(→Baiken: Added Notes on Neutral and Defense) |
(Adding Johnny to additional Matchup pages) |
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{{GGST/CharacterLinks}} | |||
{{MFlag|expert}}<!-- Missing a lot of information -->{{MFlag|stub|sticky=on}} | |||
{{MFlag|expert}}<!-- Missing a lot of information -->{{MFlag|stub | |||
== Matchups == | |||
{{Matchup ToC}} | |||
== | ==Anji Mito== | ||
{{MatchupSummaryBox|character=Anji Mito | {{MatchupSummaryBox | ||
|favorability= | | character = Anji Mito | ||
|oneliner= | | favorability = | ||
|summary= | | oneliner = | ||
* Ky can | | summary = | ||
* Ky can punish {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Nagiha}} with Stun Dipper RRC | |||
}} | }} | ||
=== | ===Round Start=== | ||
{{MatchupSummaryBox|character=Axl Low | ---- | ||
|favorability= | {| 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= | ! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
*Round start buttons RPS should you choose to not block revolves around Ky {{clr| | |- | ||
** Ky's usually-strong round start {{clr| | |{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} || || || || | ||
* It is important to establish that {{clr| | |- | ||
|{{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| | * 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| | * 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. | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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 | ! 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 | * 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) | ||
}} | }} | ||
====Defense=== | ===Round Start=== | ||
* Stun Dipper is a strong defensive option to use vs | ---- | ||
* Short blockstrings into Tatami allow Ky to DP through Tatami to punish Baiken. Things like very close | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
* 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. | |+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 = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Bedman's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Bridget== | |||
{{MatchupSummaryBox | |||
| character = Bridget | |||
| favorability = {{clr|2|Slightly Favorable}} | |||
| oneliner = | |||
| summary = | |||
* WIP | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+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 | {{MatchupSummaryBox | ||
|favorability= | | character = Chipp Zanuff | ||
|oneliner= | | favorability = | ||
|summary= | | oneliner = | ||
| summary = | |||
* WIP | * WIP | ||
}} | }} | ||
=== | |||
{{MatchupSummaryBox|character=Faust | ===Round Start=== | ||
|favorability={{clr| | ---- | ||
| | {| 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 | ||
=== | ===Defense=== | ||
{{MatchupSummaryBox|character=Giovanna | ---- | ||
|favorability={{clr| | Autopiloted 2H > Item Toss is not safe to Stun Dipper. | ||
|oneliner= | |||
|summary= | |||
==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. | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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}}) | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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 | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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}} | ! 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. | |||
}} | }} | ||
====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- | ---- | ||
* Once I- | {| 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 | |+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=== | |||
---- | |||
== | ==Jack-O== | ||
{{MatchupSummaryBox|character=Jack-O | {{MatchupSummaryBox | ||
|favorability= | | character = Jack-O | ||
|oneliner= | | favorability = | ||
|summary= | | oneliner = | ||
| summary = | |||
* WIP | * WIP | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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 | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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 | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+style=white-space:nowrap | Common Round Start Interaction Table | ||
* Ky can control neutral on the ground fairly well with Stun Edge, {{clr| | ! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |||
|{{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. | |||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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 | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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| | |||
===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| | * 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. | ||
== | |||
{{MatchupSummaryBox|character=Potemkin | |||
|favorability={{clr|3| | |||
|oneliner= | ==Potemkin== | ||
|summary= | {{MatchupSummaryBox | ||
| character = Potemkin | |||
| favorability = {{clr|3|Even}} | |||
| oneliner = prepare to zone and trip | |||
| summary = | |||
* WIP | * WIP | ||
}} | }} | ||
=== | |||
{{ | ===Round Start=== | ||
| | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+style=white-space:nowrap | Common Round Start Interaction Table | ||
