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Sytha

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Everything posted by Sytha

  1. SL and PO are even. Ky is one of the better characters vs. SL even. 2H is the worst part of the match up. As for meter efficiency Ky has combos that are practical and easy which regain all the meter he spent on the FRC he used to start the combo. It also brings them to the corner and knocksdown. He also gains meter the fastest in the game pretty much. His damage can be just fine if you learn SE FRC since those combos easily do 35% to 60% for very little meter. To be honest Ky is 5:5 with more than half the cast. Eddie, Zappa, Faust, Venom, and Jam are his problem matchs. Venom is most likely the worst of the bunch. Ky would be pretty bottom tier if the match up was what you've suggested which it isn't.
  2. I'll add more in a bit but I'll start right now. Grand Viper:There are a few counters to GV. If you block one look at the amount of tension Sol has. If he is over 50% then he most likely plans on Roman cancelling into a mix up.(most likely Wild throw) However the gap between the final hit and whatever hit came before it (doesn't matter but Sol can control the number of hits.) is a pretty long gap. Using this info there is a lot of choices you have; 1.Throw him. GV puts Sol really close to you so its pretty easy to just grab him before the hit. 2.Jab him. Any of the faster normals will work from there it's just combo into knockdown. 3.Backdash. In theory this is the best choice since you can pretty much punish Sol with whatever into big damage. But this one is the most risk. I'll put more random crap up later.
  3. Hey I would've helped... But I'm kinda Computer-less...
  4. COUNTER, COUNTER, COUNTER, COUNTER, COUNTER,... <_< *Blocks an Unblockable*>10 seconds pass>*Backdashs into Puddle* These are awesome matches. Totally. Blocking is for suckas.
  5. Considering most Ky combos should be ending in 2D. These are pretty common. Just hard.
  6. Dude. Izuna was a Cat-Girl. I could Stomach Ky with a Beard. If it meant having a Cat Girl.
  7. Like I said. I doubt it's that good. I think it's Even. But I can see why a Dizzy player would hate the match up.
  8. Mid Range=Far Slash her. (It beats pretty much most of her options.) Hell you can go Slash Ky on her if you need to. It's pretty funny. 5S (Far)>Stun Edge> Run forward a little>5S (Far)>SE>Predict her jump and 2H her during the start up of it. Instant blocking, Overdrive or me making a bad judgment call was typically how the Dizzy I played got out. So I'm assuming her options vs. this either suck. Or he didn't know them. What I saw a lot was he either tried to Ice Spike which got beaten by the Far Slash. or he tried to jump. And got nailed by SE or Far Slash. Or better yet.2H. Wait for the really overly gay tick throws and try and either Counter Throw her or 2P her out of it. Fauntless Defense the ground normals on her block strings to try and put some distance so you can escape the corner stuff easier. AA wise... Um... I still really haven't figured this one out. But 6P works when the move comes out. 2H works if you time it extremely well, HSVT works, I've seen people use AA Air-throw on her. Combo wise. She is the hardest Character for Ky to do LJ loops on easily. Cause of her hitbox. A lot of the standard stuff will whiff. For a while. I got tried of trying to figure one out so I just did Throw>FRC>6HxN instead. But I think it's just better to do Air combo for your combos on her. Cause she takes pretty huge damage. But I'm just mentioning a lot of the combos your going to want to use. Wont work. So you might want to look into that. I don't know. The Japanese think it's Ky's best match up. And like 6.5:3.5 I don't understand how. Other than Ky Rapes the shit outta her at Mid Range. I think it's pretty even. But maybe I'm just a scrub and cant play the match up right.
  9. Yes. Slayer j.H is that strong. It's easily the strongest Air normal in the game unless I'm forgetting something. At the very least. It's one of like 3 moves that Ky can't always 6P it. Like I mentioned. Airthrow it or HSVT.
