GGXRD-R2/Ky Kiske/Starter

From Dustloop Wiki
Key Moves
Normals in Neutral
Ky's buttons are all very good, but since they are a little specialized, he can prefer to use his strong Specials to goad the opponent into approaching, then using a more reactive approach to leverage his strong normals, particularly his anti airs.
Anti Airs
These suite of anti airs force the opponent to heavily consider how they approach Ky in neutral, as hitting with any these gets you a damaging combo into looping Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setups. The Jump Cancel on 2H allows you to even remain safe without commiting to another gatling or special cancel should it be blocked.
Pressure
Pressure Normals
Ky's close range normals are all excellent pressure tools. The threat of 6H and 6K's pressure resets leads to opponents wanting to contest them, which lets you get a juicy counterhit, a throw if they are respecting the plus frames, or catching their jump with a low cancel in 5K, 2K, or 2D. When starting a mixup, 2S is preferred since it does not prorate the following combo.
The Specials
Ky looks to harass the opponent and control the screen with his strong normals and use of Stun Edge. Using Split Ciel and Stun Dipper lets him end his combos into a knockdown reliably, setting up his strong looping okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. While powerful when they work, Greed Sever and Stun Dipper should generally not be used in neutral or in blockstrings without meter to roman cancel them, as they are both heavily punishable on block.
Combos
Combos

Ky wants to route into knockdowns for Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. while dealing as much damage as possible

  • 5K/2K > 5H > 2D > 236D is a very basic Knockdown combo that sets up a grinder
  • 5K > c.S > 6K, 2K > 5H > 236K is a more advanced and damaging combo that opts for corner carry in exchange for a weaker knockdown
  • StarterExamples: Air to air j.K, ground to air 6P > 2H / raw air hit 2H ... > j.S > jump cancel > j.S > j.H > 623H is Ky's typical air combo structure used for air to air and anti air (You can also opt for 2H > 623H for a simple knockdown combo, forfeiting damage for okizeme midscreen)
    Starting combos
  • 5KGGXRD Ky 5K.pngGuardLowStartup5Recovery7Advantage-5 is used as a standing low mixup starter. Its high active frames make it a very strong meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. option.
  • 2KGGXRD Ky 2K.pngGuardLowStartup5Recovery6Advantage±0 has worse proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. as a low option than 5K, but has more range.
  • c.SGGXRD Ky cS.pngGuardMidStartup7Recovery18Advantage-1 is great catch-all starter thanks to its wide gatling and cancel options, especially on counter hit
Spending Meter
Spending Meter
  • Stun Edge YRCYellow Roman Cancel is a great neutral option and stop sign to check the opponent's behavior. On hit, dash in for a grounded combo or pressure on block. If they jump, you can air throw them.
  • Ky can Red Roman Cancel any move that launches the opponent and follow up into an air combo route, such as Throw RRC or Stun DipperGGXRD Ky Kiske 236K.pngGuardLow, AllStartup5Recovery26Advantage-15 RRC -> 2H ... etc
  • Sacred EdgeGGXRD Ky SacredEdge.pngGuardAllStartup4+3RecoveryTotal 36Advantage+7 is a powerful option that can extend combos after 2D. In the corner, firing it through a grinder wallsplats the opponent for even better combos.
What to do after a knockdown
What to do after a knockdown

Ky's goal after knocking opponents down is to set a meaty Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14 to maintain pressure or mix the opponent up while pushing them to the corner. When this isn't possible, Ky instead opts for meaties and safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s. Either option allows Ky go to for a strike/throw mixup or tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from..

  • Off 2D knockdown (or ground throw) without a grinder, cancel into 236H
  • Off Stun Dipper, meaty with 6HGGXRD-R2 Ky 6H.pngGuardMidStartup23Recovery6Advantage+11 or safe jump with j.SGGXRD Ky jS.pngGuardHigh/AirStartup7Recovery21Advantage-
    Enhanced Charged Stun Edge mix-up

On sufficiently advantaged knockdowns, Ky can leverage the incredibly long active frames of enhanced Charged Stun EdgeGGXRD Ky ChargedStunEdge2.pngGuardAllStartup~+9RecoveryAdvantage+18 to force the opponent to block for strong, unreactable 50/50 mix-ups.

Example setup from ... > 236D > 2D > 236H (YRC)Yellow Roman Cancelling a Charged Stun Edge right as it begins to appear will allow the projectile to fire while Ky is free to move. Point blank in the corner, YRC is not needed for this 50/50 mixup, but it can be needed for longer range or midscreen hits (or from 2D > 236D) > dash forward jump > (rising j.K Whiff (for timing)completely optional)
or from 6K > 236D > 2D > 236H (Corner meterless route, Midscreen requires a micdrodash 2D)

  • Land 5K (Low)
  • Airdash as low as possible before landing and j.S > j.H (Overhead)

Either option being blocked still leads to pressure for Ky, where he can threaten a tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. or a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. into more looping CSE Oki. Another option is to "Fake" the overhead by doing nothing after the airdash and throwing the opponent as soon as Ky lands, but this requires conditioning as the opponent can act before Ky.

Note: The true 50/50 requires a more strict timing and landing with 2S rather than 5K. The examples above are intended for beginners. See the Okizeme page for more advanced information