They need to make it an invincible dp as it stands he has arguably the worst ODs in the game. Not to mention it can only activate at low hp actually make it game changer move.
@@Roymoney1998 Most characters only have two overdrives, so Dragon Install is kind of like a bonus OD for Ky. It actually does have a tiny hitbox, but perhaps it should be increased a little. I disagree he has the worst OD's, Sacred Edge (236236P) is quite nice. Dragon Install doesn't need to be an invincible DP...that's what Vapor Thrust (623S/HS) is.
@@PK-vw3gd Sacred Edge is the worst projectile super in the game can't chip reliably, you can low profile it and it's easy to punish leads to some sick combo routes but a lot of RC routes are easier. RTL may as well not exist most of the time. As it stands Dragon Install is punishable on activation since it takes so long to start and unusable on hit outside of wallbreak combo enders not to mention it nerfs meter gain to nothing which Ky needs more than most of the cast. Making it invuln would give it a purpose cuz as it stands I personally believe Ky with 50 meter is better than DI Ky due to Brc mix. Invuln could punish buttons and atleast give Ky a turn for effectively nerfing himself for the rest of the round.
@@Roymoney1998 Can't Dragon Install after a hard knockdown? Rough. I disagree about Sacred Edge not chipping reliably, because it hits many times -- which projectile overdrives hit so many times? I imagine those would be worse at reliable chip damage given how chip will bring you to 1 and then need another hit to finish. Sacred Edge can also be the "second" Edge projectile on the screen since typically only one is allowed at a time. I would actually like it to be usable in the air. I think we've yet to see DI's power come to fruition, it does a lot for Ky's base stats, but you're right about tension being essential.
@@PK-vw3gd Rams beam chips out better and is nigh unavoidable for example. You can DI after a hard knockdown but now you re-enter neutral with a lack of mix due to no meter and no meter gain. You can use that meter for brc oki instead and get a better situation out of it after.
As a Ky player with over 300 games in strive so far. He has to work very hard in a lot of match ups to do the same things other characters do for free. But he's not bad in a sense that he's unplayable. I do honestly think that when Ky can get a knockdown he can start his pressure and steam roll a match. Specifically with the implementation of tick throws. That helps his lack of mixup. Play him as a grappler and watch all your meaty cS's counter hit.
I thought Ky was good because I started with him. Climbed to floor 8 then played Chipp and got floor 9 in like two hours. I'm so confused lol. I guess chipp is just a kind of character that dominates low ranks because people don't know how to deal with his speed ?
His gimmick "shock state" feels nonexistent. Has a very punishable fireball. He gets blown up real easily, has no mix unless you condition really hard or have meter. Not that much damage either. If you play against a good Blue/purple RC user, Ky literally suffers. DI is hit or miss like Kizzie said. Getting into DI is kinda difficult as it is, and if you get into DI you might get a lot of meterless routes now, but your meter gain becomes nonexistent. Ky is character that is good at shutting people down on mid range, and with good corner carry complement his offense, but the lack of mixup, and surprising being unsafe in most situations and reliance on meter for most of his stuff just hinders him.
Yeah so far my experience with Ky has been working harder with worse buttons to do less damage using more meter (and needing meter to get any damage) than over half the cast. His buttons are very below par and his neutral game is worse than at least 6 other characters, after 200+ matches as Ky I still cannot figure out what he's actually meant to be doing in matches; that is to say, in what place he is in a winning position that he's supposed to leverage to win. His fireball is punishable on hit, his buttons are fairly slow and unsafe for a character of this type, S/HS have swing hitboxes that take time to get their full reach and have very extended hurtboxes, he has zero damage without 50% meter, no hi/lo mixup, and he has two of the worst supers in the game, one of which being the single least safe move in the game, at -82 on block. Idk why they felt it necessary to make all of Ky's buttons so unbelievably bad.
idk about good at shutting people down on mid range since his hurtboxes gotten worse on his key normals. May, Ram,Sol all have disjointed normals that have bigger hitboxes ,with relatively same length or even bigger. Heck ,even Giovanna is better than Ky at mid range imo, because of her dash kick
Yeah, as a blazblue player, Jin and ky had a nice overhead kick to get good mixups. I was surprised they removed that. You’ll need more RC use than other characters to make Ky viable.
A little, but 5K gatling into 5D works just fine, and with meter you get to go nuts. Blue RC makes for some crazy 50/50's. What really throws me off is Ky not having a crossup anymore.
Ky’s completely viable but there are a ton of monsters that can run trains on you in this game. That unfortunately probably makes him bottom of the barrel. His normals are okay at poking but have terrible hurtboxes on recovery, his fireball is very punishable, and he lacks mix up besides strike or throw without meter. DI is worthless and Shock state as a whole only really does three things: make FA safe on block, make follow ups after DP, and makes the rest of your specials less minus on block. On the good side, Ky has easy unburstable wallbreak from mid screen with RTL. His damage is actually really high in the corner even without an RC. CSE oki is real in the corner. Ky is pretty honest in this game but that doesn’t make it impossible to win with him. Still buff please Arc Sys.
I feel like if the shock state did something similar to Londrekia's freeze count, that would give Ky so much combo potential without having to use meter
I have been playing Ky since launch , he feels like the textbook definition of jack of all trades but master of none . His lack of a meterless mix-up option is sad . Buff my boi.
His mix is neutral tbh .. when in shock state, he can either do the flip or just continue zoning with projectiles. But yeah I feel you about lack of meterles mix. It’s hard to play him vs rush down characters like Chipp, and Gio
@@gojirasaiyan3256 you do not want to zone as Ky stun edge is so dangerous to throw out due to the extremely long recovery and it being in counterhit state
@@Miryemo yea it should really be an overhead, sure he has a lot of lows, but a lot of lows don’t matter if he doesn’t have something to scare them into blocking high. I really don’t understand why it’s a problem for Ky to have an overhead, I wonder what the justification is from their POV as to why he is the way he is.
I'm in the same boat with you. We Ky mains are on the struggle bus with no driver rn. I think he's a little too sauceless for a major youtuber to pick him up unless they're doing an Install meme video. Though I would instantly sub if someone started putting out consistent high level gameplay of him.
IMO one of Ky's major problems in Strive is his hurtboxes on 2S and 5S. When I got into Strive initially I thought I was abysmal at footsies again. It wasn't until I was labbing did I realize his swords hurtboxes overlap the hitbox 1 for 1. That's why you rarely see 2S or 5S clash, they just flat out lose if it touches another hitbox.
@@Beans-do6wc It was, But I think they do the right thing taking that move off, It would be broken as fuck in the xrd and strive system, same with 222H
Im enjoying Kai, but Im new to fighting games so I like him cause his inputs are so intuitive. Im sure a lot of characters are better, but I having fun with him even though mostly use. The simplicity of his inputs allow me to focusing on learning other aspects of the game without having to worry about forgetting his specials. Plus his combos are acutally pretty easy to learn. Ive been using ahmz1404 videos for a combo list. As I said im new though so Im not sure whether they are the most optimal, but they have been a good starting point.
If you're searching for more info I would suggest the dustloop wikia : dustloop.com/wiki/index.php?title=GGST/Ky_Kiske There is a combo and a strategy section that might help you if you feel like you're struggling to improve at some point. You'll also get the frame data (but if you're new don't worry about such things for now). Glad we count another Ky in our ranks. Have fun my dude
I'm enjoying Ky, but he does feel a little underwhelming compared to the rest of the cast. I think it's neat they actually gave an answer to one of (what felt like) his greatest weaknesses, with Dragon Install as a comeback factor. If only it were a smidge better, at least in how early you can trigger it (I'd consider 40% at most) since everything hits somewhere in the realm of truck or tank.
