<?xml version="1.0"?>
<rss version="2.0"><channel><title>Ky Kiske Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/21-ky-kiske/</link><description>Ky Kiske Latest Topics</description><language>en</language><item><title>Accent Core Ky Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/106-accent-core-ky-video-thread/</link><description><![CDATA[
<p>I figured this subforum needed a list of of videos for Ky in Accent Core. The gang and I have a youtube account dedicated specifically for Ky videos and it can be found here: <a href="" rel="external nofollow">http://www.youtube.com/4kota</a></p><p>
</p><p>
Most recent ones are:</p><p>
</p><p>
kaqn <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballos.gif" alt=":OS:"> VS Han'oto :KY:</p><p>
Zakiyama <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballve.gif" alt=":VE:"> VS Han'oto :KY:</p><p>
Buppa :KY: VS Zakiyama <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballve.gif" alt=":VE:"></p><p>
Buppa :KY: VS Kaqn <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballos.gif" alt=":OS:"></p><p>
</p><p>
Feel free to post links to other videos as well.</p>
]]></description><guid isPermaLink="false">106</guid><pubDate>Thu, 31 May 2007 22:23:06 +0000</pubDate></item><item><title>214K (greed sever) to c.S problems</title><link>https://www.forums.dustloop.com/forums/topic/12938-214k-greed-sever-to-cs-problems/</link><description><![CDATA[<p>
	I can't seem to connect a c.S after a greed sever except when I get the late hitbox or get the super close range hitbox. I can mash to get the timing, but then c.S automatically goes into f.S, do I can't chain into 2H.
</p>]]></description><guid isPermaLink="false">12938</guid><pubDate>Sat, 03 Sep 2016 13:10:34 +0000</pubDate></item><item><title>My Ky Trade Secrets thread</title><link>https://www.forums.dustloop.com/forums/topic/4133-my-ky-trade-secrets-thread/</link><description><![CDATA[
<p>I've decided to share my trade secrets about Ky just for the heck of it, since I barely play the game more than once a month nowadays. I'll be intermittently posting random thoughts, tricks, and correcting misperceptions about matchups and other things that I've seen in the forum.</p><p>
</p><p>
</p><p>
<strong><span style="text-decoration:underline;">Mittie Blue Light</span></strong></p><p>
This is a pretty old trick since the days of XX. Advanced players know that one of Ky's burst points (places where you can burst for free without worry) is right before the second hit of the Stun dipper. So a lot of advanced players will burst right at that point to get out of being comboed.</p><p>
</p><p>
One of the best Ky players ever (Mitsutoshi) figured out that you can kill this burst point by FRCing in the middle of a combo to let the opponent hang himself with a burst. If the opponent doesn't burst, it's a neutral situation so it's not a big deal. If the opponent bursts, you can then block into an air combo or if you're a baller like Mittie, you can air throw them out of the burst. This requires good yomi and being able to FRC the stun dipper on demand. Japanese players nicknamed this tactic after Mitsutoshi, which roughly translated is "Mittie Blue Light"</p><p>
</p><p>
EDIT: Video Example @ 59:37</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/1qMojyQwqOQ?feature=oembed&amp;start=3577" frameborder="0" allowfullscreen="true"></iframe></div></div> <p>
</p><p>
<strong><span style="text-decoration:underline;">eh-sama special</span></strong></p><p>
This is my personal variation on the Mittie Blue Light, though the application and situation is quite different. As far as I can tell, I am the only Ky player that does this, but I've apparently used this effectively enough that Nor-Cal people name this trick after me.</p><p>
</p><p>
Certain types of players like to normal jump straight up roughly a quarter screen distance away in order to zone Ky out. Or, they like to air dash into or just within this distance to zone or position themselves to attack Ky. This is not a bad idea since it is outside of Ky's AAs and does limit Ky's options somewhat. This is also especially effective when Ky is cornered, as it serves a double purpose of preventing him from escaping from the corner and being just outside his effective range.</p><p>
</p><p>
So how does Ky deal with that situation? The eh-sama special is to: Stun-Dipper to close the distance, then FRC, and air throw them. If timed and spaced right, this is more or less indefensible as you will end up right at the perfect position to airthrow them, and the Stun Dipper will place you where you need to be very quickly. This is especially effective when you're in the corner because not only do you get out of the corner, you air throw your opponent into the corner and seize the initiative. Of course, this requires that you know the stun dipper distance and FRC timing down pat, but that's a requirement for playing Ky anyway.</p><p>
</p><p>
Theoretically you can FRC and VT to fish for a counterhit, but I think that is needlessly risky since the air throw is almost guaranteed and 100% safe even if you miss.</p><p>
</p><p>
EDIT: Video Example @1:33 and 2:15</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/TZDCTpobH3Q?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
Next up: Ky vs. Zappa</p>
]]></description><guid isPermaLink="false">4133</guid><pubDate>Thu, 22 Dec 2011 18:33:40 +0000</pubDate></item><item><title>Ky-Kiske Info/Combos Thread [Accent Core]</title><link>https://www.forums.dustloop.com/forums/topic/177-ky-kiske-infocombos-thread-accent-core/</link><description><![CDATA[
<p>List of Changes</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Kayin" data-cite="Kayin"><div><p><strong>NORMALS</strong></p><p>
</p><p>
    * Close 5S</p><p>
          - Attack Lv5→4</p><p>
          - Frame Disadvantage -1F→-3F</p><p>
</p><p>
</p><p>
      * 2P</p><p>
          - Startup decreased 5F→4F </p><p>
</p><p>
</p><p>
    * 2HS</p><p>
          - Number of hits 2→1</p><p>
          - Damage 28×2→40</p><p>
          - Startup 11F→12F</p><p>
          - Active 1, 4→4F</p><p>
          - Recovery 30F→20F </p><p>
</p><p>
</p><p>
    * 2D</p><p>
          - Range decreased</p><p>
</p><p>
</p><p>
    * 5D</p><p>
          - Recovery 18F→22F</p><p>
          - Frame Disadvantage -8F→-12F </p><p>
</p><p>
</p><p>
    * 6P</p><p>
          - 1~6 frames upper body invincibility, 7~13 frames invincibilty from above knee cap, opponent flies horizontally upon CH (land 60, air 32)</p><p>
          - Forced Prorate 90%.</p><p>
</p><p>
</p><p>
    * 6K</p><p>
          - Startup 19F→17F</p><p>
          - Recovery 9F→11F</p><p>
          - Frame Advantage +6→+4</p><p>
          - Knocks down on air hit.</p><p>
          - Can be canceled into Specials. </p><p>
</p><p>
</p><p>
    * 6HS</p><p>
          - Animation changed (No description needed. I'm sure most of us are familiar with it.)</p><p>
          - One hit, still has a frame advantage on block.</p><p>
          - Deals 43 base damage.</p><p>
          - Chains only from 6P. Is connected to 6K, S set, HS set and D set.</p><p>
          - Staggers on ground hit. (maximum 50F).</p><p>
          - Can link into itself on air hit, loop possible. (Sorta character specific.)</p><p>
          - Has a +2 frame advantage on block. </p><p>
</p><p>
</p><p>
    * Air Throw</p><p>
          - Range 110dots→88dots </p><p>
</p><p>
<strong>SPECIALS</strong></p><p>
</p><p>
    * Stun Edge (S)</p><p>
          - Attack Lv5→3</p><p>
          - Entire animation 40F→41F</p><p>
          - Frame advantage to disadvantage +3F→-5F</p><p>
          - FRC point added (22F~23F)</p><p>
</p><p>
</p><p>
    * Stun edge (HS)</p><p>
          - Attack Lv5→4</p><p>
          - Frame disadvantage -6F→-9F</p><p>
          - FRC point added (23F~26F) </p><p>
</p><p>
</p><p>
    * Charged Stun Edge</p><p>
          - Attack Lv5→4</p><p>
          - Startup 38F→43F</p><p>
          - Entire animation 63F→68F</p><p>
          - Range decreased (Full Screen -&gt; about 8/10 screen.</p><p>
          - Follow-up into Ray Divider possible.</p><p>
</p><p>
</p><p>
    * Air Stun Edge (S)</p><p>
          - Attack level 5→3</p><p>
          - Startup 21F→15F</p><p>
          - Entire animation 38F→59F</p><p>
          - FRC point added (16~18F) (Shortly after the projectile comes out) </p><p>
</p><p>
</p><p>
    * Air Stun Edge (HS)</p><p>
          - Attack Lv5→4</p><p>
          - Startup 21F→13F</p><p>
          - Entire animation 36F→56F</p><p>
          - FRC point added (14~16F) (Shortly after the projectile comes out)</p><p>
          - Projectile speed faster.</p><p>
</p><p>
</p><p>
    * Air Charged Stun Edge</p><p>
          - Startup 35F→31F</p><p>
          - Untechable time 25F</p><p>
          - FRC timing 21F~22F</p><p>
          - Falling speed increased. </p><p>
</p><p>
</p><p>
    * Vapor Thrust (S)</p><p>
          - Damage decreased 48→32</p><p>
          - Frame Disadvantage - 30F→-34F</p><p>
          - Forced Prorate 80%</p><p>
          - Follow-up into Lightning Javelin possible. </p><p>
</p><p>
</p><p>
    * Vapor Thrust (HS)</p><p>
          - Damage decreased 52→36</p><p>
          - Recovery Decreased 35F→30F</p><p>
          - Frame Disadvantage -45F→-33F</p><p>
          - Follow-up into Lightning Javelin possible. </p><p>
</p><p>
</p><p>
    * Air Vapor Thrust</p><p>
          - Attack power 48→32</p><p>
          - There is no difference with the S and HS versions.</p><p>
          - Follow-up into Lightning Javelin possible. </p><p>
</p><p>
</p><p>
    * Lightning Javelin</p><p>
          - New move.</p><p>
          - Command is HS After Vapor Thrust.</p><p>
          - The move is the same no matter what version of Vapor Thrust is used.</p><p>
          - Untechable time is very long, depending upon height it may knock down most lightweights.</p><p>
          - Ky is moved backards slightly.</p><p>
          - When Vapor Thrust is done to a grounded opponent, the chances of landing Lightning Javelin are very high.</p><p>
          - FRC point when Ky starts falling, frames 27-29.</p><p>
          - A loop is possible depending on the circumstances.</p><p>
          - Attack Level 5.</p><p>
</p><p>
</p><p>
    * Stun Dipper</p><p>
          - Startup 5F→8F</p><p>
          - Air hit floats lower and it untechable longer.</p><p>
          - Travels a shorter distance.</p><p>
          - Usage in combos WILL be very different.</p><p>
</p><p>
</p><p>
    * Greed Sever</p><p>
          - Floor bounce added. (Untechable time 40F→38F)</p><p>
          - Forced prorate 85% </p><p>
</p><p>
</p><p>
    * Lightning strike</p><p>
          - Hidden Special Move, not listed on official site.</p><p>
          - Command is 222+HS.</p><p>
          - Can only be done when opponent it on the ground.</p><p>
          - Ky is at a very small disadvantage after this in most matchups.</p><p>
          - Usually does about 30 damage. (Hard to determine base damage due to it being required to be used in combos.)</p><p>
</p><p>
</p><p>
<strong>FORCE BREAKS</strong></p><p>
</p><p>
    * Lightning Sphere</p><p>
