GGACR/Ky Kiske: Difference between revisions

From Dustloop Wiki
No edit summary
m (→‎Navigation: frivolous category, removed: Ky Kiske (2))
 
(450 intermediate revisions by 56 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{GGACR/CharacterLinks}}
!Ky Kiske
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:GGAC_Ky_Portrait.png|350px|center]]
|content=Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
|-
 
||
He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his {{MMC|input=236S|label=Stun Edge}} projectiles. He uses his fast, long {{clr|3|f.S}} to harass his foes, and rounds out his neutral game with {{clr|3|2S}}, {{clr|4|5H}}, {{clr|2|2K}}, and {{clr|5|2D}}. Experienced Ky players can cancel into {{MMC|input=236K|label=Stun Dipper}} to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable {{clr|1|6P}} and very tall {{clr|4|2H}}.  When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.
{{#lsth:GGACR/Ky Kiske/Data|SystemData}}
 
;Movement Options
After getting a knockdown, Ky safely sets up {{keyword|okizeme}} using {{MMC|input=236D|label=Charged Stun Edge}}, {{clr|4|3H}} or {{clr|5|j.D}}, then applies strong [[blockstring]] pressure, lacing together low attacks, [[Frame Trap|frame traps]], [[GGACR/Offense#Throws|throws]], and pressure resets with {{clr|4|6H}}, {{clr|2|6K}}, and powerful [[#Force_Breaks|Force Break]]s (FBs) to wear the enemy down.
:Double Jump, 1 Airdash, Dash Type: Run
 
<center>'''Colors'''</center>
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead {{MMC|input=214K|label=Greed Sever}}, or gamble with his [[Reversal|reversal]], {{MMC|input=623H|label=Vapor Thrust}}. Ky can rapidly switch between keeping the opponent away and applying pressure.
{{GGACRColors|Character=Ky|Size=85px}}
 
|}
Ky's balanced moveset has a tool for every situation, although he lacks specialization in any one role and can be locked out by specialist characters.  While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.
<div style="float:left; margin-right:25px;">
}}
{{TOC limit|2}}
{{GGACR/Infobox
|fastestAttack = [[#2P|2P]] (4F)
|reversal = [[#Vapor Thrust|623S/H]] (9F/11F)<br/>[[#Ride the Lightning|632146H]] (11F)
}}
{{ProsAndCons
|intro = is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation.
|pros=
*'''Well Rounded and Well Ranged''': Ky has plenty of normals with range, speed, and good frame data + versatile projectiles and traps make Ky effective up close, far away, and everywhere in between. Ky is also consistent in his ability to score knockdowns and establish advantage after winning neutral.
*'''Strong Pressure''': Ky has a large list of pretty solid mixup tools—including {{clr|2|5K}}, {{clr|3|j.S}}, {{clr|5|j.D}}, {{clr|5|j.214D}}, and Greed Sever, as well several tools to enforce frame advantage—such as {{clr|4|3H}}, Charged Stun Edge, and {{MMC|input=236D > 4D|label=Lightning Sphere}}. Paired with his open [[GGACR/Movement#Cancels|gatling]] table he can keep the opponent guessing and crank their [[GGACR/Damage#Guard_Gauge|Guard Gauge]].
*'''Space Control''': Ky has a suite of excellent pokes to help him control space, such as {{clr|3|f.S}}, {{clr|5|2D}}, and {{clr|4|5H}}. He can reactively punish jumpins with {{clr|1|6P}} or control the sky with the disjointed {{clr|3|j.S}} and {{clr|4|j.HS}}.
*'''Tricky With Meter''': Ky's [[GGACR/Movement#Roman_Cancel|FRCs]] and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
|cons=
*'''Linear At Range''': Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
*'''Trouble Keeping Pressure On''': Ky's pressure is not flawed in and of itself, but keeping on the opponent requires resets, usually some meter, and usually leaves points for certain characters to confidently steal a turn.
*'''Low Average Damage''': Ky's typical combo starters prorate heavily and converting into his high damage routes often requires several conditions such as meter and corner positioning.
*'''Meter Dependent''': much of Ky's gameplan is locked behind having at least 25% meter for FRC or Force Break. Ky is forced to use meter to play neutral, keep pressure, or deal significant damage against opponents who outclass him in any particular area in order to keep pace with the rest of the cast.
}}
</div>
</div>
==Overview==
==Starter Guide==
:Ky Kiske fulfills the role of an approachable and well rounded character.
{{StarterBlurb}}
Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan.
{{FrameChartKey}}
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
{{GGACR_Move_Card
|input=5P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 6
}}
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.
*Good vertical range.
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).
*Gatlings into any other attack.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|2|5K}}</big>===
{{GGACR_Move_Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 8
|recovery = 7
}}
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
*Hits surprisingly high up.
*Active enough to catch backdashes.
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|c.S}}</big>===
{{GGACR_Move_Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 2
|recovery = 18
}}
A versatile attack that's usually the midway point in a gatling string. By the time you use this in a string you can [[Hit Confirm|hit confirm]] and combo, or cancel into a jump, or another normal on block. c.S is also used a lot in combos or as a punish starter due to its speed and many cancel options.
*Lots of options on hit or block.
*Hits really high up, so it works as an anti-air.
*Preferred normal to throw [[Option Select|option select]] with.
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.
*Often used to frame trap due to its high reward on CH.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|f.S}}</big>===
{{GGACR_Move_Card
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 19
}}
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}} along with Zappa's run and Faust's crouch walk.
*Extends hurtbox significantly
 
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|4|5H}}</big>===
{{GGACR_Move_Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 12
}}
Hits decently high up and has a small hurtbox, so it sees use as a combination poke + anti air. Typically used to end blockstrings at frame advantage, or delay cancelled into Stun Dipper to end a combo. Sometimes cancelled into {{clr|2|6K}} to reset pressure, but this can be risky on whiff. Being a level 5 attack, it's also a good normal to cancel into Greed Sever with a minimal gap.
*Slightly shorter range than {{clr|3|f.S}} but hits higher up and doesn't extend Ky's hurtbox as far.
*Heavily increases Guard Gauge.
*Ky's best raw starter.
*Preferred normal to loop airborne CH's when comboing with a flashing Guard Gauge.
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
{{GGACR_Move_Card
|input=5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 25
|active  = 4
|recovery = 22
}}
A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away. On hit, you can do a simple Dust combo or go for harder, more optimal [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.
}}
 
===<big>{{clr|1|6P}}</big>===
{{GGACR_Move_Card
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 5
|recovery = 15
}}
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or Vapor Thrust.
*Often used as a frame trap due to high reward on CH.
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


{{StrengthsAndWeaknesses|strengths=
===<big>{{clr|2|6K}}</big>===
* strong neutral game; fast, far-reaching normals that yield knockdown and damage.
{{GGACR_Move_Card
* Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
|input=6K
* Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
|description=
* Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
{{#invoke:FrameChart|drawFrameData
* Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
|startup  = 17
|weaknesses=
|active  = 2
* Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
|recovery = 11
* His long distance game is very one dimensional and is very outclassed by most other projectile characters.
* Many of his buttons have proration leaving Ky with very low average damage.
* His approach is very straight forward and easy for more defensive characters to stop.
}}
}}
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can [[GGACR/Ky Kiske/Combos#6K Link | link a {{clr|1|2P}} or {{clr|2|2K}} for an extended combo.]] On block, you're at advantage. It's a vital normal to get Ky closer to the opponent for Lightning Sphere and Stun Edge FRC combos. Also used to knock airborne opponents down, mostly in corner S Javelin combos.
!| <big>Guilty Bits Character Intro</big>
*Moves Ky forward.
|-
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].
|- style="text-align: center;"
| style="border: 1px;"|
{{#evt:
service=youtube
|id=https://youtu.be/RF1QTDpgM0Q
}}
}}
|}
{{#lst:GGACR/Ky Kiske/Data|Links}}


==Normals==
===<big>{{clr|4|6H}}</big>===
======<font style="visibility:hidden" size="0">5P</font>======
{{GGACR_Move_Card
{{MoveData
|input=6H
|image=GGAC_Ky_5P.png
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 20
[[File:GGXXACPR_Ky_5P-Hitbox.png|center|175px]]
|active  = 4
</div>
|recovery = 17
|name=5P
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|5P}}
{{!}}-
{{Description|7|text=
This move is fairly fast (comes out in 5 frames), and is used primarily as a move to help chain together combos. It is also used as an anti air under the right circumstances.
;Anti Air
:For example, if the opponent is over your head and they're trying to cross you up, a mashing 5P a little can work as an anti air since its hitbox is well suited for this situation (next to Ky's head) and it's fast enough where if you mash it, Ky can generally turn around and hit the opponent if he ends up on the other side of you. Generally, use this move as an anti-air if the opponent is too close for you to do a 6P.
}}
}}
}}
======<font style="visibility:hidden" size="0">5K</font>======
Has a custom amount of blockstun making it +2 on block. Used often in blockstring pressure and in powerful [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| wall bounce loops.]] Outside its main uses, it's a huge attack that occasionally works as a haymaker in neutral.
{{MoveData
*Staggers on ground hit, wall bounces on air hit.
|image=GGAC_Ky_5K.png
*Long cancel window.
|caption=
*Heavily increases Guard Gauge.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[File:GGXXACPR_Ky_5K-1-Hitbox.png|center|175px]]
Frames 5-6
[[File:GGXXACPR_Ky_5K-2-Hitbox.png|center|175px]]
Frames 7-9
[[File:GGXXACPR_Ky_5K-3-Hitbox.png|center|175px]]
Frames 10-12
</div>
|name=5K
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|5K}}
{{!}}-
{{Description|7|text=
;Zoning
:This moves doesn't have much range, but it stays out for a surprising amount of time, and can stuff a few moves (like May's 3K and Robo's 2K, which are both moves that are really low to the ground and move forward).
;Attacking
:Despite the fact that it prorates 80%, it's a good combo starter simply because people get hit by it occasionally. You can also do the same thing like I mentioned in the zoning section and just pause your block string and do 5K > 5S > combo to try and catch the opponent sticking out a normal and netting a hit to a combo.<br />
;Okizeme
:examples: empty jump, land, 5K; meaty 5K
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|4|3H}}</big>===
|image=GGAC_Ky_cS.png
{{GGACR_Move_Card
|name=c.S
|input=3H
|caption=
|description=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{#invoke:FrameChart|drawFrameData
[[File:GGXXACPR_Ky_cS-Hitbox.png|center|175px]]
|startup  = 23
</div>
|active  = 9
|data=
|recovery = 3
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|c.S}}
{{!}}-
{{Description|7|text=
Used in combos and block strings, not much else. Does good damage and raises the guard bar a decent amount, but it's hard to use for anything else since it's difficult to time (you have to do it when the opponent is close to you, which is hard to do if they're not already in a combo or a block string). This can be used in a ground throw option select: press H~S and it will option select between a throw and a close slash.
}}
}}
}}
====== ======
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.
{{MoveData
 
