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Everything posted by ehuangsan
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Ky v. Zappa This is something that I think the Zappa forum gets right and the Ky forum gets wrong. Ky players here seem to think that it's 4-6 or worse, whereas Zappa player think it's even. I've played this matchup quite often, and I think it's dead even. At first glance, Zappa seems to have a crazy advantage. He can run under your fireballs and hit you, dog is a pain, ghosts are a pain, Raoh can kill you in one hit, and overall, Zappa is hitting you a lot more often than you're hitting him (maybe something like 6.5-3.5). A lot of Ky tricks are useless on Zappa as well. However, Zappa does have a lot of severe disadvantages as well: - He does even less damage than Ky on average, outside of some situation specific combos and Raoh - He is horrible in the air against Ky, even with sword or Raoh. - Raoh doesn't have any real mixups or overheads outside of 5d and run up DP/throw I think the reason why Ky players feel this is a bad matchup is because Zappa has some quirky anti-Ky counters that no other character has, and are not used to getting hit by lots of ticky-tack stuff so often. Usually, Ky is the one doing dick for damage and eating a haymaker to lose the game. Getting ticky-tacked to death while playing it straight while trying to land a haymaker instead is a reversal of what most Ky players are used to, but really, that's what Ky should be doing in this matchup. Your best poke is, rather surprisingly, jump HS. It's actually difficult for Zappa to beat jump straight up HS. His best options are to run up 2HS, air-throw or specific answers with various summons (AA dog, 2HS sword, dp sword). If he air throws you into OTG summon, it doesn't really hurt all that much, but a lot of times, he'll just end up getting counterhit in the air for sadness. The problem with 2HS is that there's only a specific spot where it will work and if he's not there, then you'll counterhit him into a ground SE combo for high damage. Also, you can mix it up with air SE FRC for counterhit into high damage combo too. Against the summons, you simply have to use jump HS somewhat more intelligently, but the basic principles are the same. I've tried this even against good Zappa players (they don't exist in Nor-Cal), and it works as well. Against Raoh, you simply have to realize that he has no mixup or real overheads outside of 5D or maybe run up DP/throw. So you can play a patient zoning game with 2S, 5S, and canceling into ground SE intermittently. Good Zappas will do a combination of pressure and chip. If he goes for pure lockdown/chip, you'll lose 20%-30% life from pure chip damage, all of your tension and your guard gauge will be jacked sky high. That will be his chance to come back, and there's not much you can do about that, which makes the matchup more even. Zappa will hit you a lot with oddball stuff with ghosts and dog, and sometimes sword, but if you're zoning correctly with jump HS, 5S, 2S, intermittent air SEs and ground SEs, you'll find that most of his stuff doesn't hurt. Even though he's hitting you 65% of the time. If you're doing it right, it will turn into a long and rather boring drawn out match quite often. My rule of thumb for matchups: If Ky can choose to do nothing but passively control space, then the matchup is even or favorable to Ky. If Ky cannot choose to do that and is obligated to take active action, then Ky is a disadvantage. Since Ky can opt to passive control space for the entire round with jump HS, and various ground pokes, it's even since Zappa will hit you a lot. Next up: I dunno. Maybe Ky v. May or accepting whatever requests.
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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. Mittie Blue Light 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. 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" EDIT: Video Example @ 59:37 eh-sama special 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. 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. 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. 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. EDIT: Video Example @1:33 and 2:15 Next up: Ky vs. Zappa
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This is just casuals, right?
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Who has the brackets? Someone post the GG brackets so we can have vids posted.
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I won your copy of Odin's Sphere; I have no idea what it is, and it'll probably sit on my counter and collect dust. I think the surprising thing was how quickly everything was finished, especially AH3 and MB.
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The easiest way to do it is to jump over them with an immediate j. slash, then mash on the backdash. By the time the j. s animation completes, you will be set It's not really a mixup more of it is a stupid safe oki. Just be low enough to the ground such that j.hs comes out but doesn't actually fully execute or hit the other person. You can mess around with this in training mode. You can airdash s, p, FB mine, land then throw, or plant a star, land and throw. They're both ghetto tricks that should be used maybe once a match at most. Instead, going for counterhit is better, which sends them floating in the air for lulz. jump and hit d, then double jump whenever. When you have nfc which side you'll be on, then you've done it right. Only Sensei's Ky can do this with the FB star though; I have no idea how he does it. My guess is some sort of wacky jump install is put in somewhere, but I have no idea where. Star oki, air dash oki, CSE, pretty much anything you want. If you have tension, this should never happen, as you should automatically be canceling this into FB CSE or FRC HSE for massive damage. If not, then CSE, or safe jump s/hs, or 5k. Same.
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Well.....I wanted to take the entire Thanksgiving week off, but just when I thought I was out, I get pulled back in....FML. I have to work on the Wednesday, so y'all want to make it Monday instead? Or, we can still do Tuesday, but I'll have to throw everyone out at around 10pm since I need to be in the office at 7:30 am.
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Actually, I would be somewhat interested in going if it's last sunday of each month. I've always wanted to play leezy in cvs2 anyway. On another note, I'm thinking of holding casuals either Tuesday or Wednesday of Thanksgiving week. Anyone interested? Mostly GG, but if you bring it, I'll play it. For all of the norcal players that suck at GG (which is everyone), if you want me to troll the hell out of you in GG and explain why you suck at GG and at life, I can do that too.
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I went 1-2 in BB in October and I played the game for all of 30 min beforehand, so I think it's the scene getting worse And I had plenty of chances to win my last match too....which is hilarious when you think about it.
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FYI if NCI is on Nov. 5th, then I will not be able to attend.
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Can we have this game for NCI? Someone get this please. I want to perfectplex people.
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Would like to...but end of fiscal quarter involves things like jumping off the tallest building in the world, lying down on a lawn to get run over by lawnmowers, and going to Africa to get trampled by raging elephants. So I guess it really will be a zero day Jin.