          - New Move</p><p>
          - Command is 214+D during Charged Stun Edge.</p><p>
          - Needs to be done as quickly as possible.</p><p>
          - Ray Divider is put out in place of the Charged Stun Edge.</p><p>
          - Startup is very fast. (Supposedly 1F)</p><p>
          - Has about a +8 frame advantage on block.</p><p>
          - Damage is 24x3.</p><p>
          - Attack level 5.</p><p>
</p><p>
</p><p>
    * Charge drive</p><p>
          - New move.</p><p>
          - Command is 46+D during Ray Divider.</p><p>
          - Very long range, reaches farther than far 5S.</p><p>
          - Deals 130 base damage.</p><p>
          - Frame disadvantage is -31 on block. </p><p>
</p><p>
</p><p>
    * Stun raising</p><p>
          - New move.</p><p>
          - Command is air 214+D.</p><p>
          - Improved version of j.D, two hits.</p><p>
          - Noticeably bigger than normal j.D, Recovery is short.</p><p>
          - Stays out a long time, probably about 4 seconds, untechable time is long. No landing recovery.</p><p>
          - May be very important in certain matchups, can help alot in restricting the opponent's options. </p><p>
</p><p>
</p><p>
<strong>OVERDRIVES</strong></p><p>
</p><p>
    * Air Ride The Lightning.</p><p>
          - Landing recovery reduced from 6F to 3F.</p><p>
          - Untechable time increased from 36F to 45F. </p><p>
</p><p>
</p><p>
    * Sacred edge</p><p>
          - Projectile slower.</p><p>
</p><p>
(Thanks to Sytha, Silent Shinobi, Kombatfreak, Akane, //MirroR and rtl42 for their help on this!)</p></div></blockquote>
]]></description><guid isPermaLink="false">177</guid><pubDate>Sun, 09 Sep 2007 19:10:07 +0000</pubDate></item><item><title>AC+R Location Test discussion thread</title><link>https://www.forums.dustloop.com/forums/topic/5118-acr-location-test-discussion-thread/</link><description><![CDATA[
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="RoBoBOBR" data-cite="RoBoBOBR"><div>- 6P - CH untechable time 60F -&gt; 56F on ground hit, 32F -&gt; 28F on air hit<p>
- D - startup 23F -&gt; 25F</p><p>
- 2D - now prorates 85%</p><p>
- jD - floats on ground hit (was knockdown) untechable 28F, 46F on CH; recovery 29F total -&gt; 25F total; cannot repeat j.D input until j.D has disappeared</p><p>
</p><p>
- 222H - FRC point added 14-16F</p><p>
- Lightning Sphere - new command, 4D after CSE, vacuums on ground and air hits and blocks </p><p>
- Charged Drive (Lightning Sphere follow-up) - forced prorate 70%, wallsticks (was blowback) untechable 80F, sticks for 60F</p><p>
- Ride The Lightning (632146H) - FRC point added 53-56F</p><p>
- air Ride The Lightning (j632146H) - FRC point added 53-56F, start-up 10+1 -&gt; 7+1</p><p>
</p><p>
</p><p>
- 3H - new normal, like 6H from #re, 36x2 dmg, 5 lvl, 23F startup, 8,1F active, 3F recovery, +15 on block, forces crouch on hit</p><p>
- S Rising Javelin - new VT follow-up, 16 dmg, 5 lvl, 17F start-up, 5F active, 6F landing recovery, wallsticks (untechable 62F, wallstick 32F), FRC 24-26F, in CH state until landing</p><p>
- FB Greed Sever - new move, 214D, 4 lvl, overhead, 22F startup, 4F active, 21F recovery, -8 on block. Initial prorate 80%, knocks down opponent on air hit (untechable for 44F), ground bounces opponent on CH (untechable for 43F, tested on Sol), Ky is airborne from 5~20F, Ky is in CH state during move</p><p>
</p><p>
~~~~Jwiki changes-</p><p>
- 6H - GB- 17 -&gt; 12</p><p>
- 6K - plummet on air hit, 25F untechable -&gt; blowback on air hit, 18F untechable</p><p>
- Sacred Edge - travels faster</p><p>
- CSE - trvel distance increased</p><p>
</p><p>
------ 1.10 patchnotes ------</p><p>
- 3HS - Less knockback, Increased Guard Gauge reduction on hit, Ky is considered crouching during the final active frames of the move</p><p>
- j.D - Less recovery</p><p>
- Lightning Strike (222HS) - Less Guard Gauge reduction on hit</p><p>
- FB Greed Saver (214D) - Less recovery, Has invincibility in the start</p><p>
- Ride the Lightning (632146HS) - Less Guard Gauge reduction on hit</p><p>
</p><p>
----</p><p>
done by frame data comparison and j wiki info. Changes labeled as "Jwiki" could not be confirmed by DL ACR frame data.</p></div></blockquote><p>
</p><p><span style="text-decoration:line-through">
6/28/12 changelist changes</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> 6k</span></strong></p><p><span style="text-decoration:line-through">
 during air hit, now blows opponent away horizontally</span></p><p><span style="text-decoration:line-through">
 untechable time from 25 to 18f</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> 3h</span></strong></p><p><span style="text-decoration:line-through">
 new move: the old 6H from ggxx, #R, slash</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> 6h</span></strong></p><p><span style="text-decoration:line-through">
 decreases guard bar from 17 to 12</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> j.d</span></strong></p><p><span style="text-decoration:line-through">
 recovery lessened by 4f</span></p><p><span style="text-decoration:line-through">
 can not be done more than once</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through">charged stun edge </span></strong></p><p><span style="text-decoration:line-through">
 distance increased</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> lightning strike</span></strong></p><p><span style="text-decoration:line-through">
 can now be frc'd.</span></p><p><span style="text-decoration:line-through">
 now bounces</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> s lightning javelin</span></strong></p><p><span style="text-decoration:line-through">
 new move</span></p><p><span style="text-decoration:line-through">
blows opponent away and downward. wall sticks</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> fb greed sever</span></strong></p><p><span style="text-decoration:line-through">
 new addition</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> lightning sphere</span></strong></p><p><span style="text-decoration:line-through">
 larger hitbox</span></p><p><span style="text-decoration:line-through">
 now vacuums grounded opponents</span></p><p><span style="text-decoration:line-through">
 command changed to 4d</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> charged drive</span></strong></p><p><span style="text-decoration:line-through">
 now wallsticks</span></p><p><span style="text-decoration:line-through">
 base damage now 70%</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> ride the lightning</span></strong></p><p><span style="text-decoration:line-through">
 can now be frc'd around the frames where ky stops charging in</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> air ride the lightning</span></strong></p><p><span style="text-decoration:line-through">
 startup changed to 7+1f.</span></p><p><span style="text-decoration:line-through">
 can now be frc'd around the frames where ky stops charging in</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><strong><span style="text-decoration:line-through"> sacred edge</span></strong></p><p><span style="text-decoration:line-through">
 ball speed now increased</span></p><p><span style="text-decoration:line-through">
</span></p><p><span style="text-decoration:line-through">
</span><em><span style="text-decoration:line-through">credits to coolest for translations</span></em></p>
]]></description><guid isPermaLink="false">5118</guid><pubDate>Thu, 28 Jun 2012 23:10:04 +0000</pubDate></item><item><title>Ky: Aiming for the max best man combo.</title><link>https://www.forums.dustloop.com/forums/topic/207-ky-aiming-for-the-max-best-man-combo/</link><description><![CDATA[
<p>With that said, basicly im going to try and get a list of kys "best" combos vs each character here. It will probably take awhile since I dont play often(hell acctualy although im posting this now I acctualy did it 2 or 3 months ago shrug with that one video I made etc)and my PS2 doesnt work very well, but whatever the case... Yea here im going to try and make a list of all of kys best combos. For the timeing being since its going to take awhile as I said, a lot of these are just going to be examples for the basic idea. Before I get to a list, lemme get into some notes, and if it isnt coverd in the notes, then use commen sence... And if thats not possible... Well then stop reading or something....


-Im going to stay away from orb combos besides a few examples. In general orb combos do 20-30 points LESS damage then sweep, fireball FRC F+HS combos. Not only that, but there also less(or not at all)burst safe, and there just as distance specific as the sweep combos. Since you want to obviously keep a low number of hits before the acctual sweep to orb so you gotta be pretty close takeing away damage that you could be getting. The farther away you do it, obviously your most likely going to have to run in and do a duck p, or something to that exstent, adding to the gaurd bar, takeing away the damage yadda yadda. The only thing orb combos have for it that sweep fireball doesnt is the fact that its not character specific. But if a sweep fireball works on someone theres really no reason not to do it if you can time it. Again it in general does more damage and is more burst safe. So..... Yea... Also note(all give a example... at least I think I have written it down)that in orb combos, and well ky combos in general the shoryuken loop vs a "big" air combo. The damage is usualy the same if not the big air combo doing a bit more. The advantage to the shoryuken loop is the fact that it builds more bar for you of course. If possible you should try and get as many hits  as possible before you start the shoryuken. You should look for a "sweet" spot basicly in the gaurd meter enough damage that you got what you "wanted" to say, but not makeing them heavy enough that the shoryuken loop it self will not work. So you want to get to that tricky spot where the shoryuken loop is doing very little damage(the same damage the big air combo would be doing at that point)but your able to get in more hits and build more bar.

-Obviously some combos require none or some momentum use commen sence. 

-Jump hs will combo from a jump slash to the last spot of the gaurd bar showing on even gaurd meter. Important to realize this when your testing combos to know how many more hits you can get. Note this does not include moves that have a tech buffer as that changes what can be teched and what not regardless of the gaurd meter. But in general when testing things when your trying to see just how many more hits you can get it. That is what to look for. Of course if your at this point theres a good chance your not doing much damage anyway so going for a s, p, s, or something to that exstent(say jump install combo)isnt a bad idea since your just adding a little bit more anyway. Although be warned if you go to many hits after the gaurd meter is gone the shoryuken will be techable period so doing this always isnt advisable. Again gotta know exactly where you are on the gaurd meter and the invsiable part of the gaurd meter.