|image=GGAC_Ky_fS.png
The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.
|name=f.S
*Forces opponent into crouching state on hit.
|caption=
*Heavily increases Guard Gauge.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.
[[File:GGXXACPR_Ky_fS-1-Hitbox.png|center|175px]]
Frames 10-12
[[File:GGXXACPR_Ky_fS-2-Hitbox.png|center|175px]]
Frames 13-15
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|f.S}}
{{!}}-
{{Description|7|text=
f.s is a far reaching normal best used to zone out your opponent from medium to far range.
*On block and hit you can cancel the move into either 2s or stun edge depending on range.  
*It's recommended to be careful using f.s against characters who have low profiling moves such as stun dipper (ky) and grand viper (sol) along with Zappa's run and Faust's crouch walk.
}}
}}
}}


====== ======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_5H.png
|input=2P
|caption=
|description=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{#invoke:FrameChart|drawFrameData
[[File:GGXXACPR_Ky_5H-Hitbox.png|center|175px]]
|startup  = 4
</div>
|active  = 4
|name=5H
|recovery = 5
|data=
}}
{{AttackDataHeader-GGACR}}
Ky's fastest normal, making it a great combo tool for making links as stable as possible, setting up tick throws and frame traps, and for mashing out of pressure. <br>
{{!}}-
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.
{{#lsth:GGACR/Ky Kiske/Data|5H}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
}}
{{Description|7|text=
;Attacking
:This move leaves you at +1 frame advantage on guard so in theory it can be used as a move for resetting a block string and continue attacking, but I've never used it as such since I normally do a stun edge after this (others may disagree with me here though).


;Combos
===<big>{{clr|2|2K}}</big>===
:This move is also the primary move used to combo into a Stun Dipper since for some reason, Stun Dipper combos from 5H very easily.
{{GGACR_Move_Card
;Zoning/Poking
|input=2K
:At the right distance (a little over a char length away) it's great at stuffing most moves and netting a counter hit. It's also great if you can hit the opponent with it when they're in the air since you can just run after them and to bait a tech (recovery).
|description=
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 6
}}
A fast, low risk poke in neutral, especially when dashing in.
*Has very good range for its speed.
*Being low to the ground avoids airdash attacks.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|3|2S}}</big>===
|image=GGAC_Ky_6P.png
{{GGACR_Move_Card
|caption=
|input=2S
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:GGXXACPR_Ky_6P-Hitbox.png|center|175px]]
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 9
|name=6P
|active  = 2
|data=
|recovery = 13
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|6P}}
{{!}}-
{{Description|7|text=
This is Ky's main anti air. Good upper body invincibility, leads into some nice combos, and is a primary setup for his famous 6H loop since 6P causes blowback on counter hit and you can gatling from 6P to 6H. Use 6P on enemies jumping in, but be warned that it doesn't beat everything (for example, it loses to Slayer's j.H and to Baiken's j.S in a lot of situations). If you hit them as anti air, follow up with 5S.c > 2H > combo.
}}
}}
}}
====== ======
A superb, low risk neutral tool for spacing the opponent out and ending pressure at range. Covers a lot of options that Ky's standing pokes lose to, including very low-profile moves such as Sol's Grand Viper and {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.
{{MoveData
*Quite a disjointed hitbox.
|image=GGAC_Ky_6K.png
*Being low to the ground avoids airdash attacks.
|caption=
 
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[File:GGXXACPR_Ky_6K-Hitbox.png|center|175px]]
</div>
|name=6K
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|6K}}
{{!}}-
{{Description|7|text=
This move has some utility (depending on how tricky/technical you want to be), but the primary use of this is in combos and block strings. This move links to 5K/P and 2K/P, but you should be linking to 2K since it has the most range, does the most damage, and drops the guard bar the same amount as any of the other moves. <br />
Another possible use is that because this move covers distance pretty quickly, some players do something like 6H > 6K in a block string to stay close to teh opponent and keep up pressure. This move leaves you at +4 on block so it's great if you can get the enemy to block it, but since it has so much startup and it brings you close to the opponent, don't do it on its own since the enemy can easily see it coming and hit you before the 6K even comes out.<br />
Random note: if you hit an enemy in the air with this, it drops them to the ground like a rock.
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|4|2H}}</big>===
|image=GGAC_Ky_6H.png
{{GGACR_Move_Card
|caption=
|input=2H
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:GGXXACPR_Ky_6H-1-Hitbox.png|center|175px]]
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 12
|name=6H
|active  = 4
|data=
|recovery = 20
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|6H}}
{{!}}-
{{Description|7|text=
This move has considerable range, and it staggers for a long time on hit. However, this move is slow as hell, and the only it combos from a counter hit 6P. This move gatlings into any of the S and H moves (except 6H), and is jump cancelable as well. There's a few situations where you should stick out this move:<br />
;Okizeme
:although it's backdasable, it scares a lot of people since if they get hit, you get to run in and either combo or do a mixup. If they keep backdashing it, try doing it a little later to catch them after the invincibility frames of their backdash. Also, try to do this from further away so you don't get hit by wakeup invulnerable moves like Volcanic Viper and some supers.
;Combos
:if you can hit them in the air with 6H and the distance is right (experiment and find out!), you can link a few 6Hs in a row! This isn't THAT hard to do, but you will have to practice to get it. This is known as the 6H loop.
;Long range poke
:Since this move has good range, you can hit the opponent wit hit from fairly far away, stopping any advancing enemy or giving you an opportunity to jump cancel 6H and advance. Enemies can see this coming from a mile away though, so don't do it all the time.
}}
}}
}}
====== ======
A huge anti-air that can also be used as a poke to cover many options in neutral at once. Because it's a bit slow and has no upper body invulnerability, it's usually used as a preemptive anti-air to beat airdashes and stop the opponent from jumping out of pressure. On block it's very safe since it can be jump canceled. The recovery on this move isn't insignificant, but it's quick for what it is.
{{MoveData
*Pulls in on air hit.
|image=GGAC_Ky_3H.png
*Launches on Counter Hit.
|caption=
 
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
[[File:GGXXACPR_Ky_3H-1-Hitbox.png|center|175px]]
1st Hit (Frames 23-30)
[[File:GGXXACPR_Ky_3H-2-Hitbox.png|center|175px]]
2nd Hit (Frames 31)
</div>
|name=3H
|data=
  {{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|3H}}
{{!}}-
{{Description|7|text=
Very safe okizeme tool when spaced and timed properly. Useful for increasing the guard gauge and forces crouching on hit. +15 on block so feel free to run right in and reset pressure after an opponent blocks this attack.
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|5|2D}}</big>===
|image=GGAC_Ky_5D.png
{{GGACR_Move_Card
|caption=
|input=2D
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:GGXXACPR_Ky_5D-Hitbox.png|center|175px]]
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 7
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]
|active  = 12
|data=
|recovery = 12
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|5D}}
{{!}}-
{{Description|7|text=
Ky's dust has decent range and a lot of people seem to get hit by it (in America). A lot of times against other beginners, doing something simple like 5K > 2S > 5D will work. As you get better in the game (as well as your opponents), using dust will not be as effective since they will be able to block it. That is not to say they are useless at high level, but the occurance of them is much more rare (maybe once in a blue moon). One common way to hit with a dust is to get a counter hit 5H and gatling into 5D.
}}
}}
}}
====== ======
Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.  
{{MoveData
*Hilariously long active frames
|image=GGAC_Ky_2P.png
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Ky_2P-Hitbox.png|center|175px]]
</div>
|name=2P
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2P}}
{{!}}-
{{Description|7|text=
This comes out in 4 frames, and is Ky's fastest move. Please note that this move prorates to 80% and drops the guard gauge quite a bit, so don't expect big combos off this.<br />
;Attacking
:Also, it leaves you at +1 on block, so use this for tick throw setups. Another common use for this and 2K is to do 2P, run up 2P, run up 2P etc to push them into the corner or go for a tick throw.
;Defense
:This move is also great for getting out of pressure since it comes out so fast. If you see an opening in an opponent's attack string, do this move and try to just somehow gatling from 2P to 2D somehow and get the knockdown so you can start pressuring the opponent/ keep the pressure up.
}}
}}
}}


