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does anyone know the release date for it??
I thought you would have figured this out by now.
Oh well... any suggestions that would help me play better with Faust or May?
Ky KiskeGeneral Strategy: Ky works best at mid range, where he can use his long range and short-range attacks to their fullest potential. Ky is also strong against opponents as they stand up, so knock people down! Use his crouching Dust, Stun Dipper, or throw to do it. 6H and CSE are excellent moves to use in order to prevent an opponent from attacking as they stand, but if you choose 6H, be wary of your timing (do it too early and it won't hit) and of specials and supers with invincibility.Movelist: Stun Edge, a standard projectile. Does one hit, comes out at a fair speed. Use it to tack a little extra damage onto a combo and push back an opponent some. Charged Stun Edge, or CSE. Does 3 hits and comes out slowly. Use it from far away to try and bait out a jump for an anti-air combo, or lay it over an opponent waking up to force a block and mix-up. or Vapor Thrust, a rising uppercut slash. It's a fair anti-air, but not particularly safe if blocked. On counter-hit, it can set up a juggle and air-combo. Also useful for capping an air combo and a loop combo in #Reload. Greed Sever, a flipping slash, hits overhead. It's a little slow to start and hits late in the animation, so be careful how and when its used. On counter-hit, it sets up a juggle or air combo opportunity. Stun Dipper, a sliding kick and slash. It hits twice and knocks down. Distance is crucial to this move; use it too close and the second hit will be blocked. Sacred Edge, a projectile super. Hits 5 times, not very useful on it's own. Keep it for part of a combo, or save your tension for RCs and FRCs. Ride the Lightning, a charging move that surrounds Ky with lightning. Hits 5 times, best as a finish for a short combo. Never use it on it's own, as it's easy to block. Ky can even be hit out of it. Don't use it if you can help it. Combos:j.K-j.S (JC)-dj.S-dj.H-623H A basic, reliable, easy air combo. Useful in all kinds of situations. Use 6P-S(c) as anti air and then Jump Cancel into the combo, or you can simply jump up at an airborne opponent and do it (Ky's jumping kick has good priority). For the rest of the section, this is simply going to be called "Air Combo."2D-236236P (dash)-6P-S(c) (JC)-Air Combo In GGX2, this may well be Ky's most damaging combo. If done in a corner, you can go ahead and 6P without dashing in. 6K-S(c) xN Ky's Forward-Kick Loop! Timing for this is very tight, though it's easier against a crouching opponent. It does decent damage and builds guard meter well. It's not infinite though, so give it a rest after two or three repetitions to keep opponents from counter-hitting you.S(c)-2H-623H xN (Corner Only)The Vapor Thrust Loop can only be done in #Reload or Isuka. It's more or less like the Air Combo; useful after CH Vapor Thrust (S), CH Greed Sever, or 6P as anti-air. It can also substitute for the Air Combo in the 2D-Sacred Edge combo.