Playing KY in strive you have to have good awareness an prediction skills. Having to react to how the opponent is blocking or anti airing with an air grab you baited with a stun edge. If only he didn't need shock state to get his game plan going. Do should apply shock state
I think "do" was supposed to be DI? Everything in DI that applies shockstate uses it with the multi-hit and I think the moves that don't apply shock state get better frame data right?
Ky's main issues are the following. Stun dipper flat out sucks now, not only is it a soft knock down but Ky recovers so slowly you get no real advantage. This is a problem as Ky's strength in previous was the ability to get oki off any stray grounded hit, versus Sol who used to only get knock down from close range mid screen. Also the 2nd hit of stun dipper can whiff if you are two far even if the first hits and that is just unacceptable. 2. No truly safe specially to use as a block ender. Also do to issues with Stun dipper and lack if 2D gatling off F.S and 5HS Ky can find weird himself in weird situations where he is too far to use 214S to end combos but too close to safely use stun dipper or edge instead.
"he is too far to use 214S tobend combos but too close to safely use stun dipper or edge instead." OMG This happens to me all the time! My muscle memory just messes up because I don't know which special to use to end the string.
I've just been firing fireballs or FA(214K) there. FA is plus and can continue the combo if it doesn't get reacted to (Albeit weirdly, with 2K》2D》214S being almost the only viable option), and fireballs will hit anyone trying to react to FA. Edit: I see that you already wrote about using SE there. Now that you mention it, I do also remember being in situations where I've been punished after what I thought was a safe block string.
Okay so I learned something when labbing Ky. You have to delay your input for stun dipper a little bit for the 2nd hit of it to connect. If you do it too fast, the 1st hit will land but the opponent will block the 2nd hit. It's weird af but legit that's what's happening.
@@jaqf2397 Yep that helps when the second hit doesn't combo up close. Delaying stun dipper works because Ky's slashes and heavies have a large amount of push back so doing the stun dipper late allows you better spacing since you are letting the push back play out.
Damn I thought it was just me being trash (not that I ain't), but after watching kizzie play you really don't get a lot of big hitting combo's with Ky. I feel like you just have to chip away at damage slowly and hope that you're not too close for your stun dipper to get blocked on the second hit and eat a 50% punish. Kinda feels like you have to work much harder for your damage as you're slowly chipping away with your 6P into 214S and it's hard to get yourself into a situation where you can hit a close S to start of a nice combo whereas other characters can hit you with something and convert into a nice combo rather than just stun dipper or 214S
Without meter, most characters can only cancel into special, unless they get a wall-bounce, which Ky has in 6h. So I don't know what you're talking about. Where Ky suffers, imo, is his dependence on shock state to get any kind of decent pressure. Other characters seemingly do more damage because they are able to throw out moves with a lot of plus frames, which Ky lacks. So Ky is stuck playing a safe playstyle.
@@KingAfrica4 Yeah sure, but so does every character. Getting into those situations is the problem and if someone is dumb enough to not block your close S then they deserve to get smacked. Not to mention if they block your S and your HS the game puts Ky over half the screen away, way past neutral state so you have to settle for a blocked 236S and give them all the space in the world. It becomes frustrating when you see how many other characters have safe moves to get them back in.
@@CrowsofAcheron Yeah, and even then shock state isn't amazing. Fighting another Ky it's very easy to predict them going for a 214K etc when you are in shock state so it kinda rules that out and it doesn't last nearly long enough too it's easy to wait it out. I don't think I've ever managed to get away with a 214K without it being 6P'd unless it's in a combo. It's so slow
IMO shock state is cool, but it doesn't last long enough or give enough benefit. (You can't use SS in a grab RC combo unless you grab right after applying it) Also, he feels like he's just got worse options. Stun dipper goes under less than STBT and Sol's new ground viper, and doesnt even give as much damage as either, FA is slower than most overheads that others have and isn't even + w/o shock state, and he doesnt even really get his iconic fireball oki, while I-no has good fireball set-ups AND the mix to abuse them Ky's my favorite character in all of fighting games so I might be a bit too salty lol
I just bought this game last night and labbed Nago, Chipp and Zato all for multiple hours and still nervous to go online. This is my first fighter I’m getting into lol
Play who your most comfortable with first, when you play your first match you’ll probably be nervous but just try to get used to the feel of your opponent and think of it as a learning experience before you start taking it seriously kind of like practicing so your jitters will go down then you’ll feel wayy more comfortable
I'd say that without greed sever he feels worse but I have little experience with him outside a few months of Xrd and about a week of Strive. He still feels solid I just miss that overhead
Arc being a combo tool but losing overhead is a weird trade off that I’m still mixed about. I think his combo routes are actually pretty sick but my man Ky ain’t got no mix. He’s also surprisingly unsafe on a lot of things.
Ky is ok in strive. But now you really have to play the game. Like every char in strive (except Ram maybe) ky is toned down also. Ky in Xrd is absurd. He plays automatic with his kit and that broken overhead. Between mid level players in Xrd Ky was a monster and very very easy to play. Half of my friends play Ky there.
@@leonardomur ...at no point has Greed Sever ever been broken, it's a 19 frame overhead, you have a full third of a second before it's even active, which is absolutely average among overheads in GG. May still has a 20f standing overhead in Strive that's only -2 on block compared to Greed Sever's -10.
Ky gets flamed on because he’s too honest in a game with a lot of cheap stuff and that’s fine But I think he really shines when the player has a good read against the opponent
@@xaviercopeland2789 i don't really think that they would capitalize reads better than characters like nago or ky for example. that's just my experience; i can definitely be proven otherwise and i just might be onto crazy talk. it's just disappointing that the character i'm having a lot of fun with is being downplayed by the community because his gameplan isn't purely based on offense and he needs to put a bit of thought into attacking.
@@bossea48 you're not mistaken at all. my channel used to be dedicated to trails, in fact. thanks. ky is actually the most fun for me in the current roster, seconded by millia.
@@darqbladesoul226I couldn’t resist when I saw Tio in your pfp😂. And I might try Millia. Usually all it takes for me to get into a character is if they are cool or cute. Or both 🤷🏾♂️.
All he really needs to be as good as the rest of the cast is an over head. His DI could use a buff, but to bring him up to snuff. An overhead would be nice. With as much emphasis as they put on 214K. You'd think that it would have been a no brainer.
I do miss Greed Sever. If that move came back, I would think it would make Ky alittle bit more stronger he would have another option in his kit. Unless they buff Foudre Arc to be a overhead.
Ky is my current character of focus but I am struggling to respond to pressure with him. An earlier commenter said that Ky is human fighting against gorillas. This sums it up best, I think. That said, I find winning with him to be really rewarding because it requires understanding and conditioning of the opponent.
Every time he said support ya boi in his vids I would skip it because I would be like “ I’m already subbed” the one time I check and I see I’m not subbed... someone banish me to the shadow realm
Hmmm, what are your thoughts about making Dragon Install use 100 meter instead of waiting for lower health? Or maybe even a better version if activated at low health with 50 meter?
I've been playing only Ky since launch. It's a struggle at times. You've got good reach, but so many people have ways around your projectiles or they're so slow coming out you get messed up. I really struggle to open people up and some moves come out so slow you can't get a punish off when someone whiffs, or you have to go to the fast buttons which do no damage. Dragon install is definitely underwhelming, though it has been useful in catching new players off guard with the extra hits which they sometimes don't block. I'm not going to say he's weak, but climbing has been hard with him.