====== ======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_2K.png
|input=j.P
|caption=
|description=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{#invoke:FrameChart|drawFrameData
[[File:GGXXACPR_Ky_2K-Hitbox.png|center|175px]]
|startup  = 6
</div>
|active  = 6
|name=2K
|recovery = 6
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2K}}
{{!}}-
{{Description|7|text=
A nice combo starter despite the fact that it prorates to 70%. <br />
;Attacking
:It also leaves you at +0 on block so it's also another okay way to set up tick throws and what not. It can also be used as an OTG hit (Off The Ground) to nudge opponents towards the corner or to stop characters like Robo-Ky and Bridget from using their delay getup options.
;Zoning
:I sometimes use it to try and stuff enemy pokes and whatnot as well since it comes out fairly fast and can combo into 2S > 2D.
}}
}}
}}
====== ======
A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like {{clr|3|j.S}}.
{{MoveData
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.
|image=GGAC_Ky_2S.png
*Burst safe.
|caption=
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Ky_2S-Hitbox.png|center|175px]]
</div>
|name=2S
|data=
  {{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2S}}
{{!}}-
{{Description|7|text=
This move has a lot of range for a low move.<br />
;Zoning and Pressure
:Use it to keep the opponent away if they are running in at you. This move is also used in conjunction with 5S.f and stun edge in the \ corner to stop characters from doing low moves to avoid the fireball as well as possibly hitting the opponent if they are not blocking low.
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|2|j.K}}</big>===
|image=GGAC_Ky_2H.png
{{GGACR_Move_Card
|caption=Keep The Flag Flying
|input=j.K
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:GGXXACPR_Ky_2H-1-Hitbox.png|center|175px]]
{{#invoke:FrameChart|drawFrameData
Frames 12-13
|startup  = 7
[[File:GGXXACPR_Ky_2H-2-Hitbox.png|center|175px]]
|active  = 8
Frames 14-15
|recovery = 8
</div>
|name=2H
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2H}}
{{!}}-
{{Description|7|text=
* Floats on CH, untechable for 46F
* On air hit, untechable for 19F and pulls in
This move is unique in that on air hit, it brings the opponent closer to you (like Jam's 2H and Potemkin's 2S). It's a great move that does good damage, and is jump cancelable as well. This move has 3 primary uses:<br />
;Combos
:if you can get the opponent in the air right in front of you (like hitting the enemy with Greed Sever, a throw FRC, a Stun Dipper RC, and more), the most common things to do is 5S > 2H > JC > air combo or 5S > 2H > Vapor Thrust > Lightning Javelin.
;Anti Air/Zoning
:If you anticipate the opponent air dashing toward you, do a 2H to stop them dead in their tracks. If the 2H hits, jump cancel the 2H and do an air combo if it hits. If they block it, you can choose to just run in and start attacking them (or maybe even throw them!), or jump cancel the 2H and do a air block string (like mashing j.Ps until you both hit the ground).
;Abare/Poking
:Abare is a Japanese term meaning turning random hits into damage, and this is what 2H is good for. On ground counter hit (or if the opponent is trying to jump away), the opponent is launched into the air, so it's common to see Ky sometimes run up and do 2H to try and catch the opponent sticking out a move, net a counter hit, and follow up with an air combo. Please note that while the opponent is launched into the air, they can tech before they hit the ground (for both air hit and counter hit), so don't just stand there and wait for them to land... start comboing them!
}}
}}
}}
====== ======
A big air poke used to stuff moves from far away. Great in general for air-to-air fights.
{{MoveData
*Crosses up.
|image=GGAC_Ky_2D.png
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.
|caption=
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
[[File:GGXXACPR_Ky_2D-1-Hitbox.png|center|175px]]
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
Frames 7-12
[[File:GGXXACPR_Ky_2D-2-Hitbox.png|center|175px]]
Frames 13-17
</div>
|name=2D
|data=
  {{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2D}}
{{!}}-
{{Description|7|text=
This is a very good move with good range (further than 2S I believe), is jump cancelable, comes out pretty quickly, and is also active for a long time. Normally, this move is used to knock down the opponent at the end of a combo, but it is also useful for stopping characters from running in at you (like against Slayer's Mappa Punches) thanks all the active frames it has.<br />
Another common use is after you knock down the opponent with this move, jump cancel it and immediately do an Air Charged Stun Edge (ACSE) or do an j.D as okizeme options.
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|3|j.S}}</big>===
|image=GGAC_Ky_jP.png
{{GGACR_Move_Card
|caption=
|input=j.S
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:GGXXACPR_Ky_jP-1-Hitbox.png|center|175px]]
{{#invoke:FrameChart|drawFrameData
Frames 6-8
|startup  = 7
[[File:GGXXACPR_Ky_jP-2-Hitbox.png|center|175px]]
|active  = 3
Frames 9-11
|recovery = 21
</div>
|name=j.P
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.P}}
{{!}}-
{{Description|7|text=
Short range, and Use this in an air block string since you can gatling j.P to j.P and do this till they hit the ground. Also used in most air combos since it combos to and from j.S.
}}
}}
}}
====== ======
A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced [[F-Shiki|F-Shiki mixups]] off of a deep j.S due to its big vertical hitbox.
{{MoveData
*Crosses up.
|image=GGAC_Ky_jK.png
*Air combo filler.
|caption=
 
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
[[File:GGXXACPR_Ky_jK-1-Hitbox.png|center|175px]]
Frames 7-10
[[File:GGXXACPR_Ky_jK-2-Hitbox.png|center|175px]]
Frames 11-14
</div>
|name=j.K
|data=
  {{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.K}}
{{!}}-
{{Description|7|text=
A great air vs. air move since it beats so much stuff in the air and leads to Ky's standard air combo. This is your go-to move under almost all air vs. air circumstances. Use it as a way to stop enemies air dashing in on you or to meet an opponent in the air already.
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|4|j.H}}</big>===
|image=GGAC_Ky_jS.png
{{GGACR_Move_Card
|caption=
|input=j.H
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:GGXXACPR_Ky_jS-Hitbox.png|center|175px]]
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 13
|name=j.S
|active  = 4
|data=
|recovery = 23
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.S}}
{{!}}-
{{Description|7|text=
;Crossup
:This move is unique in that it can cross up enemies. Just jump towards the enemy and depending on when you press S, you will cross up the opponent. The concept is exactly the same as Ken's jumping medium kick in Street Fighter 3: Third Strike. Practice it and get a feel for when/where to do it.
;Attacking
:This is also used to hit crouching enemies, then link into a 2K or something, then ground combo. One common mixup tactic used is to jump, wait until close to the ground, air dash, and hit the opponent with j.S > j.H |> 2K > combo. Another common tick throw setup is j.S > j.P |> run up throw.
}}
}}
}}
====== ======
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.  
{{MoveData
|image=GGAC_Ky_jH.png
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Ky_jH-Hitbox.png|center|175px]]
</div>
|name=j.H
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.H}}
{{!}}-
{{Description|7|text=
This move hits a little above, a little below and a lot in front of Ky. <br />
;Zoning
:Since j.H covers a lot of space in front of Ky, do it to stop enemies from randomly air dashes in.
;Okizeme
:I've seen it used on okizeme as a mixup (between doing a j.H and a whiffed j.H into a standing kick).
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|5|j.D}}</big>===
|image=GGAC_Ky_jD.png
{{GGACR_Move_Card
|name=j.D
|input=j.D
|data=
|description=
{{AttackDataHeader-GGACR}}
{{clr|5|j.D}} is a unique move. Ky creates an electric cross in the air that hangs in place a moment before exploding, launching on hit and even higher on counterhit. It's often used for okizeme to encourage the opponent to block, and in tricky [[GGACR/Ky Kiske/Strategy#J.D|crossup mixups]] after a solid knockdown. It can also be used in neutral to cover yourself from both air and grounded approaches, or be chained into from {{clr|1|j.P}} and {{clr|2|j.K}} to set up mixups, but it can be risky to use in these ways due to its long startup and high amount of landing recovery.
{{!}}-
 
{{#lsth:GGACR/Ky Kiske/Data|j.D}}
The landing recovery for {{clr|5|j.D}} will be applied even if Ky airdashes or does another attack in the air afterwards - '''unless''' Ky does a double jump, in which case he can land normally.
{{!}}-
 
{{Description|7|text=
*Stops Ky's air momentum on use.
Ky creates an electric cross in the air that stays out for a little bit. Knocks down the opponent on ground hit and disappears if Ky gets hit. This move also freezes Ky in the air as he does the move and the cross doesn't go active until a little bit afterwards, so don't do it haphazardly. Mind the ground recovery of this move, however, if you double jump after doing this, you don't suffer from the ground recovery! Use j.D as:<br />
*Remains even if Ky blocks, but disappears if Ky is hit.
;Zoning
*Hard to hit short characters like Zappa and Faust.
:do it far away from the opponent to stop them from advancing since getting hit by it means you get to do a big damage combo.
;Okizeme
:Knock the opponent down, jump forward, lay a cross, and jump up or back to do a cross cross-up! It's difficult to do, and I can't explain it with words very well, but believe me, it can be done! Don't do this on short characters like Zappa and Faust though, since they will not get hit by it and you might be get hit/thrown.
}}
}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== ======
===<big>Ground Throw</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_throw.png
|input=Ground Throw
|name=Ground Throw
|description=
|data=
A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.
  {{AttackDataHeader-GGACR}}
}}
{{!}}-
 
