<?xml version="1.0"?>
<rss version="2.0"><channel><title>Ky Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/49-ky-matchups/</link><description>Ky Matchups Latest Topics</description><language>en</language><item><title>Ky vs. Slayer - 5-5/Even</title><link>https://www.forums.dustloop.com/forums/topic/740-ky-vs-slayer-5-5even/</link><description><![CDATA[
<p>This matchup is even. Maybe a slight advantage for Slayer though.</p><p>
</p><p>
<strong>Moves that can beat Slayer:</strong></p><p>
<span style="color:#008000;">j.K - beats all of Slayer's air normals for free. </span></p><p>
</p><p>
air throw/2H/623H - beats Slayer's j.H. 2H must be done early however.</p><p>
</p><p>
stun dipper - can beat out dandy step</p><p>
</p><p>
greed sever/5H - beats Slayer's 2H and 2D</p><p>
</p><p>
5S/5H/6P/2S/2H - beats Mappa</p><p>
</p><p>
<strong>Slayer's moves that require special attention:</strong></p><p>
<span style="color:#FF0000;">2H - comes out really fast, has lower body invincibility, leads to pain on both normal and CH.</span></p><p>
</p><p>
j.H - has a really large hitbox and can beat out mistimed 6Ps and FB shine if done early enough. It can also clash with 6P. Causes floor bounce on CH which leads into big damage.</p><p>
</p><p>
BBU - really fast, goes through stun edges, leads to omgwtfbbq damage. Very unsafe if blocked though. Must be FDed in the air.</p><p>
</p><p>
6K - overhead, can be used as a feint for mixups. Leads to big damage if connected.</p><p>
</p><p>
Dandy Step - leads to</p><p>
Pile Bunker</p><p>
Cross-wise Heel</p><p>
Under Pressure</p><p>
--It's Late (overhead)</p><p>
Be wary of the dandy step where he ends up behind you.</p><p>
</p><p>
5P - amazing anti-air. Can beat IAD. j.S.</p><p>
</p><p>
2S - This move will most likely tag you if you're not careful when trying to cross him up. It's JCable so it can go straight into his dreaded air combos.</p><p>
</p><p>
2D - Good range and pretty safe on block.</p><p>
</p><p>
DOT - Comes out really fast and causes wall stick. If it connects as a CH, consider yourself done. If baited, he can consider himself done. A pretty risky move to use but will significantly change the pace of the match if it connects.</p><p>
</p><p>
</p><p>
<strong>Matchup Overview</strong></p><p>
Slayer is one of the undisputed top 3 characters in AC and for good reasons. As seen above, his moves have good properties and many of them can lead into his monstrously damaging combos which always bring you to the corner and end in a knockdown. Midscreen, he can try crossing you up multiple times with his dash which can lead into some ridiculous 4-way mixup if your reaction time isn't up to par. However, this matchup is still very winnable for the following reasons:</p><p>
</p><p>
Zoning - this is quite possibly Ky's biggest strength in the matchup. His ability to control space with j.D, FB star mines, and stun edges can give Slayer a hard time from getting in, which is where he wants to be. Slayer can't really do anything to you if he can't get within his own attack range.</p><p>
</p><p>
Slayer's big hitbox - Slayer's big hitbox is really good for Ky's combos and as a result you can rack up damage pretty well while regaining your meter at the same time the longer you keep your combos rolling. </p><p>
</p><p>
Air-to-air - Ky's j.K slaughters all of Slayer's air normals for free. Other attacks can too but j.K is the most reliable. If Slayer tries to fight you air-to-air, he is at a severe disadvantage because j.K leads to air combo and knockdown every time he gets beat out.</p><p>
</p><p>
Pressure - Ky has a much easier time maintaining pressure than Slayer does thanks to his superior pokes and zoning abilities. Slayer under pressure can't really hurt you without taking risks. The fewer chances he has to land a hit, the better. Most of Slayer's blockstrings have a very noticeable rhythm, so get into the habit of IBing his blockstrings.</p><p>
</p><p>
Be very careful about throwing stun edges when Slayer has meter because he can BBU through them if you're close enough and don't have the meter to FRC (or you miss the frc point). He also has the dreaded DoT which comes out ridiculously fast and causes wall stick. If it connects as a CH, say goodbye to a big portion of your lifebar.</p><p>
</p><p>
<strong>Matchup Summary (pros and cons)</strong></p><p>
Pros:</p><p>
-Ky dictates the pace of the match because of his superior pokes and zoning abilities.</p><p>
-Ky is superior to Slayer in air-to-air combat.</p><p>
-Ky has an easier time maintaining pressure than Slayer does.</p><p>
-Ky has a really easy time comboing Slayer.</p><p>
</p><p>
Cons:</p><p>
-Slayer does more damage than Ky, and has more ways to lead into his damaging combos.</p><p>
-Slayer has moves that come out relatively fast and have either invincibility or large hitboxes which lead to pain and suffering if you're not careful.</p><p>
-If Slayer lands a CH DOT, GGPO.</p><p>
-Slayer can bait reversals using his dash. Unless it's really obvious what he'll use for meaty attacks, blocking his strings is safer.</p>
]]></description><guid isPermaLink="false">740</guid><pubDate>Thu, 26 Jun 2008 20:02:21 +0000</pubDate></item><item><title>Ky Kiske vs Sol - 5-5/Even</title><link>https://www.forums.dustloop.com/forums/topic/416-ky-kiske-vs-sol-5-5even/</link><description><![CDATA[
<p>Begining the Match:
When starting the match it is usually a good idea to backdash at the start, his 5S at the start of the match stuffs anything you try and the only way he can hit ky is by taking a huge risk(GV).  Jucy G tells me that if you let the special intro happen Ky will have a huge advantage at the start because they are further away than normal.

