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Posted

Sorry if this isn't in the right thread. I was wondering if some one could explain the general differences in usage for slash SE in combos/blockstrings as well as it's frc. I mainly ask because right now I'm using the hs version pretty much exclusively when I know they are going to either block or be hit by it, mainly because comboing after the frc feels easier off the hs version and it also feels like the s version's frc is in a different spot. I guess to keep this more combo centric, what are the ideal combos to followup sweep into hs se frc or should you just do what ever hits them? I'm mainly doing a running frc into 5s 2h ect but I remember a good ky I used to play with in Japan would usually do a running jump into either jk or js into the rest of the air combo. And as much as I wanted to master it, frc into 6hs seems to be beyond me so thats out of the question :vbang:

Posted

Slash and HardSlash versions are indeed in two different spots. I was going to say 6HS after sweep>se(frc), but :vbang: if you can't 6HS, then c.S-2HS or j.K-S sound fine. Runup VT>VT-loop or run up 2HS>VT>VT-loop would probably be more optimal. Shrug, or you can wait for a real Ky player to come around and answer ya.

Posted

damage wise, I don't think it maters much. But I think 6HS goes in to a long combo that nets you back the tension you used on the frc, and works everywhere. iirc /doesn'tplayky

  • 4 months later...
  • 2 weeks later...
Posted

Oh wow, I think I have this favorited back in 08'

edit: damn, almost 07'

Japan was/is pretty far ahead of us. Aside from Clayton who was doing these combos in 07'

http://www.youtube.com/watch?v=yrtgSz7RuWc&feature=PlayList&p=3F9CFAC38BA9BA6B&playnext_from=PL&index=7

I'm gonna do a throw back here with the best Ky combo vid ever made

http://www.youtube.com/watch?v=oO7cFN6uhLQ&feature=PlayList&p=3F9CFAC38BA9BA6B&playnext_from=PL&index=13

  • 7 months later...
Posted
With a quick jump up, toss a jd out and as you're coming back down, js land cs 2h aircombo

You're on the right track, but I would not recommend j.s >land >cs. Cs will get you thrown or counter-hit if anything before it didn't connect, land>5k or 2k maybe might be a better choice depending on what you're trying to do.

For using j.d as a launcher, you should try throw>9>immediately j.d> land >close.s>2h >air bnb.

Everything else you've got there is great though. Real good stuff, you're going to knock them dead.

  • 1 year later...
Posted

Sorry, but considering this thread is years old, what has become the most straight forward BnBs for Ky over the years 50%/25%/0 meter? Kinda at a loss in regards to where I should start.

  • 5 months later...
Posted

Is there an updated combo list somewhere that correlates with the Live release? I can hardly get any of the combos on the first page to work.

Posted
Is there an updated combo list somewhere that correlates with the Live release? I can hardly get any of the combos on the first page to work.

There doesn't appear to be any difference between the PS2 release and the Xbox release, so all of those combos should work.

  • 6 months later...
  • 1 month later...
Posted

Eh, not sure if I can ask such a question here, but I may as well:

What's the "best" option after 2D? I've been running 236D for oki, but it seems kinda "stale" to me. I'm not sure what the mix-up is supposed to be either. I just try throwing out like stuff into 214K, 5D, 2S, or 236K FRC. Is j.214D > stuff a better option?

Posted

You don't get too much time for a mixup off a regular 236D, but you can still run in and do a blockstring to try and crank up their guard bar a bit. If you FRC the 236D, you can jump up and do an airdash mixup into a high/low. jD and j214D are also options to mix it up with crossups and throws.

Oh yeah, TK'ing a 236D in the air is a good extra-meaty option, and makes the CSE safe after a throw. It's also good against chars like Sol or Faust that can go underneath the ground CSE.

Posted
Eh, not sure if I can ask such a question here, but I may as well:

What's the "best" option after 2D? I've been running 236D for oki, but it seems kinda "stale" to me. I'm not sure what the mix-up is supposed to be either. I just try throwing out like stuff into 214K, 5D, 2S, or 236K FRC. Is j.214D > stuff a better option?

What you're asking is kinda nebulous, I assume you mean on ok after a successful 2d in a ground combo, rather then "what can I combo off a successful raw 2d?". For the later, the best thign you can go for with ky since his has a bad hitbox low to the ground so he can't combos off a 2d like most characters with a dp, like Sol. So if you have 25% meter, go for lightning sphere, 2d>FB lightning sphere, is actually ky's most damaging combo that's the most accessible it can take off like 1/3 of an opponent's lifebar depending on how high their damage modifier is.