{{#lsth:GGACR/Ky Kiske/Data|Ground Throw}}
===<big>Air Throw</big>===
{{!}}-
{{GGACR_Move_Card
{{Description|7|text=
|input=Air Throw
Basic ground throw. Has FRC when the sword touches the ground. Prorates damage by 50% so you can only do small amounts of damage off this.
|description=
}}
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety.
}}
 
===<big>Dead Angle Attack</big>===
{{GGACR_Move_Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 12
|active  = 3
|recovery = 24
}}
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.
*Wallbounces in the corner.
}}
 
==Special Moves==
===<big>Stun Edge</big>===
{{InputBadge|{{clr|3|236S}}\{{clr|4|236H}}}}
{{GGACR_Move_Card
|input=236S,236H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|isProjectile  = true
|recovery = 32
|frcStart=22
|frcEnd=23
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|isProjectile  = true
|recovery = 40
|frcStart=25
|frcEnd=26
}}
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]
*The {{clr|3|S}} version comes out very fast and recovers quickly.
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.
*Opponents can Instant Air Dash over it to punish continued use.
*FRC point can be used to continue pressure on block, combo on hit, and bait air dashes.
----
{{clr|4|H}} Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and in combos where the S version doesn't work.
}}
}}
====== ======
 
{{MoveData
===<big>Air Stun Edge</big>===
|image=GGAC_Ky_airThrow.png
{{InputBadge|{{clr|3|j.236S}}\{{clr|4|j.236H}}}}
|caption=throws the opponent behind Ky. Wallbounces.
{{GGACR_Move_Card
|name=Air Throw
|input=j.236S,j.236H
|data=
|description=
{{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 15
{{#lsth:GGACR/Ky Kiske/Data|Air Throw}}
|isProjectile  = true
{{!}}-
|recovery = 45
{{Description|7|text=
|specialRecovery = 14
Basic air throw that throws the opponent behind Ky. Can wallbounce and lead to a short combo. Prorates damage by 50% so you can only do small amounts of damage off this.
|frcStart=16
}}
|frcEnd=18
}}
}}
====== ======
{{#invoke:FrameChart|drawFrameData
{{MoveData
|startup  = 13
|image=GGAC_Ky_6P.png
|isProjectile  = true
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|recovery = 44
|data=
|specialRecovery = 14
{{AttackDataHeader-GGACR}}
|frcStart=14
{{!}}-
|frcEnd=16
{{#lsth:GGACR/Ky Kiske/Data|DAA}}
{{!}}-
{{Description|7|text=
Ky does his 6P animation, and it wallbounces. You might be able to combo after this, but they need to be near the corner. Also of note, DAAs can't kill the opponent and when their life is low, the DAA does 0 damage.
}}
}}
}}
<br style="clear:both;"/>
A fast, single-hit projectile fired at the ground. Good for controlling space. You can mess with your landing timing by firing this off as opponents try to anti-air you. FRC to force your way in, escape bad situations, and set up airdash high/low mixups.  
==Specials==
*{{clr|3|S}} version goes at about a 30 degree angle.
====== ======
*Significant landing recovery.
{{MoveData
*FRC restores air options.
|image=GGAC_Ky_StunEdge.png
----
|name=Stun Edge
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.
|input=236S/H
*{{clr|4|H}} version goes at about a 60 degree angle.
|data=
*Significant landing recovery.
{{AttackDataHeader-GGACR|version=yes}}
*FRC restores air options.
{{!}}-
{{AttackVersion|name=S}}
{{#lsth:GGACR/Ky Kiske/Data|236S}}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:GGACR/Ky Kiske/Data|236H}}
{{!}}-
{{Description|8|text=
Your normal street fighter styled fireball, so use it as such, meaning use this move as a zoning tool, a block string finisher, and sometimes at mid range, a poke. Keep in mind that a lot of enemies can IAD over the fireball to punish you, so don't be too predictable. On air counter hit and if they're close enough, it's possible to run in 2P > 5S > 2H > combo (or maybe even without the 2P).<br />
;FRC point
:is as Ky's cape touches his legs. The FRC is used as a way to continue pressure after something that normally has a lot of recovery, similar to how you sometimes see Sol run up, do a block string, Gunflame, FRC, run up, repeat.
:Note that the FRC point on the S Stun Edge is sooner than the H Stun Edge.
}}
}}
}}
====== ======
 
{{MoveData
===<big>Charged Stun Edge</big>===
|image=GGAC_Ky_CSE.png
{{InputBadge|{{clr|5|236D}}}}
|name=Charged Stun Edge
{{GGACR_Move_Card
|input=236D
|input=236D
|data=
|description=
{{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 43
{{#lsth:GGACR/Ky Kiske/Data|236D}}
|isProjectile  = true
{{!}}-
|recovery = 26
{{Description|7|text=
|frcStart=31
Big 3 hit fireball that goes across the screen horizontally but disappears before it goes full screen. So if you and your opponent are on opposite sides of the screen, the CSE will disappear before it hits him.<br />
|frcEnd=32
;FRC point
:is on release (right as Ky flicks his sword away). This move is used as an okizeme option and as a way to start pressuring the opponent.
;CSE-FRC glitch
:The FRC point for this move is BEFORE the move comes out, so if you jump right after you FRC, the CSE will follow you into the air since it's programmed to come out whever you are, thus creating a CSE that goes across the screen, but high off the ground. To do this, just hold up when you're doing the CSE, then FRC. Use this trick to catch air dashers. This same glitch is used to also to get 2 fireballs on the screen at the same time since although technically, you can only have 1 fireball on the screen at a time, but if you do CSE FRC, then do a second fireball before the first one comes out, you can have 2 fireballs out at the same time. Also note that if you do CSE, then the opponent jumps over you, and then you FRC, the fireball will automatically turn to face the opponent!
}}
}}
}}
====== ======
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.
{{MoveData
*Travels nearly fullscreen.
|image=GGAC_Ky_AirStunEdge.png
*FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
|name=Air Stun Edge
**Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.
|input=j.236S/H
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=S}}
{{#lsth:GGACR/Ky Kiske/Data|j.236S}}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:GGACR/Ky Kiske/Data|j.236H}}
{{!}}-
{{Description|8|text=
Air fireball. S Version goes at about a 30 degree angle and H Version goes at about a 60 degree angle. FRC -> air dash to approach the opponent safely.
;FRC point
:is right after the fireball comes out. '''Resets jump options''' after you FRC it. If you don't, you basically can't do anything until you hit the ground (and there's some recovery once you hit the ground too). Note that this FRC on the S Versions is later than the H Version.
}}
}}
}}
====== ======
 
{{MoveData
===<big>Air Charged Stun Edge</big>===
|image=GGAC_Ky_ACSE.png
{{InputBadge|{{clr|5|j.236D}}}}
|name=Air Charged Stun Edge
{{GGACR_Move_Card
|input=j.236D
|input=j.236D
|data=
|description=
{{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 31
{{#lsth:GGACR/Ky Kiske/Data|j.236D}}
|isProjectile  = true
{{!}}-
|recovery = 33
{{Description|7|text=
|specialRecovery = 14
This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down.<br />
|frcStart=21
'''FRC point''' is on release (right as Ky flicks his sword away). Note that this FRC DOES NOT reset your jump options like the other 2 air fireballs.<br />
|frcEnd=22
The infamous 'shtkn strat' as named by Mike Z: j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. While you won't do much damage off this, I use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at me.
}}
}}
3-hit projectile, much like the ground version. Travels at about a 30 degree angle like S Air Stun Edge, preventing opponents from getting under it. Useful against Faust, who can crouch under ground {{clr|5|236D}}.
*FRC point '''does not''' reset your jump options like the Air Stun Edge FRCs do.
*FRCing can cause the projectile to change directions to face the opponent.
*The infamous "shtkn strat" {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.  
**While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.
}}
 
===<big>Vapor Thrust</big>===
{{InputBadge|{{clr|3|623S}}\{{clr|4|623H}}}} '''(Air OK)'''
{{GGACR_Move_Card
|input=623S,623H,j.623S/H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 32
|specialRecovery = 13
}}
}}
====== ======
{{#invoke:FrameChart|drawFrameData
{{MoveData
|startup  = 11
|image=GGAC_Ky_VaporThrust.png
|active = 4
|caption=You should mostly stick with the H version
|recovery = 30
|name=Vapor Thrust
|specialRecovery = 13
|input=623S/H air OK
|data=
  {{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=S, Ground}}
{{#lsth:GGACR/Ky Kiske/Data|623S}}
{{!}}-
{{AttackVersion|name=H, Ground}}
{{#lsth:GGACR/Ky Kiske/Data|623H}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGACR/Ky Kiske/Data|j.623S/H}}
{{!}}-
{{Description|8|text=
A poor reversal special that easily whiffs on opponents doing low attacks. If you must perform a reversal DP, use the H version; the S version isn't invulnerable to the first active frame, so it is possible to trade with the opponent's attacks.<br />
This attack is mostly used as combo filler/ender since the followup attack wallbounces and allows for extended combos midscreen or knockdown. Also note that S Vapor Thrust launches the opponent higher than the H Vapor Thrust, so adjust combo timing appropriately.
}}
}}
}}
====== ======
{{MoveData
|image=GGAC_Ky_LightningJavelin.png
|name=Lightning Javelin
|caption=S version wallsticks, H version wallbounces
|input=Vapor Thrust -> S/H
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=S}}
{{#lsth:GGACR/Ky Kiske/Data|623H > S}}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:GGACR/Ky Kiske/Data|623H > H}}
{{!}}-
{{Description|8|text=
S version blows the opponent down and away. Causes wallstick and can be used for either combos near the corner or to push the opponent towards the corner from midscreen.