Zoning:
When playing against Sol you should always try to keep him out at all times. Using 5S ,2S , 5H and 2D as keep out tools is a good idea.  If you do decide to presure him at all only do it after knockdown and do moves that have advantage on block.  For example sometimes I will 2K as meaty but hold back in case he VV's.  In the event you get Sol to block try to throw out 2K, 2P, and 5P and mix up throws.  Once he is in the corner you dont have to be as shananigany, just dont forget about 5K or VV when doing mixups.  As far as stun edges are concerned only do them at full screen or in a combo.  Not even in a block string cause some Sol players can react to it and GV.

Other things to keep in mind:
-Sols 2D completely avoids Kys VT
-Use GS if you see Sol wiff 2D
-GS can go over GF and CH Sol
-2S beats out GV
-6P beats out RS
-When in the corner a Sol player will try to use GV or RS to get out of the corner so use respectable moves to what you think the player will use.  If you can react to it then cool, but usually its a guess (sometimes 2H is the better choice).
-2K at its very tip is safe against VV

I think thats it.</p>
]]></description><guid isPermaLink="false">416</guid><pubDate>Tue, 05 Feb 2008 18:36:28 +0000</pubDate></item><item><title>Ky vs. Order Sol</title><link>https://www.forums.dustloop.com/forums/topic/597-ky-vs-order-sol/</link><description><![CDATA[
<p>I've been wondering about the match up between Ky and Order Sol:psyduck: 

