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Posts
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About SasQuach
- Birthday 09/22/1996
Profile Information
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Interests
Food, food, food, food, food, food, food, food, modding my arcade stick, food, food, Guilty Gear, food, and cake.
Other Info
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Location
SoCal's Ky Mines
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PSN
MaNg0Sensei
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I'm wondering if Beijing, Shanghai, Hong Kong, or Shantou have a scene for Guilty Gear, would anyone know who have visited those cities? I'm gonna visit at least 2 of those cities for the next month and I don't want to get too rusty in Guilty Gear while in vacation. Btw AC+R and Xrd is fine.
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A lot of Ky's game is pokes, knockdowns, and oki options.You don't have to start the combo with 5K, you can start it c.5S or 6K if you wanted to, it does more damage from starting the combo from there and it has more range. The 5K is there, mainly because it'll likely be a combo starter when you oki your opponent, since it's your hit low option. I'm sure you heard to hit high or hit low after knocking down your opponent and using something like disk for Millia or in Ky's case, DC CSE or maybe even just plain old CSE. Sometimes you can just go for a very basic combo just for the knockdown and it can still be effective, because you get to set up an oki afterwards. If you can't get a knockdown from a certain confirm, for example confirming off an anti-air, then go for the full damage. In general, try to get a knockdown and possibly a split ciel whenever you can, a knockdown is Ky's best friend, so with spacing tools like the tip of f.5S and 5H, you might want to consider 236K afterwards to get that knockdown and go for an oki. If you get too close for the second hit of 236K not to land, then go for 2D. Sometimes the best option is to just 2D and, depending on the character you're against, 236K afterwards. Your 5K isn't supposed to be just raw run up and use it, it's supposed to be get a knockdown by opening up your opponent, go for an, oki then hit high (Greed Sever, Dust, etc.) or hit low (5K, 2D, 2S, etc.). Some examples are CSE>run jump towards the opponent>wait for your opponent to land>use 5K, this is called an empty jump low, another example is CSE>run jump towards your opponent>when you're close enough use j.S, mix these up, the more you mix them up, the lower the chance your opponent is going to escape your okis. Sry if it's confusing or something, I'm tired and I'm obviously not a teacher.
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Thanks, the video is really helping right now, yea I noticed he played pretty defensively when I played against him at WGF at this matchup. Hope we can play a match next Friday if I'm not busy and I go there, you're a really good player so I kinda want more experience and variety against the really good players. Thanks for the help btw, really appreciate it.
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I'll try to poke purely based on reaction next time, I think you're right on that actually. I feel like if I use certain tools too much, I'll become easier to deal with in this matchup. Unfortunately I don't have a replay that was from this week on this matchup. I think I may have replays with my matches against Shtkn 2 weeks ago at WGF, so I'll pm you those videos if I have time or if I have time. I started playing the matchup differently after WGF though, so it'll probably be outdated on what I do. I really look up to Shtkn as a player though, and I watched most of his matches that were streamed, so I did learn a bit from his matches last night. I definitely need to work on footsies in general, and I think it's the main reason why I lose. Kinda surprised you found out I was from SD though. xD How are you enjoying your stay here, you're from Japan right, since I think I heard about you?