H version wallbounces the opponent and is used to either combo the opponent midscreen or to knock down the opponent.
Vapor Thrust is an invulnerable attack that hits on both sides of Ky. It's his dedicated meterless reversal, but it is noticeably risky because it has poor horizontal range and is susceptible to low profiles. Nonetheless, it is useful as a combo tool and usable as an anti-air or reversal when pressured.
<br />
 
;FRC Point
The {{clr|S|S}} version loses invulnerability before active frames, but will still go through some things. It's faster and launches the opponent higher, which makes it a decent anti-air. It's less used when being pressured, as its quite easy to trade with the opponent. Leads to a full combo on Counter Hit.
:is right when Ky is about to perform a backflip.
 
}}
The {{clr|H|H}} version does have invulnerability during active frames, meaning its Ky's actual reversal. Because it launches opponents lower, it's his preferred version for combos, and allows him to do {{MMC|input=623H &gt; S|label=Javelin}} loops and enter okizeme. It is also quite useful when being pressured, but whiffing will most likely end up in Ky taking a lot of damage.
 
The Air versions mostly see use as combo filler.
 
}}
}}


====== ======
===<big>Lightning Javelin</big>===
{{MoveData
{{InputBadge|Vapor Thrust > {{clr|3|S}} or {{clr|4|H}}}}
|image=GGAC_Ky_StunDipper.png
{{GGACR_Move_Card
|caption=2nd hit won't combo if you do it too close to the opponent.
|input=623H > S,623H > H
|name=Stun Dipper
|description=
A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished, but leaves Ky in CH state.
----
{{clr|3|S}} version blows the opponent away and downwards.
*Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
*Recovers faster than H version, doesn't bounce Ky as high up.
*Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
----
{{clr|4|H}} version blows the opponent away directly to the corner and wallbounces.
*Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
*Recovers slower than S version, bounces Ky higher up.
*Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.  
}}
 
===<big>Stun Dipper</big>===
{{InputBadge|{{clr|2|236K}}}}
{{GGACR_Move_Card
|input=236K
|input=236K
|data=
|description=
{{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 8
{{#lsth:GGACR/Ky Kiske/Data|236K}}
|active  = 14
{{!}}-
|inactive2 = 7
{{Description|7|text=
|active3 = 3
First hit is low, second is mid. FRC point after the first hit finishes. Practice this! It's a great way to force the opponent to deal with a mixup since after this, you can run up throw, run up continue pressure, run up overhead, whatever. Be wary that the 2nd hit does not always combo from the first hit. This is distance dependent. However, if the first hit is a counter hit, the 2nd hit is guaranteed to hit them. A lot of opponents like to burst on this move, but if you FRC it, you can block the burst and punish them! Another common use for this move is to do a combo that ends in slide then RC, then run up and do 5S.c > 2H > air combo. Another kinda gimmicky use is to do slide, FRC into GS for an overhead which which will surprise first time victims, but they'll catch on pretty quickly.<br />
|recovery = 26
'''FRC point''' is right after the first hit ends.
|frcStart=24
}}
|frcEnd=26
}}
A fast sliding low that can go underneath many attacks. Often used to end combos and as a risky last chance jump catch. Commonly RC'd to make it safe or to continue a combo. Be wary that the 2nd hit does not always combo from the 1st hit. This is distance dependent, because Ky slides a fixed distance before the slash. However, if the 1st hit is a counter hit, the 2nd hit is guaranteed to hit them.
*FRC point at the end of the slide.
**This is a great way to force opponents to deal with a mixup since afterwards, you can run up throw, run up continue pressure, run up overhead, etc. 
**A lot of opponents like to burst on this move, using FRC will recover in time to bait and punish.
**Another gimmicky use is to do Stun Dipper FRC into Greed Sever for an overhead which which can surprise first time victims, but they'll catch on pretty quickly.
}}
}}
====== ======
 
{{MoveData
===<big>Greed Sever</big>===
|image=GGAC_Ky_GreedSever.png
{{InputBadge|{{clr|2|214K}}}}
|name=Greed Sever
{{GGACR_Move_Card
|input=214K
|input=214K
|data=
|description=
{{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 18
{{#lsth:GGACR/Ky Kiske/Data|214K}}
|active  = 15
{{!}}-
|recovery = 5
{{Description|7|text=
|specialRecovery = 11
Overhead, also crosses up opponents if done next to them. It's pretty easy to see coming, so don't rely on this too much. It's also good as a zoning move if you can predict that the opponent's going to air dash in at you or stick out a poke with a decent amount of recovery. It can also hop over some low hitting moves as well as over Sol's gunflame! This move gives a lot of tension if it hits, so it's useful for that, but don't use it for big damage since this move prorates 85%. On counter hit, it bounces them really high and is completely untechable, so don't be too surprised if this happens.
}}
}}
A large overhead that ground bounces the opponent on hit, useful for much more than just high low mixup. Though it's an okay mixup tool, it really shines when you use it early at a safe spacing to catch jumps, lows, air dashes and other neutral options. It's also good for beating answers to Ky's pressure that aren't fuzzy block or simply blocking, especially if they're trying to poke out of your pressure.
*Though it starts up fast (18F), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
*Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
*Can hop over low hitting moves and even low projectiles like Sol's {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.
*Crosses up if done at point-blank range.
*On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
*Often made safe with RC > 2P
}}
}}
====== ======
{{MoveData
|image=GGAC_Ky_LightningStrike.png
|caption=Trading oki for damage. FRC to get both or combo
|name=Lightning Strike
|input=222H when opponent is down
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|222H}}
{{!}}-
{{Description|7|text=
Can be used to deal damage after knocking down the opponent. Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki. FRC to keep both or to continue a combo after knockdown.
<br />
This attack can whiff if the attack is inputted too late, in which you are stuck in recovery for quite a while.


'''FRC point''' right when the attack hits the opponent.
===<big>Lightning Strike</big>===
  }}
{{InputBadge|{{clr|4|222H}} when opponent is knocked down}}
{{GGACR_Move_Card
|input=222H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active = 1
|recovery = 53
|frcStart = 14
|frcEnd = 16
}}
A finishing strike of lightning, used for squeezing a bit more damage out of short combos, or long combos with FRC in exchange for losing strong okizeme.
*Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
*Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
*FRC point to continue a combo after knockdown.
}}
}}
<br style="clear:both;"/>
 
==Force Breaks==
==Force Breaks==
====== ======
===<big>Lightning Sphere</big>===
{{MoveData
{{InputBadge|{{clr|5|236D}} > {{clr|5|4D}}}}
|image=GGAC_Ky_Orb.png
{{GGACR_Move_Card
|name=Lightning Sphere
|input=236D > 4D
|input=CSE -> 4D
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 6
{{!}}-
|active  = 34
{{#lsth:GGACR/Ky Kiske/Data|236D > 4D}}
|recovery = 4
{{!}}-
{{Description|7|text=
A great attack that must be FDed in the air and leads to great damage.
;Combos
:2D > Lightning Sphere > c.S > 2H > air combo is a common combo that works on most characters. You must perform this much closer and quicker than usual to get it to work on characters like ABA and Robo-Ky.
;Defense
:This can work as an anti-rushdown tool because it covers a lot of space in front of Ky. If the opponent blocks, then great! It's +8 and pulls in in the opponent, so you get a chance to change the momentum of the match if you can force your opponents to block this.
;Corner Lockdown
:You can use it when your opponent is the corner as a safe blockstring starter because the opponent won't have as much room to maneuver around the attack.
}}
}}
}}
====== ======
A powerful attack that's performed during the startup of 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in [[GGACR/Ky Kiske/Combos#Spending Meter|high damage combos]]. Commonly used after 6K to confirm into a combo or reset pressure. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack.
{{MoveData
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.
|image=GGAC_Ky_ChargeDrive.png
*Must be blocked with FD in the air.
|caption=Low-commitment Rising Force
*Can be cancelled into Charge Drive.
|name=Charge Drive
|input=LS -> 46D
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|236D > 4D > 46D}}
{{!}}-
{{Description|7|text=
Technically an overdrive. Wallsticks in the corner.
}}
}}
}}


====== ======
===<big>Charge Drive</big>===
{{MoveData
{{InputBadge|{{clr|5|236D}} > {{clr|5|4D}} > {{clr|5|46D}}}}
|image=GGAC_Ky_jD.png
{{GGACR_Move_Card
|caption=Looks just like j.D, but has a lot of special properties.
|input=236D > 4D > 46D
|name=Stun Rays
|description=
|input=j.214D
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 20
{{AttackDataHeader-GGACR}}
|active = 15
{{!}}-
|recovery = 35
{{#lsth:GGACR/Ky Kiske/Data|j.214D}}
}}
{{!}}-
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.
{{Description|7|text=
A version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. This attack must be FDed in the air.
;Zoning
: Use this to control space and to effectively block off a section of the screen for the opponent and to stop the opponent from rushing you down.
;Okizeme
: Lay this down on a knocked-down opponent to limit their wakeup options. Because the cross will stay out no matter what, the opponent must think twice before most reversal options. Do note that one common counter to this is to throw Ky on wakeup, so be sure to space it correctly (or be in the air) when the opponent wakes up.
}}
}}
}}
====== ======
 
{{MoveData
===<big>FB Greed Sever</big>===
|image=GGAC_Ky_GreedSever.png
{{InputBadge|{{clr|5|214D}}}}
|caption=Invincible to lows.
{{GGACR_Move_Card
|name=FB Greed Sever
|input=214D
|input=214D
|data=
|description=
  {{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 22
{{#lsth:GGACR/Ky Kiske/Data|214D}}
|active = 4
{{!}}-
|recovery = 17
{{Description|7|text=
}}
This version does decent damage by itself, but it's main utility is that it is invincible to low attacks during some of the startup.
A metered version of {{clr|2|214K}} with much higher base damage, low invul, and a bit of startup invul to go with it.
 
