Concepts like these really are great ! I felt i apply most of it already but even just introducing that damn 6K move (that i hate because it messes up my running 5K's a lot) in a block string is something i should really investigate more ! Tibazz
For Meter less pressure I just do Jump Cancel normals especially 5K then jump heavy slash it can be 6p but you can do dust run up grab and if you know they’re gonna Jump air grab also the 5K meaty staggers are real
Why is charge fireball oki useful if they block it? I realize you get charge state but how is that different from making them block a normal fireball in neutral? other than an extended charge state I dont see how its useful, also charge state in it self is kinda weak since it gives you a minimal damage boost. I dont see the down side of just blocking the oki every time
Great question! This is bread and butter of Ky's setplay, because charged fireball is +15 on block. If you knock em down and force to block it, they have to sit there like a duck and respect it. It neutralizes DPs to certain degree and gives you enough plus frames to go for any kind of mixup you wanna go into. Take a look at www.dustloop.com/wiki/index.php?title=GGST/Ky_Kiske/Strategy#Effective_Options_During_Okizeme for detailed information.
You might want to take a look at some of my latest vids, if you haven't seem them already. Also, there was one about "6k thoughts" - just skip to the last section about blockstrings. Maybe you'll find something there.
Doing throw after 6K is hella risky because people don't know its plus on block lol. I think I'll try charged 5D after 5k or 2k as I feel like I can condition people better doing jump k 2k 2d fireball.
You gotta condition them to blocking after 6k first, you got very good options for that. I got video on that if you interested. They mash first couple of times if they don't know, but consistently block in my experience after you counterhit them a few times beforehand.
Still very good observation! I certainly didn't make it clear in this video that raw 6k is very risky (you def right), probably should've said couple of words about it. For those who don't have time to watch me rambling about that stuff for several minutes, basically, this is how you condition them: 6k 2k 2d if 6k blocked standing, 6k c.S (counterhit) into whatever if blocked crouching.
Very useful info! Learning these pressure options become even more important at higher levels where players know Ky has no safe special enders.
Great content. Doing your part to help every little Kyle dream big.
Concepts like these really are great ! I felt i apply most of it already but even just introducing that damn 6K move (that i hate because it messes up my running 5K's a lot) in a block string is something i should really investigate more !
Tibazz
Glad to see more focused guides for ky. Would love to see more videos like this!
Very good video, thanks!
Awesome video! :D
For Meter less pressure I just do Jump Cancel normals especially 5K then jump heavy slash it can be 6p but you can do dust run up grab and if you know they’re gonna Jump air grab also the 5K meaty staggers are real
Yeah, jumping after 5k and c.S from time to time is something I try to incorporate myself lately. Jump HS on oki as well.
After throw do a micro dash(with the dash button )then charged stun edge
Yeah, it's crucial. Something I did not actually consider at the time, but super good advice.
@@nanashi-gamingits very good every ky player should use this
Why is charge fireball oki useful if they block it? I realize you get charge state but how is that different from making them block a normal fireball in neutral? other than an extended charge state I dont see how its useful, also charge state in it self is kinda weak since it gives you a minimal damage boost. I dont see the down side of just blocking the oki every time
Great question! This is bread and butter of Ky's setplay, because charged fireball is +15 on block. If you knock em down and force to block it, they have to sit there like a duck and respect it. It neutralizes DPs to certain degree and gives you enough plus frames to go for any kind of mixup you wanna go into. Take a look at www.dustloop.com/wiki/index.php?title=GGST/Ky_Kiske/Strategy#Effective_Options_During_Okizeme for detailed information.
Sweaty guy here... does Ky have any high mixups with meter?
You might want to take a look at some of my latest vids, if you haven't seem them already. Also, there was one about "6k thoughts" - just skip to the last section about blockstrings. Maybe you'll find something there.
Fj arc without SS is just safe but not plus
Doing throw after 6K is hella risky because people don't know its plus on block lol.
I think I'll try charged 5D after 5k or 2k as I feel like I can condition people better doing jump k 2k 2d fireball.
You gotta condition them to blocking after 6k first, you got very good options for that. I got video on that if you interested. They mash first couple of times if they don't know, but consistently block in my experience after you counterhit them a few times beforehand.
Still very good observation! I certainly didn't make it clear in this video that raw 6k is very risky (you def right), probably should've said couple of words about it. For those who don't have time to watch me rambling about that stuff for several minutes, basically, this is how you condition them: 6k 2k 2d if 6k blocked standing, 6k c.S (counterhit) into whatever if blocked crouching.
@@nanashi-gaming great content man thank you
@@nanashi-gaming great I'll have that in mind