[GGST] - KY SECRET TECHNIQUE - Airdash FDC Explanation / Examples
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- čas přidán 29. 08. 2024
- This works with all "standard" airdashes in the game, but Ky has particularly good utility for it. The first half of the video explains the workings, you can skip to 5 minutes in if you just want to see example setups.
Sorry my ps4 sounds like an actual wind turbine
if one more person tells me to cut my hair, know that I agree and I wish I could get a haircut
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Hit me up! Comment, Sub, whatever you'd like.
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yo, imagine if my mans played with both his eyes. He would be unstoppable.
The Kempachi effect is definitely present lol
He covers up one eye to give his opponets a fair chance at winning
He covers up his gear eye just like Ky
@@railgun4679 He keeps it covered because Dragon Install is booty this game. :(
He purposefully blocks out one eye to suppress his power. This world is not ready for him at full strength.
The grind to make Ky a better character continues.
he's already good, stop
@@zeroranger I said better, not good. No stopping.
@@valla7644 DONT LOOK BACK
I mean he’s Mid even Zato is better than him
@@sharpenmysight5954 Zato is good, there's just not many good players playing Zato.
My man doing Gods work. I can actually mix my offense now, instead of Auto-Piloting CSE strike/throw mixups. Subscribed!
I will be trying this with my robo may when she comes out. thank you very much skd.
Hi there :)
Amazing video, truly!
Not only you explain how FDC works and why it does, but you also demonstrate it all and in a really comprehensible way.
And the cherry on top of the cake: you actually go deep enough to prove exactly how amazingly useful it can be (in this case for Ky), explain why, and then show how it feels to be on the defensive side, trying to deal with the Crazy offense this technique can provide!
I'm really thankful for your hard work studying and trying out the stuff, but then also making the videos to help all the community improve!
Amazing job; keep up the excelent work! :D
How do u input fdc
This video was the longest "I GOT HIT" of my life
I discovered airdash FDC was a thing and it may have setups like this but I don't have the skills to test it lol but I'm glad you created this so I can learn. Thanks
This is really helpful. Didn't even know it was a thing, will be looking at this!
All this ky labbing payed off now that hes crisp with this new patch
This was very educational, I appreciate your explanation on this. I'm going to play around with this, keep the Ky grind going!
You’re making me love this game so much!! I miss having options like this in a fighting game fkkkk
Seeing this in my recommendation got me past my plateau with Ky. Subscribing so I don't miss anything else.
bruh i was fighting you earlier today in a ky mirror and you blew me tf out, but i think i learned a lot, thank you for the sets
@@alfredthegreatking Yo man, I was practicing the FD air dash in the sets. You helped me sort out the timing. GGs.
Awesome, fun, and informative! Thanks and take care SKD!
This is great content : ) I hope you keep on doing stuff like this cause it's very appreciated and I'll always watch
great vid, skd. You are keeping the ky dream alive lmao
Been following you since you were posting about FDC in the first beta. Amazing video! Hope more people start looking at this, its a super cool tech that very few people are talking about.
Ive always admired the effort you put into labbing games since the blazblue days im so glad that youre working on a character im trying to learn
Well this is a game changer. I wish I knew this climbing to celestial ... Good lord. Subscribed
Really great video. Love the different set ups you showed! Need to practice this in training mode. I wonder if I'm gonna need to remap a button on controller for this.
I played on an xbox controller for a while before switching to stick- I ended up putting faultless defense on B, and switching heavy slash to Rb and it felt so nice and easy to do.
Appreciate you showing what you've found so far
The tech is actually really sick with Milla after c.S, jump cancel. You basically get an instant landing after crossing up for quick HS disc setups.
edit: Also tried with j.P into 2K, 2D. Ridiculous speed and reliably safe. Best of it all? You are not too far away for the cross up mixup after disc.
edit 2: It is also powerful to keep up your momentum after the combo. Returning to ground much quicker.
Coolest tech for Ky I have seen so far
This is my first real ArcSys game I'm getting into, but I've always liked hearing you talk about and explain things in games, SKD. Hope we keep getting more stuff.
Do urself a favor and quit, not worth it
@@internetmemeplace6886 You got beat by a sol player on floor 4 and malded didn't you
@@niko-ef8hq nah I don't play trash watered down games like this
@@internetmemeplace6886 “watered down” lmfao. no one really cares that you don’t like the game. This guy clearly likes it and you commenting aint gonna change his mind. I suggest you use the time you take replying to random people who enjoy the game, and use it to actually get good at a fighting game for once in your life.
Thank you so much for making this SKD! This was very helpful!!
This video is amazing, i need more Ky stuff
This is GOLD !
Great video and examples. I hope you will make other Ky related video for strive.
I wonder if there is any application for this with Millia. I doubt it but I'll mess with it. Thank you for the tech, sir.
Awesome content and love the breakdown. :)
This is amazing. Thank you for sharing
This is great. Though it's almost a shame that so much effort and tech is required to make the character work.
5 star accessibility rating character right here
I mean... his basics are simple enough, right?
