GGST/Ky Kiske/Strategy - Dustloop Wiki
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Round Start Options
Ky's round start options are better than most, with multiple strong options to select from. Here we'll run down a few core options that every Ky player (and opponent) should be aware of.
- 2S hits low from round start, reasonably fast at 11f. This is usually the first option Ky players gravitate towards with a good mix of speed and range. Combos naturally into 236K.
- f.S is slightly faster at 10f, but loses to round start 6P against most characters. This option is still usually better after a small delay of about 6-8f at round start due to its ability to whiff punish most other character's options.
- 5H with 12f startup has a similar utility to f.S as a round start whiff punish, usually after a short walk backwards at round start. It's easier to confirm into 236K, and allows for a stronger counterhit confirm into 214K > 2K > 2D.
- 2D is a niche round start option that is particularly strong against
Nagoriyuki thanks to its ability to counterhit against many of his round start options. Be ready to confirm 2D > 214K > 5H > 214K to put him into the corner with 236H Oki. The real utility of this round start is to force
Nagoriyuki players to select his less explosive round starts to create a little more breathing room for Ky to play footsies. - 2K is another niche round start option that is particularly useful against
Faust (can be timed to punish 2P),
Giovanna, and other characters that usually begin by trying to move forward. Can be buffered into 2D or 214S to give a hard knockdown. - 5K has utility against
May as it can RPS with dolphin round starts. Still a risk, to be used with caution. - Backdash is a fairly safe and cautious round start you can incorporate in matchups where you aren't expected to be the aggressor such as
Sol or
Leo. - Dash > block is a fairly safe and cautious round start you can incorporate in matchups where you want to approach carefully such as
Happy Chaos or
Axl.
The above list is not comprehensive, there will always be more options than could be listed. Experiment with different buttons, jump directions, delay timings, and so on.
- Do note that in a normal Wall Break reset, players are placed slightly further than the round start position. The strategy above won't work for this situation, or at least won't work as well.
Mid Range / Footsies
TL;DR: Use f.S, 2S, 6H, 6P, and 2D as your primary ground pokes coupled with Stun Dipper
GuardLow, AllStartup7Recovery30Advantage-19 [-14] Red Roman Cancel for spontaneous threats. All of these tools have their own advantages and disadvantages, and are overall important to keep in mind.
Ky is incredibly versatile, giving him numerous options in neutral at nearly every range. Given this, there is always room for experimentation. The outline below should be seen as a starting point to understand some fundamental options Ky has, and to work as a core starting point when learning the character.
f.S is strong both as a poke and whiff punish. With just 10f startup, it is fast, has good range, plenty of active frames, a very disjointed hitbox and especially short recovery for an S normal. Used as a counterpoke, the disjointed hurtbox and long range allows it to stuff most ground approaches, while the very short recovery makes it difficult to whiff punish. Used as a poke, the dash momentum, range, and disjoint allow Ky to cover a large amount of screen space when he chooses to go on the offensive, and will beat out shorter-range normals used on reaction to him approaching, such as most 2Ps and 2Ks.
Ky's 2S is one frame slower, has longer recovery, shorter active frames and an extended hurtbox compared to f.S, but complements it well by hitting low and having slightly more range. Hitting low prevents opponents from walking out of Ky's preferred range, can catch fuzzy jump attempts, and is less vulnerable to 6P in neutral. If these properties are not needed, then the dash momentum, shorter recovery and more disjointed hitbox of f.S is preferred.
Both of these pokes can chain into 5H, either as a true blockstring or delayed as a frametrap, from long range. On hit or block, it's common to cancel into 236S to apply shock at a safe range, and either 214S or 236K for basic conversions from long range, depending on range and Counter Hit.
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f.S Hitbox -
2S Hitbox
Once the basic understanding of ground poking is developed, you can continue by using Ky's more specialized tools in neutral and capitalizing on his versatility.
Ky's 6P is arguably one of the best in the game. It has a great-horizontally reaching hitbox with short startup and great active frames and recovery. Like all 6Ps, its also a great anti air that reliably defeats most jump-in attempts. On normal hits, combo into 214S for a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. On air counter hit, with good positioning, you can combo into 214K to extend as well.
6H is another great tool to compliment Ky's neutral game. It is his slowest poke at 15 frames, but it has the most range of his neutral tools, has a large disjoint, and hits low enough to defeat low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. normals. It complements f.S well, as it nails low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. normals that would go under f.S with a Large Counter Hit that leads into Ky's most damaging combos. Additionally, the large range means that it can also be used very preemptively to catch opponents trying to stuff an approach with a long-range button of their own, with more reward than f.S. A midscreen Counter Hit 6H goes into 214K for good damage and corner carry, while in the corner 6H is Ky's most damaging Counter Hit starter.
