KY KISKE FAQ ============================== Guilty Gear XX: Accent Core Ky Kiske Faq By MrMamation E-mail MrMamation@juno.com ============================== 1. Contents: 2. Legend 3. Game Mechanics 4. Moves 5. General Strategy 6. Combos =============================================================================== 2. Legend Guilty Gear notation (think of it like your playing on an arcade stick) 7 8 9 UpBack Up UpForward 4 5 6 --> Back Neutral Forward 1 2 3 DownBack Down DownForward 5 represents the character in neutral position while moving to the left would be 4, down back would be 1, down would be 2, down forward 3, and forward 6. Buttons P-Punch K-Kick S-Slash H-Hard Slash D- Dust Key (taken from Jet Enduro at http://www.dustloop.com/forums/showthread.php?t=772) Charged Stun Edge= CSE or Big Blue Air Stun Edge= ASE or Air Fireball Stun Edge= SE or Fireball Greed Saber= GS or Lightsaber Vapor Thrust= VT or Shoryuken/srk Stun Dipper= SD or Slide Ride the Lightning= RTL 6P= Elbow Lightning Sphere= SHINE or LS Javelin (Followup VT in AC)= LJ or just Javelin Faultless Defense= FD Impossible Dust= ID Roman Cancel= RC False Roman Cancel= FRC Faultless Defense Cancel= FDC Force Break= FB Slash Back= SB AA= Anti-Air TK= Tiger Knee ad.= Airdash JC= Jump Cancel JI= Jump Install SJC/HJC= High Jump Cancel/Super Jump Cancel ^= Homing Jump, this is when you dust and follow the opponent in the air j= This is to note that a move is done midair. c.S= Close version of slash f.S= Far version of slash Blockstun= The amount of time a blocked move causes you to remain "stunned" in the blocking position. Startup= Frames a move takes to start before it reaches its active frames. Active= Frames in which a move can hit you. Recovery= Frames a move takes to fully recover before you can move again. Oki= Okizeme is the technique of attacking the other player as they are standing up after being knocked down. Counter Hit= CH =============================================================================== 3. Mechanics Tension Gauge- The bar at the bottom of the screen is the tension gauge. It fills up by getting hit, landing hits, walking/running forward, air dashing forward or landing a Gold Burst. The Tension Gauge doesn't carry over between rounds. Burst Gauge- This is the bar right underneath the character's health and has two uses. The first is a Blue Burst which stops the opponent from comboing. If you're being hit and want stop them from comboing then you can Blue Burst. The second way to Burst is the Gold Burst. A Gold Burst is an offensive Burst that gives you full tension. After a burst is used it takes a while to rebuild. Guard Gauge- This gauge is right next to the Burst Guage. It raises when you are blocking blocking and lowers when you get hit. The higher the bar is the more damage you will take from a move when hit. Once it starts to flash and you get hit it will count as a Counter Hit. Dead Angle- Just like an alpha counter it willknock the person away that is attacking you. To do it as you guard hit two attack buttons and press toward the opponent. Takes 50% tension. Faultless Defense- Preform by holding blocking position and two attack buttons (other than S and H). Allows you to block attacks without taking any chip damage. It will slowly drain the tension bar however. Roman Cancel- To preform a Roman Cancel you press any three attack buttons at once while you're doing an attack that hits the opponent. The move you were doing will stop immediately without any recovery time. Good for doing powerful combos. Keep in mind that it takes 50% tension to preform. False Roman Cancel- The same as a Roman Cancel except it only takes 25% tension and only certain moves (usually specials) can be FRC'd. It does not have to hit them to preform it. Slashback- Slash Back allows any character to "parry" any form of attack (Projectile, Overdrive, Normals) by pressing 4 or 1+S+H. Successfully Slashing Back creates a gold aura to flash around them and have you recover faster. It cost 2% tension to use. Overdrive- Overdrives are super moves that cost 50% tension. Overdrives are also unburstable. Instant Kill- Also known as a Destroyer, it will kill the opponent in one hit. If failed to hit then the tension guage will disapear. For More general information go to dustloop.com or http://www.dustloop.com/forums/showthread.php?t=2246 ^^^GBloods thread on gameplay mechanics =============================================================================== 4. Moves Ground Normals: 5K: Hits low but prorates 80%. Useful for mixups but make sure you use it only at the beginning of block strings. No need to reduce the damage more than you need to. 2K: Pretty much like 5K but prorates 70%. Its a useful low poke and comes out fast. 6K: Not good by itself, but good in blockstrings and sometimes combos. If you hit the opponent in the air with 6K it will knock them down immediately. +4 on block. 5P: Pretty good poke in some matchups but not really used too much. 2P: Decent poke when an opponent is running at you or in throw mixups. Its oldschool though so don't over use for a throw. Its one frame faster than 2K (4 frame startup) so sometimes its better to use when trying to stop someones blockstring. 6P: Very good AA and has upper bod invincibility. Good damage and hits opponent in the air on CH. Cancels into 6H so it makes some pretty good block strings if used correctly. Prorates 90%. 5c.S: Sometimes can be used as an AA. Used in combos a lot. 5f.S: Very good poke, hits from far away and stops people from running in. 2S: Same as above, very good poke and hits low. If positioned correctly then you can combo into SD, otherwise combo strait into 2D for knockdown. 