It has greater reward and hits slightly faster than regular Greed Server, but {{clr|5|214D}} can only combo on CH which means Ky has to be more selective when using it— For example, after the risk gauge is sufficiently cranked, or to call out low hitting moves. Whilst it can be converted on normal hit with {{clr|4|222H}} FRC, it's not worth the 50 meter cost unless it will kill.
 
As a reversal option, it's not much better than his DP. On Ky's wakeup, many characters can use low buttons to check for Vapor Thrust while also recovering in time to block {{clr|5|214D}}'s lengthy 22f startup, negating the usefulness of its invul. It can still see use for challenging harder reads and the opponent mid-pressure, however.
}}
 
===<big>Stun Raising</big>===
{{InputBadge|{{clr|5|j.214D}}}}
{{GGACR_Move_Card
|input=j.214D
|description=
''Also referred to as Stun Ray or FB Star by the community.''
 
An exceptionally powerful version of Ky's {{clr|5|j.D}} that lasts a long time and remains active even if Ky gets hit. It can be used to set up a wall to keep the opponent away in neutral. Setting it for okizeme severely limits the opponents wakeup options and will launch on hit, starting combos. Cannot be used while Charged Stun Edge is onscreen


Ground bounces on CH for followup combos. Otherwise immediately knocks them down after which you can Lightning Strike FRC to combo if you wish to spend the meter.
*Must be blocked in the air with Faultless Defense
}}
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.
}}
}}
<br style="clear:both;"/>


==Overdrives==
==Overdrives==
====== ======
===<big>Ride the Lightning</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}} (Air OK)}}
|image=GGAC_Ky_RTL.png
{{GGACR_Move_Card
|name=Ride the Lightning
|input=632146H,j.632146H
|input=632146H air OK
|description=
|data=
An expensive reversal and combo tool that has limited uses. It starts up exactly as fast as 623H, so it's a bit slow, but it moves horizontally rather than vertically so it will beat many options that are used to beat 623H. If [[Tiger Knee|TK'd]], this move can be used in combos against airborne opponents.
{{AttackDataHeader-GGACR|version=yes}}
*Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.
{{!}}-
*The aerial version can be used in combos if done as a low air juggle.  
{{AttackVersion|name=Ground}}
*FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.  
{{#lsth:GGACR/Ky Kiske/Data|632146H}}
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGACR/Ky Kiske/Data|j.632146H}}
{{!}}-
{{Description|8|text=
The ground one can be used a a wakeup reversal, the air one can be used in combos if done as a low air juggle. Overall, these attacks as not used much.


'''FRC Point''' is when Ky stops moving forward (the first frame of recovery)
===<big>Sacred Edge</big>===
}}
{{InputBadge|{{clr|1|236236P}}}}
{{GGACR_Move_Card
|input=236236P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|isProjectile = true
|recovery = 29
|frcStart = 13
|frcEnd = 14
}}
}}
====== ======
Usually used to add damage to combos. A common route is to use it after {{clr|5|2D}}. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.
{{MoveData
*While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.
|image=GGAC_Ky_SacredEdge.png
*2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.
|name=Sacred Edge
*On some characters and distances, you can link 6H after.
|input=236236P
'''Semi-Unblockable Glitch:''' Perform a Charged Stun Edge > FRC > Sacred Edge. The CSE will continue to go forward during SE's super flash. If the opponent is not blocking pre-superflash, the CSE will hit them (assuming they are within range). This trick is rarely used.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|236236P}}
{{!}}-
{{Description|7|text=
Can be used in combos after sweep and while it is +13 on block, it's most likely more meter-effecient to use Lightning Sphere for that purpose.
;FRC Point
:right after launching the projectile
;Semi-Unblockable Glitch
:Perform a CSE > FRC > Sacred Edge. The CSE will continue to go forward during the Sacred Edge's super flash. If the opponent is not blocking pre superflash, the CSE will hit them (assuming they are within range).
}}
}}
}}
<br style="clear:both;"/>
 
==Instant Kill==
==Instant Kill==
{{MoveData
===<big>Rising Force</big>===
|image=GGAC_Ky_IK.png
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|name=Rising Force
{{GGACR_Move_Card
|input=in IK Mode: 236236H
|input=236236H
|data=
|description=
{{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 17
{{#lsth:GGACR/Ky Kiske/Data|IK}}
|active  = 3
{{!}}-
|recovery = 45
{{Description|7|text=
Ky's Instant Kill is actually pretty fast and far-reaching. This makes it useful if you are able to Bear Stun the opponent or if you are fighting ABA and can force her to transform out of Moroha Mode via knockdowns.
}}
}}
}}
<br style="clear:both;"/>
Ky's Instant Kill is actually pretty fast and far-reaching. This makes it exceptionally useful (by IK standards, anyway) if you are able to stun your opponent or if you are fighting ABA and force her into {{MiniMoveCard|chara=A.B.A|input=Suka Motion}}.
==[[Dustloop_Wiki:Roadmap/GGACR#Ky|Roadmap]]==
}}
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Ky}}
 
==Colors==
{{GGACRColors|Character=Ky Kiske}}
 
==Navigation==
==Navigation==
{{#lsth:GGACR/Ky Kiske/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGACR/Navigation}}
{{Navbar-GGACR}}
{{Overview/SEO|summary=Guilty Gear +R's Ky Kiske controls the battlefield as a versatile character with strong pressure and defense.}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Ky Kiske]]

Latest revision as of 10:02, 28 December 2023

Overview

Overview

Ky Kiske is a balanced, straightforward character with a tool for every range and situation.

He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his Stun EdgeGGAC Ky StunEdge.pngGuardAllStartup10RecoveryTotal 41Advantage-5 projectiles. He uses his fast, long f.S to harass his foes, and rounds out his neutral game with 2S, 5H, 2K, and 2D. Experienced Ky players can cancel into Stun DipperGGAC Ky StunDipper-1.pngGuardLow, MidStartup8Recovery26Advantage-15 to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable 6P and very tall 2H. When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.

After getting a knockdown, Ky safely sets up 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. using Charged Stun EdgeGGAC Ky CSE.pngGuardAllStartup43RecoveryTotal 68Advantage+18, 3H or j.D, then applies strong blockstring pressure, lacing together low attacks, frame traps, throws, and pressure resets with 6H, 6K, and powerful Force Breaks (FBs) to wear the enemy down.

To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead Greed SeverGGAC Ky GreedSever.pngGuardHigh/AirStartup18Recovery5+11 after landingAdvantage-14, or gamble with his reversal, Vapor ThrustGGAC Ky VaporThrust.pngGuardMidStartup11Recovery30+13 after landingAdvantage-33. Ky can rapidly switch between keeping the opponent away and applying pressure.

Ky's balanced moveset has a tool for every situation, although he lacks specialization in any one role and can be locked out by specialist characters. While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.
GGACR Ky Kiske Nameplate.png
GGACR Ky Kiske Portrait.png
Damage Received Mod
×1.03
Guts Rating
2/5
Gravity Mod
×1
Stun Resistance
60
Prejump
3F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
23F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
2P (4F)
Reversals
623S/H (9F/11F)
632146H (11F)

 Ky Kiske is the resident "shoto" of Guilty Gear, with a balanced toolkit and answers for almost every situation.

Pros
Cons
  • Well Rounded and Well Ranged: Ky has plenty of normals with range, speed, and good frame data + versatile projectiles and traps make Ky effective up close, far away, and everywhere in between. Ky is also consistent in his ability to score knockdowns and establish advantage after winning neutral.
  • Strong Pressure: Ky has a large list of pretty solid mixup tools—including 5K, j.S, j.D, j.214D, and Greed Sever, as well several tools to enforce frame advantage—such as 3H, Charged Stun Edge, and Lightning SphereGGAC Ky Orb.pngGuardMidStartup6Recovery4Advantage+8. Paired with his open gatling table he can keep the opponent guessing and crank their Guard Gauge.
  • Space Control: Ky has a suite of excellent pokes to help him control space, such as f.S, 2D, and 5H. He can reactively punish jumpins with 6P or control the sky with the disjointed j.S and j.HS.
  • Tricky With Meter: Ky's FRCs and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
  • Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
  • Trouble Keeping Pressure On: Ky's pressure is not flawed in and of itself, but keeping on the opponent requires resets, usually some meter, and usually leaves points for certain characters to confidently steal a turn.
  • Low Average Damage: Ky's typical combo starters prorate heavily and converting into his high damage routes often requires several conditions such as meter and corner positioning.
  • Meter Dependent: much of Ky's gameplan is locked behind having at least 25% meter for FRC or Force Break. Ky is forced to use meter to play neutral, keep pressure, or deal significant damage against opponents who outclass him in any particular area in order to keep pace with the rest of the cast.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0
Total: 14

A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait Bursts, and anti-air with it.