Thanks for the Holy Kyble
To clarify, the inputs are IAD > Immediate FD > Whatever normal?
Yeah, but the fd can't be buffered into the airdash startup like normals can since it's kara canceling a normal. There's a timing to it, but it's not very difficult at all
@@xSuperKawaiiDesu Would you consider creating a guide video going through the timing and sequence in detail? I know your motions and virtual stick are in the video, but a close-up breakdown would be super helpful.
Great video btw! You're very good at explaining things :D
This is super useful, Thanks
Amazing guide. Why doesn't Panda promote you like they do Hook, Kizzy an the smash players.
From a position of inexperience, is there ever a reason NOT to use FD out of airdash to speed up fallspeed the way you've demonstrated? Considering that you can do it early or late in the airdash to provide a wider range of landing timings than the single fixed normal one?
Also to clarify, I imagine that every character can use this to some extent? (excluding Nago and Pot obviously)
Presumably this property can be of use for nearly any character either after a knockdown or when approaching.
@@FrizzlenillCAN it depends on when you want to use your normal, so for like certain combos FDC can be advantageous, sometimes you want the normals to come out at their original height (say, you want to use jD to stall out an anti air, it makes sense to use it higher) and speed. It's a case by case thing, but generally on his offense, yeah, FDC is super useful. Most characters can use this! Certain characters like millia and giovanna have special airdash accelerations that affect this, so they can't really utilize it the same way. I mentioned that lightly in the description but it's super easy to miss, rip lol.
Yeah he kinda got a 4 way mix up mid screen with Knockdown Heavy Stun Edge Purple RC but he gotta spend meter and Millia gets that for free
Finally ‼️‼️‼️
This is some tight shit man. Thanks
Time to hit the lab so I can get out of floor 7 👌
Super awesome video, extremely informative!! One question I have is how are you able to land c.slash after heavy dp? I always seem to land around the same time as my opponent.
You get larger juggles off of h.dp when they are in shock state
Really happy someone finally showed off tech with j.D. that move Is so oddly balanced in this game, but it definitely has some utility.
What JD means?
@@platinummad4701 Jump Dust.
I love this tech and will master it but: why have I seen this tech (namely the safe jump jD pressure) literally zero times in any high level matches? They just jH 99% of the time
low key i think once ibfd on wakeup starts being commonplace that this will become more common as counterplay
Hey man, this is pretty sick. Do you plan on putting out more content for Ky?
I have a bit of trouble timing the FD. Is there a set distance you have to wait before you input it?
It can't be buffered like the usual moves out of airdash, so there's a timing to it since it kara cancels a normal - (it's technically canceling a normal done as fast as possible into fd). It's done at the earliest possible point that you can start acting, just without being bufferable, if that makes sense. So slight delay compared to what you might usually press if you're doing things within the buffer of airdash startup.
@@xSuperKawaiiDesu alright. Thx!
Couldn't you show how to do it though? or am I missing something here?
When you input a move during air-dash it cancels the dash and momentum transfers. Instead of canceling it with an attack, you FD to cancel it at the start of the air-dash (Back + 2 attack buttons). The momentum from the air-dash still transfers, but you aren't locked into an attack.
How does this play out against DPs?
He used the term "safe jump" a lot, if you're not familiar with it it's a jump timing after a hard knockdown that allows you to jump in and land a hit if the opponent does anything other than block but also allows some leeway for you to land and block if your opponent does a wake-up DP or reversal super
これは本当にすごい!ありがとう
I found the real beef.
I'm trying to do this but my jump attack button doesn't become active after an air FDC. I'm doing plink 4j.p+s
How are you able to switch sides with FDC after a throw? What are you varying to get the crossup? The microdash duration or the FD input?
Off throw you need to dash, but you have ample time to adjust spacing to whatever you want. Dunno if I can link here but you are able to safejump 7f reversals off sideswap from throw.
The inputs make it look like you do super jump up back before the air dash. Is it just micro dash up back then air dash for timing or is this motion just more comfortable for you?
Because im on hitbox I was unsure if up back after the dash was necessary and if it were a superjump every time. I was also doing it opposite with the dash macro being my micro dash and my iad being normal 9 6 input. Thanks again.
superjump is something you can use to vary the height of your descent so you can go for specific angles, or cover specific distances. Usually, there are multiple ways you can input something to reach the same spot on the ground at the same time (dash longer, jump, fdc earlier, superjump earlier and FDC earlier, etc). Jump/Superjump and direction influence how you'll attack so it's one of those freeform things, you can do it any which way as long as you accomplish whatever it is you're setting out to do. Dashing is usually to put yourself into an ambiguous spacing (or threaten to), but it's not necessary for the FDC safejump itself of course, but varying all of your visual cues makes it as hard to keep track of as possible - the strength here definitely lies in the variance. You can dash into a spacing where you'd obviously cross up with a forward jump airdash, and jump backwards so the airdash starts farther back. Superjump also messes with the camera a little bit, which is really obnoxious but disorienting your opponent is helpful lol.