@@jaqf2397 Yeah, that move feels really out of place. It is a very inconsistent anti-air, it doesn't cross up on its own. It seems easy to counter. It doesn't feel like it's adding much to Ky's kit. But I'm strangely addicted to using it.
I played Faust and ky as my main so far with over 500 games played, the only problem is realy that you can’t mix without meter, I go up and down between 8 and 9th floor and the difference is huge where in 8 there’s a lot of people that just don’t know when to press buttons against kys shockstate stagger pressure, most in 9 block easy all of that, characters like Leo are perfect because there’s so much different stuff you can go for, please buff my boy ky I just like him the most as a character
For everything Ky had to lose, I feel like DI is super anti-synergetic for him. Reducing his meter gain kinda kneecaps him even doing stuff with it in the first place when he's already backed in a corner in the first place to use the DI. It's flashy and cool but, I feel like it forces you to play a certain kind of way and I don't know if I like that. Even without DI I feel he has to use Roman Cancels to really open people up and express himself. It's not so much that Ky can't perform and win, but being able to be a jack of all trades type of character really hurt when he's dealing with gorillas or even those who control neutral better like Ram and May.
It’s weird that when they give Ky a DI, they didn’t think of using it to give more experience players a more usable Ky to work with in exchange for his health being lower.
Love what everyone says, I've been playing ky since last beta and he really feels like a solid character, however the DI could be buffed to not at low health to make it viable, at low health you have to really Guage actions, he has mix ups with the over head and the low or just the standing medium, conditioning isn't needed if you use the mixup
Wouldn’t it be easier for them to make DI lower your health so Ky will basically be in Akuma mode and can keep up with the increasingly complex meta in that mode?
I think the game really nerfed ky when they took away stun dipper getting a knockdown during shock state. I don't remember if that was beta 1 or before it. and his framedata is just whack. Recovery on stun edges just makes no sense, and him being as negative as he is makes no sense either. When you play against someone willing to block, playing Ky feels pretty horrible. I'm just glad people aren't blue RC punishing him yet. Still get to press buttons. Would be nice if dragon install had faster start up.
Ky is some of the most fun you can have in strive imo, but he needs a little love. I think he just needs better oki and he would be great. He's very creative now
I kinda wish Foudre Arc was an overhead but I wonder if that would bloat the move or not. Its safe/ plus with shock state, crushes lows and travels a good portion of the screen.
Arc Sys would definitely see making FA an overhead as taking more from Ky’s power budget. I think the move is fine right now, just can’t get predictable with it in neutral.
Ky got butchered hard. He lost his Enhanced HS Fireball meaty setup, his Dust is not as useful since it doesn't produce the split ceil anymore. Shock State might as well not be there. Dire Eclat whiffs after S, HS gatling unless you do it point blank. His only other option Stun Dipper has low damage and needs to be at a specific range to even combo. Foudre Arc is very easy to interrupt. Basically there is not much to be afraid of when fighting Ky comparing to character like Sol where even pressin a button is dangerous that could get him a counter hit, even if Ky gets a hit confirm in neutral, best he will do is a fireball cancel.
He's one of the few characters giving me hell. Him and may have been the hardest for me to deal with. I've been doing better against ram than KY.i play nago so idk if my lack of mobility is the reason I'm having so much trouble but it's hard for me
Against ky with nago i feel like every single one of my normals loses to his and then I'm in the corner then I'm pressured to death lmao it's gnarly trying to get out of the corner with nago
@@jehoshaphatveras5580 EXACTLY what i feel. especially with that rolling air kick he does. i always lose. we both attack its never a trade. its me hurt getting ready for oki
I think Ky is the most shit character in comparison but unfortunately just like how I made Makoto work during her worst MU's in BB like Arakune and Nine, Ky is just the character the suits me the best, sucks how hard he has to work to get even the smallest reward
He needs buffs to shock state. Make DP air unblockable when the opponent is in shock state. Stun Dipper should give hard knockdown for guaranteed CSE oki.
Ky is good. Like every character is tbh. His only real weakness is he doesn’t have a truly safe blockstring, but otherwise he has tools to deal with p much any situation
Midscreen, it’s hard to get more than combo into stun dipper and if you have the meter it’s usually a bit better to just go into RTL for wallbreak bonuses while still dealing respectable damage. In the corner is where you can start doing work. 5k into 6H is a frame trap and you can do easy 200+ damage meterless off of counter hit 6H or even regular hit 6H. And 214S is a frame trap from 2D and 6P and if you get CH 214S you can get an OTG combo that just murders your opponent. But you do have to condition your opponent with tick throws first, which isn’t bad because throws do a lot of damage and you get free CSE oki in the corner after a throw.
@@Aregulargameplayer First, no, you really don't want to use RTL if you're at least at starting positions unless you get a weird starter hit, you're going to get like 60-80 less damage off of RTL, the knockdown after break doesn't benefit Ky enough to justify spending extremely precious meter to get that much less damage, since at midscreen RRC can carry to wall break anyways. Second, that's making a lot of assumptions. Even getting in range to frame trap them with 5K is hard against a lot of characters who simply have better buttons than you and know they can freely challenge, and if they just keep blocking your turn is just over and you're back to a losing neutral position. That, and 5K -> 6H is not an airtight frame trap. You can get jabbed/poked out, there's a 7F gap on normal block.
The game seems a bit like 3S in that the system mechanics are so strong/flexible that players who can use them well will look dominant with any character in the game. Right now play is so reductive and lacks any creativity because everyone is figuring out what all is even really possible. Not to say initial impressions are invalid, they're just that, initial impressions. Good to get a discussion going. The circle-jerk narratives about characters are nonsense though.
Worse purely because Projectiles that don't lock down the opponent are sub-par in Strive. Ky only gets the benefit from them AFTER they land and it's really not worth it.
Wouldn’t go that far ky got good range. Can play up close and at distance something sol can’t really do. While sol stronger ky really feels like a shoto. While sol feels like a rush down gorilla. Who is stronger but not really a version of,
@@rances4418 I agree and disagree as Sol can somewhat play at a distance as well with certain normal while Ky projectile and his long ranged normals can be Forward light punched and he suffers against most of the cast so Ky definitely needs a buff
@@SaanWukong Sol while strong can’t play distant game at all. Dudes got incredibly short range other than that one lunging special move. Kys got projectiles and pretty good range normals. Honestly ky got a lot of tools so much that grabbing opponents. Is kinda thing you see high level ky players do. I’m not saying he’s broken or even a high tier. However he’s got quite some strengths. Think he’s honestly middle tier and good pick for those like. Me that love them fundamentals characters.
@@rances4418 Sol also has his forward slash moves which is really good but I get your point. My main problem with Ky is he has way more cons than pros and I hate to say it as I also love fundamental characters as well (Hell, I main Ryu in every game I see him in) so unless you just trying to play a spacing game the entire time, which there are other characters who do that WAY better, you might as well play Sol
@@SaanWukong You’re not playing against the entire roster. KY got tools for just about every situation. I’m not arguing that sol isn’t stronger however the whole. “Just play sol” kinda wrong when they’re completely different. Also most characters have better range than sol hell even Leo with his fire ball. As sol you have to get in you just have tools to do so. Ky like a traditional shoto can be good anywhere. Also no not all characters can do that better ky projectiles are fast. Charge good pressure while they jump can predict that.His specials are unsafe but his normals are pretty good man. All I’m saying is unlike my other main zato my boy ky so much easier to play. There’s a reason to play him even if he isn’t stronger.