* Ram | ! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |||
* 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| | |{{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}} | |||
}} | }} | ||
====Defense=== | ===Round Start=== | ||
---- | |||
{| 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=== | |||
---- | |||
===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! | * 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. | * 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=Sol Badguy | {{MatchupSummaryBox | ||
|favorability={{clr|5| | | character = Sin Kiske | ||
|oneliner=Ky and Sol have similar game plans and toolkits, but Sol has a much better risk-to-reward ratio | | favorability = | ||
|summary= | | oneliner = don’t tell dizzy about this | ||
* {{clr| | | summary = | ||
** The above will get frame trapped by {{clr| | * WIP | ||
}} | |||
* The most consistent anti-air against {{MiniMoveCard|chara=Sol Badguy|input=214K|label=Bandit Bringer}} is {{clr| | |||
===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}}. | |||
}} | }} | ||
* {{clr| | ===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| | ! {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=f.S}}}} | ||
! {{clr| | ! {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=6S}}}} | ||
! {{clr| | ! {{clr|H|{{MiniMoveCard|chara=Sol Badguy|input=6H}}}} | ||
! {{clr| | ! {{clr|S|{{MiniMoveCard|chara=Sol Badguy|input=2S}}}} | ||
! {{clr| | ! {{clr|P|{{MiniMoveCard|chara=Sol Badguy|input=6P}}}} | ||
! {{clr| | ! {{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| | | style="background-color:#B7B7B7;" | {{clr|P|5P}} | ||
| nothing, timing | | nothing, timing | ||
| style="background-color:#E06666;" | | | style="background-color:#E06666;" | | ||
Line 235: | Line 982: | ||
| style="background-color:#E06666;" | | | style="background-color:#E06666;" | | ||
|- style="background-color:#E06666;" | |- style="background-color:#E06666;" | ||
| style="background-color:#B7B7B7;" | {{clr| | | style="background-color:#B7B7B7;" | {{clr|P|2P}} | ||
| style="background-color:#93C47D;" | nothing, timing | | style="background-color:#93C47D;" | nothing, timing | ||
| | | | ||
Line 244: | Line 991: | ||
| | | | ||
|- | |- | ||
| style="background-color:#B7B7B7;" | {{clr| | | 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 253: | Line 1,000: | ||
| style="background-color:#E06666;" | trade | | style="background-color:#E06666;" | trade | ||
|- | |- | ||
| style="background-color:#B7B7B7;" | {{clr| | | 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 262: | Line 1,009: | ||
| style="background-color:#93C47D;" | 2D | | style="background-color:#93C47D;" | 2D | ||
|- | |- | ||
| style="background-color:#B7B7B7;" | {{clr| | | 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 271: | Line 1,018: | ||
| style="background-color:#93C47D;" | Stun Dipper, timing | | style="background-color:#93C47D;" | Stun Dipper, timing | ||
|- | |- | ||
| style="background-color:#B7B7B7;" | {{clr| | | 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 280: | Line 1,027: | ||
| style="background-color:#E06666;" | Trade | | style="background-color:#E06666;" | Trade | ||
|- | |- | ||
| style="background-color:#B7B7B7;" | {{clr| | | 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 289: | Line 1,036: | ||
| | | | ||
|- | |- | ||
| style="background-color:#B7B7B7;" | {{clr| | | 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 308: | Line 1,055: | ||
|} | |} | ||
=== | |||
{{MatchupSummaryBox|character=Testament | ===Notable Interactions=== | ||
|favorability={{clr| | ---- | ||
|oneliner= | |||
|summary= | ===Neutral=== | ||
* | ---- | ||
===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}}. | |||
}} | }} | ||
=== | |||
{{MatchupSummaryBox|character=Zato-1 | ===Round Start=== | ||
|favorability= | ---- | ||
|oneliner= | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|summary= | |+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=== | |||
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==Zato-1== | |||
{{MatchupSummaryBox | |||
| character = Zato-1 | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
* WIP | * WIP | ||
}} | }} | ||
===Round Start=== | |||
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{| 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=== | |||
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===Neutral=== | |||
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===Offense=== | |||
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===Defense=== | |||
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==Navigation== | ==Navigation== | ||
{{GGST/Navigation}} | |||
Latest revision as of 20:25, 8 December 2023
Content here can be considered incomplete until expertise is given.
You can help by editing it.
Matchups
- 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 NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 with Stun Dipper RRC
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
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 KaiGuardStartup1Recovery10Advantage- is a frame 1 reversal parry that is active for 30 frames.