  • Good vertical range.
  • Nice backup anti-air when 6P would fail (like if you were crossed up).
  • Gatlings into any other attack.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 8 7 -5
Total: 19

Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.

  • Hits surprisingly high up.
  • Active enough to catch backdashes.

Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 18 -3
Total: 26

A versatile attack that's usually the midway point in a gatling string. By the time you use this in a string you can hit confirm and combo, or cancel into a jump, or another normal on block. c.S is also used a lot in combos or as a punish starter due to its speed and many cancel options.

  • Lots of options on hit or block.
  • Hits really high up, so it works as an anti-air.
  • Preferred normal to throw option select with.
  • Preferred normal to Jump Install in specific combos.
  • Long hitstun on CH, enough to combo into 3H.
  • Often used to frame trap due to its high reward on CH.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 6 19 -11
Total: 34

A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into 2S or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21 along with Zappa's run and Faust's crouch walk.

  • Extends hurtbox significantly

Gatling Options: 6K, 2S, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 10 6 12 +1
Total: 27

Hits decently high up and has a small hurtbox, so it sees use as a combination poke + anti air. Typically used to end blockstrings at frame advantage, or delay cancelled into Stun Dipper to end a combo. Sometimes cancelled into 6K to reset pressure, but this can be risky on whiff. Being a level 5 attack, it's also a good normal to cancel into Greed Sever with a minimal gap.

  • Slightly shorter range than f.S but hits higher up and doesn't extend Ky's hurtbox as far.
  • Heavily increases Guard Gauge.
  • Ky's best raw starter.
  • Preferred normal to loop airborne CH's when comboing with a flashing Guard Gauge.

Gatling Options: 6K, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Staggers on ground CH (max 47F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 25 4 22 -12
Total: 50

A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away. On hit, you can do a simple Dust combo or go for harder, more optimal Impossible Dust combos.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 5 15 -6 1~6F Upper Body
7~13F Above Knees
Total: 28

Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into c.S for safety in the event of a clash or to hit confirm.

  • Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
  • Often used as a frame trap due to high reward on CH.
  • Sometimes used to start 6H loops on CH from very close hits.

Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10 7 3
  • Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 17 2 11 +4
Total: 29

A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can link a 2P or 2K for an extended combo. On block, you're at advantage. It's a vital normal to get Ky closer to the opponent for Lightning Sphere and Stun Edge FRC combos. Also used to knock airborne opponents down, mostly in corner S Javelin combos.

  • Moves Ky forward.
  • 0 on IB.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

6H

Damage Guard Startup Active Recovery On-Block Invuln
43 Mid 20 4 17 +2
Total: 40

Has a custom amount of blockstun making it +2 on block. Used often in blockstring pressure and in powerful wall bounce loops. Outside its main uses, it's a huge attack that occasionally works as a haymaker in neutral.

  • Staggers on ground hit, wall bounces on air hit.
  • Long cancel window.
  • Heavily increases Guard Gauge.

Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 12 5
  • Custom blockstun

3H

Damage Guard Startup Active Recovery On-Block Invuln
36×2 Mid 23 8,1 3 +15
Total: 34

A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than 5D, in exchange for being ultra plus on block and option selecting most reversals when timed correctly.

The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.

  • Forces opponent into crouching state on hit.
  • Heavily increases Guard Gauge.
  • The 2nd hit is a common target for SB. Though this will negate Ky's absurd frame advantage, he is still safe.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×2 8×2 5

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 4 4 5 +1
Total: 12

Ky's fastest normal, making it a great combo tool for making links as stable as possible, setting up tick throws and frame traps, and for mashing out of pressure.

  • Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
14 Low 5 4 6 0
Total: 14

A fast, low risk poke in neutral, especially when dashing in.

  • Has very good range for its speed.
  • Being low to the ground avoids airdash attacks.

Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 Low 9 2 13 -1
Total: 23

A superb, low risk neutral tool for spacing the opponent out and ending pressure at range. Covers a lot of options that Ky's standing pokes lose to, including very low-profile moves such as Sol's Grand Viper and 2D. Often cancelled into Stun Edge on hit or block, or layered with a 2D input to combo into a knockdown at closer ranges.

  • Quite a disjointed hitbox.
  • Being low to the ground avoids airdash attacks.

Gatling Options: 6K, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 12 4 20 -7
Total: 35

A huge anti-air that can also be used as a poke to cover many options in neutral at once. Because it's a bit slow and has no upper body invulnerability, it's usually used as a preemptive anti-air to beat airdashes and stop the opponent from jumping out of pressure. On block it's very safe since it can be jump canceled. The recovery on this move isn't insignificant, but it's quick for what it is.

  • Pulls in on air hit.
  • Launches on Counter Hit.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 10 4
  • Floats on CH (untechable for 38F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 7 12 12 -10
Total: 30

Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.

  • Hilariously long active frames
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 8 7 3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 6 6 6
Total: 17

A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like j.S.

  • Cancels into j.D to start tricky mixup situations.
  • Burst safe.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 7 8 8
Total: 22

A big air poke used to stuff moves from far away. Great in general for air-to-air fights.

  • Crosses up.
  • Not jump cancellable, so cancels into j.P or j.S for air combos.
  • Cancels into j.D to start tricky mixup situations.

Gatling Options: j.P, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 9 1

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 7 3 21
Total: 30

A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced F-Shiki mixups off of a deep j.S due to its big vertical hitbox.

  • Crosses up.
  • Air combo filler.

Gatling Options: j.P, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 8 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 13 4 23
Total: 39

A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 All 38 13 Total 20+11 after landing

j.D is a unique move. Ky creates an electric cross in the air that hangs in place a moment before exploding, launching on hit and even higher on counterhit. It's often used for okizeme to encourage the opponent to block, and in tricky crossup mixups after a solid knockdown. It can also be used in neutral to cover yourself from both air and grounded approaches, or be chained into from j.P and j.K to set up mixups, but it can be risky to use in these ways due to its long startup and high amount of landing recovery.

The landing recovery for j.D will be applied even if Ky airdashes or does another attack in the air afterwards - unless Ky does a double jump, in which case he can land normally.

  • Stops Ky's air momentum on use.
  • Remains even if Ky blocks, but disappears if Ky is hit.
  • Hard to hit short characters like Zappa and Faust.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 11 3
  • Launches higher on CH (untechable for 46F)
  • Ky is in CH state until 16F, remains in place
  • Is a projectile
  • If j.D makes contact with a projectile, j.D's hitbox immediately disappears
  • Cannot perform 2nd j.D until first j.D has disappeared

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels

A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for a combo to make your mixup more punishing.

FRC Window Proration Guard Bar+ Guard Bar- Level
59~60F Forced 50% 6, 8

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Air throw that wallbounces in the corner, link with 2P for a combo. Option Select with j.P or j.K for safety.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 12 3 24 -13 1~14F All
15~32F Throw
Total: 38

While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.

  • Wallbounces in the corner.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Stun Edge

236S or 236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 All 10 Total 41 -5
236H 40 All 13 Total 52 -9
Total: 41
Total: 52

A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in difficult optimal damage combos.

  • The S version comes out very fast and recovers quickly.
  • Good harassment tool for ending blockstrings and cancelling from f.S or 2S.
  • Opponents can Instant Air Dash over it to punish continued use.
  • FRC point can be used to continue pressure on block, combo on hit, and bait air dashes.

H Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and in combos where the S version doesn't work.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236S 22~23F 0 7 3
236H 25~26F 0 6 4

236S:

  • Ky is in CH state from 1~21F

236H:

  • Ky is in CH state from 1~24F

Air Stun Edge

j.236S or j.236H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.236S 33 All 15 Total 59+14 after landing
j.236H 33 All 13 Total 56+14 after landing
Total: 73
Total: 70

A fast, single-hit projectile fired at the ground. Good for controlling space. You can mess with your landing timing by firing this off as opponents try to anti-air you. FRC to force your way in, escape bad situations, and set up airdash high/low mixups.

  • S version goes at about a 30 degree angle.
  • Significant landing recovery.
  • FRC restores air options.

The H version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.

  • H version goes at about a 60 degree angle.
  • Significant landing recovery.
  • FRC restores air options.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.236S 16~18F 0 7 3
j.236H 14~16F 0 6 4

j.236S:

  • Ky is in crouching state during landing recovery
  • FRCing restores jump options
  • Has a minimum height requirement

j.236H:

  • Ky is in crouching state during landing recovery
  • FRCing restores jump options
  • Has a minimum height requirement

Charged Stun Edge

236D

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 43 49 Total 68 +18
Total: 68

A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.

  • Travels nearly fullscreen.
  • FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
    • Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.
FRC Window Proration Guard Bar+ Guard Bar- Level
31~32F 0 6×3 4
  • Can cancel into Lightning Sphere from 9~27F
  • Movement immediately after the FRC affects the position of the projectile

Air Charged Stun Edge

j.236D

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 31 Total 63+14 after landing
Total: 77

3-hit projectile, much like the ground version. Travels at about a 30 degree angle like S Air Stun Edge, preventing opponents from getting under it. Useful against Faust, who can crouch under ground 236D.