Most of the things who made ky bad can be resumed in just, "Get good", we really only need one thing, his 214K needs to be an overhead, other than that, it's better or just good,(The fireball being punishable was a thing even in OG so...., Ky mains get beaten because moves like Ground viper or bandit bringer)
Stun Edge was "punishable". It used to be -5 on block for S in +R, -10 in Rev2 I guess, now it's -17. Most of Ky's moves got worse frame data in Strive, while a lot of the cast got better or unchanged frame data, but the issue is Ky was a character that really only HAD frame data and a fireball, and that let you leverage good fundamentals to win matches. And losing standing overhead is just a nail in the coffin, especially since even if 214K was overhead, it's a *lot* slower than Greed Sever ever was, and that was legendarily reactable unless you were in NA.
@@SaltiestSalem Well, no, Sacred Edge is still very plus on block, it's like +10 on block. You can still die to whiff or low profile/proj immunity (looking at you, Gio), but otherwise you're safe.
@@Warmongrel Yeah but, 214k is actually slow than greed saber, but Not SUPER slow, but I guess that's why you can get better combos out of it and Have a little less recovery, and A decent frame advantage instead of god damn -10, And also, strive Ky feels more hype than Xrd ky, more with DI, but to be honest, as a ky main in basically any GG game, Adapt is the 50% of the way, Most of the time ky have more contras than pros, BUT, The pros are enough good to get people play the character (but in terms of character, Is just Meh in the good way, like in overview, but in Fighting games, if the game isn't melee, you can win with every character in the game
@@sjjdkxjcbejsj It's not that he can;t do big damage. It's that it's very hard to get into that situation as Ky. Especially because stun dipper is mega ambiguous whether it will actually combo or not so it's almost useless in a fast paced match. Which means you just end up slowly trying to chip away at them with 214S which pushes them so far away. To start a big combo as Ky you really wan't to be hitting close S which is kinda difficult to get the opportunity for. Consider other chartacters can grab easy 30-40% off of 2-3 normals and a special from any range it's a little underwhelming to play Ky right now. He needs some serious buffs
@@iamacharliest what? You are right its hard to do big damege in a real match but a character should have weakness he need only small buffs. Btw ky is mid tier he got really good neutral.
@@iamacharliest i disagree with dipper being random to combo, if have to be looking to use the tool initially and never try to react to a confirm with it, always use 214s to react to a hit confirm and if youre looking to dipper you have to use 2s at its affected and be ready to dipper on a hit, if the player isnt good at reacting to these hits or getting used to how to use it this way, should use with only meter until it becomes easier for the player to make that reaction to 2s dipper, it will work almost every time like this. With my experience its never failed.
@@majacobs1987 Yeah but it's bad on every other thing it does. It has no utility. RTL used to be a godlike punish and reversal and now it's just a combo tool.
He was strong 1st 3 days. After I was good enough, to reach levels 6 and 7, I was folding every k I came across with nago, at levels 8-10(still haven't reached celestial level) I don't even see ky
Ky feels like a human fighting gorilas.
Also, They gotta give dragon install like a pushback or something, feels really underwhelming.
They need to make it an invincible dp as it stands he has arguably the worst ODs in the game. Not to mention it can only activate at low hp actually make it game changer move.
@@Roymoney1998 Most characters only have two overdrives, so Dragon Install is kind of like a bonus OD for Ky. It actually does have a tiny hitbox, but perhaps it should be increased a little. I disagree he has the worst OD's, Sacred Edge (236236P) is quite nice. Dragon Install doesn't need to be an invincible DP...that's what Vapor Thrust (623S/HS) is.
@@PK-vw3gd Sacred Edge is the worst projectile super in the game can't chip reliably, you can low profile it and it's easy to punish leads to some sick combo routes but a lot of RC routes are easier. RTL may as well not exist most of the time. As it stands Dragon Install is punishable on activation since it takes so long to start and unusable on hit outside of wallbreak combo enders not to mention it nerfs meter gain to nothing which Ky needs more than most of the cast. Making it invuln would give it a purpose cuz as it stands I personally believe Ky with 50 meter is better than DI Ky due to Brc mix. Invuln could punish buttons and atleast give Ky a turn for effectively nerfing himself for the rest of the round.
@@Roymoney1998 Can't Dragon Install after a hard knockdown? Rough. I disagree about Sacred Edge not chipping reliably, because it hits many times -- which projectile overdrives hit so many times? I imagine those would be worse at reliable chip damage given how chip will bring you to 1 and then need another hit to finish. Sacred Edge can also be the "second" Edge projectile on the screen since typically only one is allowed at a time. I would actually like it to be usable in the air.
I think we've yet to see DI's power come to fruition, it does a lot for Ky's base stats, but you're right about tension being essential.
@@PK-vw3gd Rams beam chips out better and is nigh unavoidable for example. You can DI after a hard knockdown but now you re-enter neutral with a lack of mix due to no meter and no meter gain. You can use that meter for brc oki instead and get a better situation out of it after.
As a Ky player with over 300 games in strive so far. He has to work very hard in a lot of match ups to do the same things other characters do for free. But he's not bad in a sense that he's unplayable. I do honestly think that when Ky can get a knockdown he can start his pressure and steam roll a match. Specifically with the implementation of tick throws. That helps his lack of mixup. Play him as a grappler and watch all your meaty cS's counter hit.
I thought Ky was good because I started with him. Climbed to floor 8 then played Chipp and got floor 9 in like two hours. I'm so confused lol. I guess chipp is just a kind of character that dominates low ranks because people don't know how to deal with his speed ?
@@valor2284 I mean... are we really going to call floor 8 and 9 "low ranks"?
@@Copperhell144 fuck do i know. I have never played fighting games before and achieved floor 8 in like a week so I thought it’s considered low.
@@valor2284 I simply assume it's high cuz there's only 11 floors in total, so I can't say I know any better either...
His gimmick "shock state" feels nonexistent. Has a very punishable fireball. He gets blown up real easily, has no mix unless you condition really hard or have meter. Not that much damage either. If you play against a good Blue/purple RC user, Ky literally suffers. DI is hit or miss like Kizzie said. Getting into DI is kinda difficult as it is, and if you get into DI you might get a lot of meterless routes now, but your meter gain becomes nonexistent.
Ky is character that is good at shutting people down on mid range, and with good corner carry complement his offense, but the lack of mixup, and surprising being unsafe in most situations and reliance on meter for most of his stuff just hinders him.
so far his only mixup is 5K and slide in terms of low mixups but i echo your words,
Yeah so far my experience with Ky has been working harder with worse buttons to do less damage using more meter (and needing meter to get any damage) than over half the cast. His buttons are very below par and his neutral game is worse than at least 6 other characters, after 200+ matches as Ky I still cannot figure out what he's actually meant to be doing in matches; that is to say, in what place he is in a winning position that he's supposed to leverage to win. His fireball is punishable on hit, his buttons are fairly slow and unsafe for a character of this type, S/HS have swing hitboxes that take time to get their full reach and have very extended hurtboxes, he has zero damage without 50% meter, no hi/lo mixup, and he has two of the worst supers in the game, one of which being the single least safe move in the game, at -82 on block. Idk why they felt it necessary to make all of Ky's buttons so unbelievably bad.
Why Ninggaung working at mcdonalds?
idk about good at shutting people down on mid range since his hurtboxes gotten worse on his key normals. May, Ram,Sol all have disjointed normals that have bigger hitboxes ,with relatively same length or even bigger. Heck ,even Giovanna is better than Ky at mid range imo, because of her dash kick
Yeah he definitely needs some buffs cause while decent, you might as well play Sol tbh
Coming from +R this ky feels omega weird but pretty solid, although he feel a little too honest without GS
Yeah, as a blazblue player, Jin and ky had a nice overhead kick to get good mixups. I was surprised they removed that.