-A quick note(as I wont go into as its not really what im talking about here in this thread)on standing opponents for a good powerfull combo remember that f+k, to stun dipper combos vs a standing opponent. Say vs anji for example s,f+p,hs,f+k, slide , lighting strike does 167. So pretty decent damage off a regular standing combo. Remember to know how long you can delay HS(and any move for that matter)to f+k to put you at a good spot for this to combo.

-All have a few examples but in general in combos where it comes into play a s, duck hs, jump(or super jump install when needed) s, jump s, hs, shoryuken will do LESS damage, then just a f+p, s, duck hs, super jump s, hs, shoryuken. 

-Lightsaber combos usualy do a few points or so less then the other combos, however build more meter. So use it when you think you need to basicly.

-Some of the damage may be off as I wrote this sloppy and my hands suck and well I cant even read my own writeing and some of this was a while ago so I forget what I was thinking. But in general it should be ok.




Lets get to some "maximum" potemkin combos first....


S,F+P,HS, Sweep, HS fireball, FRC, F+HS, F+P, S, D+HS, super jump S, HS, Shoryuken, Lighting strike does 189. 
Note a few things, in this example you can change the HS fireball for a slash fireball and this will allow you to run in faster and get a S, THEN f+p. However the combo does the same amont of damage. Also if you super jump install it does 191 so a couple points more damage. A combo of this nature to this exstent is a good staple combo in the corner that works on pretty much every character in the game.. Its pretty easy and of course does good damage.

S,F+P,HS, Sweep, HS fireball, FRC, F+HS, jump S, HS, land S, D+HS, super jump S, HS, Shoryuken, lighting strike does 192

The general idea of this combo works anywhere. Note that at this point in the gaurd bar you can not get a double air combo. Thus this is it. Again this combo should be the general idea for all potemkin combos, it works anywhere on the screen with a little varation. The above is obviously in the corner, however when not in the corner instead of jumping you can IAD and then S, HS, to shoryuken loop which does 186. With 2 F+HS the combo will do 182. Or you can can land after the IAD HS, then Stand S, Duck HS to shoryuken loop and that will do 191, and with 2 F+HS it will do 189.

This is pretty good damage off of anywhere in the screen. Also of course this is quite burst safe, as f+hs obviously is not safe to burst against, and a burst can not hit a IAD S, HS. Anc once your at that point youve done the damage that you needed to do, the following shoryuken loop will only do a few points of damage, but still build your meter up all the same. So in a sence the "perfect" combo. Doing high damage while being burst safe, and all the meter building comes at the point where its only doing a point or 2 of damage the whole time so bursting vs it at least for damage reasons isnt a good idea.(I should note if you are feeling combo video after the first shoryuken loop, you can also land then to combo to jump s, hs , shoryuken, to ANOTHER shoryuken loop.. But again thats pretty combo video and that only works at a very specific distance in the screen...)

For some other random combos....


S,F+P,HS, Sweep, HS fireball, FRC, F+HS X4 does 176

After 3 F+HS although you can still get the IAD s, hs, shoryuken no loop is possible after it. At least regularly.


For a good duck HS counter hit combo try....

D+HS, jump HS, land S, duck hs,jump s, hs, shoryuken, duck p, stand s, duck hs, shoryuken, lighting strike does 170. So pretty good damage.

A combo along these lines also works vs other characters(usualy useing just jump hs instead of jump s, hs)however, its more specfic in how high they can be. Usualy it HAS to be a ground counter hit, so in the off chance you go for this when you scored a air counter hit, well unless its potemkin your most likely going to miss.

For a air to air k combo. Remember since potemkin is heavier if your going to get that extra shoryuken loop your going to need to add a hit most likely. Example jump k, s, p, s, jump s, hs shoryuken, land duck p, s, duck hs, shoryuken, strike. This does 123.




Jam...

S,F+P,HS, Sweep, HS fireball, FRC, F+HS X4 does 211

S,F+P,HS, Sweep, HS fireball, FRC, F+HS, S fireball, IAD S, HS, shoryuken, duck p, stand s, duck hs, shoryuken, strike does 234.
Not the eaisest combo, but quite damageing. If you do 2f+hs it does 231.

S,F+P,HS, Sweep, HS fireball, FRC, F+HS, IAD S, HS, shoryuken, duck p, stand s, duck hs, shoryuken strike does 227. If you do 2 F+hs it does 224. However note that doing 2 f+hs is acctualy easier to get IMO vs jam. 

In general jam eats the combo from all distances pretty easily unlike character like eddie who you have to be at a fairly specifc distance for sweep fireball combos, vs jam the timeing is pretty easy. If your closer do hs, farther do slash. Again Slash will allow you to run in more since they will be higher, however in a lot of case you end up doing the same damage so whatever is easier for you do.


Testment...



S,F+P,HS, Sweep, HS fireball, FRC, F+HS, S fireball, IAD S, HS, shoryuken, duck p, stand s, duck hs, shoryuken, strike does 226.

This combo is acctualy pretty easily on testment. And of course works at a lot of distances. plus of course it looks cool, and again quite burst safe. So cant ask for more. Just beacuse in case you were wondering if you were to super jump combo at the end it does 231, so yea not that much more and depending on where you are techable. But if you really wanted a little bit more damage well there you go.

jump k, s, jump s, hs, shoryuken land duck p, s, duck hs, shoryuken strike does, 152. If you do a jump s, hs, shoryuken strike it does 159. If your lucky in distance etc if you can get a slash when you land it will do 166.



To much typeing the end for now....</p>
]]></description><guid isPermaLink="false">207</guid><pubDate>Sat, 06 Oct 2007 23:06:08 +0000</pubDate></item><item><title>[+R]  Ky Combos and what hits who.</title><link>https://www.forums.dustloop.com/forums/topic/6912-r-ky-combos-and-what-hits-who/</link><description><![CDATA[
<p>Just some testing I've done.</p><p>
</p><p>
GS = Greed Sever 214k</p><p>
SD = Stun Dipper 236k</p><p>
</p><p>
5h&gt;GS is a new combo on standing in +R, usually started with 5k for the low.  Almost always has to start with run momentum very close to the opponent.</p><p>
</p><p>
5h,6k loop is on airborne only.  Corner only.  Tested with Throw FRC Run 5h and GS 5h,6k.</p><p>
</p><p>
Throw FRC 6h worked in AC, but is much easier on more of the cast, and 6h loops do much better damage now and less guard bar reduction.</p><p>
</p><p>
2d&gt;Stun Dipper is something I use when possible for greater corner carry distance and other options. </p><p>
</p><p>
[table=width: 500, class: grid, align: left]</p><p>
</p><p>
	</p>Chara<p>
        </p>5k,5h&gt;GS<p>
        </p>5h,6k loop<p>
	</p>Throw FRC,6h<p>
	</p>2d&gt;SD<p>
        </p>Comment<p>
	</p><p>
</p><p>
</p><p>
	</p>Kliff<p>
	</p>NO<p>
	</p>3<p>
	</p>YES<p>
</p>YES*<p>
	</p>Max Range<p>
</p><p>
</p><p>
	</p>Axl<p>
	</p>YES<p>
	</p>1<p>
	</p>YES*<p>
	</p>NO<p>
</p>Hard, probably 1F<p>
</p><p>
</p><p>
	</p>Jam<p>
	</p>NO<p>
	</p>2<p>
	</p>YES<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>Zappa<p>
	</p>NO<p>
	</p>1/2(hard)/3*<p>
	</p>YES<p>
	</p>NO<p>
</p>5h,6k&gt;GS x3<p>
</p><p>
</p><p>
	</p>Chipp<p>
	</p>NO<p>
	</p>1*<p>
	</p>YES<p>
	</p>NO<p>
</p>6k&gt;SD misses<p>
</p><p>
</p><p>
	</p>Dizzy<p>
	</p>NO<p>
	</p>1*<p>
	</p>YES<p>
	</p>NO<p>
</p>Hard; very low<p>
</p><p>
</p><p>
	</p>Anji<p>
	</p>YES<p>
	</p>1/2 hard<p>
	</p>YES<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>Slayer<p>
	</p>YES<p>
	</p>1<p>
	</p>YES*<p>
	</p>NO<p>
</p>No wall bounce mid screen<p>
</p><p>
</p><p>
	</p>A.B.A.<p>
	</p>NO<p>
	</p>1<p>
	</p>NO<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>Johnny<p>
	</p>Yes<p>
	</p>1/2 hard<p>
	</p>No<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>Millia<p>
	</p>NO<p>
	</p>NO<p>
	</p>YES<p>
	</p>YES*<p>
</p>Easy<p>
</p><p>
</p><p>
	</p>Sol<p>
	</p>YES<p>
	</p>NO<p>
	</p>YES*<p>
	</p>NO<p>
</p>No wall bounce mid screen<p>
</p><p>
</p><p>
	</p>H.O.S.<p>
	</p>YES<p>
	</p>NO<p>
	</p>NO<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>Ky<p>
	</p>NO<p>
	</p>1<p>
	</p>YES*<p>
	</p>NO<p>
</p>No wall bounce mid screen<p>
</p><p>
</p><p>
	</p>Robo Ky<p>
	</p>NO<p>
	</p>1<p>
	</p>NO<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>May<p>
	</p>NO<p>
	</p>3<p>
	</p>YES<p>
	</p>YES*<p>
</p>Easy<p>
</p><p>
</p><p>
	</p>Eddie<p>
	</p>YES<p>
	</p>2<p>
	</p>YES<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>Testament<p>
	</p>YES<p>
	</p>2<p>
	</p>YES<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>Baiken<p>
	</p>NO<p>
	</p>1/2 hard<p>
	</p>YES<p>
	</p>YES*<p>
</p>Max range<p>
</p><p>
</p><p>
	</p>Venom<p>
	</p>YES<p>
	</p>1/2 hard<p>
	</p>YES<p>
	</p>NO<p>
</p><p>
</p><p>
	</p>Bridget<p>
	</p>NO<p>
	</p>3<p>
	</p>YES<p>
	</p>YES*<p>
</p>Max range<p>
</p><p>
</p><p>
	</p>Faust<p>
	</p>NO<p>
	</p>1<p>
	</p>YES<p>
	</p>NO*<p>
</p>2d jump j.k works;  fun.<p>
</p><p>
</p><p>
	</p>Potemkin<p>
	</p>YES<p>
	</p>1/2*<p>
	</p>NO<p>
	</p>NO<p>
</p>Starts high, higher than GS bounce<p>
</p><p>
</p><p>
	</p>Justice<p>
	</p>YES<p>
	</p>1/2*/3*<p>
	</p>NO<p>
	</p>NO<p>
</p>Starts high, higher than GS bounce/5h,6k&gt;GS x3<p>
</p><p>
</p><p>
	</p>I-No<p>
	</p>NO<p>
	</p>1/2 hard<p>
	</p>YES<p>
	</p>YES*<p>
</p>Max range<p>
</p><p>
[/table]</p>
]]></description><guid isPermaLink="false">6912</guid><pubDate>Wed, 25 Sep 2013 02:30:37 +0000</pubDate></item><item><title>What about Ray Divider and Aces High?</title><link>https://www.forums.dustloop.com/forums/topic/6145-what-about-ray-divider-and-aces-high/</link><description><![CDATA[
<p>When I first stumbled upon Ky Kiske's sound test menu, he has voice samples that call out "Ray Divider" and "Aces High".  They were not used anywhere in the gameplay (AC-wise), but I was wondering why those names exist.</p><p>
</p><p>
If you were wondering where those moves went, maybe you can contact Arc System Works to add those moves in for a patch of Accent Core Plus R.</p>
]]></description><guid isPermaLink="false">6145</guid><pubDate>Wed, 06 Mar 2013 01:41:51 +0000</pubDate></item><item><title>AC+ EX Ky Combos...Yeah I'm bored.</title><link>https://www.forums.dustloop.com/forums/topic/880-ac-ex-ky-combosyeah-im-bored/</link><description><![CDATA[
<p>I "used" to consider myself a "corner-rape" specialist with EX Ky, but with the changes made to him in AC+, I'm not so confident of that anymore. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"> 

Changes Made:

Lightning Strike FB --Comes out fast and is blockable and very useful as an anti-air/anti-airdash if they don't jump TOO high...

