GGST/Ky Kiske/Strategy: Difference between revisions

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This blockstring starts from Ky's fastest move, making it useful in many situations. 2P can be staggered into itself to reset pressure and can be confirmed into 6P > Dire Eclat if a 2P hits. You could also go for a throw to surprise your opponent.
This blockstring starts from Ky's fastest move, making it useful in many situations. 2P can be staggered into itself to reset pressure and can be confirmed into 6P > Dire Eclat if a 2P hits. You could also go for a throw to surprise your opponent.


==Oki==
==Okizeme==
In GGST, many characters have fewer opportunities to score hard knockdowns and apply Okizeme than they used to have in previous games. Ky is no exception, and even compared to other characters his mix-ups aren't particularly strong because he lacks command throws and overheads besides the universal ones. When you land a move that grants a short knockdown, such as Stun Dipper, you can go for a mid-ranged poke or close space with Foudre Arc. When you score a hard knockdown you need to make the most out of it because Ky's mix-ups are lackluster without them.
In GGST, many characters have fewer opportunities to score hard knockdowns and apply Oki than they used to have in previous games. Ky is no exception, and even compared to other characters his mix-ups aren't particularly strong because he lacks command throws and overheads besides the universal ones. When you land a move that grants a short knockdown, such as Stun Dipper, you can go for a mid-ranged poke or close space with Foudre Arc. When you score a hard knockdown you need to make the most out of it because Ky's mix-ups are lackluster without them.


====Moves that lead into Oki====
====Moves that lead into Okizeme====
* '''2D''' causes a knockdown that provides strong Okizeme. Kicks combo into 2D.
* '''2D''' causes a knockdown that provides strong Okizeme. Kicks combo into 2D.
*'''Throws''' grant knockdowns, the Oki is especially powerful if the opponent is thrown into a wall.
*'''Throws''' grant knockdowns, the Oki is especially powerful if the opponent is thrown into a wall.
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* '''Ride the Lightning''' can easily wall break from surprisingly long distances, which grants a decent mix-up and Positive Bonus to boot.
* '''Ride the Lightning''' can easily wall break from surprisingly long distances, which grants a decent mix-up and Positive Bonus to boot.


====Effective options during Oki====
====Effective options during Okizeme====
* '''5K''' - A fast low with a long active duration that can be set up from practically any knockdown. It's effective as a meaty attack because the frame advantage can reach a staggering +5. It can gatling into 2D for a double low or be jump cancelled for even more options. Use 5K to condition your opponent to block after a knockdown and go for throws, pressure resets or other mix-ups later.
* '''5K''' - A fast low with a long active duration that can be set up from practically any knockdown. It's effective as a meaty attack because the frame advantage can reach a staggering +5. It can gatling into 2D for a double low or be jump cancelled for even more options. Use 5K to condition your opponent to block after a knockdown and go for throws, pressure resets or other mix-ups later.



Revision as of 21:01, 20 June 2021




General Strategies

Ky is versatile enough to function well at any range, but is especially good at mid ranged poking. 2S, f.S and 5H are good, long-ranged pokes that can be canceled into special moves. 2D is a low sweep with a good balance of speed and range. Ky can end any blockstring with Foudre Arc to close space, or use it raw in neutral. If used during a dash, Foudre Arc's range is extended even further. At close range, Ky can use c.S, 2P or K attacks to initiate pressure. 2K is Ky's fastest low, which is also a combo starter. Blockstrings can be ended with Stun Edge or Dire Eclat to apply Shock State and create space, but some characters have moves with enough range to punish these special moves.

At long range, Ky can zone his opponents out with Stun Edge. Many characters have good ways to move around projectiles, so vary your timing and positioning. If your opponent has their back to the wall, 6H can wallbounce for a combo. Ky has plenty of options for stopping an opponents approach. The previously mentioned mid-ranged moves can snuff out foes approaching from the ground, whereas 5P, 6P, Vapor Thrust and Foudre Arc can stop aerial approaches. Foudre Arc will even score a combo on counter-hit against both grounded and aerial opponents.

