantic disjointed ground and air normals that are hard to contest
  • Stun Dipper generally cannot low profile H Sword TossGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 out of a blockstring unless Ram launches it from near tip range of f.S/5H

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9 | 2S, 2D, 2K f.S
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2 6P 2S, 2K
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)
  • 2S is a strong round start that will beat most options Ram wants to use. She can 5K/2K to deal with 2S in a sort of neutral way or walk back and whiff punish it.

Notable Interactions


Neutral


Offense


Defense


  • Instant Blocking is a strong option versus Ram's rekka pressure. IBing the 2nd RekkaGGST Ramlethal Valentine Erarlumo 2.pngGuardAllStartup9Recovery25Advantage-12 [-10] generally allows for a throw punish unless she's already pushed out quite far from the blockstring. IBing both Rekka 1GGST Ramlethal Valentine Erarlumo 1.pngGuardAllStartup16Recovery12Advantage-5 and 2 should make this entirely guaranteed. This is difficult but can be done with practice!
  • Defending in the corner against her sword toss pressure requires the use of Faultless Defense to push Ram out. One basic Ram pressure sequence is [...] c.SGGST Ramlethal Valentine cS.pngGuardAllStartup7Recovery10Advantage+1 -> 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 -> 5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2/2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2. Using FD will create spacing such that you can jump out before 2K catches you, or 6P the 5K if they are going for that option. If Ram does a longer blockstring, FD can push her far enough out that you can simply jump before the sword explosion and try to escape there, or dash block and escape the explosion situation on the ground.

Sin Kiske


Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs
2PGGST Sin Kiske 2P.pngGuardAllStartup5Recovery9Advantage-2
6PGGST Sin Kiske 6P.pngGuardAllStartup11Recovery20Advantage-12
f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8
2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5
2DGGST Sin Kiske 2D.pngGuardLowStartup10Recovery15Advantage-7
Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8
Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11

Notable Interactions


Neutral


Offense


Defense


Sol Badguy

 Sol BadguyKy and Sol have similar game plans and toolkits, but Sol has a much better risk-to-reward ratio
Unfavorable
  • 5P/2P/6P are all fast enough to interrupt Sol f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 > f.S, or Faultless Defense will push him out.
    • The above will get frame trapped by f.S > 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16/2KGGST Sol Badguy 2K.pngGuardLowStartup5Recovery11Advantage-2/5HGGST Sol Badguy 5H.pngGuardAllStartup11Recovery20Advantage-5, which in turn is beaten by Vapor Thrust, resulting in an overall high-risk/low-reward situation for Ky to challenge reliably.
  • The most consistent anti-air against Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 is H Vapor Thrust, as Sol can delay it to bait out 6P/2H.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


  • 5K is a relatively safe start that can be confirmed into 2D or Stun Dipper on hit, or block/6H on block or whiff. From there, 6P is a hard callout to f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2, and 2D has the greatest reward on a Counter Hit. Backdash > 6H also punishes 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27.
KY\SOL f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 6SGGST Sol Badguy 6S.pngGuardAllStartup15Recovery20Advantage-9 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7 6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11 2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4 Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17
5P nothing, timing SD, timing 5P (whiff) 2S punishes 5P (whiff) 2S/2D punishes
2P nothing, timing Stun Dipper, timing 2P (whiff) 2S/2D punishes
6P Dire Eclat Stun Dipper Clash trade
5K 2D 2D Stun Dipper 2D
2K Stun Dipper, timing Stun Dipper trade Stun Dipper, timing
f.S Stun Dipper Stun Dipper Delay it to win Trade
2S Stun Dipper Stun Dipper
2D CH Trade CH Trade, HKD CH, no wallbreak
Stun Dipper Single hit uncombo Single hit uncombo Single hit uncombo Single hit uncombo Single hit uncombo


Notable Interactions


Neutral


Offense


Defense


  • Punishes against 6SGGST Sol Badguy 6S.pngGuardAllStartup15Recovery20Advantage-9 > GunflameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10, after 6S:
    • Jump forward j.H > 2D
    • Close to the corner, j.H 66 c.S > 6H wallbounce > 5K/c.S > 6H > Dire Eclat/Vapor Thrust
    • At close range with 50% Tension, Ride The Lightning
    • From far range with 50% Tension, IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. BRC j.H > c.S > 5H > Dire Eclat/Stun Dipper

Testament

Favorable
  • Make Testament respect Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]. When getting hit, blocking testament, in-between their strings, even on wake-up if they don't meaty you properly. Whenever you see a gap in their strings, like a 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 or a charged Grave ReaperGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2, a cheeky ArbiterGGST Testament 214H.pngGuardHighStartup28Recovery26Advantage-12. You can always Stun Dipper against a Testament that isn't actively adapting properly against this precise move, in every situation(block, hit, neutral, wake-up). Make sure to represent it. Even if they block it, you won't get punished severely and merely pushed full screen, unless they use a Roman Cancel.
  • Always expect ArbiterGGST Testament 214H.pngGuardHighStartup28Recovery26Advantage-12. Testament can safely use it from afar, or any of their other projectiles, without fear. Jumping can help avoiding it. If you must to block it, be ready to react and block it either high, or low, on reaction to the animation.
  • Via Stun Dipper, Ky can very easily low profile and often get nasty Counter Hits against Testament's f.S, 5H, GR(H). And its 7f startup helps beat the startup of every specials Testament may try using in neutral. Prefer Stun Dipper over 6P.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back

Notable Interactions


Neutral


  • Use Stun Edge's speed to win fireball wars. Moving around in-between hits, using aerial variations. Avoid using Charged Stun Edge as it is slow, and they can use Grave Reaper's first hit to destroy any projectile you throw at them or use Arbiter to punish its startup.
  • Ky can establish decent control over the neutral as Stun Edge goes over Grave Reaper to hit Testament. Remember Grave Reaper lingers when they charge it, and may hit you from under. Stay ready to block it, and super-jump right after to dodge possible CrowsGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1.

Offense


  • Use Ky's fast IAD and jumping normals to jump over their specials and approach Testament, preventing them from mindlessly using Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 in blockstrings, one of their few "fine" answer to Stun Dipper while blocking (often loses to 2 stun dipper in a row...)
  • If they use f.S fast enough after blocking Dire Eclat (without being in SS), you cannot IAD onto them. But the timing is strict for Testament, making it likely you'll get away with this fake IAD.
  • Testament has poor defense against Ky's pressure. Once you get in, abuse Dire Eclat or even Stun Edge against them, and continue pressuring them. Be careful to not use Foudre Arc too much, as it loses to most of their buttons.
  • Force RPS situations onto Testament whenever possible. Their buttons being slow, and their defensive options scarce, they will crumble under the pressure. Keep approaching, and closing the gap.

Defense


Zato-1


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Notable Interactions


Neutral


Offense


Defense




Navigation

Systems Pages