2D has some utility in neutral, but should be used sparingly. It is very similar to 2S, having slightly less range, no disjoint and slightly more recovery than 2S in exchange for being much more rewarding on both normal hit and Counter Hit. However, while 2S can gatling into 5H as a true blockstring, 2D has no safe cancels, prompting some players to use a fast reversal (eg.
Leo [2]8S afterwards to punish it on block, or punish anything cancelled from it. Where 2S only confirms into 236K on normal hit and requires shock to convert for more on Counter Hit, 2D grants a hard knockdown on normal hit and 214K loops on Counter Hit. Do note that the shorter range may mean that Ky would be hit in a situation where 2S would have connected.
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6P Hitbox -
6H Hitbox -
2D Hitbox
Once Ky has 50% Tension, he can unlock one of his best tools: Stun Dipper RRC (Stun Dipper > RC). It is a 7f startup low with low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties and covers a lot of range very quickly. Read the Tension Usage entry for more information.
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Stun Dipper (236K) - First hitbox
If you cycle Ky's mid-ranged moves well, your opponent might start approaching from the air to avoid having to contest with Ky at mid or close range. Ky is armed with many solid anti-airs. Be ready to whip them out at a moment’s notice.
Close Range / Brawling
At close range, Ky will generally need to rely on good old-fashioned strike/throw offense to open opponents up, with mixups only being available with meter or in Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. situations.
Your best tools to start/restart your pressure are c.S and 5K.
c.S has a lot of active frames, threatens with high damage, and has a variety of useful gatlings to threaten with frametraps, namely f.S, 2D, 6H and 5D. It is the easiest to use and a good, basic meaty to start offense up close. From c.S, Ky can threaten frametraps, stagger c.S, or even throw if his opponent is respecting his pressure.
5K's utility is a bit trickier - its unusually long active frames, low recovery and status as a low make this an excellent meaty if it hits at its latest active frames, which can be done in multiple ways as elaborated in the okizeme section. Being a +5, reversal safe, low meaty, it is arguably a better way to start your pressure compared to c.S, although either requires tighter timings or more specific scenarios for it to shine. Without the late meaty timing, 5K has less gatling options than c.S that are also more unsafe, and is a worse starter, although it does have less pushback on block for tick throwing with.
2K can be used as another alternative to start offense from neutral. Compared to 5K, it has slightly faster startup and slightly more range while sharing the same gatling options, making it the preferred option when dashing in to start pressure. As 2K has less active frames and longer recovery than 5K, it should not be used as a meaty whenever it is possible to 5K.
2P can also be a solid but passable way to start basic pressure from scramble or defensive situations. It's low hitstop, self-chainability, low disadvantage on block, frametraps into 6P and 6H, and very low pushback for tick throws make it a good base to be used in pressure.
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2P Hitbox -
c.S Hitbox -
2K Hitbox -
5K Hitbox
Ky lacks a unique overhead or command throw. This means that he is especially reliant on mind games universal mechanics for close range mix-ups. If your opponent has strong defense, you need good understanding of fundamentals to open them up. Throws are vital for punishing an opponent for blocking too much. Staggering Ky's faster buttons such as c.S and 5K and mixing in the occasional throw are good ways to pressure your opponent into acting. Throws are especially good if you have 50% meter to PRC the recovery to keep yourself safe, and even reverse a bad situation if the throw was jumped or backdashed.
It is very important to keep the universal overhead 5D in mind as a risky but rewarding mix-up option. Uncharged, it is just barely reactable, but an opponent looking out for Ky's other offensive options can be caught off guard by it. Going for this option requires 50% Tension, as it is minus enough to be punishable on block, and requires a Roman Cancel to convert on hit, but as Ky lacks any other overhead, 5D can be a straightforward way for you to open up a stubborn opponent when you have the resources.
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2D Hitbox -
5D Hitbox
Once you get the opponent to respect your blockstrings and be willing to take the throws, you can mix in pressure resets by dashing up mid pressure and using any of the aformentioned normals. It's risky, but potentially very rewarding even if blocked, and another great way to force the opponent to commit on defense.
If you wish to return to mid range, any of Ky's blockstrings can be ended with 236S or 214S to apply Shock State and create space. The former is likely to be harder to punish when blocked at further ranges, while the latter can be very rewarding on Counter Hit or corner hit if used as a last-chance frametrap.
Long Range / Zoning
While Ky does have a few options at far range, this is probably where he is at his weakest - any character who's designed to play at that range probably has better tools all around and can contest very effectively. In addition, his zoning tools aren't very competent at keeping opponents out, especially when everyone is given either solid mobility or multiple anti-zoning tools, at worst.Still, it can be useful to keep in mind what you can do from this range, and the risks that each of your options carry.