Ky's blockstrings aren't as airtight as more aggressive characters, and he completely lacks a unique overhead or command throw. This means that he is especially reliant on universal mechanics, such as Dust, Throw and aerial attacks for mix-ups. If your opponent has strong defense, you need good understanding of fundamentals to open them up. However, he does have a unique tool that helps his mix-up game: Stun Edge Charge Attack. This projectile attack has massive frame advantage on block and can be safely set up during Oki. The possibilities for mix-ups in this scenario are only limited by your own creativity. Unleash your true power!

Pressure

Pressure is one of the shortcomings of Ky because he lacks a blockstring ender that is safe in all situations. His S and H buttons have good range but are heavily minus on block. Dire Eclat has good pushback, but is short-ranged and -11 on block. Stun Edge can be avoided with a jump at longer ranges and can be blocked and punished at shorter ranges. Characters that have normals with a good combination of speed and range, such as Ramlethal, can comfortably punish him. Therefore, it is very important to not fall into predictable bad habits when pressuring in these match-ups.

Foudre Arc

Due to having massive range and at worst being safe on block, Foudre Arc is a good tool to close the gap and initiate pressure. The move is -1 if the opponent stand blocks and plus if the opponent crouch blocks. If the opponent is in Shock State or Ky has activated Dragon Install, Foudre Arc is plus against standing block as well. This move can be mixed into any blockstring to reset pressure. It can be interrupted during the startup though, so don't become predictable.

236S/236K counter Option Select

An Option Select that takes advantage of GGST's Counter Hit system. By attacking with a medium strength or higher poke like 2S or 5H, then inputting 236S immediately followed by K, you will guarantee that on block or normal hit 236S will come out, while on counter hit 236K will come out. This is especially useful for Ky because 236K is rewarding but unsafe if blocked and very spacing dependent. In medium strength or higher counter hit slowdown, both hits of 236K will always connect regardless of spacing.

Sample blockstrings

  • c.S > (dl) f.S > 236S/236K OS

Simple string for setting up the OS from close range. Delaying the f.S is required in order to create a frame trap. You could also end with Foudre Arc to reset pressure.

  • c.S > 2H > Special

Together, c.S and 2H deal 3 hits total, which makes it easy to confirm a block or hit. On block, cancel into Dire Eclat to build space or Foudre Arc to reset pressure. On hit, combo into Dire Eclat. If you have 50% Tension, you can replace Dire Eclat with Ride the Lightning for max damage or Roman Cancel after Dire Eclat connects for a side switch combo.

  • 2P > 6P > Dire Eclat

This blockstring starts from Ky's fastest move, making it useful in many situations. 2P can be staggered into itself to reset pressure and can be confirmed into 6P > Dire Eclat if a 2P hits. You could also go for a throw to surprise your opponent.

Okizeme

In GGST, many characters have fewer opportunities to score hard knockdowns and apply Oki than they used to have in previous games. Ky is no exception, and even compared to other characters his mix-ups aren't particularly strong because he lacks command throws and overheads besides the universal ones. When you land a move that grants a short knockdown, such as Stun Dipper, you can go for a mid-ranged poke or close space with Foudre Arc. When you score a hard knockdown you need to make the most out of it because Ky's mix-ups are lackluster without them.

Moves that lead into Okizeme

  • 2D causes a knockdown that provides strong Okizeme. Kicks combo into 2D.
  • Throws grant knockdowns, the Oki is especially powerful if the opponent is thrown into a wall.
  • 5D leads into a powerful combo and knockdown if you charge it, but it is punishable on block. Use it with discretion.
  • Dire Eclat grants a hard knockdown but also has large pushback. You have two options if you want to go on the offensive after the move connects. The first is dash, Instant Air-Dash into a mix-up (Use an aerial attack or simply land and go for a low or throw) and the second is meaty Foudre Arc for plus frames. Being relegated to these two options limits your mix-up potential somewhat.
  • Ride the Lightning can easily wall break from surprisingly long distances, which grants a decent mix-up and Positive Bonus to boot.