6K --Ground Slide...not sure what situations this is good in, Crescent Slash and Grand Vapor Thrust link from it.

Needle Spike --Hits twice on ground, once in the Air and causes Ground Slide on CH, but is techable in the air after a normal hit.

Needle&gt;Greed Sever --Slow as molasses...I dunno what this is even good for...Bandit Bringer is more useful than this.

Air Sacred Edge --Useful TK to be sure, or to prevent dash-ins, though it doesn't mesh well with Ky's air combos as well as Air RTL would.

Also, Ky has "fewer" options after j.D now, which sucks.

CSE goes "fullscreen" again, so that's useful.

Ky gains his old 5H and old 6H (with that weird floating hitbox thingie).

Does anyone know if Crescent Slash is an Overhead (i.e. kills low blocking)?

So does anyone have any combo suggestions?  I've only got maybe...3...

--CSE..6H, 2H, Grand Vapor-Cutaway

--Stun Raise FB&gt;Air CSE..5S, 5H, Grand Vapor-Cutaway

--*CSE (guarded)...6H (low guarded), Crescent Slash...j.K, j.S, JC, j.S,j.H, RTL...bounceback...VT-Cutaway

*not sure if this one works...</p>
]]></description><guid isPermaLink="false">880</guid><pubDate>Wed, 29 Oct 2008 15:37:30 +0000</pubDate></item><item><title>Random Ky Question</title><link>https://www.forums.dustloop.com/forums/topic/965-random-ky-question/</link><description><![CDATA[
<p>Hi, I don't play Ky or anything, but if anyone knows the answer to my question, I'd figure it would be the people in this forum.

So the question is, how is "Ky Kiske" pronounced? I've always pronounced it as Kai Keeskay, because I'd figure the game is from Japan so the "e" at the end of "Kiske" would be pronounced (like Sasuke from Naruto or Kagome from Inuyasha). What are your thoughts?</p>
]]></description><guid isPermaLink="false">965</guid><pubDate>Wed, 15 Apr 2009 21:41:27 +0000</pubDate></item><item><title>Simple QA Thread. Post simple questions here!</title><link>https://www.forums.dustloop.com/forums/topic/244-simple-qa-thread-post-simple-questions-here/</link><description><![CDATA[
<p>Please post simple one sentence questions here. Expect 2 or 3 sentence responses. I figured this thread would help keep other topics from being hijacked by easy "how 2 do supar moove?" kind of questions.

GO!</p>
]]></description><guid isPermaLink="false">244</guid><pubDate>Fri, 14 Dec 2007 01:25:42 +0000</pubDate></item><item><title>Ky Basic FAQ--If YOU Are New to Ky, COME HERE FIRST!! Updated to Accent Core!!</title><link>https://www.forums.dustloop.com/forums/topic/20-ky-basic-faq-if-you-are-new-to-ky-come-here-first-updated-to-accent-core/</link><description><![CDATA[
<p>Here I'm going to try and post up EVERY single question that most new players will ask so it'll save some space on this section.(And save me the time of deleting them)</p><p>
</p><p>
<strong>Accent Core, the next installment of Guilty Gear, information are in bold.</strong></p><p>
</p><p>
Q: What are all these abbreviations i'm seeing on this site?</p><p>
A: The whole GG community likes to use numbers to represent directions. How are these read you ask? Just look at your numeric pad on the right of your keyboard and you'll notice that it looks something like this:</p><p>
789</p><p>
456</p><p>
123</p><p>
5 is neutral and the rest is self explanatory(I hope). Then there's the regular buttons for the game which are: P=Punch, K=Kick, S=Slash, HS=Hard Slash and D=Dust.</p><p>
Some ppl also use QCF and QCB. These mean Quarter Circle Forward/Back respectively.</p><p>
</p><p>
In the Ky forum we abbreviate most of his special moves and overdrives:</p><p>
Charged Stun Edge= CSE or big blue</p><p>
Air Stun Edge= ASE or air fireball</p><p>
Stun Edge= SE or fireball</p><p>
Greed Saber= GS or lightsaber</p><p>
Vapor Thrust= VT or shoryuken/srk</p><p>
Stun Dipper= SD or slide</p><p>
Ride the Lightning=RTL</p><p>
6P= elbow</p><p>
<strong>Lightning Sphere (Followup CSE in AC)= SHINE!!</strong></p><p>
<strong>Lightning Bolt (222+H in AC)= Smite (I think.)</strong></p><p>
<strong>Javelin (Followup VT in AC)= LJ or just Javelin</strong></p><p>
</p><p>
Then there's some general game techniques that are abbreviated as well:</p><p>
Faultless Defense= FD</p><p>
Impossible Dust= ID</p><p>
Roman Cancel= RC</p><p>
False Roman Cancel= FRC</p><p>
Faultless Defense Cancel= FDC</p><p>
<strong>Force Break= FB</strong></p><p>
<strong>Slash Back= SB</strong></p><p>
AA= Anti-Air</p><p>
TK= Tiger Knee</p><p>
ad.=Airdash(this is how I note it)</p><p>
JC= Jump Cancel</p><p>
JI= Jump Install</p><p>
SJC/HJC= High Jump Cancel/Super Jump Cancel</p><p>
^=Homing jump, this is when you dust and follow the opponent in the air</p><p>
j.= This is to note that a move is done midair. I personally don't use it at all but most ppl here do.</p><p>
Blockstun= The amount of time a blocked move causes you to remain "stunned" in the blocking position.</p><p>
inv.= Invincibility</p><p>
Startup= Frames a move takes to start before it reaches its active frames.</p><p>
Active= Frames in which a move can hit you.</p><p>
Recovery= Frames a move takes to fully recover before you can move again.</p><p>
</p><p>
Q: What's new in Slash?</p><p>
A: Added pushback, stricter inputs, 2 new characters,new burst bars, mini charas in upper corner replaced with character portrait, cannot FDC with HS being the first input and changed values for guard gauge. For Ky specific changes read this: <a href="" rel="external nofollow">http://dustloop.com/forums/showpost.php?p=10981&amp;postcount=4</a></p><p>
</p><p>
<strong>Q: What's new in Accent Core?</strong></p><p>
A: Some new music, intros, stages, voices, new character art, and no new characters. System Additions such as Force Break, Slash Back, and Throw Breaks. Go to Foundation for more information. </p><p>
</p><p>
Q: What is okizeme? How do I do it?</p><p>
A: Okizeme is wake up game. This means that you attack your opponent while he's getting up from being KDed to prevent him from escaping your rush and keep the on the offensive. Ky has 2 main Okizeme moves: </p><p>
</p><p>
6HS which you must time it just so the active frames of the move hit when the opponent gets up completely and can be hit. If done correctly, you will be able to block the opponent's reversal move if he tries to do so.</p><p>
</p><p>
<strong>The new and improved 6HS has some oki game to it but not as much as the old one.</strong></p><p>
</p><p>
Charge Stun Edge: The best mixup tool. If you end a combo with 2D, cancel right into it. Note that you must delay it a little bit vs bridget just to make sure it hits even if Bridget does the Yo-Yo set while getting up. The reason why I say it's the best mixup tool is because you can FRC it and "hide" behind and try to break your opponent's guard with high/low moves.</p><p>
</p><p>
Air Charge Stun Edge: Just as good as CSE, incredible mixup potential. TK it off a 2D for okizeme. Be careful against characters with uppercut moves. </p><p>
</p><p>
j.D: Although not used very much, this move can prove useful, especially vs characters that don't have a shoryuken-esque move. You can end a combo with 2D, delay a little, j.D, jump cancel forward, j.K. Note that this trick can be ambiguous sometimes because it will cause your opponent to turn around as if you've crossed them up but in reality you haven't. It will also cause them to be pushed towards you instead of away when the j.D hits so you could actually crossup sometimes.</p><p>
</p><p>
</p><p>
Q: What is Impossible Dust? How is it done?</p><p>
A: Impossible Dust is a technique where you Dust your opponent and you hit them within a certain time window before the BG goes red. By doing this your opponent is unable to tech out for a limited time which is longer than usual. This allows you to land and perform a more damaging combo compared to the Standard dust combo: Sx4&gt;P&gt;S&gt;P&gt;S&gt;P&gt;S&gt;JC&gt;S&gt;HS&gt;VT.</p><p>
Ky has many ways to do an ID. (I'm assuming you know that you have to do the followup jump after D) </p><p>
D&gt;S&gt;JC&gt;HS&gt;land....</p><p>
D&gt;HS&gt;JC&gt;S&gt;land...</p><p>
D&gt;HS&gt;HS&gt;JC&gt;fall a little&gt;HS very close to landing&gt;land...</p><p>
D&gt;JC&gt;S&gt;land...</p><p>
D&gt;JC&gt;HS&gt;land....</p><p>
D&gt;FD&gt;HS&gt;land...</p><p>
D&gt;FD&gt;S&gt;land...</p><p>
D&gt;S&gt;S&gt;JC&gt;S&gt;land....</p><p>
D&gt;S&gt;FD&gt;HS&gt;land...</p><p>
D&gt;S&gt;S&gt;ad.&gt;j.D&gt;VT Loop</p><p>
D&gt;S&gt;HS&gt;ad.&gt;j.D....</p><p>
D&gt;FD&gt;HS&gt;FD&gt;j.D&gt;land...</p><p>
You get the idea.... I HOPE!</p><p>
</p><p>
Q: I've heard about the VT Loop. How do I do it?</p><p>
A: First, VT loop can only be done with HS VT. You must have your opponent in the air(see above for ID setups which is the most common way to set it up) then you must do: S&gt;2HS&gt;VT x2 usually. There are different ways to squeeze in more damage/reps but it varies with characters but I'll leave that up to you to figure out.</p><p>
</p><p>
<strong>Q: I hear all this talk about a new VT loop. Is it true?</strong></p><p>
A: Very much. There is a new move called Lightning Javelin that bounces an opponent off the wall after VT. You can combo after it but as current news tell, its not that easy. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_sweat.gif" alt=":sweat:"></p><p>
</p><p>
Q: How do I dash CSE?</p><p>
A: 2366+D. Same applies for SEs. Other alternatives in are 66236+D or 66&gt;FD brake&gt;236+D</p><p>
</p><p>
Q: What is Jump Install? How is it done?</p><p>
A: Jump install is a technique that lets you airdash after a move that puts your airborne and would count as a jump and wouldn't let you do so or allows you to perform a second jump after a Super Jump. You must attempt to JC a move that's normall JCable but you must quickly input another command so you don't jump, but the jump is "Installed" meaning it's still there for the combo you're performing. You can also JI a move and SJC it right away, but you must be quick to pull it off.</p><p>
Example: Throw&gt;RC&gt;6P&gt;S(7, 8 or 9)&gt;2HS&gt;VT(RC)&gt;ad.....</p><p>
Example 2: Throw&gt;RC&gt;6P&gt;S(7, 8 or 9)&gt;HJC&gt;S&gt;P&gt;S&gt;JC&gt;S&gt;HS&gt;VT</p><p>
</p><p>
Q: I saw Ky hit an opponent with an overhead, but the opponent was blocking high, what happened?</p><p>
A: This is what many ppl call Fuzzy Guard. This term has created huge arguments as to whether that's the real definition or not. But in reality, it's all because of human error. The game allows you to switch blocking positions while you're in blockstun, but your character's sprite will not change it's position, thus, making it look like you SHOULD'VE been able to block it.</p><p>
</p><p>
Q: My friend beats me just by jumping and using one move. How do I beat this?!?!</p><p>