At long range, Ky will use his fireball series Stun Edge. The grounded
version (236S), is fast enough to be unreactable, and is decently safe at further ranges. However, it has respectable recovery which is in counterhit state throughout, and the fireball itself is small enough to be both low profiled and jumped over with relative ease. In addition, the reward on hit is nearly nonexistent, which brings up the main issue of the fireballs: they are high risk, low reward neutral tools. They should not be used like fireballs in other games are used in neutral. As already mentioned, characters that do not have options to outright beat them at fullscreen can simply jump over them, taking a large amount of space while Ky is stuck in his significant recovery. They are best used in neutral to catch out an opponent trying to counterpoke Ky's long normals, frustrating them into maybe taking a more reckless course of action.
Deceptively, your best tool for actual zoning or contesting other long range options are your air fireballs, j.236S and j.236H. When performed with a Tiger Knee input, they are slower on startup, but faster on recovery than regular ground fireballs. They also leave clearer blind spots for opponents to run under, depending on the version. Their biggest advantage, however, is their unique trajectory letting them to dodge other fireballs or hit in angles that are hard to contest, as well as taking air space. They are decent to use against characters such as
Leo Whitefang or
Testament when they try to throw their respective fireballs, as Air Stun Edge is most likely to dodge the opponent's projectile and hit their recovery. The aggressive angle covered by j.236H also covers both jumping and dashing at medium to long range, making it an solid option if you are choosing to play cagily.
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Stun Edge (236S) -
Aerial Stun Edge (j.236S) / (j.236H)
Air Game
Aerial attacks are an essential part of Ky’s gameplan. The utilization of aerials can be divided into two broad categories: air-to-air and air-to-ground. Both of these can be used either defensively in order to retreat, or for aggressive purposes. This section will cover both all of Ky's air options and their varied uses. The same options and moves work for both purposes, they just require different timing and positioning.
j.P is Ky's fastest air normal. It's best used in defensive air situations or scrambles due to its inferior hitbox and reward to other air normals, but its ability to chain into itself makes it easy to confirm off of.
j.K is a fairly good reaching, fast air to air normal. It launches in a good trajectory and cancel option into j.D makes it rewarding in air to air interactions. It's also got very little recovery so the risk of whiffing it is also very small. Overall a good move to challenge opponents in the air, and superior to j.P in almost every situation.
j.S has the same startup and a little more reach than j.K, but has a disjointed hitbox at the expense of significantly longer recovery. Due to its better damage and initial scaling, its a higher risk - higher reward air to air normal that can contest more options due to its hitbox. In air to air situations, j.K is more suited to being used preemptively due to its short recovery, while j.S is more suited to being used reactively due to its disjointed hitbox, greater reward, and the longer recovery not mattering if the opponent is forced to block it. j.S is also your normal of choice in left/right FDC mixups due to its long reach.
j.H is a big but slow air button. It's got good reach and high damage but its hitbox isn't very good. The animation is deceptive; there is only a hitbox in front of Ky, and it is not disjointed either. It's your best jump in, however, even if not a good one. The longer startup makes it better suited for tactics such as Instant Air Backdashing into j.H to cover a large amount of space in front of Ky at a low risk, since it will cover the space in front of him with an active hitbox as he retreats while being in the air and low to the ground.
j.D has the same startup as j.H, but unlike its relative, it has a big, disjointed hitbox. It stops Ky's momentum in place and is a projectile. Aside from being a potent preemptive air to air to protect the space in front of Ky, it is both jump and airdash cancellable very early into its animation, making it very easy to confirm. The airdash cancel especially is key to convert into big damage from air to air interactions and lead into your best punish combos. Finally, being an airtight string into j.s after an airdash cancel on ground block, and ability to chain from other air normals like j.H make it a great tool to enable Ky's high/low mixups in the corner following up 236H.
Aerial Stun Edge (j.236S/H) is Ky's most notable option from long range, due to its unique trajectory. It's slow to startup and in counterhit state during recovery, but it launches Ky up and slightly backwards in the air. It can even be plus on block if it hits very deep, but Ky generally finds it difficult to make use of his plus frames at the ranges where that occurs.
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j.P -
j.K -
j.S -
j.H -
j.D -
Aerial Stun Edge (j.236S) / (j.236H)
CH Option Select
An Option Select that takes advantage of GGST's Counter Hit system. By attacking with a medium strength or higher poke like 2S or 5H, then inputting a special move immediately followed by another, you can guarantee that the second special you input will only come out on counter hit.
Examples:
- 2S/f.S/5H > 214S~236K: Gives 214S on block/hit, 236K on CH. A bit difficult since you have to input two different direction commands quickly. Not too useful since 214S is preferred on hit, CH, and block, but 214S will whiff at max distance pokes so it's situationally useful.
- 2S/f.S/5H > 236S~K: Like the above, only it gives 236S on normal hit/block, and 236K on CH. The above is generally preferred but if for whatever reason you absolutely don't want to whiff 214S this is pretty safe at mid range.
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