So something's been bugging me.
If you do an FDC you already have the increased gravity from the FD so you fall sooner. Is the whiffed jH purely to make the throw more ambiguous (and to force yourself to stay in the front and in range of the throw if you do that specific spacing where FDC crosses up)?
Same question for the jH(w) into 2K. I think I tried with jH and jK and empty jump and the 2K hit on the same frame.
Also if they're jumping out (but still getting clipped by jS in the air), I'm guessing I started dashing too late?
Yeah, if they can jump you're doing it too slow somewhere. It's most likely the fdc itself, since you're supposed to be flying in and hitting their wake-up with active frames - it's legit meaty, like the attack is active on the first frame that they can act (after DE and throw KD).
The whiffed jH is purely for animating/collision, so its not necessary at all. You can sail down while guarding, but usually when youre doing that you shouldn't necessarily be hittable in the air. I like to do it to make sure I stay in front and in throw range though, yeah.
Off throw in particular, you have so much time that you can meaty 2k off iad fdc if you so choose, or not fdc and come down with a normal, or slightly delay the fdc to come down asap with a normal, blah blah. You can pick high or low, realistically the total animation time is pretty long so its not fantastic for explicit high low but you have so many options out of it that if they're trying to react to high low and fd you out at the same time, jD is there, land throw is there, etc.
@@xSuperKawaiiDesu
Yeah makes sense. Just need to get more comfortable with it and the options should open up.
Are they able to 6P you on cross up after a grab?
I still dont understand what an FD cancel is =[ Cant find any youtube guides on what this is.
When you airdash, hold down both one of your attack buttons, (P, K, S, HS, whatever you prefer) while also inputing Faultless Defense, this will let you cancel out of the air dash sooner while also falling to ground MUCH faster
Vid is great, but how do you see though?
I labbed this in training mode, how do I stop the 6P option, I get anti-aired most of the time. Am I just mis timing it?
I tried this out and I noticed it loses/makes 6P whiff,the only time it was safe against dp and would beat 6P it was from a deep JS in the corner but it seems mid screen it would create the situation where you whiff the JS but they also whiff 6P so idk if you actually can beat 6P mid screen or if the 6P whiff would be a good situation,also tried oki with this as well and doing the cross up JS is a meaty/safe jump but if they 6P you end up blocking the 6P,again idk if you can actually beat 6P here I tried it a lot
Characters slide different distances from DE, but from close range meterless knockdowns, it will cover 6p midscreen as well. You can hitstop os 6p into the falling jS to beat out their 6P if you do it within their 6p range, but if your distance selection is good you can outspace their 6P and still whiff punish it, or punish it in startup. I posted a few things about dealing with 6P on Twitter for this a few...weeks ago maybe?
twitter.com/SuperKawaiiDesu/status/1404379775041511427?s=19
ohhh I see,really helpful! tho I’m wondering about trow/2D kd>cross up JS vs 6P since in that situation I was ending up blocking the 6P 🤔
@@kanekiredreaper3509 the 6p will work there too, since it low profiles their 6p and hits the recovery. Gotta be mindful of backdash though, some characters can bd and whiff punish, and of course you lose the ability to block dp. More often than not ill just os backdash into the safe jump to make DP's whiff so they can't rc, but alternatively if you think they're gonna 6p or clearly respect your safejump you can dash literally just a feeeew frames longer and get a non safejump jH - you'll get the biggest punish on 6P that way, the block situation is pretty far but it's a decent enough guess / check. For crossups though, yea it'll be limited to OS 6P/Bdash. If you have 50 meter you can OS stun dipper for the whiff to punish backdash and beat 6P as well, not a bad guess since you'll only spend the meter if they actually get hit on those options so :v
@@xSuperKawaiiDesu ok,I’ll test this later today,thanks!
What is FDC exactly?, Pressing HS after air dash?
so, the way it works is a normal starts up and gets kara cancelled into fd, so you can start with any normal and input it with another to get the initial cancel momentum but no commitment to a move, just a flicker of fd. The input I use is just airdash, slight delay, 4p+s. The timing of the p+s input will automatically do the kara cancel for you since you can't fd out of airdash that early without making an attack come out to kara.
this move made you felt like a rushdown character, fought a Gio earlier and for once she is the one on the defensive because of this move.
When im doing the j.D jump my close S wont combo after the j.D connects.. It allows me to get 2k, 2d but not the c.S :(
This just means your doing the j.D too early, you'll need to delay it a bit more.
What's a OS backdash?
Not as complicated as it sounds. Typically its just waking up holding db+2 buttons for fd, then quickly backdashing and returning to crouch block. If you block something youll keep blocking, and if you dont the backdash will come out.
Bro you make ky look broken. Better hide this tech before the game devs nerf him to the ground like they did faust
They saw this in closed beta, it was like way way way stronger before, they already nerfed it mad hard lol
@@xSuperKawaiiDesu too bad they didnt nerf sol while they were at it
Jesus do fighting game players even speak english? I just got into GG with Strive and I can't understand anything these tutorial videos say