A: 6P is Ky's essential AA. It gives you upper body inv. until the active frames start. It will beat a lot of moves coming from air to ground.</p><p>
</p><p>
Q: What is Shin Akuma?</p><p>
A: Shin Akuma is the technique in which you do 2 ASE's before landing.</p><p>
Jump&gt;ASE&gt;JC&gt;ASE</p><p>
</p><p>
Q: What is the forrest/forest?</p><p>
A: Many ppl think of it as some crazy lockdown game. Though, it is some type of lockdown technique involving fireballs, its name originated from a certain event a long time ago.....</p><p>
</p><p>
Q: WTF are these COCONUTS I keep hearing about?!?!</p><p>
A: In one of his voice sets ky says "koko da!" during his 2D, HS, 2HS and j.HS. We all interpret it as COCONUT because it sounds very much like it and makes it fun lol.</p><p>
</p><p>
<strong>Q: Do Ky still say Coconuts since they changed his voice?</strong></p><p>
A: You should know by now. Ky and Coconuts are inseperable. </p><p>
</p><p>
Q: What is the GS Loop?</p><p>
A: Although not worth the effort at all you can loop 3 GS's in a combo.</p><p>
Usually done: GS&gt;S&gt;HS&gt;GS&gt;S&gt;2HS&gt;GS&gt;P&gt;S&gt;2HS&gt;VT or air combo. I recommend only doing 2 reps max since GS scales damages a lot.</p><p>
</p><p>
<strong>Q: Is this GS Loop still possible in Accent Core?</strong></p><p>
A:One loop at max. Other than that, its hard to pull off just that one loop. My suggestion is to not try it.</p><p>
</p><p>
Q: What is the 6K Loop?</p><p>
A: Basically it's just doing S&gt;6K a few times. It's easier to do on crouching opponents and you can also squeeze an extra rep(sometimes 2) compared the 2 you get on standing opponents in most cases. Timing is tighter on standing opponents.</p><p>
</p><p>
<strong>Q: Is this 6K Loop still possible in Accent Core?</strong></p><p>
A: Nope. More recovery involved.</p><p>
</p><p>
Q: How do I get the CSE go higher than usual?</p><p>
A: Jump immediatly after FRCing it. If you run immediatly after FRCing or do SD the CSE will move forward with you. If you backdash it will move back, good tactic when you see a reversal uppercut move coming.</p><p>
</p><p>
Q: What is the Stun Edge lockdown?</p><p>
A: The S Stun Edge is slower and recovers faster. If done at the right distance you can spam it and your opponent will have a hard time getting out. If IBed though you can get countered by many characters. Be careful.</p><p>
</p><p>
<strong>Q: Is this lockdown.....</strong></p><p>
A: Dammit it isn't. So stop asking me.</p><p>
</p><p>
Q: How do I get 2 CSE's consecutively?</p><p>
A: FRC the first one and immediatly perform another one, simple enough.</p><p>
</p><p>
<strong>Q: Okay enough mimicking you. What are his new moves in Accent Core?</strong></p><p>
A: He has 5 worth noticing. Maybe 6.</p><p>
</p><p>
1) New 6HS--Command: Um...I'm gonna let you answer it...<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p><p>
He swings his sword like a whip. This is one of the new moves that has Level 6 properties which means it may have more stun than most normals out there now. It is only comboable from 6P but to almost every normal move Ky has even into itself!! This move also can be looped after a CH 6P.</p><p>
</p><p>
2) Lightning Javelin--Command: HS after any version of VT.</p><p>
He extends his hand and lightning comes out from his hand. This move has absolute untechability time which means you can't tech out of it. You can combo after it but it seems to be kinda hard. Most people just let people fall after they are hit with it to do oki setups and the like. This is a better move in Ky's arsenal. </p><p>
</p><p>
3) Lightning Smite--Command: 222+HS</p><p>
When you opponent is down, Ky summons a thunderbolt from above to strike down the opponent. This move can only be used if an opponent is down. Good damage for an OTG. Although recovery is horrible, you can still pull off a 2K for wakeup. Use this to get extra damage from LJ or for a Dead Angle Attack for death. It can be used anywhere as long as the opponent is down.</p><p>
</p><p>
4) Force Break Lightning Sphere--Command: 214+D after Charged Stun Edge.</p><p>
Ky releases an orb of lightning that delivers 3 hits. Most people say this is only for defensive purposes but it is allowed to do an air combo after being hit in air. The real purposes of this move is kinda out and about. Try and find someway to put this into your own mold and see if it works.</p><p>
</p><p>
5) Force Break Stun Raising--Command: 214+D in Air</p><p>
Jump Dust's big brother. Two hits, bigger than the original and has to be FD'ed in the air in order to block it. After a normal ground throw, it keeps the opponent up long enough for recombo. This is mostly used for pressure games and oki.</p><p>
</p><p>
6) Force Break Charge Drive--Command: 46+D after Lightning Sphere</p><p>
....You really dont want to know. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_vbang.gif" alt=":vbang:"> :vbang:  </p><p>
</p><p>
Tip: In a lot of cases you could use SE as a blockstring ender. BUT, there are many characters who can easily IB the previous hit to it and counter you if you're kinda far from your opponent.(ie Ky's SD or Sol's GV)</p><p>
</p><p>
Tip: When you do a super the whole screen freezes. There's a little exploit to this though, projectiles keep moving. Use your imagination.</p><p>
</p><p>
I'll continue to update this until I think I've answered all of the common questions new players tend to ask. Feel free to suggest something/correct me and I'll add it if it helps the cause.</p><p>
</p><p>
Added some more stuff. Thanks to shtkn, Mr. Mamation, Incendia, Heidern98, lars, Demon Dash, PozerWolf and orka(for helping me remember what forest really is LOL)</p>
]]></description><guid isPermaLink="false">20</guid><pubDate>Thu, 23 Mar 2006 04:20:27 +0000</pubDate></item><item><title>Ky Accent Core Matchup Thread</title><link>https://www.forums.dustloop.com/forums/topic/160-ky-accent-core-matchup-thread/</link><description><![CDATA[
<p>Well here it is, an GG:AC Ky match up thread.</p><p>
Feel free to post up match up options, however I want opinions from people who actually have experience playing actual people. I don't want people who watch a bunch of jap vids giving out crappy advice, I want people with real experiences to post. With that said... <img src="https://www.forums.dustloop.com/uploads/emoticons/default_v.gif" alt=":v:"></p><p>
</p><p>
<strong>Vs Testament</strong></p><p>
This match up is really scary for Ky, as Ky really can't stick out anything at the start of a round in fear it could lead into a retard bad lands loop into knockdown. Testy's HS EX Beast and 6K just beats out most of Ky's pokes.</p><p>
Of course, during mid-game, zone with whatever you got; ASE and use j.HS to take out some of Testy's webs. Try to FRC your heavy stun edges in attempts to rush down Testament, just be careful with HS Beast.</p><p>
Watch Testament's game closely, if you see Testament is too busy setting up traps then try to air dash in with j.S &gt; j.HS and combo. Testament can anti-air and testament can set traps, but just remember this: he can only do one thing at a time.</p><p>
</p><p>
<strong>Vs Jam</strong></p><p>
Don't be too afraid of moves like her force break Puff Ball move, you can actually 6P her out of it. Using 6P in general as an anti-air is a good idea to use against her seeing as how it defeat a lot of her air moves as well.</p><p>
Stay on the ground as much as possible, don't bother too much try to zone her with ASE.</p><p>
Trying to out beat her normals is a pain tho because of Jam's 2S, but remember that nothing can really beat Ky's 2S at max range.</p><p>
</p><p>
<strong>Vs Eddie</strong></p><p>
Zoning with your Air fireballs and j.D is actually one of the best things you can do against Eddie. If Eddie blocks an ASE (Slash version) FRC, you can get in for some free pressure. </p><p>
Eddie's normals suck, so don't worry about getting out poked. However, the drills are a pain in the ass.</p><p>
</p><p>
<strong>Vs Sol</strong></p><p>
Sol does random VV's, Ky does random force break Orbs.</p><p>
BAIT THAT SHIT! lol</p><p>
</p><p>
<strong>Vs Pot</strong></p><p>
This match up is a pain in the ass for Ky; Pot almost shuts down Ky completely.</p><p>
The only thing you can do is slowly pace yourself closer to him and attempted to pressure him. From a distance, try throwing out j.D every now and then in attempts to bait out Pot's slide head, right before you land.</p><p>
When pot is in the air and tries to comes down with j.D, almost any attempts to do anti-air (6P, 2HS, sometimes VT) will either be beaten out, or it will clash. In situations like these try to avoid Pot's j.D and punish the recovery. Or, you can jump in the air with him and interrupted his j.D as he is falling with j.K and into a air combo.</p><p>
Don't try to random VT if your scared of Pot's command throw, instead try back dashing.</p><p>
</p><p>
More/Better character match-up info coming soon.</p><p>
Until then discuss!</p>
]]></description><guid isPermaLink="false">160</guid><pubDate>Fri, 27 Jul 2007 21:29:57 +0000</pubDate></item><item><title>Ky loop combo"CHALLENGE"</title><link>https://www.forums.dustloop.com/forums/topic/1755-ky-loop-combochallenge/</link><description><![CDATA[
<p>I'm wondering if it's possible to create a ground loop combo with ky's rc'd hcf hs (vanilla GGX2). I'm thinking whatever combo it could be could be repeated four times since the fireball at the end would only take 25 percent meter. It would have to have a lot of his best normals in the combo... It would also be great if it could stun somewhere int eh loop. Just a combo idea, I don't play Ky. You can take this like a "combo challenge" like the ones maj does if you want. I would really like to see what you can come up with! In the mean time, I need to know when to force rc his fireball so I can do it correctly (and possibly make a loop).</p>
]]></description><guid isPermaLink="false">1755</guid><pubDate>Tue, 30 Mar 2010 14:30:35 +0000</pubDate></item><item><title>Who are the best Ky players?</title><link>https://www.forums.dustloop.com/forums/topic/1233-who-are-the-best-ky-players/</link><description><![CDATA[
<p>title asks it all, can i get like tops 5's , btw didnt se a thread askin so i maee it, just wanna know as i'll be learnin him</p>
]]></description><guid isPermaLink="false">1233</guid><pubDate>Wed, 12 Aug 2009 06:47:13 +0000</pubDate></item><item><title>AC: Ky Kiske Discussion</title><link>https://www.forums.dustloop.com/forums/topic/41-ac-ky-kiske-discussion/</link><description><![CDATA[
<p>Please discuss the future of Ky Kiske players in this upcoming game.
