Some possible follow-ups are 6K, 6P, 6H, 5D, and 2D. Use it to interrupt the pressure and find an opening. 5K is a very quick low kick with a short recovery and just -2 on block.The follow-ups might be f.S, 2S, 5H, 6H, 5D, and 2D. c.S - you can start your close-range pressure with it.2S reaches a bit further, but it has a longer recovery. f.S - this poke has a very good range. These attacks are worthy of your special attention: When you understand his buttons, you can start building your own strategy with Ky. You shouldn’t stop here - enjoy the feeling of power the character can give you from this initial stage but observe and feel what he’s actually doing. The beginners’ approach of (almost randomly) pressing buttons works surprisingly well for Ky. Some of the good usages of Roman Cancel for Ky are after Stun Dipper (236K) and Stun Edge (236S) to continue your pressure. Most of Ky’s specials remove Shock State on hit. The time for Shock State depends on the move that activated it. This feature opens additional opportunities for Ky. With Shock State, the opponent gets more damage, or longer blockstun, or a good (for you) hit effect. Various projectiles activate it on contact (even if the projectile is blocked). Shock State is an important part of Ky’s playstyle. Don’t forget that a throw is always a good thing to perform in Guilty Gear Strive to open blocking opponents. Jumping Slash and Jumping Kick are also good opening tools. If they hit, you can follow up with the approaching moves (such as Stun Dipper). Mid-range pokes are essential for his gameplan (f.S, 2S, 6H). Ky has pretty strong projectiles, excellent close-range options, and good air/anti-air moves. The game itself (kind of) recommends Ky for beginners as he has five “easy to use” stars. Whatever you want to do in the fights, Ky Kiske gives you proper tools for this. This character is genuinely Jack of all trades.
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