You’ll need more RC use than other characters to make Ky viable.
@@e1v1a19 sucks that DI cuts off meter gain...
@@e1v1a19 Jin's 6B isn't an overhead, 6A is.
Right?
I thought it was just me...
A little, but 5K gatling into 5D works just fine, and with meter you get to go nuts. Blue RC makes for some crazy 50/50's. What really throws me off is Ky not having a crossup anymore.
Sometimes I think I'm whooping an opponent, then I look up and haven't done that much damage
Lmao I feel you
Ky’s completely viable but there are a ton of monsters that can run trains on you in this game. That unfortunately probably makes him bottom of the barrel. His normals are okay at poking but have terrible hurtboxes on recovery, his fireball is very punishable, and he lacks mix up besides strike or throw without meter. DI is worthless and Shock state as a whole only really does three things: make FA safe on block, make follow ups after DP, and makes the rest of your specials less minus on block.
On the good side, Ky has easy unburstable wallbreak from mid screen with RTL. His damage is actually really high in the corner even without an RC. CSE oki is real in the corner. Ky is pretty honest in this game but that doesn’t make it impossible to win with him.
Still buff please Arc Sys.
I feel like if the shock state did something similar to Londrekia's freeze count, that would give Ky so much combo potential without having to use meter
That would be way too unique and powerful of a mechanic to put in Strive, unfortunately. That being said I would be super down for it
@@grantgarbour true, that would be busted but would be pretty cool
I have been playing Ky since launch , he feels like the textbook definition of jack of all trades but master of none . His lack of a meterless mix-up option is sad . Buff my boi.
His mix is neutral tbh .. when in shock state, he can either do the flip or just continue zoning with projectiles. But yeah I feel you about lack of meterles mix. It’s hard to play him vs rush down characters like Chipp, and Gio
@@gojirasaiyan3256 you do not want to zone as Ky stun edge is so dangerous to throw out due to the extremely long recovery and it being in counterhit state
I think he needs an overhead because its so hard to mix up when theyre blocking all the time
@@Miryemo yea it should really be an overhead, sure he has a lot of lows, but a lot of lows don’t matter if he doesn’t have something to scare them into blocking high. I really don’t understand why it’s a problem for Ky to have an overhead, I wonder what the justification is from their POV as to why he is the way he is.
@@bowserfriend try to TK his fireballs , it helps him a lot because it puts him in a better place in the screen. And from full screen it works wonders
Please play more Ky, I need somebody actually good to show me what I'm doing wrong with him
I'm in the same boat with you. We Ky mains are on the struggle bus with no driver rn. I think he's a little too sauceless for a major youtuber to pick him up unless they're doing an Install meme video. Though I would instantly sub if someone started putting out consistent high level gameplay of him.
@@peterhousen7974 this is facts, add the fact that he has no overhead built in his kit unlike the monsters of this game
IMO one of Ky's major problems in Strive is his hurtboxes on 2S and 5S.
When I got into Strive initially I thought I was abysmal at footsies again. It wasn't until I was labbing did I realize his swords hurtboxes overlap the hitbox 1 for 1. That's why you rarely see 2S or 5S clash, they just flat out lose if it touches another hitbox.
Ky feels really good to pick up, but it seems like you simply just have to work harder to do everything (but you can do everything)
I won't lie, I miss split ciel. Trunks, I mean, Ky doesnt feel the same without it
it's xrd only but We can say the same of +R DP follow up of 623S/HS
@@draw_neos-5064 I remember that shit. My god, it was sick
@@Beans-do6wc It was, But I think they do the right thing taking that move off, It would be broken as fuck in the xrd and strive system, same with 222H
Ky is probably my fave after Pot, both of them feel natural to me
That’s a sick ass roster lol
Both so fun! It feels weird playing anyone else for me.
Im enjoying Kai, but Im new to fighting games so I like him cause his inputs are so intuitive. Im sure a lot of characters are better, but I having fun with him even though mostly use.
The simplicity of his inputs allow me to focusing on learning other aspects of the game without having to worry about forgetting his specials.
Plus his combos are acutally pretty easy to learn. Ive been using ahmz1404 videos for a combo list. As I said im new though so Im not sure whether they are the most optimal, but they have been a good starting point.
If you're searching for more info I would suggest the dustloop wikia : dustloop.com/wiki/index.php?title=GGST/Ky_Kiske
There is a combo and a strategy section that might help you if you feel like you're struggling to improve at some point. You'll also get the frame data (but if you're new don't worry about such things for now).
Glad we count another Ky in our ranks. Have fun my dude
I vibe with Ky, he's been a good starter main for me. Probably going to learn the chad Zato to main though.
I appreciate u putting captions in this video, thx u
I'm enjoying Ky, but he does feel a little underwhelming compared to the rest of the cast. I think it's neat they actually gave an answer to one of (what felt like) his greatest weaknesses, with Dragon Install as a comeback factor. If only it were a smidge better, at least in how early you can trigger it (I'd consider 40% at most) since everything hits somewhere in the realm of truck or tank.
It would be good if you gain tension during the install
@@KingAfrica4 I'm less concerned over the meter gain, but it would be a nice buff to get as well.
@@XernuhtZwei well, it's a move you can only use when you're low on health and you can't even FD without meter so you'll easily die to chip damage.
Playing KY in strive you have to have good awareness an prediction skills. Having to react to how the opponent is blocking or anti airing with an air grab you baited with a stun edge.
If only he didn't need shock state to get his game plan going. Do should apply shock state
I think "do" was supposed to be DI? Everything in DI that applies shockstate uses it with the multi-hit and I think the moves that don't apply shock state get better frame data right?
@@SaltiestSalem Do was supposed to be DP
Ky's main issues are the following.
Stun dipper flat out sucks now, not only is it a soft knock down but Ky recovers so slowly you get no real advantage. This is a problem as Ky's strength in previous was the ability to get oki off any stray grounded hit, versus Sol who used to only get knock down from close range mid screen. Also the 2nd hit of stun dipper can whiff if you are two far even if the first hits and that is just unacceptable.
2. No truly safe specially to use as a block ender. Also do to issues with Stun dipper and lack if 2D gatling off F.S and 5HS Ky can find weird himself in weird situations where he is too far to use 214S to end combos but too close to safely use stun dipper or edge instead.
"he is too far to use 214S tobend combos but too close to safely use stun dipper or edge instead." OMG This happens to me all the time! My muscle memory just messes up because I don't know which special to use to end the string.
I've just been firing fireballs or FA(214K) there. FA is plus and can continue the combo if it doesn't get reacted to (Albeit weirdly, with 2K》2D》214S being almost the only viable option), and fireballs will hit anyone trying to react to FA.
Edit: I see that you already wrote about using SE there. Now that you mention it, I do also remember being in situations where I've been punished after what I thought was a safe block string.
Okay so I learned something when labbing Ky. You have to delay your input for stun dipper a little bit for the 2nd hit of it to connect. If you do it too fast, the 1st hit will land but the opponent will block the 2nd hit. It's weird af but legit that's what's happening.
I'm at 20 hour mark playing KY and you just read my mind, maybe it's time to switch.
@@jaqf2397 Yep that helps when the second hit doesn't combo up close. Delaying stun dipper works because Ky's slashes and heavies have a large amount of push back so doing the stun dipper late allows you better spacing since you are letting the push back play out.