  10. 6P vs. Slayer Isn't a good idea. It should be your natural instinct as a Ky player tho. That or j.K But both of those options aren't the correct choice his Slayer. Either block his AA or Airthrow him for AA. (You'll figure out how to do this as AA vs. Slayer.) His j.H is pretty slow. But Slayer doesn't really have a hitbox during this move that can be easily hit. Altho. HSVT will beat it cleanly too. At Fullscreen you can use your stun edges to force him to close in and he has horrible movement. You can use the FRCs on the projectiles to close in on him cause your going to have do something. You want to try and bait out DOT if you can cause he'll need 75% Meter to make it safe if you baited it. Or you'll just get combo of choice on him. Since AC Slayers are pretty DOT Happy it's not that hard to figure out when they like to do it. But yea. I wouldn't use 6P vs. Slayer. It'll clash or lose vs. his j.H it'll beat j.D tho.
  11. A sound that Ky can make in Sound Test. But is not used.
  12. Sol I dont know. I would guess 5:5 maybe 5.5:4.5 Sol's favor? I personally think hes a bad match up for Ky. But whatever. HOS on the other hand. 6:4 Ky. But those are just my opinions.
  13. Since I mess around with May a bit. I'll Record some stuff in Training mode that is common enough and tell you what Ky has that beats it. Here are my findings for May's Jump ins. j.H loses to quite a bit. HSVT Will beat it clean. Matter of fact. It beats all of May's Jump ins. She might bait it with low j.H Land>Block tho or whatever. SVT is the same deal as HSVT. But if you land this. It will be Counter hit. And then you get like 120 points of Damage. 6P Beats j.S/j.P/j.K cleanly. Will either Clash or Beat j.H. Depends on how Deep you are. And If May isn't directly over you. It will beat j.2H as well. If you get a 6P off her j.2H you get a 3 Rep Tensionless LJ combo for 180 Damage. But if shes directly over you. it will lose. 2H Beats everything she has. Clean. Into pretty solid damage. You can use 5H vs. her j.H if you do it while j.H is starting up. You'll get a counterhit off of it. For like 210 Damage. Seemed fairly viable. Altho Risky. 5P Works vs. j.S But why bother. Ky has her Covered pretty well Air to Air. You even have underused options like 5H. Which is pretty random.
  14. Air RtL isn't an Overhead. As for TK RtL... The Air version has almost no recovery so I guess it's safer on Block is the main draw. However it has no invincibility frames at all. So... The Ground version still has something on it. The main use of air RtL is Combos. Combos after Air RtL when set up right do like 250ish damage I think. Maybe more. Altho it's kinda awkward setting it up right.
  15. Keep this topic. I'm with Pozer and Shtkn on this.
  16. Only HOS, Jam, Millia, Chipp, Moroha mode ABA and Zappa have faster Runs than Ky. His Tick throw game in general is pretty scary. Since about half of his normals are potential tick throws. The j.D cross up games while fun. Are not all that needs to be watched for, he doesn't have to do j.D to get the mean cross up games and a lot of the time they are even better without them. The j.D is mostly to rape a wake up Throw attempt. But if your feeling like you would like a gold burst then you can gold burst that set up if Ky trys for a j.D Cross up. Your 3P, Far Slash, 2K are all pretty annoying Normals for Ky. Spaced 3P cant really be punished. Far Slash just beats a lot of Ky's pokes at the same range. With Ky's 6P being the exception altho... Ky cant get anything to connect after the 6P Blowsback at that distance really. and like you said. Meaty 2K beats all of Ky's wake up options other than Block and Backdash. The Match is one of Ky's Worst match ups. Up there with Venom and Faust.