My brothers in Ky unite!!!</p>
]]></description><guid isPermaLink="false">41</guid><pubDate>Sun, 27 Aug 2006 19:59:43 +0000</pubDate></item><item><title>How do you defeat Ky</title><link>https://www.forums.dustloop.com/forums/topic/687-how-do-you-defeat-ky/</link><description><![CDATA[
<p>I am new to this forum but in this game(GGXXAC). I am having trouble defeating my brother when he is using Ky Kiske due to the fact that he is tricky and spams alot. How do I hold my own against this tactic? I usually play as Sol, Zappa, and/or Baiken.</p>
]]></description><guid isPermaLink="false">687</guid><pubDate>Thu, 29 May 2008 03:52:37 +0000</pubDate></item><item><title>New and Scrubbin it with Ky -- HELP plz</title><link>https://www.forums.dustloop.com/forums/topic/961-new-and-scrubbin-it-with-ky-help-plz/</link><description><![CDATA[
<p>Alright, so I just got Reload and I put it on maniac and picked Ky because I heard he is like Ryu.

Anyways, the game seemed pretty easy just poking and doing specials until I got to I-No towards the end.

She's such a cheap bitch with that guitar with wings super thing and it looks like she can do it as much as she wants. She goes to the edge of the screen so I can't jump over her and then she can change what type of super she's doing.  Right now my strat is throw 2 of those big ass hadokens at her and then go to the edge of the screen and duck block or try to duck block under it (depending on the pattern).

You have to be careful because it acts as an overhead it seems sometimes and other times it just goes all over the place and seems to hit you no matter what.  Then if you do block it it chips the shit out of you.  It's annoying as hell, especially when you first face her and have never fought her before -- I feel like I have to learn everything about the stupid supers in advance.

She moves pretty fast and counters in the air and keeps knocking down my 'baseball truck' dragon punch thing with the hat speaker.  Still, I would be beating her if she didn't spam the crap out her super towards the end of the match.

Also she has this pimp slap that seems to be invincible and sometimes it stuns through block and other times it doesn't???  She tries do some loop thing with it and if I get lucky I can backdash out (is there something better to counter this?).

I tried reading the instructions for this game but everything is like in  ascii, japanese, and ingrish with this dust heavy 7p whatever stuff.

I can't figure out any supers either -- can someone translate to jab, kick and slow swing, fast swing. I don't want to spend all day in training mode memorizing combos, I just want to kick her ass right now!

Just FYI so far I can do the:
- Green Sabre
- Baseball Truck
- Slide
- fast hadoken + air
- slow hadoken + air

I also know the airdash/double jump/super jump.</p>
]]></description><guid isPermaLink="false">961</guid><pubDate>Wed, 01 Apr 2009 02:17:31 +0000</pubDate></item><item><title>Ky Critique Thread</title><link>https://www.forums.dustloop.com/forums/topic/958-ky-critique-thread/</link><description><![CDATA[
<p>Hi, Ky players. Not one of you know me, so allow me to introduce myself.</p><p>
</p><p>
I'm WaffleZ, a competitive Super Smash Bros. Brawl player. I've been into competitive gaming for about half a year now and I just recently created an account on Dustloop forums. Why, you ask? I bought the game yesterday, and after playing it a bit with my friends, we want to take it to the same level of depth and play I did with Brawl.</p><p>
</p><p>
There's only one person I'm familiar with in this thread, and it's HF Blade. I don't recognize him from GG however, I recognize him from Melty Blood. HF, if you're reading this, yes, I do play. I'm a Nanaya main.</p><p>
</p><p>
As my first post on Dustloop, I might as well try to make it useful.</p><p>
Onto the real purpose of this thread:</p><p>
</p><p>
I'm not quite sure if this is generally accepted at Dustloop, but over at the Smash forums, there were two kinds of video threads. One was a straight up video thread to browse different players. Another one was a critique thread, where people would post their videos one at a time to be put up for critiquing, given advice and gameplay tips and such. It was a huge benefit for new players such as myself to hear from the veterans and be taught new things based on how they play, and as a whole it drew the community closer together.</p><p>
</p><p>
Here's how it's done:</p><p>
</p><p>
-Post videos of your Ky playing in a match.</p><p>
-Respond to that person by quoting or however with advice.</p><p>
-Repeat.</p><p>
</p><p>
This will be especially helpful to new players such as myself. I can't really FRC, I haven't learned all the terminology quite yet, but just because I can't play too well doesn't mean I can't try to contribute to the boards, right?</p><p>
</p><p>
As for critiquing, how about I go first?</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=ngcAGrfejI0</a> (vs Zappa)</p><p>
</p><p>
We're both new players, so be gentle. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_wink.gif" alt=";)"></p>
]]></description><guid isPermaLink="false">958</guid><pubDate>Fri, 27 Mar 2009 03:25:01 +0000</pubDate></item><item><title>A little Ky help</title><link>https://www.forums.dustloop.com/forums/topic/1005-a-little-ky-help/</link><description><![CDATA[
<p>Ok so yeah I've been up for a while and I think my brain is just fried for right now cause I've been playing since I got home from work at 4am and its now 6:46am but yeah... I've been trying to figure a way to combo more into a combo I'm kinda working on.  Basically it's this:

Now:  CSE -&gt; FRC -&gt; 6HS -&gt; 214K(Greed Sever) -&gt; 5S -&gt; 2HS -&gt; Jump 5S -&gt; j.c. 5S-&gt; 5HS..... 

Was: CSE -&gt; FRC -&gt; 6HS -&gt; 214K(Greed Sever) -&gt; 5S -&gt; 2HS......


Seems like everything I try after that Black Beats and I would like to find something to follow that up with that doesn't Black Beat.  I'm playing PS2's AC+.  Dunno if that matters but any help would be appreciated.

