GGXRD-R2/Ky Kiske/Okizeme

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 Ky Kiske

Introduction

Thanks to Ky's straightforward and reliable gameplan emphasising moves such as Stun Dipper, Vapor Thrust and 2D for knockdowns, he is able to apply many different options in his Okizeme game with much freedom for a multitude of circumstances. By switching between projectile options, strong meaties, safejumps and a unique j.D which allows for tricky and unexpected pressure options, Ky can reset or loop his pressure to use safe and pestering projectiles or close in again for more mixups. Ky's CSE (Charged Stun Edge) also creates chip damage the opponent must deal with on wakeup, adding to his strong okizeme. When playing Ky, it's important to safely end most routes with hard knockdowns like Split Ciel and 2D, as these give you chances for high damage and highly advantageous situations.


Example Routes

Ky's okizeme can be categorized into basic, safe jump, Charged Stun Edge, DC Charged Stun Edge, and j.D options.

Basic

Ky's weakest form of oki, usually applied when there isn't enough time to use any other options.

Basic oki involves using a meaty normal, or baiting wake-up options from the opponent. You'll generally use Ky's fast and low hitting 5K or 2K over the opponent, and then apply pressure if it's blocked. Against slower reversals and with the correct timing, they can recover in time to work as both a meaty, and a reversal attack bait. You can also choose to go for an overhead with a 5D, which can be spaced far enough away to bait reversals and is safe on block, but generally slow and reactable. When applying basic oki, you're vulnerable to reversal attacks, blitz, and backdash.

Safe Jump

A strong form of oki when performed correctly.

By jumping at a downed opponent and attacking with j.H (or j.S) with correct timing, you can bait reversals while at the same time forcing your opponent to block. Layering 5H or 2D immediately after your air normal will punish many backdashes as well. This can be hard considering the varying wakeup timings among different characters. Weak to Blitz Shield.

Charged Stun Edge

CSE is Ky's standard Okizeme tool.

After knocking an opponent down, using CSE over them is a good way to force the opponent to block in a lot of situations and take a bit of chip damage. It pushes them backwards quite a bit with each hit, and can be safer for dealing with reversals since you can stand further away from the opponent while you use it. It has it's weaknesses though, as it can be low profiled by many moves, and has slow startup and recovery, making it not possible from certain knockdowns. If used too late, characters like Sol and Ky can reversal low profile it with Grand Viper and Stun Dipper for a punish. Faust can even simply crouch right under it.


YRCing CSE is a good way to remove many of it's drawbacks and also set up a high/low airdash mixup on oki. Just be careful of reversals before the projectile actually hits.

Durandal Call Charged Stun Edge

DC CSE is Ky's ideal Oki in the corner and a standard setup using 2D > Split Ciel, Split Ciel > 2D, or ending corner loops with Split Ciel.

This functions very similar to CSE oki, only better in many ways. There's less pushback, more chip damage, more frame advantage, and it lasts a bit longer which opens up meterless airdash mixups. When used at midscreen, after a 2D > Split Ciel setup, it's possible to backdash it entirely if it was spaced too far, so this is usually best used in the corner or otherwise close to an opponent.

j.D

A somewhat gimmicky way of setting up Oki. It can be used to get the opponent to block if done early over a knockdown, and is relatively freeform in how you can choose to act from there. Possible options are airdashing over the opponent, firing an S Stun Edge through it, double jumping and going for an ambiguous crossup, YRCing for a falling high/low mixup, and simply landing and continuing pressure. If done low enough to the ground, you can even use the grinder left behind to power up projectiles. Despite it's versatility, it can lose to a lot of different things, such as Blitz Shield, airthrow, or 6Ps/anti airs.

Choosing an Oki Route

As many of Ky's moves knock down in different ways, it is important to note which ender gives you what knockdown and how to respond to each knockdown.

Off most common knockdowns (Stun Dipper, Sweep), the opponent is left relatively close to Ky, and while it means CSE is easier to use, it is less safe and/or efficient than using a meaty. Conversely, a knockdown resulting in a reset using Split Ciel benefits greatly from using Stun Edge as Ky is too far away for a meaty and, even ignoring this, a grinder is already present next to Ky, allowing him to deploy a fullscreen Fortified CSE. On a simpler level, consider the following routes as a general guideline for your okizeme decisions:

- If the opponent is knocked down from a move that leaves them close, opt for a safejump, meaty 5K or, as a mixup option, j.D. Note, these options are usually not safe from DPs like Volcanic Viper or Reversal supers like Tyrant Rave. If used correctly, however, j.D will recover before the opponent wakes up, allowing Ky to block reversals in time.

- If the opponent is too far away, CSE is your best option. The opponent won't be able to interrupt Ky so long as they don't have a fullscreen super, and as most fullscreen resets are a result of Split Ciel, Ky will have already set up a grinder to fortify his projectiles. If the opponent is perhaps not far enough away for this, consider Charged Stun Edge > YRC for a mixup or faster recovery.

Video Examples

Basic okizeme guide by Kobu-Ki. Covers most of the previously written content on this page.

CSE and Grinder setup video by NurseLee. Displays mixups used alongside CSE okizeme.

Navigation

 Ky Kiske

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