Got Guilty Gear Xrd today, beat the tutorial missions, beat most of the scenario missions and did the KY Kiske combo challenge missions.
I am now even more confused with the game. Don't really know when to use the various mechanics in the game.
Someone hook me up with tips on the following (QisTopTier plz):
*Ky Kiske's good zoning normals, good anti air normals and easy hit confirms.
*I need easy mode jump in combo, easy more throw combo, easy mode combo off of his various pokes, anti airs and air to airs.
*Need to know about his playstyle. Do I zone with him using his specials, his sword normals or do I rushdown? What are his main mix up options?
*Need better explanation on stuff like doing Faultless Defense after dashing, Blitz Shield, Just defend and which throw OS is best.
*Need explanation on the various Bursts and Roman cancels especially which moves of KY are good to Burst.
Ky is an all rounder you play based on match up generally you want hard knock downs with split ciel enders. But in some match ups like vs chipp you play him brute force going for damage over knockdowns.
Take for instance sol who has a bunch of ways around Ky's zoning in this case you want to aim for counter hits into knockdowns. VS sin or say Leo who have trouble getting in you want to zone more. Treat ky like akuma because that's who he basically is. You will use all his tools in every match up in different situations.
His main mix up tools are... kinda shitty and gimmicky. Greed sever when you have meter to make a blocked one safe, Empty jump 5k, 5d Rc 2k/2d, 2p throw, 6k yrc throw. Honestly Ky's biggest issue is opening people up. You will typically want to use his faster shorter range normals to frame trap and get hits now and then like that.
Your zoning ground normals with him are basically 2K, 6P, 5S, 2S, and 6HS *yes this actually works*
His air normals are all uh weird to use properly. Typically if you are coming down you want to end with a j.S or j.HS. Air to air is a cluster fuck, diagonally above you and far j.S works depending on the character, vs faster characters and attacks you need to use j.P, j.K is good to use during jump backs or if you are going to meet at even height. j.HS is typically a wall that has a lot of stun on counter hit air to air BUT it's slow as fuck. *j.S has a lot of hit stun on counter as well*
Ground to air he is pretty solid, he has 3 good normals for this. 6P to counter meaty jump ins, 2HS to counter people coming at you from high above and if you hit with the last hit of it only on counter hit it has ten years of hit stun which can lead to huge ass damage. 5P can work as an anti air option in some situations as well and is one of your safer anti cross up options. Of course he has Vapor Thrust, S Vapor Thrust on counter hit leads to huge damage but he can be hit out of after 4 frames. HS Vapor Thrust is your standard SRK you can get huge damage off it as well as long as you RC it on hit you will land before they do and you dash up and continue the combo. Typically you don't want to use Vapor Thrust without meter to make it safe, but if you make a good read or they are being way too predictable a well timed S Vapor Thrust could be all you need to turn the match in your favor.
His j.D has various uses and you need to learn them all and when to not and when to use it.
This move leads to HILARIOUS DAMAGE. Various ways to apply it are, After an air combo do not end with Vapor Thrust end with j.D instead, Air Back dash into j.D vs aggressive players, Knockdown into jump and plant a j.D over their corpse on characters with Long wake up or DP's, just play around with it and get a feel for it's start up time and recovery. A good thing to note that after you recover from planting it in the air you can block, air dash, jump, attack, or Air Stun Edge. A thing to note though is you have landing lag added to the rest of the time you are in the air after you use this move it's very short but it's there.
Edit: Done for now.