Anything to add to that combo for either Now or Was would be nice. Just can't seem to make the combo into a nice long combo other than what I have now.</p>
]]></description><guid isPermaLink="false">1005</guid><pubDate>Fri, 22 May 2009 10:49:29 +0000</pubDate></item><item><title>Semi Greed Server Loop?</title><link>https://www.forums.dustloop.com/forums/topic/977-semi-greed-server-loop/</link><description><![CDATA[
<p>So, I have been playing GG for not to long but still a bit for me to pick up Ky. So I was messing around to see how other moves acted based on some conditions. I had heard of the Sweep to Force Break combo. Don't know how but I started messing around with Greed Server and 2HS, normally this was a good AA loop/set up for air combos. So I added 2S to the mix before 2HS and it managed to keep the person in the air for a bit. I also found that it works with 5S and 5K but each has its own unique timing. So what do you think?</p>
]]></description><guid isPermaLink="false">977</guid><pubDate>Tue, 28 Apr 2009 02:32:00 +0000</pubDate></item><item><title>Ky Beginner Guide</title><link>https://www.forums.dustloop.com/forums/topic/194-ky-beginner-guide/</link><description><![CDATA[
<p><em class="bbc"><span class="bbc_underline"><strong class="bbc">WELCOME TO KY TOWN, POPULATION: YOU?</strong></span></em></p><p>
Welcome to the Ky beginner guide. Ky's a very new-player friend character since he's got the standard stuff: fireballs, dragon punches, etc. as well as not being an execution heavy character (like eddie, venom, or i-no).</p><p>
</p><p>
</p><p>
<span class="bbc_underline"><strong class="bbc">WHAT DOES HE DO?</strong></span></p><p>
Ky is a Jack-of-all-trades kind of character: he can play from afar by spamming Stun Edges, j.D, and Stun Raising (the force break cross); play mid range with his slashes and Stun Edges; play in the air with his air fireballs and his awesome jumping kick; as well as rush down the enemy with Charged Stun Edge (big fireball) and his normal gatlings. He has a dragon punch (which isn't that good, but hey, it's still a dp), and can also knock down the opponent a lot, allowing you to set up okizeme options often. In short, Ky is versatile. </p><p>
Infamous SoCal Player Dr. Stormlocke created another playstyle known as "Ky The Astronmer" this involves ridiculous use of his PLANET Forcebreak (ground), and CONSTELLATION Forcebreak (air). If done correctly your opponent should bounce between both of them, reminscent of a pinball machine. NOTE: Winners Don't Use Drugs</p><p>
</p><p>
</p><p>
<span class="bbc_underline"><strong class="bbc">WHAT DOES HE NOT DO?</strong></span></p><p>
Ky deals horrible damage. Under normal circumstances, Ky's damage output per combo is around or under the 150s whereas a lot of the cast can do much more than that. This means that you will have to play smarter for longer if you want to win since you need to hit them with more combos to win and you can get hit by fewer combos and lose. Ky is a Jack-of-All-Trades, which also implies that he is master of none... keep that in mind.</p><p>
</p><p>
</p><p>
<span class="bbc_underline"><strong class="bbc">BEFORE YOU BEGIN:</strong></span> Make sure you understand the notations used here at dustloop (like what does 2H &gt; JC &gt; j.S &gt; j.H &gt; 623H mean?). visit the following page and read guilty gear 100/101. <a class="bbc_url" href="" http: rel="external nofollow">http://www.dustloop.com/ggac/index.html</a>. I recommend reading the entire guide, but 100 and 101 should be enough to discuss the stuff I present here.</p><p>
</p><p>
<strong class="bbc">+=+=+= SUPER BASIC CLIFF NOTES BEGINNER'S STRATEGY +=+=+=</strong></p><p>
<strong class="bbc">Defensive</strong>: If they are far away, use the stun edges (air and ground), j.K, or j.214D and keep the opponent away. If they jump in, use 6P (safest option), planet (236D &gt; 214D), or 2H. At mid range, use 5S.f, 5H, or maybe even 6P to keep them away. Cancel all these moves into fireballs. If they are close to you, mash 2P to get out of pressure.</p><p>
<strong class="bbc">On Wakeup</strong>: Your options are block, backdash, or 623H. 623H doesn't work against everything, so you will have to experiment and find out when to (not) do it. Off the top of my head, don't 623H vs May's 6P, Sol's 2D, Axl's 2K, Bridget's 2K. If you sense a throw coming or a gap in the opponent's attacks, mash 2P.</p><p>
</p><p>
<strong class="bbc">Offensive</strong>: Do combos that ends in knockdown (2D, 236K) so you can keep up pressure. Learn 236K frc so you can do a block string that ends in 236K, FRC, then run up and either continuing pressure or throw. If the opponent blocks your attack string, and you don't want to give them any breathing room, finish your attack string with 236D &gt; 214D to keep them in block stun (it's +8 on block) and run in and continue pressure.</p><p>
<strong class="bbc">Okizeme</strong>: Do a 6H or 236D if you have enough time before the opponent gets up, then run in and keep attacking. If you don't have enough time, nudge your way in with 2P and 2K.</p><p>
<strong class="bbc">+=+=+=+=+=+=+=+=+=+=+=+=</strong></p><p>
</p><p>
</p><p>
<span class="bbc_underline"><strong class="bbc">NORMAL MOVE GENERAL USAGE</strong></span></p><p>
It is assumed that you know what Ky's moves look like. Frame data and exact move properties are listed here:</p><p>
<a class="bbc_url" href="" http: rel="external nofollow">http://www.dustloop.com/data/ac/ky.html</a></p><p>
This guide will try to cover when moves are used in general. Character specific information is not especially covered here, but I will use some char specific examples from time to time.</p><p>
</p><p>
<strong class="bbc">5P:</strong> This move is fairly fast (comes out in 5 frames), and is used primarily as a move to help chain together combos. It is also used as an anti air under the right circumstances.</p><p>
<strong class="bbc">Anti Air:</strong> For example, if the opponent is over your head and they're trying to cross you up, a mashing 5P a little can work as an anti air since its hitbox is well suited for this situation (next to ky's head) and it's fast enough where if you mash it, Ky can generally turn around and hit the opponent if he ends up on the other side of you. Generally, use this move as an anti-air if the opponent is too close for you to do a 6P.</p><p>
<strong class="bbc">Combos:</strong> Generally used to finish up air juggles where 5S would not connect, thus, letting the opponent tech out.</p><p>
</p><p>
</p><p>
<strong class="bbc">5K:</strong> </p><p>
<strong class="bbc">Zoning:</strong> This moves doesn't have much range, but it stays out for a surprising amount of time, and can stuff a few moves (like May's 3K and Robo's 2K, which are both moves that are really low to the ground and move forward).</p><p>
<strong class="bbc">Attacking:</strong> Despite the fact that it prorates 80%, it's a good combo starter simply because people get hit by it occasionally. You can also do the same thing like I mentioned in the zoning section and just pause your block string and do 5K &gt; 5S &gt; combo to try and catch the opponent sticking out a normal and netting a hit to a combo.</p><p>
<strong class="bbc">Okizeme:</strong> examles: empty jump, land, 5K; meaty 5K</p><p>
</p><p>
</p><p>
<strong class="bbc">5S.c:</strong> Used in combos and block strings, not much else. Does good damage and raises the guard bar a decent amount, but it's hard to use for anything else since it's difficult to time (you have to do it when the opponent is close to you, which is hard to do if they're not already in a combo or a block string). You have much better moves for all the non-combo situations you would even consider using this move for.</p><p>
</p><p>
</p><p>
<strong class="bbc">5S.f:</strong> Normally used in combos as well as for stuffing enemy jumps. Be careful using this against characters with sliding moves (like Ky's slide, sol's ground viper, etc.), as well as short characters (zappa can run under it and faust can crouch walk forward under it). </p><p>
<strong class="bbc">Zoning:</strong> One common tactic used is to get the opponent in teh corner, and spam this move and stun edges to trap the opponent in the corner while slowly chipping away at him. The 5S.f hits the opponent if they jump, the stun edge allows you to stay close to them after doing a normal hit since doing a projectile attack negates the pushback from normal attacks.</p><p>
</p><p>
</p><p>
<strong class="bbc">5H:</strong> Good damage and staggers on counter hit. </p><p>
<strong class="bbc">Attacking:</strong> This move leaves you at +1 frame advantage on guard so in theory it can be used as a move for resetting a block string and continue attacking, but I've never used it as such since I normally do a stun edge after this (others may disagree with me here though). </p><p>
<strong class="bbc">Combos:</strong> This move is also the primary move used to combo into a Stun Dipper since for some reason, Stun Dipper combos from 5H very easily.</p><p>
<strong class="bbc">Zoning/Poking:</strong> At the right distance (a little over a char length away) it's great at stuffing most moves and netting a counter hit. It's also great if you can hit the opponent with it when they're in the air since you can just run after them and to bait a tech (recovery).</p><p>
</p><p>
</p><p>
<strong class="bbc">5D:</strong> Ky's dust has decent range and a lot of people seem to get hit by it (in America). A lot of times against other beginners, doing something simple like 5K &gt; 2S &gt; 5D will work. As you get better in the game (as well as your opponents), using dust will not be as effective since they will be able to block it. That is not to say they are useless at high level, but the occurance of them is much more rare (maybe once in a blue moon). One common way to hit with a dust is to get a counter hit 5H and gatling into 5D. </p><p>
</p><p>
It's a pity that damaging dust combos are difficult to do: the Impossible Dust combo does around 134 damage, but it's difficult to do. The normal dust combo does 123 i believe.</p><p>
Normal Impossible Dust combo: D &gt; homing jump &gt; j.S &gt; JC &gt; dj.H |&gt; S &gt; 2H &gt; JC &gt; j.S &gt; JC &gt; dj.S &gt; dj.H &gt; 623H &gt; H</p><p>
Normal Dust combo: D &gt; homing jump &gt; j.H &gt; j.S &gt; j.S &gt; j.P &gt; j.S &gt; j.P &gt; j.S &gt; JC &gt; dj.S &gt; dj.H &gt; 623H &gt; H</p><p>
</p><p>
</p><p>
<strong class="bbc">2P:</strong> This comes out in 4 frames, and is Ky's fastest move. Please note that this move prorates to 80% and drops the guard gague quite a bit, so don't expect big combos off this.</p><p>
<strong class="bbc">Attacking:</strong> Also, it leaves you at +1 on block, so use this for tick throw setups. Another common use for this and 2K is to do 2P, run up 2P, run up 2P etc to push them into the corner or go for a tick throw.</p><p>
<strong class="bbc">Defense:</strong> This move is also great for getting out of pressure since it comes out so fast. If you see an opening in an opponent's attack string, do this move and try to just somehow gatling from 2P to 2D somehow and get the knockdown so you can start pressuring the opponent/ keep the pressure up. </p><p>
</p><p>
</p><p>
<strong class="bbc">2K:</strong> A nice combo starter despite the fact that it prorates to 70%. </p><p>
<strong class="bbc">Attacking:</strong> It also leaves you at +0 on block so it's also another okay way to set up tick throws and what not. It can also be used as an OTG hit (Off The Ground) to nudge opponents towards the corner or to stop characters like Robo-Ky and Bridget from using their delay getup options. </p><p>
<strong class="bbc">Zoning:</strong> I sometimes use it to try and stuff enemy pokes and whatnot as well since it comes out fairly fast and can combo into 2S &gt; 2D.</p><p>
</p><p>
</p><p>
<strong class="bbc">2S:</strong> This move has a lot of range for a low move.</p><p>
<strong class="bbc">Zoning and Pressure:</strong> Use it to keep the opponent away if they are running in at you. This move is also used in conjunction with 5S.f and stun edge in the \ corner to stop characters from doing low moves to avoid the fireball as well as possibly hitting hte opponent if they are not blocking low.</p><p>
</p><p>
</p><p>
<strong class="bbc">2H:</strong> This move is unique in that on air hit, it brings the opponent closer to you (like Jam's 2H and Potemkin's 2S). It's a great move that does good damage, and is jump cancelable as well. This move has 3 primary uses:</p><p>