Defense
Asuka R
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Axl Low
- Round start buttons RPS should you choose to not block revolves around Ky 6P (beats f.SGuardAllStartup10Recovery19Advantage-8), f.S (beats 2DGuardLowStartup10Recovery17Advantage-9), and Foudre Arc (beats jump back j.SGuardHighStartup14Recovery18Advantage-, RainwaterGuardAllStartup24Recovery21Advantage+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 2HGuardLowStartup11Recovery26Advantage-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 SnailGuardAllStartup14Recovery29Advantage-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 StrikeGuardLowStartup7Recovery19Advantage-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.HGuardHighStartup12Recovery25Advantage+3 (IAD) in the corner. Instead, block it and punish it as Axl falls or Vapor Thrust it on reaction if possible.
- To punish superGuardAllStartup11+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
Notable Interactions
Neutral
Offense
Defense
Baiken
- Ky's Charged Stun Edge Okizeme can circumvent Baiken's parryGuard-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 KenjyuGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 will beat it fullscreen.
- Ky can force Baiken to respect Ky via using Stun Dipper to low profile KabariGuardAllStartup18Recovery19Advantage-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
- 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
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Chipp Zanuff
Round Start
Notable Interactions
Neutral
Offense
Defense
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
Round Start
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
- 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
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 SkyfishGuardAllStartup25Recovery75~134 TotalAdvantage-13)
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
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
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 StrokeGuardLowStartup28Recovery16Advantage-2 attempts.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- 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
Notable Interactions
Neutral
Offense
Defense
Johnny
Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske
Round Start
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
Notable Interactions
Neutral
Offense
Defense
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
Notable Interactions
Neutral
Offense
Defense
Millia Rage
Round Start
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
- 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 5KGuardAllStartup7Recovery14Advantage-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 cloneGuardAllStartup18~29RecoveryTotal 39Advantage+5 but not so much that you are easily read and he lands a solid clone > FukyoGuardN/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 5HGuardAllStartup16Recovery27Advantage-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 214HGuardLowStartup14Recovery17Advantage-3 without being in command grabGuardGround ThrowStartup7Recovery48AdvantageNA range and also lets you play around his whiffed 5H/2HGuardAllStartup19Recovery29Advantage-17. If Nago whiffs 2H or 6HGuardAll (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 DPGuardAllStartup11Recovery21Advantage-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
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 TossGuardAllStartup20RecoveryTotal 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
- 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 RekkaGuardAllStartup9Recovery25Advantage-12 [-10] generally allows for a throw punish unless she's already pushed out quite far from the blockstring. IBing both Rekka 1GuardAllStartup16Recovery12Advantage-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.SGuardAllStartup7Recovery10Advantage+1 -> 236HGuardAllStartup20RecoveryTotal 43Advantage+3 -> 5KGuardAllStartup7Recovery11Advantage-2/2KGuardLowStartup6Recovery9Advantage-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
Notable Interactions
Neutral
Offense
Defense
Sol Badguy
- 5P/2P/6P are all fast enough to interrupt Sol f.SGuardAllStartup10Recovery13Advantage+2 > f.S, or Faultless Defense will push him out.
- The most consistent anti-air against Bandit BringerGuardHighStartup30Recovery13Advantage-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.SGuardAllStartup10Recovery13Advantage+2, and 2D has the greatest reward on a Counter Hit. Backdash > 6H also punishes 6HGuardAllStartup9Recovery43Advantage-27.
Notable Interactions
Neutral
Offense
Defense
- Punishes against 6SGuardAllStartup15Recovery20Advantage-9 > GunflameGuardAllStartup18RecoveryTotal 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
- Make Testament respect Stun DipperGuardLow, 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 6HGuardAllStartup23Recovery32Advantage-19 or a charged Grave ReaperGuardAllStartup13~19Recovery21Advantage+2, a cheeky ArbiterGuardHighStartup28Recovery26Advantage-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 ArbiterGuardHighStartup28Recovery26Advantage-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
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 CrowsGuardAllStartup21RecoveryTotal 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 ReaperGuardAllStartup16~22Recovery27Advantage-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
Notable Interactions
Neutral
Offense
Defense