  17. Nah. No follow up to Jae's B Super. You can easily combo A Super>B Super tho. That might've been what you saw. A lot of his moves do have follow ups tho. Jae's Air dive has 2 follow ups. QCB+K (Fire Dive) and df,f+K (Slide) His AA has a Knockdown follow up. His b,b+B can be special canceled before the Active frames. Lots of weird stuff on Jae. But yea... On the Subject of Jae's B Super. It's 1 frame start up so if you block anything that is bad on block at all you can punish with it. It's like -19 on Block tho so you just cant throw it out randomly tho.
  18. A hard punch? I'm assuming it's one of Close C, Far C, or 2AB>5C chain. If you see it used in the Kain guard crush strings. It is most likely 2AB>5C
  19. Yea it's a good set up. A lot of the time you can also Dash>2P them into Combo as well. It's a good set up. I think do it after an Airblockstring tho. Is where I typically do that sort of thing.
  20. Ky has that really weird falling hitbox you mentioned...
  21. 2P is a faster move. So it would be Easier to link. But... I'm pretty sure 2K and 5K. Will outdamage 2P and 5P. Your Original combo. Was a good one. Outside of the whole it being distance dependent. But you can notice stuff like that.
  22. Sytha

    Ky Beginner Guide

    I have something like that. But it's horribly written and needs the Damage and random notes fixed. But yea... I guess I'll TRY and start getting some of these done tonight. After I sleep. I'm kinda sick-ish. But I'll try and get started tonight. At least on the 5S>6P>2H ones. Since those are the most Basic.
  23. Sol/HOS: Throw>FRC>5H>214K>5S>2H>623H>H>Land>2P>5S>2H>623H>Delay H-117 Damage (Sol) Ky/ABA: Throw>FRC>Running 5S>6P>2H>214K>5S>2H>623H>H>Land>Running 2P>5S>2H>623H>Delayed H-120 Damage (Ky)/103 on ABA Potemkin/Robo Ky: Throw>FRC>Running 5S>6P>2H>214K>5S>2H>214K>5S>2H>623H>H*-101 Damage (Potemkin)/101 Damage (Rky) Bridget: Throw>FRC>Move forward slightly>5S>2H>214K>5S>2H>623H>Long Delay H>Running 2P>5S>2H>623H>H**-120 Damage (Bridget) Baiken: Throw>FRC>5S>2H>9623H>H>Land>5S>2H>214K>5S>2H>623H>Delay H***-138 Damage (Baiken) Slayer: Throw>FRC>5S>2H>214K>5S>2H>623H>H>Land>Run>2P>5S>2H>623H>H-108 Damage Axl: Throw>FRC>Running 5S>623S>H>Land>5S>2H>214K>5S>2H>623H>H>Land>2P>5S>2H>623H>H-123 Damage (Axl) *-Slight delay on the 5S after the first GS. And on the 2nd GS. as soon as possible for the 5S **-You dont want to walk forward too much else you might cross up too much or whiff Bridget totally. Depending on much you moved forward. The combo may Cross up Mid combo. Looks cool. Doesn't really change the combo tho. ***-The combo does not end in a knockdown but you have a Tech Throw option during Baiken's tech. Theres some to start with. I can fill out that list more if you want more Throw>FRC Greed Sever combos.
  24. The Big Difference for Ky? They spelled his last name correctly. So... Ky Kyske>Ky Kiske is the big Ky change.
  25. Dust Speeds according to Frame data. 16 Frames:Dragon Install Sol 20 Frames:Robo Ky, Goku Moroha A.B.A 22 Frames:Raoh, Moroha A.B.A, Sol, Order Sol, Slayer 23 Frames:Ky, A.B.A, Venom 24 Frames:Jam, Zappa, Eddie 25 Frames:Anji, Baiken, I-no, Chipp, Millia 26 Frames:Faust, May, Axl 27 Frames:Dizzy 28 Frames:Bridget, Johnny 29 Frames:Testament, Potemkin Eh... Not quite. I cant Believe that Rky has a 20 frame Dust tho. That seems so off. Filled out the rest of the List. And Damn... a lot of characters must've had their dusts sped up from Slash.
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