It's an uphill battle with Ky. He's probably the most "honest" character on the roster.
Damn I thought it was just me being trash (not that I ain't), but after watching kizzie play you really don't get a lot of big hitting combo's with Ky. I feel like you just have to chip away at damage slowly and hope that you're not too close for your stun dipper to get blocked on the second hit and eat a 50% punish. Kinda feels like you have to work much harder for your damage as you're slowly chipping away with your 6P into 214S and it's hard to get yourself into a situation where you can hit a close S to start of a nice combo whereas other characters can hit you with something and convert into a nice combo rather than just stun dipper or 214S
Finally someone who gets it
When Ky is near the corner he has some sick combos you can do since you can otg after 214S
Without meter, most characters can only cancel into special, unless they get a wall-bounce, which Ky has in 6h. So I don't know what you're talking about.
Where Ky suffers, imo, is his dependence on shock state to get any kind of decent pressure. Other characters seemingly do more damage because they are able to throw out moves with a lot of plus frames, which Ky lacks. So Ky is stuck playing a safe playstyle.
@@KingAfrica4 Yeah sure, but so does every character. Getting into those situations is the problem and if someone is dumb enough to not block your close S then they deserve to get smacked. Not to mention if they block your S and your HS the game puts Ky over half the screen away, way past neutral state so you have to settle for a blocked 236S and give them all the space in the world. It becomes frustrating when you see how many other characters have safe moves to get them back in.
@@CrowsofAcheron Yeah, and even then shock state isn't amazing. Fighting another Ky it's very easy to predict them going for a 214K etc when you are in shock state so it kinda rules that out and it doesn't last nearly long enough too it's easy to wait it out. I don't think I've ever managed to get away with a 214K without it being 6P'd unless it's in a combo. It's so slow
IMO shock state is cool, but it doesn't last long enough or give enough benefit. (You can't use SS in a grab RC combo unless you grab right after applying it)
Also, he feels like he's just got worse options. Stun dipper goes under less than STBT and Sol's new ground viper, and doesnt even give as much damage as either, FA is slower than most overheads that others have and isn't even + w/o shock state, and he doesnt even really get his iconic fireball oki, while I-no has good fireball set-ups AND the mix to abuse them
Ky's my favorite character in all of fighting games so I might be a bit too salty lol
Youre right. He used to be really really solid and know he sucks
Foudre Arc should be an overhead. Then he's top tier.
I just bought this game last night and labbed Nago, Chipp and Zato all for multiple hours and still nervous to go online. This is my first fighter I’m getting into lol
Play who your most comfortable with first, when you play your first match you’ll probably be nervous but just try to get used to the feel of your opponent and think of it as a learning experience before you start taking it seriously kind of like practicing so your jitters will go down then you’ll feel wayy more comfortable
It happens, the important thing is to have fun, learn and enjoy the process. And don't let the salt keep you away from your enjoyment xD
Just remember it's ok to lose and it's those hard fought matches win or lose, that'll help you improve.
2:35 as an ex-Ky main, I felt that.
Spaced 2.S into stun dipper always works, just never when you need it to.
I'd say that without greed sever he feels worse but I have little experience with him outside a few months of Xrd and about a week of Strive. He still feels solid I just miss that overhead
Sever4ever!
If that is the name of that rainbow overhead then, GOOD that he doesn't have that BROKEN move!
Arc being a combo tool but losing overhead is a weird trade off that I’m still mixed about. I think his combo routes are actually pretty sick but my man Ky ain’t got no mix. He’s also surprisingly unsafe on a lot of things.
Ky is ok in strive. But now you really have to play the game. Like every char in strive (except Ram maybe) ky is toned down also.
Ky in Xrd is absurd. He plays automatic with his kit and that broken overhead. Between mid level players in Xrd Ky was a monster and very very easy to play. Half of my friends play Ky there.
@@leonardomur ...at no point has Greed Sever ever been broken, it's a 19 frame overhead, you have a full third of a second before it's even active, which is absolutely average among overheads in GG. May still has a 20f standing overhead in Strive that's only -2 on block compared to Greed Sever's -10.
I will always tune in to see more footage of The King
Ky gets flamed on because he’s too honest in a game with a lot of cheap stuff and that’s fine
But I think he really shines when the player has a good read against the opponent
I see a fellow Trails of Cold Steel fan 🤔🤔🤔. Am I mistaken? Also good take on Ky.
Yeah, but if a player has good reads with a character with that cheap stuff, they’d be even better.
@@xaviercopeland2789 i don't really think that they would capitalize reads better than characters like nago or ky for example. that's just my experience; i can definitely be proven otherwise and i just might be onto crazy talk.
it's just disappointing that the character i'm having a lot of fun with is being downplayed by the community because his gameplan isn't purely based on offense and he needs to put a bit of thought into attacking.
@@bossea48 you're not mistaken at all. my channel used to be dedicated to trails, in fact.
thanks. ky is actually the most fun for me in the current roster, seconded by millia.
@@darqbladesoul226I couldn’t resist when I saw Tio in your pfp😂. And I might try Millia. Usually all it takes for me to get into a character is if they are cool or cute. Or both 🤷🏾♂️.
Ky for me seems best when playing almost completely offensive close range. Just unending combos never slowing down or leaving gaps between attacks.
I mained Ky in Xrd, and he feels whack in Strive. I think he's decently strong, but I just don't like how he feels to play.
All he really needs to be as good as the rest of the cast is an over head.
His DI could use a buff, but to bring him up to snuff. An overhead would be nice.
With as much emphasis as they put on 214K. You'd think that it would have been a no brainer.
I do miss Greed Sever. If that move came back, I would think it would make Ky alittle bit more stronger he would have another option in his kit. Unless they buff Foudre Arc to be a overhead.
You know what might help a bit with Ky?
Setting Holy Orders III as your BGM to psych yourself up.
Ky is my current character of focus but I am struggling to respond to pressure with him. An earlier commenter said that Ky is human fighting against gorillas. This sums it up best, I think. That said, I find winning with him to be really rewarding because it requires understanding and conditioning of the opponent.
Supporting the Boy!!!!!!!!!!!!!!!!!!!!!
Fun fact: you can throw Ky out of his slide on hit. Nice.
I'm ngl, I like Ky more in Strive than in Xrd. That's just me tho
Cause he looks worse in long hair imo
@@ramkindalethal732 dont get insta killed
I just miss the grinders, really. I dont care too much about greed sever. (Imma be honest, hearing trunks say split ciel was just funny)
+r Ky is life.
Every time he said support ya boi in his vids I would skip it because I would be like “ I’m already subbed” the one time I check and I see I’m not subbed... someone banish me to the shadow realm
Hmmm, what are your thoughts about making Dragon Install use 100 meter instead of waiting for lower health?
Or maybe even a better version if activated at low health with 50 meter?
Anji can literally low profile Ky's fireball with crouching dust and it's hilarious
I've been playing only Ky since launch. It's a struggle at times. You've got good reach, but so many people have ways around your projectiles or they're so slow coming out you get messed up. I really struggle to open people up and some moves come out so slow you can't get a punish off when someone whiffs, or you have to go to the fast buttons which do no damage. Dragon install is definitely underwhelming, though it has been useful in catching new players off guard with the extra hits which they sometimes don't block. I'm not going to say he's weak, but climbing has been hard with him.
Yeah I do wish his flip was an overhead. It's pretty difficult to open someone up as Ky if they know what they are doing.