If you mean oki pressure/mixup after a 2d and then CSE on their wakeup. Then I'll say to start checking out eh-sama's Ky thread. It covers everything including mixup. But Ky is a character that has minimal mixup tools, his main aim is to grab the opponent x n. That's the only thing he really can do, which is why he gets tremendous damage now in AC+R off grabs in the corner. Fortunately unlike BB/P4U, grabs are nigh impossible to tech and they have an insanely fast startup. SO doing thigns like 2p>grab is very effective. But Ky isn't limited to use CSE for oki pressure. He also has jd/jFBd also known as "star oki" which if the opponent tries to mash out of it (unless they have a dp) or blocks the wrong way (if you know how to cross up with it) can also lead to really good damage. jFBd can lead into a grab or if you can tk it, you can go into ain or machaboo's pressure.

Here's a bit of what eh-sama posts in his Ky thread:

Heh, thanks for the kudos.

I will await your critique on my upcoming Ky v. Pot, when I get to it. m9(`・ω・´)

BTW, play Aquapazza! That game is a laugh riot. I would like to see the hilarity that you come up with for that game. It also has Tamaki, the best grappler ever made in the history of fighting games.

Offensive Tactics - Effective use of Greed Sever

A lot of people dismiss Greed Sever as a worthless move, or as a combo only move, especially when watching Japanese match vids, where the move hardly ever seems to make an appearance. Such people dismiss it even to a point where they never use it, and laugh at people who do. And yes, as a straight up overhead, it is quite bad because it's a bright flashy move with Ky screaming "GRREEDO SEBA---!", which many people will block easily.

However, it does have some value for counterhitting or attacking whiffed moves. Especially, when your opponent does things like whiffing because of pushblock, IADing too much out of aggressiveness, or pushing a frame advantage situation a little too hard, then it is a perfect opportunity for Greed Sever. The reason you don't see that too often in Japanese match vids is mostly because Japanese players tend not to make these kind of openings, so it's somewhat rarer for Ky to punish such things in a Japanese match, though they do exist. That is also a sign that the Japanese respect the Greed Sever somewhat and try not to let that be an option.

So it may be good to either 1) notice when your opponent is hitting too many buttons and pushblock/Greed Sever, or straight greed sever as a yomi, or 2) induce such whiffs with a jab whiff throw/crossover Greed Sever mixup or other tactics.

Two examples here from 2:14-2:22, where Slayer was just being way too aggressive and gets caught up in several Greed Severs for his troubles.

Some people also try Stun Dipper FRC -> Greed Sever. It seems like a ghetto trick, but there are certain types of people where it will be pretty effective. However, that's more towards understanding Stun Dipper tactics, so I'll explain it then.

As I mentioned, it is bad as a straight up overhead, but one exception is when your opponent screws up in an "OH SHIT" moment and defaults towards blocking down back, backdashing or hitting a 2p/2k in a frame neutral/frame disadvantage situation. That is where Greed Sever as a straight overhead may work.

1:45:39-1:45:43 is a hilarious example.

Upcoming:

Ky v. Potemkin

Ky v. Ino

Offensive Tactics - Effective use of Stun Dipper

(requests)

Maybes:

(Offensive Tactics - Corner Katame with Ky)

(Vid study - Faith (Ky) vs. MSY (Eddie))

Also if you have questions post it in his thread since it's the most active right now.

Posted

you dont have to do sweep>cse oki, theres 3hs, 6hs, acse(crossup),....whatever you want really, you can also go for damage in +r and just do slide after sweep and do 3hs oki or pikachu for dmg, and no reason to do cse oki on faust since you can do air combo from sweep if youre close enough, star oki is pretty cool now cause it has less recovery so you can do trickier stuff like whiff j.hs>5k

  • 2 months later...
Posted

How does the Ky player in the first vid get the relaunch combo to work at 2:20 and 4:33? Anytime I try that, gravity kicks in after the first Vapor Thrust ender and the character gets knocked far away.

Posted

1st combo at 2:20. He RC'ed the Lightning Javelin to remove the landing recovery. He likely went for the FRC but mistimed.

2nd combo at 4:33 good spacing for that combo and used 2P pick up (fastest move) also Slayer is pretty floaty so pick ups are fairly easy on him.

  • 5 months later...
Posted

I didn't see any +r combo thread so I figured I should ask here. What are his main bnbs? Is it just chains > 2d / sd? What about with meter? Or anti airs.

  • 1 month later...
  • 3 weeks later...
Posted

this has been asked a couple of times already but it would be really great to have an updated combo thread for +R with all the BnB's on the front page like for the rest of the characters?
there's a thread which covers some new chains and links but it's not really that helpful for new players. 
I would LOVE to pick up Ky in preparations for Xrd but his forum doesn't seem to get that much love unfortunately...

  • 6 months later...

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