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With 50 tension he becomes very threatening because of stun dipper RC. He also has RTL which gives him a wall break from basically across the stage so any stray hit can lead to positive bonus.
Overall I think he's pretty strong, it's just he doesn't do a lot of cool fancy stuff so it's not immediately obvious what he's good at.
That being said here are some strengths, which are directly tide to his game play strategy.
1.Ky has a fast run speed even though hes not a speedster like millia or chipp. he's faster than Sol, and Baiken and others. using this is key to making him shine well with dash blocking or pushing your buttons to the tippy tip so that they catch opponents unexpectedly.
2. He has a great far slash,it not as long as Ram or Faust, but it carries momentum to catch people, it a good button to poke or spam with. use this to condition opponents to throw out a 6P. Speaking of 6P, he has one of the most consistent 6P's in the game, it not too slow or fast, its just right. also his 5k has the longest active frames of all his moves, so use it to catch opponents on wakeup or to keep certain approaches out like Chipp's farslash. 6H is may favorite of all his buttons especially when it counter hits because the opponent misjudged the distance.
3. The stun dipper a.k.a the scum dipper, this is the ONLY MOVE people will complain about and Ky still cant be considered "broken. its not spammable and if the distance is not correct, opponents can block and punish you guaranteed. This is a move you use exclusively with Red RC, confirm the 1st hit of it then go into your combo route. its somewhat fast but they nerfed it to have more start up, still its a good tool to use for certain approaches.
4. Charged Stun Edge, another good pressure and set play tool, this can be used to gauge your opponents reaction time to "white bread mixes". Charge stun edge into staggered grab, charged stun egde into 6k to steal a turn or catch a whiff, charged stun egde into tap dust red RC, charged stun edge into Wild assault combo route to build the opponent risk gauge, there are others but I'm not really good on Ky like that so I dont know them, these are just the Basics.
5. Shockstate, this is cool but even for me a person who mains Ky its underwhelming, but basically you already know a lot of his moves become "plus on block" or whatever, so you use the shock state to push your pressure by supposedly being more Plus. landing the charged stun edge helps with this. which is why you can stagger and vary your pressure and approaches so differently when you are in someones face. I have a rant about shock state not really being a decent gimmick for Ky compared to the rest of the cast but this novel is not a rant.
6.he has a meter-less reversal in Vapor Thrust light slash version only, they took the reversal attribute away for the Heavy VT which ill never forgive them for. when you've opened your opponent during shock state, use heavy vapor thrust to send them flying and catch them with a close slash on the way down.
Ky is a character that you have to use to read your opponent well and respond accordingly(i mean i guess you can say this about every character), you cant necessarily just throw out buttons. So all of his tools are for pressuring and conditioning opponents to make mistakes in positioning (because he doesnt have built in mix). He can push offense, just not as well as Leo or Sol and he also has to take more risks but he has the defensive tools to reliably test the temperature of your opponent. I would suggest watching players like Danny, Fern22 ,Scambolini and even some of Flash's old clips to get a feel for how you might want to use him. Fern22 is personally my favorite becasue I didnt know you could actually mix with Ky until I watched him but its technically difficult. Danny is your best best, as he plays the character true to his strengths and the most consistently. Danny is not fancy with it, just as Ky is not a fancy character. hope this helped.