@@jaqf2397 Yeah, that move feels really out of place. It is a very inconsistent anti-air, it doesn't cross up on its own. It seems easy to counter. It doesn't feel like it's adding much to Ky's kit. But I'm strangely addicted to using it.
As a Gio main i feel that Ky is a pretty favorable match up as well
I played Faust and ky as my main so far with over 500 games played, the only problem is realy that you can’t mix without meter, I go up and down between 8 and 9th floor and the difference is huge where in 8 there’s a lot of people that just don’t know when to press buttons against kys shockstate stagger pressure, most in 9 block easy all of that, characters like Leo are perfect because there’s so much different stuff you can go for, please buff my boy ky I just like him the most as a character
The timing for DPs SUCK!!!!!!!
I play ky I like him buttt I’m kind of confused on the lightning state, what does it even do?
For everything Ky had to lose, I feel like DI is super anti-synergetic for him. Reducing his meter gain kinda kneecaps him even doing stuff with it in the first place when he's already backed in a corner in the first place to use the DI. It's flashy and cool but, I feel like it forces you to play a certain kind of way and I don't know if I like that.
Even without DI I feel he has to use Roman Cancels to really open people up and express himself. It's not so much that Ky can't perform and win, but being able to be a jack of all trades type of character really hurt when he's dealing with gorillas or even those who control neutral better like Ram and May.
It’s weird that when they give Ky a DI, they didn’t think of using it to give more experience players a more usable Ky to work with in exchange for his health being lower.
Love what everyone says, I've been playing ky since last beta and he really feels like a solid character, however the DI could be buffed to not at low health to make it viable, at low health you have to really Guage actions, he has mix ups with the over head and the low or just the standing medium, conditioning isn't needed if you use the mixup
Does he get an overhead during DI? AFAIK none of Kys moves are an actual overhead while grounded. Don't use DI that much, so I can't tell.
I'll lab and see if he still have his movement on DI amd yes at the same time you can't rely on pulling out DI when under pressure constantly
Wouldn’t it be easier for them to make DI lower your health so Ky will basically be in Akuma mode and can keep up with the increasingly complex meta in that mode?
I think the game really nerfed ky when they took away stun dipper getting a knockdown during shock state. I don't remember if that was beta 1 or before it. and his framedata is just whack. Recovery on stun edges just makes no sense, and him being as negative as he is makes no sense either. When you play against someone willing to block, playing Ky feels pretty horrible. I'm just glad people aren't blue RC punishing him yet. Still get to press buttons. Would be nice if dragon install had faster start up.
What's the song on the first match?
We gonna ignore the amazing gio player he went up against he had some sick conversions
Ky is some of the most fun you can have in strive imo, but he needs a little love. I think he just needs better oki and he would be great. He's very creative now
Ky is def worse than both Xrd and +r on an objective level, and if you think he's bottom 5 than he's on par with +r Ky and way worse than Xrd Ky
They say he's down as bottom three rn it could change though so i'm hopeful
Oh, “they“ say that? Clearly it’s true then.
I do wish ky had more cheap stuff. His 6P is probably one of the best in the game at least
At the very least, make fireball plus on hit lmao
I wish kizzies videos was 15 mins long aha but then again I be lurking in the streams so that's Gucci 😂
I kinda wish Foudre Arc was an overhead but I wonder if that would bloat the move or not. Its safe/ plus with shock state, crushes lows and travels a good portion of the screen.
Arc Sys would definitely see making FA an overhead as taking more from Ky’s power budget. I think the move is fine right now, just can’t get predictable with it in neutral.
@@Aregulargameplayer agreed that foundre arc is already a great move, but he needs a standing overhead besides D launchers.
If Gio can have an overhead that's +2 on block then Ky can have an overhead that's only plus sometimes imo.
I feel like he is easy to understand but more difficult to play than many others.
When’s the Faust vid tho
Ky players can no longer auto pilot greed sever
No-
They wouldn't have been able to because of rollback anyway
It was a net play unblockable due to delay, it would be reactable here
Ky got butchered hard. He lost his Enhanced HS Fireball meaty setup, his Dust is not as useful since it doesn't produce the split ceil anymore.
Shock State might as well not be there.
Dire Eclat whiffs after S, HS gatling unless you do it point blank. His only other option Stun Dipper has low damage and needs to be at a specific range to even combo.
Foudre Arc is very easy to interrupt.
Basically there is not much to be afraid of when fighting Ky comparing to character like Sol where even pressin a button is dangerous that could get him a counter hit, even if Ky gets a hit confirm in neutral, best he will do is a fireball cancel.
I’ve been having a lot of fun and he seems pretty good to me
How do you rc and move like that. Lime make 2 of yourself and ones blue.
He's one of the few characters giving me hell. Him and may have been the hardest for me to deal with. I've been doing better against ram than KY.i play nago so idk if my lack of mobility is the reason I'm having so much trouble but it's hard for me
Against ky with nago i feel like every single one of my normals loses to his and then I'm in the corner then I'm pressured to death lmao it's gnarly trying to get out of the corner with nago
@@jehoshaphatveras5580 EXACTLY what i feel. especially with that rolling air kick he does. i always lose. we both attack its never a trade. its me hurt getting ready for oki
I think Ky is the most shit character in comparison but unfortunately just like how I made Makoto work during her worst MU's in BB like Arakune and Nine, Ky is just the character the suits me the best, sucks how hard he has to work to get even the smallest reward
What's an MU?
@@Theyungcity23 match ups
Kizzie got rollbacked at 1:45 lmao
Neither he is different, but to old veterans he probably feels alien
I'd say in this game he feels a lot closer to accent core than Xrd
Supporting our boi
Ky is just a balanced character in a game where there are some super dishonest stuff.
1:45 bruh
GIVE MY BOI KY BUFFS
how do u get his ex colors
PLZ HELP
Edit : i got the game but not the colors if anyone has a solution plz help
U had to pre order. They might be available for purchase later.
Yeah you had to preorder the game
You had to preorder if on console. PC, as far as i know, should be able to get it until the 20th.
I pre ordered like 12 hours before the 11th and I play on pc so that my be why
You just have to buy the deluxe edition or get the color pack, i didn't preorder at all btw
Why isn't counterhit stun dipper true combo into itself anymore
He needs buffs to shock state. Make DP air unblockable when the opponent is in shock state. Stun Dipper should give hard knockdown for guaranteed CSE oki.
Ky is good. Like every character is tbh. His only real weakness is he doesn’t have a truly safe blockstring, but otherwise he has tools to deal with p much any situation
What controller do you use?
I can't find any combos that don't use Roman cancel
Ky doesn't have any combos that don't use RC, outside of landing a c.S or 6H in the corner.
Midscreen, it’s hard to get more than combo into stun dipper and if you have the meter it’s usually a bit better to just go into RTL for wallbreak bonuses while still dealing respectable damage.
In the corner is where you can start doing work. 5k into 6H is a frame trap and you can do easy 200+ damage meterless off of counter hit 6H or even regular hit 6H. And 214S is a frame trap from 2D and 6P and if you get CH 214S you can get an OTG combo that just murders your opponent. But you do have to condition your opponent with tick throws first, which isn’t bad because throws do a lot of damage and you get free CSE oki in the corner after a throw.
@@Aregulargameplayer First, no, you really don't want to use RTL if you're at least at starting positions unless you get a weird starter hit, you're going to get like 60-80 less damage off of RTL, the knockdown after break doesn't benefit Ky enough to justify spending extremely precious meter to get that much less damage, since at midscreen RRC can carry to wall break anyways. Second, that's making a lot of assumptions. Even getting in range to frame trap them with 5K is hard against a lot of characters who simply have better buttons than you and know they can freely challenge, and if they just keep blocking your turn is just over and you're back to a losing neutral position. That, and 5K -> 6H is not an airtight frame trap. You can get jabbed/poked out, there's a 7F gap on normal block.
im here to support ma boi ♥
I asked Fenrich about Ky, and he said "Who is that? Is he DLC?"