5H: Stagers on CH, good move in combos and combos into SD and 2D. 2H: Good AA in situations that 6P wont help in. If opponent is in the air when hit by this move you can air combo afterwards. 6H: Takes a while to come out but has advantage on hit. Can do mixups after this move, it also raises the guard bar quite a bit. 22 frames of blockstun so you will have plenty of time to come up with a mixup. 5D: Standard dust. 2D: Pretty good range and knocks down. Also combos into any special. Air Normals jK: Good for intercepting the opponent in the air. Can cross up as well, but it is very situational. jP: Not good by itself, but if they block while you are both in the air then you can jP your way down and continue the block string on the ground. jS: Pretty good range and can cross up. jH: Good range and cancels into air fireballs or jD. jD: Good for mixups. Takes a while to come out though, so you can get hit before hand and it will disappear. Specials 236S: Slow stun edge, better to use in most situations and can be frc'd for more pressure. 236H: Same as above nut faster. 236D: (CSE) A big fireball, used for pressure but because or the recovery time it can be a lot harder to do good mixups or apply some real pressure. 214K: Greed Saver (GS) is only good when going over attacks. Dont do what a lot of people do like GS after the end of a block string. Not safe when blocked. Prorates 85%. 236K: Stun Dipper (SD) can be used in some combos or to continue pressure. If blocked can be punished. First hit is low, second is mid and knocks down. 623S: Vapor Thrust (VT) is an uppercut, and not a good one. Use sparingly when you wake up and use at the end of air combos. After combos press 6H afterwards for Lightning Javilin (LJ) so come out and knock them down. Prorates 80%. 623H: Same as above but better to use in most situations. Prorates 80%. j236S: Like Goki's air fireball, can be frc'd for more pressure. j236H: Same but more diagonal. j236D: An air CSE, pretty good for some block strings and mixups. Force Breaks (All take 25% Tension) j214D: Puts the opponent on the air on hit and is untechable. Still stays after hit but you can be hit before it comes out. Good for mixups. 236214D: Lightning Sphere (LS) is good for a couple different things. In some instances you can use it as an AA, if you bait them to jump in at you and attack then you can use LS to stop them. You can also combo into in after 2D and air combo afterwards for big damage. 46D: After LS, no use really when you can do a decent combo afterwards that does more damage. For more information and frame data go to dustloop.com or http://www.dustloop.com/data/ac/ky.html =============================================================================== 5. General Strategy What you want to do The idea with ky is to knockdown when ever you can (which will most likely happen after 2D, throw,or VT-LJ). After throw or 2D the move you will use the most is CSE or air CSE. If you frc CSE you can catch them off guard with 2S (a low) or run up 2K. However, the objective with CSE is not to get them hit but to get them to block so you can raise their guard bar and bring them to the corner. If you dont want to use CSE because of things like Sols V or Anjis H fusion then you can run up and use 2P or 5K as bait/meaty. After VT-LJ knock down you can start some real ky mixups. There are many different things you can do in this situation however it will be easier to show you. http://video.google.com/videoplay?do...14051828569296 You can take it from there, but make sure you aren't that obvious about what you are going to do. Pressure Ky is not about the pressure. I know there are a lot of you who want to keep them blocking all day but the point is to get what you can and put yourself and enough of an advantage that you can get them blocking again. Or to mix in throws so that they will have to guess what going on. Thats where you will strike fear into the opponent and hit them. The best ways to keep pressure though will be his Stun Edge-FRC, Stun Dipe-FRC, or Air Stun Edge-FRC cause then you can not only keep applying pressure but mix in some throws or lows or highs. So when attacking remember to make sure you end it with something that would put yourself at the advantage advantage. To discuss about Ky's Stratagy and Matchups go to dustloop.com or http://www.dustloop.com/forums/showthread.php?t=3238 =============================================================================== 6. Combos Combos listed will be very basic and be the ones you want to learn first. They mostly knockdown and a few Roman Cancel combos. Hope it wont be too overwhelming for those who are new to this game. Bread and Butter combos 1. K->S->H->2D 2. 2K->S->2S->H->2D 3. 6P->S->H->2D 4. 6P->S->6P->H->2D These combos all lead to knockdown and allow you to use CSE as oki. Perfect for beginners. Dust Combos 1. D->^jS->jS->jS->stop holding up->jS->jP->jS->jP->jS->VT->LJ 2. D->jS->JC->jH->land->6H->H->GS->S->2H->SJC->jS->jH->VT->LJ Lets you practice both a standard dust combo and a ID combo. Specific combos 1. AA 6P->S->2H->JC->jS->JC->jS->jH->VT->LJ 2. AA 2H->JC->jS->JC->jS->jH->VT->LJ->land->2P->S->2H->VT->LJ 3. CH 2H->JC->jS->jP->jS->JC->jS->jH->VT->LJ 4. CH 5H->RUN UP->2D->LS->S>-2H->VT->LJ These are several examples of what you can do in certain situations. You can modify them however you like. Some Roman Cancel Combos 1. CH SD->RC->RUN UP->S->2H->Air Combo 2. 6P->S->6P->H->SD->RC->RUN UP->S->2H->Air Combo 3. RTL->RC->S->2H->Air Combo (silly 100% tension combo) Very basic Roman Cancel Combos For more information and more complex combos go to dustloop.com or http://www.dustloop.com/forums/showthread.php?t=3401 and scroll down to the combo section. ===============================================================================