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j.D isn't an approaching tool, tbh, you may be lucky if it lands against your opponent, but you should use it to play a bit of keep away and it's a good oki option, not the best, but it's good to use it sometimes. If you're scared of certain reversals (For example Leo's uppercut for example will out prioritize his 6H and j.D, so the options I'll say some will work in some of the reversal cases and some won't), after j.D for oki though if you're scared, then you either don't do it and maybe step back, JC back after j.D and do your slash stun edge (this can create space and may beat out some reversals), or YRC it and faultless defense (costs meter, can bait out potentially unsafe reversal, if you have meter, this is definitely the best j.D oki option to deal with reversals). 6H for oki, just gotta space it and not whiff it is all I'll say, if you think your opponent's reversal will beat this out no matter how well you space it, don't throw this out too often, or if not, at all. j.D's other use is that it can scare your opponent to airdash in since you can't block or faultless defense cancel an airdash to block a j.D while attempting to airdash in, but you have to use it smartly in order to have that effect. Sure stun edges can zone as well, but j.D is just there and isn't moving so you can precisely place where you want it to be at, so j.D requires you to be smart about its use and placement. I'd recommend trying to figure out and think of situations when to use j.D, but in the meantime focus more on stun edge and the other normals I mentioned earlier since they're easier to use. A good j.D can be really good and give you the space Ky needs, a bad one can really get you punished pretty hard. Ky isn't a rushdown character, he's the jack of all trades, so he has to mix up his gameplan quite a bit in order to be most effective. I think the 2H has to be pretty quick after the 5S, btw if you can't land the 5S on a certain character then throw out a 5P before 5S. Btw, a bad habit to do, is to overuse greed sever, I hear it works online sadly on quite a bit of people, but don't have the same habit. Greed sever is really unsafe on block, doesn't crossup anymore, and it really stands out. Using it is okay for katame, and it's okay to throw it out as a surprise in the katame. Just keep these two things in mind when you do that: It's a high risk and decent reward, but if you have 50 meter to spare go ahead and use it if you want to mix up your katame, and if you whiff or they block it, prepare to get hurt badly especially if the opponent has meter. Still that doesn't mean never go for it, a player at my area (he's way better than me, haha) sometimes uses it and it works pretty well when he keeps his katame well enough. I think he's talking about the split ciel ones, split ciel knockdowns are good, since it creates decent damage and it sets up a grinder at least somewhere. Grinders are Ky's favorite friend, since it allows possibly some of the best projectiles in the entire game. Grinder projectiles beats every non super projectile in the game and it never gets canceled out, this alone makes some of his matchups easier to handle, sadly grinders can be destroyed by enemy projectiles. For Vapor Thrust loops, they're mainly good for damage.
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I'm seeing this matchup in my local area a lot, there's 6 Ky mains, maybe more since I lost count tbh, in my local area out of like 20 regular players. Anybody have advice on this matchup? I actually do pretty bad in this matchup. If you're wondering what I do, I tend to throw out f.5S and j.D more often in this matchup, I throw out f.5S since it out ranges every other one of Ky's normals besides another 5S obviously, if the other Ky blocks I throw a stun edge afterwards. I also like 2S, since it's quick and a pretty good spacing tool. I use j.D because it can catch Ky trying to get in, the grinder from j.D also seems to help for winning projectile wars. Anything I should throw out more or what tools I should utilize more? I'm never good at mirror matches in any game.
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Tools to use with Ky: stun edges, f.5S is good in some matchups, 5H is also a decent tool, j.D is a good keep away tool or punish jump in tool, j.S is a good spacing tool, and j.K is good air to air. Far screen you want to 236D and throw a stun edge through it. 6P is a really, really good anti-air, but if your opponent is above you (cases where 6P won't land), 2H or 623H are decent anti-air tools. Okizeme options you have in the game: charged stun edge, charge stun edge through grinder, 6H, and j.D. Charges stun edge through grinder is the best oki option Ky has, j.D is good since it forces your opponent to block low for a second, 6H gives you plus on block and if you hit him then follow it up with c.5S>f.5S>3H>214K>623H or if your opponent is far then I believe you can follow 6H with a 3H. Simple Combos: Basic combo: 5K>c.5S>6K>236D>236K Anti-air 6P confirm: 6P>5S>2H>JC>j.S>JC>j.S>j.H>623H Air to air combo: j.K>j.S>JC>j.S>j.H>623H Greed Sever starter: 214K>c.5S>2H>JC>j.S>JC>j.S>j.H>623H Damage (50 meter): 5K>5S>5H>2D>236K (have both hits land)>RC>214K>c.5S>2H>JC>j.S>JC>j.S>j.H>623H Set up a grinder afterwards, but still good damage (50 meter): 5K>5S>5H>2D>236K(RC after second hit)>214K>c.5S>236D Corner combos you pretty much want to launch your opponent or anti-air them, then repeat c.5S>2H>623H, when they get too far to continue then try landing c.5S>236D then oki with a charged stun edge.
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I'm not sure when I'm getting on tonight or tomorrow, I'm pretty busy this weekend, but I'll try to get on.
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Evolution Championship Series 2015 Side Tournaments
SasQuach replied to Jyosua's topic in Majors and Regionals
I can bring a PS3 setup with +R- 32 replies
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- BlazBlue
- Guilty Gear
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PSN: MaNg0Sensei Location: SoCal Main: Ky Kiske I'll be on, on weekends for sure, maybe Thursday as well. Fridays I go play locally. I usually go on Skype to chat, PM me if you want my Skype so we can voice chat that way, if I want to chat with friends. I have another friend who plays, so he can join us and he mains I-No and also lives in SoCal.