Ky Kiske

Ky Kiske

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Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY Optimal combo from KY off cS CH. Super hit confirmable into 6H and you need to slightly delay 214S to hit after wall bounce. Meterless ender HVT does 297 and RTL ender does 311 Goes with the pressure into mix gameplan so if you get CH cS this si your confirm! pic.twitter.com/Q2zdGSCfKO— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY Making yourself safe if you return to neutral or want another way back in. Both SE are good here, if they are far and try to jump do the H version, if you think they will run in do S version! pic.twitter.com/F0mWbrcHsx— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY Turns out there are weight classes in this game! Previous optimal only works on light/medium weight. #GGST_PO #GGST_LE #GGST_NA are all heavy and you need to do this less dmg combo that also doesnt wall stick! Can replace SVT with RTL to break wall! pic.twitter.com/2bVptoIoBu— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY So why am I posting all this jC stuff? Because once you get them scared of the high/low options then you can start pulling out stuff like this meterless, jC-jD-jS-airdash FDC - low/OH/Throw or cS - another low or jC mix! Pressure loops! pic.twitter.com/evQOwZMEGJ— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY Grounded DP or 6P bait once people try to challenge your cS or 5K frame traps, you can instant cancel to a low and get big CH or punish whatever they did with charged dust! pic.twitter.com/vWfKRJgZkG— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY FD cancel after Air SE makes you drop faster and this leads to a super hard to see mixup! You can FDC and go low or do jS or even fake out an overhead with FDC - jH (Whiff) into low! pic.twitter.com/60FWgG0gyE— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY DP and 6P bait using cS -jC -jD - PRC Down - Regular or Charged Dust if they mash! So when you start doing jC stuff with KY he has many ways to condition the opponent to respect it! Ky 5D also a really good AA that juggles on CH! pic.twitter.com/iW73XiDNIo— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY So to make people respect the pressure loop that I last posted you have several options! jC Air SE PRC blows up 6Ps that beat jD and its DP safe on tall characters if you need to get out the corner or something! pic.twitter.com/07537mUpmU— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Agni Kai on Twitter
Agni Kai on Twitter
#GGST_KY Challenge: who can beat this corner damage? (260 on Sol)6HS counter hit, meterless, no Dragon Install, no shockstate or risc at the startI've already tried doing a second 6HS at the beginning instead of 5HS, but the wall breaks a hit earlier pic.twitter.com/6K0EEMmImq— Agni Kai (@AgniKai27) June 29, 2021
mario050987·twitter.com·
Agni Kai on Twitter
Guilty Gear Strive KY more shockstate damage comparisons combos...
Guilty Gear Strive KY more shockstate damage comparisons combos...
#ggstrive #ky #ggxx Some more examples and commentary on this.. So often depending on what youve done, since this game can be so specific in the first place, we can see here that when going for something optimal, there is not a drastic difference between shock state and non shock state.. This isnt even getting into the whole clusterfuck of a combo system this game has.. this is just trying to take it for what it is in a simple situation like this. And showing because shock state is so short from moves, well if you even wanted to optimize say you hit the dude with a fireball some point earlier, well shock state from a fireball is super short, so you might then go for your shock state combo only for it to not to work.. so from that thought, when going for F+K stuff it might be even better to save ideas like this for more set play kinda stuff where its more realistic to judge the shock state effect as well. And of course remember besides this though, some characters dont even honestly realistically get hit by stand s after f+k, not even just on ducking, you need a extreme potentially unrealsitic amount of momentum so that is there as well so then you would have to change it up with a kick
mario050987·youtube.com·
Guilty Gear Strive KY more shockstate damage comparisons combos...
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY Showed off some new things I learned with KY, going to post it all here! This clip is a pressure loop for ky, it has some gaps but i will post ways to blow up challenges. Passed host to @Rynge_ ! Im labbing all night so i can do this in game! More clips coming! pic.twitter.com/UtnPYaeHBr— Juste Meta Gaming TV (@JusteMetaTv) June 29, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
CH2H(2) > 236H, 236236P, 632146H Anywhere 280 -100% Everyone [5] Easy Instantly pour out all Ky's meter on grounded opponent for an easy punish. CH 2H(2) > 236H > 6H > 623) > c.S > 623H Corner 267 +36% Light/Medium [3] Medium Grounded corner 2H Counterhit punish. Useful after baiting a throw break attempt with backdash. CH 2H(1) > 236H > 6H > 623H > c.S > 5H > 214K > 623H Corner 258 +38% Light/Medium [3] Medium Anti Air 2H Counterhit meterless punish in corner CH 2H(1) > 236H > 5H > 214K > 66c.S > H > 214S > 623H Corner 241 +41% FA PO NA/Heavyweights [3] Medium Anti Air 2H Counterhit meterless punish in corner for Heavyweights and Faust CH 2H(1), 66c.S > [5D], 2S > 5H > 214K, 5H > 236S, 623H Near Corner
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Cyrano on Twitter
Cyrano on Twitter
#GGST_KY 3 uses of jD I labbed, not the most useful in the world but an other option for corner pressure to make opponent respect jump ins, commit to reversals, or stick to jabs and low reward counterplay https://t.co/b30vyWhWZL— Cyrano (@M9Alexis) June 29, 2021
mario050987·twitter.com·
Cyrano on Twitter
Amorphoux on Twitter
Amorphoux on Twitter
#PS5Share, #GuiltyGearStrive #GGST_KYConcept with fast prc on the flip kick. I am not very consistent with this one yet. @bl1tz87 pic.twitter.com/vjuwaZtjsz— Amorphoux (@Amorphoux) June 29, 2021
mario050987·twitter.com·
Amorphoux on Twitter