  • FRC point does not reset your jump options like the Air Stun Edge FRCs do.
  • FRCing can cause the projectile to change directions to face the opponent.
  • The infamous "shtkn strat" j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
    • While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.
FRC Window Proration Guard Bar+ Guard Bar- Level
21~22F 0 6×3 5
  • Ky is in crouching state during landing recovery
  • Has a minimum height requirement

Vapor Thrust

623S or 623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 32 Mid 9 3 32+13 after landing -34 1~8F All
623H 36 Mid 11 4 30+13 after landing -33 1~10F All
11~15F Strike
j.623S/H 32 All 11 3 Until landing+13 1~10F Strike
Total: 56
Total: 57

Vapor Thrust is an invulnerable attack that hits on both sides of Ky. It's his dedicated meterless reversal, but it is noticeably risky because it has poor horizontal range and is susceptible to low profiles. Nonetheless, it is useful as a combo tool and usable as an anti-air or reversal when pressured.

The S version loses invulnerability before active frames, but will still go through some things. It's faster and launches the opponent higher, which makes it a decent anti-air. It's less used when being pressured, as its quite easy to trade with the opponent. Leads to a full combo on Counter Hit.

The H version does have invulnerability during active frames, meaning its Ky's actual reversal. Because it launches opponents lower, it's his preferred version for combos, and allows him to do JavelinGGAC Ky LightningJavelin.pngGuardAllStartup17RecoveryUntil landing+6Advantage- loops and enter okizeme. It is also quite useful when being pressured, but whiffing will most likely end up in Ky taking a lot of damage.

The Air versions mostly see use as combo filler.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
623S N/A 80% 10 7 3
623H N/A 80% 10 10 3
j.623S/H N/A 10 7 3

623S:

  • Ky is airborne from 9F onwards
  • Can cancel into Lightning Javelin from 16~29F

623H:

  • Ky is airborne from 11F onwards
  • Can cancel into Lightning Javelin from 17~31F

j.623S/H:

  • Can cancel into Lightning Javelin from 15~33F

Lightning Javelin

Vapor Thrust > S or H

Version Damage Guard Startup Active Recovery On-Block Invuln
623H > S 16 All 17 5 Until landing+6
623H > H 16 All 17 6 Until landing+12

A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished, but leaves Ky in CH state.


S version blows the opponent away and downwards.

  • Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
  • Recovers faster than H version, doesn't bounce Ky as high up.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.

H version blows the opponent away directly to the corner and wallbounces.

  • Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
  • Recovers slower than S version, bounces Ky higher up.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623H > S 24~26F 15 6 5
623H > H 27~29F 15 12 5

623H > S:

  • Ky is in CH state until landing

623H > H:

  • Ky is in CH state until landing

Stun Dipper

236K

Damage Guard Startup Active Recovery On-Block Invuln
12, 32 Low, Mid 8 14(7)3 26 -15 5~21F Low Profile
Total: 57

A fast sliding low that can go underneath many attacks. Often used to end combos and as a risky last chance jump catch. Commonly RC'd to make it safe or to continue a combo. Be wary that the 2nd hit does not always combo from the 1st hit. This is distance dependent, because Ky slides a fixed distance before the slash. However, if the 1st hit is a counter hit, the 2nd hit is guaranteed to hit them.

  • FRC point at the end of the slide.
    • This is a great way to force opponents to deal with a mixup since afterwards, you can run up throw, run up continue pressure, run up overhead, etc.
    • A lot of opponents like to burst on this move, using FRC will recover in time to bait and punish.
    • Another gimmicky use is to do Stun Dipper FRC into Greed Sever for an overhead which which can surprise first time victims, but they'll catch on pretty quickly.
FRC Window Proration Guard Bar+ Guard Bar- Level
24~26F 11, 10 6, 7 4, 3

Greed Sever

214K

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 18 15 5+11 after landing -14 4~37F Feet
Total: 48

A large overhead that ground bounces the opponent on hit, useful for much more than just high low mixup. Though it's an okay mixup tool, it really shines when you use it early at a safe spacing to catch jumps, lows, air dashes and other neutral options. It's also good for beating answers to Ky's pressure that aren't fuzzy block or simply blocking, especially if they're trying to poke out of your pressure.

  • Though it starts up fast (18F), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
  • Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
  • Can hop over low hitting moves and even low projectiles like Sol's GunflameGGAC Sol 236P.pngGuardAllStartup21RecoveryTotal 50Advantage-3.
  • Crosses up if done at point-blank range.
  • On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
  • Often made safe with RC > 2P
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 11 18 4
  • Ky is airborne from 4F onwards
  • Floats higher on CH
  • Ky is in crouching state during landing recovery
  • Startup to hit a crouching opponent is 21F (tested on Sol)

Lightning Strike

222H when opponent is knocked down

Damage Guard Startup Active Recovery On-Block Invuln
30 14 1 53
Total: 67

A finishing strike of lightning, used for squeezing a bit more damage out of short combos, or long combos with FRC in exchange for losing strong okizeme.

  • Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
  • Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
  • FRC point to continue a combo after knockdown.
FRC Window Proration Guard Bar+ Guard Bar- Level
14~16F 20 3
  • Removes OTG status on hit
  • Ky is in CH state during move
  • Can only perform move when opponent is knocked down

Force Breaks

Lightning Sphere

236D > 4D

Damage Guard Startup Active Recovery On-Block Invuln
24×3 Mid 6 34 4 +8
Total: 43

A powerful attack that's performed during the startup of 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in high damage combos. Commonly used after 6K to confirm into a combo or reset pressure. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack.

  • Vacuums opponent.
  • Must be blocked with FD in the air.
  • Can be cancelled into Charge Drive.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 6×3 5
  • Pulls in opponent on hit or block
  • Can cancel into Charge Drive from 30~36F

Charge Drive

236D > 4D > 46D

Damage Guard Startup Active Recovery On-Block Invuln
130 All 7+13 15 35 -31
Total: 69

Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. Wall Sticks in the corner, allowing a short follow-up combo.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 70% 20 6 5

FB Greed Sever

214D

Damage Guard Startup Active Recovery On-Block Invuln
70 High/Air 22 4 17 -4 1~4F Strike
5~25F Lower Body
Total: 42

A metered version of 214K with much higher base damage, low invul, and a bit of startup invul to go with it.

It has greater reward and hits slightly faster than regular Greed Server, but 214D can only combo on CH which means Ky has to be more selective when using it— For example, after the risk gauge is sufficiently cranked, or to call out low hitting moves. Whilst it can be converted on normal hit with 222H FRC, it's not worth the 50 meter cost unless it will kill.

As a reversal option, it's not much better than his DP. On Ky's wakeup, many characters can use low buttons to check for Vapor Thrust while also recovering in time to block 214D's lengthy 22f startup, negating the usefulness of its invul. It can still see use for challenging harder reads and the opponent mid-pressure, however.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 11 6 4
  • Ground bounces on CH (untechable for 130F)
  • Ky is airborne from 5~20F
  • Ky is in CH state during move

Stun Raising

j.214D

Damage Guard Startup Active Recovery On-Block Invuln
18×2 Mid 45 161 Total 22

Also referred to as Stun Ray or FB Star by the community.

An exceptionally powerful version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. It can be used to set up a wall to keep the opponent away in neutral. Setting it for okizeme severely limits the opponents wakeup options and will launch on hit, starting combos. Cannot be used while Charged Stun Edge is onscreen

  • Must be blocked in the air with Faultless Defense
  • Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7×2 3
  • Floats opponent on CH (untechable for 60F)
  • Ky is in CH state 1~15F
  • Has a minimum height requirement
  • Projectile guaranteed to appear after 12F

Overdrives

Ride the Lightning

632146H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 36×5 Mid 10+1 42 20 -24 1~14F All
15~19F Throw
j.632146H 36×5 All 7+1 42 Until landing+3 1~14F All
15~19F Throw

An expensive reversal and combo tool that has limited uses. It starts up exactly as fast as 623H, so it's a bit slow, but it moves horizontally rather than vertically so it will beat many options that are used to beat 623H. If TK'd, this move can be used in combos against airborne opponents.

  • Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.
  • The aerial version can be used in combos if done as a low air juggle.
  • FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146H 53~56F 10×5 5×5 3
j.632146H 50~53F 10×5 5×5 3

632146H:

  • Ky is in CH state during move
  • Dizzy modifier x0

j.632146H:

  • Ky is in CH state until landing
  • Dizzy modifier x0

Sacred Edge

236236P

Damage Guard Startup Active Recovery On-Block Invuln
27×5 All 5+3 Total 36 +13
Total: 36

Usually used to add damage to combos. A common route is to use it after 2D. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.

  • While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.
  • 2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.
  • On some characters and distances, you can link 6H after.

Semi-Unblockable Glitch: Perform a Charged Stun Edge > FRC > Sacred Edge. The CSE will continue to go forward during SE's super flash. If the opponent is not blocking pre-superflash, the CSE will hit them (assuming they are within range). This trick is rarely used.

FRC Window Proration Guard Bar+ Guard Bar- Level
13~14F 3×5 6×5 5

Instant Kill

Rising Force

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 9+8 3 45 -29
Total: 64

Ky's Instant Kill is actually pretty fast and far-reaching. This makes it exceptionally useful (by IK standards, anyway) if you are able to stun your opponent or if you are fighting ABA and force her into Suka MotionGGAC ABA sukaMotion.pngGuardStartupRecoveryTotal 52Advantage-.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 5
  • IK Mode activation: 46F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Navigation

To edit frame data, edit values in GGACR/Ky Kiske/Data.
Systems Pages