<strong class="bbc">Combos:</strong> if you can get the opponent in the air right in front of you (like hitting the enemy with Greed Sever, a throw FRC, a Stun Dipper RC, and more), the most common things to do is 5S &gt; 2H &gt; JC &gt; air combo or 5S &gt; 2H &gt; Vapor Thrust &gt; Lightning Javelin.</p><p>
<strong class="bbc">Anti Air/Zoning:</strong> If you anticipate the opponent air dashing toward you, do a 2H to stop them dead in their tracks. If the 2H hits, jump cancel the 2H and do an air combo if it hits. If they block it, you can choose to just run in and start attacking them (or maybe even throw them!), or jump cancel the 2H and do a air block string (like mashing j.Ps until you both hit the ground).</p><p>
<strong class="bbc">Abare/Poking:</strong> Abare is a japanese term meaning turning random hits into damage, and this is what 2H is good for. On ground counter hit (or if the opponent is trying to jump away), the opponent is launched into the air, so it's common to see Ky sometimes run up and do 2H to try and catch the opponent sticking out a move, net a counter hit, and follow up with an air combo. Please note that while the opponent is launched into the air, they can tech before they hit the ground (for both air hit and counter hit), so don't just stand there and wait for them to land... start comboing them!</p><p>
</p><p>
</p><p>
<strong class="bbc">2D aka sweep:</strong> This is a very good move with good range (further than 2S I believe), is jump cancelable, comes out pretty quickly, and is also active for a long time. Normally, this move is used to knock down the opponent at the end of a combo, but it is also useful for stopping characters from running in at you (like against Slayer's Mappa Punches) thanks all the active frames it has.</p><p>
Another common use is after you knock down the opponent with this move, jump cancel it and immediately do an Air Charged Stun Edge (ACSE) or do an j.D as okizeme options.</p><p>
</p><p>
</p><p>
<strong class="bbc">6P aka elbow:</strong> This is Ky's main anti air. Good upper body invincibility, leads into some nice combos, and is a primary setup for his famous 6H loop since 6P causes blowback on counter hit and you can gatling from 6P to 6H. Use 6P on enemies jumping in, but be warned that it doesn't beat everything (for example, it loses to Slayer's j.H and to Baiken's j.S in a lot of situations). If you hit them as anti air, follow up with 5S.c &gt; 2H &gt; combo.</p><p>
</p><p>
</p><p>
<strong class="bbc">6K:</strong> This move has some utility (depending on how tricky/technical you want to be), but the primary use of this is in combos and block strings. This move links to 5K/P and 2K/P, but you should be linking to 2K since it has the most range, does the most damage, and drops the guard bar the same amount as any of the other moves. </p><p>
Another possible use is that because this move covers distance pretty quickly, some players do something like 6H &gt; 6K in a block string to stay close to teh opponent and keep up pressure. This move leaves you at +4 on block so it's great if you can get the enemy to block it, but since it has so much startup and it brings you close to the opponent, don't do it on its own since the enemy can easily see it coming and hit you before the 6K even comes out.</p><p>
Random note: if you hit an enemy in hte air with this, it drops them to the ground like a rock.</p><p>
</p><p>
<strong class="bbc">6H:</strong> This move has considerable range, and it staggers for a long time on hit. However, this move is slow as hell, and the only it combos from a counter hit 6P. This move gatlings into any of the S and H moves (except 6H), and is jump cancelable as well. There's a few situations where you should stick out this move:</p><p>
<strong class="bbc">Okizeme:</strong> although it's backdasable, it scares a lot of people since if they get hit, you get to run in and either combo or do a mixup. If they keep backdashing it, try doing it a little later to catch them after the invincibility frames of thei backdash. Also, try to do this from further away so you don't get hit by wakeup invulnerable moves like Volcanic Viper and some supers.</p><p>
<strong class="bbc">Combos:</strong> if you can hit them in the air with 6H and the distance is right (experiment and find out!), you can link a few 6Hs in a row! This isn't THAT hard to do, but you will have to practice to get it. This is known as the 6H loop.</p><p>
Long range poke: Since this move has good range, you can hit hte opponent wit hit from fairly far away, stopping any advancing enemy or giving you an opprotunity to jump cancel 6H and advance. Enemies can see this coming from a mile away though, so don't do it all the time.</p><p>
</p><p>
</p><p>
<strong class="bbc">j.P:</strong> Short range, and Use this in an air block string since you can gatling j.P to j.P and do this till they hit the ground. Also used in most air combos since it combos to and from j.S.</p><p>
</p><p>
</p><p>
<strong class="bbc">j.K:</strong> A great air vs. air move since it beats so much stuff in the air and leads to Ky's standard air combo. This is your go-to move under almost all air vs. air circumstances. Use it as a way to stop enemies air dashing in on you or to meet an opponent in the air already.</p><p>
</p><p>
</p><p>
<strong class="bbc">j.S: </strong></p><p>
<strong class="bbc">Crossup:</strong> This move is unique in that it can cross up enemies. Just jump towards the enemy and depending on when you press S, you will cross up the opponent. The concept is exactly the same as Ken's jumping medium kick in Street Fighter 3: Third Strike. Practice it and get a feel for when/where to do it.</p><p>
<strong class="bbc">Attacking:</strong> This is also used to hit crouching enemies, then link into a 2K or something, then ground combo. One common mixup tactic used is to jump, wait until close to the ground, air dash, and hit the opponent with j.S &gt; j.H |&gt; 2K &gt; combo. Another common tick throw setup is j.S &gt; j.P |&gt; run up throw.</p><p>
</p><p>
</p><p>
<strong class="bbc">j.H:</strong> This move hits a little above, a little below and a lot in front of Ky. </p><p>
<strong class="bbc">Zoning:</strong> Since j.H covers a lot of space in front of Ky, do it to stop enemies from randomly air dashes in.</p><p>
<strong class="bbc">Okizeme:</strong> I've seen it used on okizeme as a mixup (between doing a j.H and a whiffed j.H into a standing kick). </p><p>
</p><p>
</p><p>
<strong class="bbc">j.D:</strong> Ky creates an electric cross in the air that stays out for a little bit. Knocks down the opponent on ground hit and disappears if Ky gets hit. This move also freezes Ky in the air as he does the move and the cross doesn't go active until a little bit afterwards, so don't do it haphazardly. Mind the ground recovery of this move, however, if you double jump after doing this, you don't suffer from the ground recovery! Use j.D as:</p><p>
<strong class="bbc">Zoning:</strong> do it far away from the opponent to stop them from advancing since getting hit by it means you get to do a big damage combo.</p><p>
<strong class="bbc">Okizeme:</strong> Knock the opponent down, jump forward, lay a cross, and jump up or back to do a cross cross-up! It's difficult to do, and I can't explain it with words very well, but believe me, it can be done! Don't do this on short characters like Zappa and Faust though, since they will not get hit by it and you might be get hit/thrown.</p><p>
</p><p>
</p><p>
<strong class="bbc">Ground Throw</strong>: Has a FRC point right when the sword hits the ground. This can lead into the standard VT Loop x2. 50% forced prorate. Has a throw range of 43 dots (pixels on the screen). This is the average throw range.</p><p>
</p><p>
</p><p>
<strong class="bbc">Air Throw</strong>: Wall bounces, so in the right distance/height, you can combo the opponent right after air throwing them. 50% Forced prorate though. Has a throw range of 88 dots (pixels on the screen). This is the average air throw range.</p><p>
</p><p>
</p><p>
<strong class="bbc">Dead Angle Attack aka DAA aka 'alpha counter':</strong> Ky does his 6P animation, and it wallbounces. You might be able to combo after this, but they need to be near the corner. Also of note, DAAs can't kill the opponent and when their life is low, the DAA does 0 damage.</p><p>
</p><p>
<span class="bbc_underline"><strong class="bbc">MOVING AROUND WITH KY</strong></span></p><p>
Ky is average in all regards to his movement abilities. However, some of his normals and special moves grant him some additional manuverability tricks he can use:</p><p>
<strong class="bbc">j.D:</strong> I mentioned this above, but it's worth repeating that this move freezes you in place when you do it. However, I forgot to mention that after you do j.D, you continue moving again at the same speed/direction you were going before you did the j.D.</p><p>
<strong class="bbc">236K:</strong> Ky is very low to the ground during this move, and is used to avoid things like fireballs or even Potemkin's reflector bullet thing! 236K frcs are also a great way to continue pressuring an enemy even after you finish your block string.</p><p>
<strong class="bbc">j.236S and j.236H:</strong> Cancels out your momentum and makes you fall normally. Also note that if you FRC this, you regain your jump options. So you can jump, double jump, dj.236S, FRC, and jump again (or even air dash)! Useful for getting out of sticky situations assuming you can hit your frcs.</p><p>
<strong class="bbc">j.236D:</strong> A wierd momentum thing that happens is if you run, jump over your opponent, then double jump (to change the way Ky is facing), and do dj.236D, you will maintain your horizontal velocity away from the opponent!</p><p>
</p><p>
**NOT FINISHED/ MORE EDITING LATER <img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"> **</p><p>
please correct me if i'm wrong on anything</p>
]]></description><guid isPermaLink="false">194</guid><pubDate>Tue, 25 Sep 2007 20:18:50 +0000</pubDate></item><item><title>I suck at 6K combos.</title><link>https://www.forums.dustloop.com/forums/topic/920-i-suck-at-6k-combos/</link><description><![CDATA[
<p>So what is the trick to 6K anyway?  By itself it's slow coming out, but can cancel well with stuff on counterhit?  I know it's used for frame traps, but in what instances?

I know a few things that gatling into it, but what gatlings from it?  2P, 5P, and maybe 2K but I can't seem to get the links down but what works after that?  Usually the gap is too wide for me to finish a decent gatling at that range.

Any advice would be appreciated.</p>
]]></description><guid isPermaLink="false">920</guid><pubDate>Sat, 27 Dec 2008 20:16:35 +0000</pubDate></item><item><title>EX-Sol Tyrant Rave A vs Ky Ride the Lightning</title><link>https://www.forums.dustloop.com/forums/topic/903-ex-sol-tyrant-rave-a-vs-ky-ride-the-lightning/</link><description><![CDATA[
<p>I have a question.
what happens when these two move activate at the same time?
or rather why this is the result I get?

Me EX-Sol Tyrant Rave Alpha my friend did Ride the lightning.
my Tyrant Rave pushed him from in front of me to the other 
side of the screen. His move then hit me for the full 5 hits
leaving ky undamaged. How come? I mean it wasn't like my 
tension attack went first or anything. They both sparked at the same time.


so thanks in advance for reading and even more if you have an answer.
this happened like a few weeks ago and I just remembered to post it up here.</p>
]]></description><guid isPermaLink="false">903</guid><pubDate>Sun, 30 Nov 2008 03:39:16 +0000</pubDate></item><item><title>Tension Conservation and Useage Thread</title><link>https://www.forums.dustloop.com/forums/topic/787-tension-conservation-and-useage-thread/</link><description><![CDATA[
<p>I read somewhere in the Tier list threads that Ky is high up on the list of characters  who spend their Tension frequently on moves more often than others for ODs, RCs, FRCs, and Forcebreaks.

I'm wondering if people have suggestions on what moves he has that Tension is better spent on, and what moves build tension the most for him, since it's such a key factor on how Ky controls his Tension.  Or even what situations its better to conserve your tension rather than use it for something and how to go about doing that safely.</p>
]]></description><guid isPermaLink="false">787</guid><pubDate>Sun, 24 Aug 2008 21:24:41 +0000</pubDate></item></channel></rss>