Effective options during Okizeme

  • 5K - A fast low with a long active duration that can be set up from practically any knockdown. It's effective as a meaty attack because the frame advantage can reach a staggering +5. It can gatling into 2D for a double low or be jump cancelled for even more options. Use 5K to condition your opponent to block after a knockdown and go for throws, pressure resets or other mix-ups later.
  • Stun Edge Charge Attack (CSE) - You can capitalize on hard knockdowns by setting up CSE. Forcing your opponent to block it rewards you with massive frame advantage (+15!) and inflicts the opponent with Shock State. It can be set up from moves that cause hard knockdowns, but the slow start-up means that you need to be more mindful of how you use it. If set up from a sweep at close range, delay the CSE slightly, or else it will pass through the opponent before they get up. If set up after a throw, your opponent can jump over CSE unless you threw them into the corner. Many combos end with moves that give an opportunity to set up CSE, such as combos that juggle an aerial opponent. These can be finished with 5H, which can cancel into CSE. Your opponent can jump over the move if you set it up after certain combo routes, however. Be prepared to punish with Vapor Thrust or other anti-air options if they attack, or go for an air throw if they empty jump.
    If your opponent blocks CSE, the absurd frame advantage and Shock State allow you to go for whatever mix-up you want. Mix up lows, throws, dust, aerials, cross-ups, empty jumps, blockstrings and anything else you can think of. The only limitation here is your own creativity.

Fighting Ky

Ky is a well-rounded character, which means that there is no overarching weak point for you to exploit (such as Potemkin's slow movement speed). Counter-play against Ky requires you to learn the ins and outs of each of his moves rather than overwhelming him with a particular strategy.

Foudre Arc (The acrobatic flip-kick)

Foudre Arc has a long startup animation (27 frames) which gives you an opportunity to intercept the move with 6P or an invincible reversal. Make sure to interrupt it if Ky is using it in a predictable manner. If you cant read your opponent's patterns you might be forced to block Foudre Arc. In this situation, be sure to stand block it as doing so reduces Ky's frame advantage. On standing block, it's -1, but on crouching block it's always plus. Ky's fastest jab is his 2P at 5f, and since he's -1 on block, if your character has a fast jab (<6f) you can interrupt his pressure. 6F jabs may clash with any followup Ky attempts. Keep in mind that if you block Foudre Arc while in Shock State (or Ky is in Dragon Install), he will always be at advantage, even if stand blocked.

Vapor Thrust (The rising crescent slash reversal)

This move is an effective reversal on wake-up. Both the S and H versions of Vapor Thrust have strike invulnerability from frame 1, so attacking is useless. They are susceptible to throws, which is a good option against an opponent's wake-up regardless. Standard throws have a startup speed of 2 frames, which means they will also interrupt button mashing on wake-up, should Ky go for it. Throwing against an opponents wake-up requires precise timing though, so practice it in training mode (If you keep getting counter-hit by Vapor Thrust, you're most likely throwing too early). Ky's Overdrive reversal, Ride the Lightning, has both strike and throw invulnerability, but is punishable on block. Another option against Vapor Thrust and Ride the Lightning reversals is to move in close to trick Ky into thinking you will attack, and then back away. This will allow you to avoid or block the reversal and punish. Backing away will also allow you to whiff punish a throw and stay safe against a jump. However, this option will allow your opponent to initiate a blockstring if they button mash.

Stun Edge (The projectile)

Using short forward dashes into block is a common strategy to close the gap against projectile users. However, Ky's Stun Edge will inflict Shock State on the defender even on block. Mix in air-dash forward to avoid blocking the move entirely. Don't air-dash into aerial attacks recklessly, as he can intercept predictable approaches with 6P or Vapor Thrust. Air-dash into block is essential to make Ky respect your aerial approach. One weakness of Stun Edge is that it leaves Ky vulnerable to counter-hits during the recovery frames. Experiment with your character's options to find a way to exploit this.
 Sol's Night Raid Vortex can low-profile under Stun Edge and punish the recovery frames. At long distances, you can use Vortex to punish Stun Edge on reaction.
 Nagoriyuki's Zarameyuki beats Stun Edge, allowing you to deal damage and build Blood Gauge. You can also teleport after shooting the clone for a safe approach. With enough Blood Gauge, 5H becomes large enough to contest Stun Edge during the start-up.

Don't approach Ky if you don't have to! Approaching an opponent always carries risk. If you have a significant life lead, Ky will be forced to approach you or risk losing to the round timer. If Ky keeps shooting at long range despite being at a life deficit, you can jump over the grounded Stun Edge and duck under the horizontal aerial one. Keep doing this until he is forced to switch his strategy to a less favorable one.

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