Ky’s gotta be switching those Timbs out every round or am I the only one?
Idj why ky has to be the only character with a 12f fp in comparison to the other cast. You can run some very devastating os's on him.
The game seems a bit like 3S in that the system mechanics are so strong/flexible that players who can use them well will look dominant with any character in the game.
Right now play is so reductive and lacks any creativity because everyone is figuring out what all is even really possible.
Not to say initial impressions are invalid, they're just that, initial impressions. Good to get a discussion going. The circle-jerk narratives about characters are nonsense though.
Worse purely because Projectiles that don't lock down the opponent are sub-par in Strive. Ky only gets the benefit from them AFTER they land and it's really not worth it.
Tbh, he's just a much weaker Sol with gimmicks
Wouldn’t go that far ky got good range. Can play up close and at distance something sol can’t really do. While sol stronger ky really feels like a shoto. While sol feels like a rush down gorilla. Who is stronger but not really a version of,
@@rances4418 I agree and disagree as Sol can somewhat play at a distance as well with certain normal while Ky projectile and his long ranged normals can be Forward light punched and he suffers against most of the cast so Ky definitely needs a buff
@@SaanWukong
Sol while strong can’t play distant game at all. Dudes got incredibly short range other than that one lunging special move. Kys got projectiles and pretty good range normals. Honestly ky got a lot of tools so much that grabbing opponents. Is kinda thing you see high level ky players do. I’m not saying he’s broken or even a high tier. However he’s got quite some strengths. Think he’s honestly middle tier and good pick for those like. Me that love them fundamentals characters.
@@rances4418 Sol also has his forward slash moves which is really good but I get your point. My main problem with Ky is he has way more cons than pros and I hate to say it as I also love fundamental characters as well (Hell, I main Ryu in every game I see him in) so unless you just trying to play a spacing game the entire time, which there are other characters who do that WAY better, you might as well play Sol
@@SaanWukong
You’re not playing against the entire roster. KY got tools for just about every situation. I’m not arguing that sol isn’t stronger however the whole. “Just play sol” kinda wrong when they’re completely different. Also most characters have better range than sol hell even Leo with his fire ball. As sol you have to get in you just have tools to do so. Ky like a traditional shoto can be good anywhere. Also no not all characters can do that better ky projectiles are fast. Charge good pressure while they jump can predict that.His specials are unsafe but his normals are pretty good man. All I’m saying is unlike my other main zato my boy ky so much easier to play. There’s a reason to play him even if he isn’t stronger.
Ky mains unite lol
Please God, bless your holy son with the gift of Greed Sever once more so I may smite these heretics in your name.
Love the beard, sir.
I learned how to FDC iad j.s cross up today and it’s legit really good for ky . Give him another tool for getting in .
fdc?
Focus dash cancel instant air dash jumping slash
It’s faultless defense cancel, look up SKD’s new ky tech video. Basically a fast drop into air button using faultless after air dash
@@Hotwings360 yea that makes waaaay more sense lmao I appreciate it
Lmao
Most of the things who made ky bad can be resumed in just, "Get good", we really only need one thing, his 214K needs to be an overhead, other than that, it's better or just good,(The fireball being punishable was a thing even in OG so...., Ky mains get beaten because moves like Ground viper or bandit bringer)
Stun Edge was "punishable". It used to be -5 on block for S in +R, -10 in Rev2 I guess, now it's -17. Most of Ky's moves got worse frame data in Strive, while a lot of the cast got better or unchanged frame data, but the issue is Ky was a character that really only HAD frame data and a fireball, and that let you leverage good fundamentals to win matches. And losing standing overhead is just a nail in the coffin, especially since even if 214K was overhead, it's a *lot* slower than Greed Sever ever was, and that was legendarily reactable unless you were in NA.
You also get CH for a stun edge punish, which is compounded by the even worse frame data in GST
edit: said sacred edge by mistake
@@SaltiestSalem Well, no, Sacred Edge is still very plus on block, it's like +10 on block. You can still die to whiff or low profile/proj immunity (looking at you, Gio), but otherwise you're safe.
@@Warmongrel My bad, i meant stun edge. Just used to SE lol
@@Warmongrel Yeah but, 214k is actually slow than greed saber, but Not SUPER slow, but I guess that's why you can get better combos out of it and Have a little less recovery, and A decent frame advantage instead of god damn -10, And also, strive Ky feels more hype than Xrd ky, more with DI, but to be honest, as a ky main in basically any GG game, Adapt is the 50% of the way, Most of the time ky have more contras than pros, BUT, The pros are enough good to get people play the character (but in terms of character, Is just Meh in the good way, like in overview, but in Fighting games, if the game isn't melee, you can win with every character in the game
ky is good but i feel kind of weird to play it since his the easier one
KizzieKay's Ky Kiske's Kinda Okay.
Ino OD in this game
Jesus loves you kizzingtons :)
invest in some noise cancellation software bro, the sound of you mashing buttons over everything else is pretty irritating ngl
He feels like he does no damage
Did you try using rc? With the red one he can do over 250
I don't remember Ky ever being a high-damage character, though. It's part of why I never really tried learning him pre-Strive.
@@sjjdkxjcbejsj It's not that he can;t do big damage. It's that it's very hard to get into that situation as Ky. Especially because stun dipper is mega ambiguous whether it will actually combo or not so it's almost useless in a fast paced match. Which means you just end up slowly trying to chip away at them with 214S which pushes them so far away. To start a big combo as Ky you really wan't to be hitting close S which is kinda difficult to get the opportunity for. Consider other chartacters can grab easy 30-40% off of 2-3 normals and a special from any range it's a little underwhelming to play Ky right now. He needs some serious buffs
@@iamacharliest what? You are right its hard to do big damege in a real match but a character should have weakness he need only small buffs. Btw ky is mid tier he got really good neutral.
@@iamacharliest i disagree with dipper being random to combo, if have to be looking to use the tool initially and never try to react to a confirm with it, always use 214s to react to a hit confirm and if youre looking to dipper you have to use 2s at its affected and be ready to dipper on a hit, if the player isnt good at reacting to these hits or getting used to how to use it this way, should use with only meter until it becomes easier for the player to make that reaction to 2s dipper, it will work almost every time like this. With my experience its never failed.
Also, Ride the Lightning is pretty bad now compared to Xrd.
Just gotta combo into it with 2HS. It does a lot of damage still when set up right
@@majacobs1987 Yeah but it's bad on every other thing it does. It has no utility. RTL used to be a godlike punish and reversal and now it's just a combo tool.
We all know ciel was the Goat of Ky
Yeah, the fireballs lack oomph without the Ciels for me. And his air dust is kinda wack now too.
@@peterhousen7974 Yeah fr
Did you see Novril's tweet about Ky? How he thinks Ky is bottom 3?
Damn bottom 3
Thas hella cap. Dont do that to my mans
He was strong 1st 3 days. After I was good enough, to reach levels 6 and 7, I was folding every k I came across with nago, at levels 8-10(still haven't reached celestial level) I don't even see ky
Bottom 3? Completely understandable.
man at this point everyone is downplaying good characters
He ain't got no mix
worse!! the fuck did they do to ky shit
Second
Ky in this game is trash. He is the only character in this game that makes me angry. Win or lose.