does anyone know anything about it?</p>
]]></description><guid isPermaLink="false">597</guid><pubDate>Fri, 11 Apr 2008 16:39:22 +0000</pubDate></item><item><title>Ky Kiske vs. Anji - 6-4/Ky</title><link>https://www.forums.dustloop.com/forums/topic/394-ky-kiske-vs-anji-6-4ky/</link><description><![CDATA[
<p>Vs. Anji. Goes 6-4 in Ky's favor.</p><p>
</p><p>
<strong>What is used to beat Anji:</strong></p><p>
<span style="color:#008000;"></span></p><p>
<span style="color:#00FF00;"><span style="color:#008000;">6P &gt; Anji's 5P and placed properly, can beat any air attack except for j.D possibly.</span></span></p><p>
</p><p>
5H &gt; Beats most of Anji's standing normals that are not laced with a guard point such as his 5K, 5H, c.S. Can also beat both versions of Stomp.</p><p>
</p><p>
2S &gt; Beats most of Anji's crouching normals that are not laced with a guard point such as his 2K, 2S (75/25 Ky), 2D.</p><p>
</p><p>
Stun Dipper &gt; Can beat any high attack guard point. Loses/trades to some of Anji's lows. Can beat 3K in some cases. Also can beat zoned Shitsu/Red Shitsu, for example, usually in lockdown in the corner then butterfly, you can SD past it. Can beat HS Fujin and Slash followup w/o the FRC. Also beats both Rins.</p><p>
</p><p>
Greed Sever &gt; Can beat any low attack guard point and all of Anji's lows. Can be used to avoid zoned Shitsu/Red Shitsu but is not recommended, SD works better. Can beat K followup after Fujin with or without FRC for CH combo. <span style="color:#008000;">Can beat square version of Stomp if applied properly.</span></p><p>
</p><p>
<span style="color:#008000;">Vapor Thrust &gt; Beats close up Shitsu on wakeup. Orb can be beaten as well. Any air attack that Anji has.</span></p><p>
</p><p>
More to come in this.</p><p>
</p><p>
<strong>What to watch out for from Anji:</strong></p><p>
</p><p>
<span style="color:#FF0000;">j.K &gt; Beats Ky's j.K (50/50) altho loses to j.S.</span></p><p>
</p><p>
j.D &gt; Beats Ky's j.S and j.H if well placed. CH for good damage vs. Ky.</p><p>
</p><p>
Orb &gt; Usually beats anything ground or air that Ky dishes out that is not fast enough to beat it. Vapor Thrust and 2H can trade/beat out Orb.</p><p>
</p><p>
Red Shitsu (FB Butterfly) &gt; Any projectile can be dismissed and the Butterfly will be unaffected by it. Also works on FB Sphere and Sacred Edge.</p><p>
</p><p>
Delayed S Followup after Fujin &gt; Ky's lows including 2P. Some other normals are bad against it too. CH is definite if trying to poke.</p><p>
</p><p>
j.H/j.P &gt; 6P and 2H (50/50 depends how well placed the attack is)</p><p>
</p><p>
High Guard Points (f.S, 3S, 6H, 6K, 5D, Rin) &gt; Any high/mid attack can be defeated by guard points when the GP frames are active. Sometimes can be baited and blocked by 2P, Sphere, S version of Stun Edge and both versions of Aerial with FRC.</p><p>
</p><p>
Low Guard Points (3K and 2H) &gt; Any low attack can be defeated by guard points when GP frames are active. Sometimes can be baited and blocked with 2K but is more than likely eaten.</p><p>
</p><p>
Both versions of Stomp &gt; All lows. Can be baited for IB throw.</p><p>
</p><p>
HS Fujin &gt; Invincibilty to go over most normals and Stun Edges.</p><p>
</p><p>
<span style="color:#000000;">More to come soon.</span></p><p>
</p><p>
<strong>Matchup Overall + Tips</strong></p><p>
</p><p>
First and foremost, Anji is basically low/mid tier almost in AC but has certain techniques that can get him out of bad spots. He is known for having an above average air game with his jump normals including j.D and having the longest super jump in the game. His ground game is usually consisting of unblockables with the Red Shitsu (FB Butterfly) and certain guard points on his normals. Most guard points are avoidable and can be baited with Ky. Still, this cannot keep you totally safe against Anji, but this matchup is very winnable.</p><p>
</p><p>
Ky can easily win this matchup by doing 2 things: baiting/punishing GPs and cutting off Anji's lockdown with SD where needed. After that, keep the zoning. You may want to lay out the lockdown a little bit when going against GP happy Anji's. If an Anji can see your attack coming, they can use a guard point or super jump to get out of the corner. Both of these can be baited at points where you can think that GP/super jump is coming. To get GP baited, apply high/low mixup to your pressure since all lows beat High Guard Points and vice versa. FRC Stun Edge is a good substitute to lead out GPs for punishment. HS Fujin could also be a problem to most Ky players since you need SE's at times for zoning and sometimes for pressure. Fujin can easily beat SE but cannot beat SD. Keep revolving from SE to SD at times for mixups at the end of pressure since both of them can be FRC'ed.</p><p>
</p><p>
</p><p>
More to come here.</p>
]]></description><guid isPermaLink="false">394</guid><pubDate>Tue, 22 Jan 2008 19:55:02 +0000</pubDate></item><item><title>Ky Kiske Matchup Forum (PLEASE READ BEFORE GOING FURTHER)</title><link>https://www.forums.dustloop.com/forums/topic/393-ky-kiske-matchup-forum-please-read-before-going-further/</link><description><![CDATA[
<p>Hi.

This forum was created for the sole purpose of displaying Ky's matchups. Apparently, I have not come up with all of the matchups at this time so we may need your help. If you ever have anything matchup wise to add to a character that has not been gone over yet, plz PM or AIM me your matchup thoughts so that I may organize it in a very clean fashion.

Same rules apply as to the regular forums so try to keep yourself calm. Yes, I know there will be valid arguments from time to time about matchups but keep it in a professional manner.

Do NOT make any new threads in this forum w/o my permission. Plz let me know what you are trying to place here.

Thank you and Welcome!!</p>
]]></description><guid isPermaLink="false">393</guid><pubDate>Tue, 22 Jan 2008 18:53:39 +0000</pubDate></item></channel></rss>
