Difference between revisions of "GGACR/Ky Kiske"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Ky_Kiske|forums=http://www.dustloop.com/forums/index.php?/forums/forum/21-ky-kiske/}}
|-
+
======<span style="visibility:hidden;font-size:0">overview</span>======
!Ky Kiske
+
{{FlexContainer}}
|-
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{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
||
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{{FP Box
[[File:GGAC_Ky_Portrait.png|350px|center]]
+
|header=Overview
|-
+
|content=Ky is a character focused on the fundamentals of Guilty Gear. Ky leverages a mixture of {{keyword|fireball}}s and normals, which feature a well rounded mix of speed and range, to control the midrange and threaten opponents with counter hit conversions. Ky's core traits are supplemented by a diverse and flexible list of special moves which, despite not being best-in-class, provide Ky with solid options for all situations. These include [[{{PAGENAME}}#GreedSever|GreedSever]], a special overhead, [[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]], a {{keyword|DP}} with singificant use in combos, and [[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]], a {{keyword|low profile}} slide kick. Ky's pressure and {{keyword|okizeme}} largely consistent of staple techniques such as tick-throws, projectile pressure, frame traps, and other fundamental techniques. These standard options are bolstered via the addition of {{clr|5|j.D}} and [[{{PAGENAME}}#Stun Rays|Stun Rays]] which can be used to create traps which prevent the opponent from techning and air-dashing out of the corner which gives Ky more opprotunities to run his standard pressure. All of these traits result in a character who is commonly known as a Jack of all trades, master of none. Ky rewards players who enjoy the fundamental aspects of Guilty Gear, complex combo routes, and a balanced toolset.
||
+
{{Bio
{{#lsth:GGACR/Ky Kiske/Data|SystemData}}
+
| name = Ky Kiske
;Movement Options
+
| game = GGACR
:Double Jump, 1 Airdash, Dash Type: Run
+
| voice = Takeshi Kusao
<center>'''Colors'''</center>
+
| lore = A former captain of the Sacred Order of Holy Knights.<br>
{{GGACRColors|Character=Ky|Size=85px}}
+
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br>
|}
+
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system.<br>
<div style="float:left; margin-right:25px;">
+
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br>
{{TOC limit|2}}
+
Ky must balance his duties with the safety of his friends and family.
</div>
+
}}
==Overview==
+
{{StrengthsAndWeaknesses
:Ky Kiske fulfills the role of an approachable and well rounded character.
+
| intro = {{Character Label|GGACR|Ky Kiske|24px}} fulfills the role of an approachable and well rounded character.
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.
+
| pros =
 
+
* Strong neutral game with very simplistic kit; fast, far-reaching normals that yield knockdown and damage.
{{StrengthsAndWeaknesses|strengths=
+
* Pressure that utilizes many lows, rewarding frame traps, lockdowns on okizeme with projectiles and opportunities to reset pressure or safely return to neutral.
* strong neutral game; fast, far-reaching normals that yield knockdown and damage.
+
* Likewise with the above, many of his projectiles can be FRC'd to guarantee such advantageous positions.
* Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
+
* Has a tool for every situation, including two strong anti-airs, a great mash out move in {{clr|1|2P}} and two reversal attacks.  
* Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
+
* Can knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
* Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
+
* Strong okizeme between {{clr|4|3H}}, {{clr|5|236D}}, {{clr|5|j.236D}}, {{clr|5|j.D}}, {{clr|5|j.214D}}, {{clr|2|5K}} and {{clr|3|j.S}}.
* Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
+
| cons =
|weaknesses=
+
* Second chance mixup tools are limited and either require meter or end your turn and put you on the defensive.
* Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
 
 
* His long distance game is very one dimensional and is very outclassed by most other projectile characters.
 
* 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.
 
* 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.
+
* His approach is very straightforward and easy for more defensive characters to stop; requires some more out of the box tactics against specialists.
 +
}}
 +
}}
 +
{{FP Box|header=Guilty Bits Character Intro
 +
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}
 +
}}
 +
{{Closediv}}<!--END TOP SECTION-->
 +
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 +
{{FP TOC|game=GGACR}}
 +
{{FP Box
 +
| padding=no
 +
| content={{CharaInfo
 +
| game=GGACR
 +
| fullname=Ky
 +
| nameplate=yes
 +
| defense = {{#lst:{{PAGENAME}}/Data|defense}}
 +
| guts = {{#lst:{{PAGENAME}}/Data|guts}}
 +
| weight = {{#lst:{{PAGENAME}}/Data|weight}}
 +
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}}
 +
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}
 +
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}
 +
| wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}}
 +
| movement = {{#lst:{{PAGENAME}}/Data|movement}}
 +
| voice = GGAC_Ky_Kiske_loctest.ogg
 +
| theme = GGACR_Holy_Orders.ogg
 +
| colors=yes
 
}}
 
}}
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
!| <big>Guilty Bits Character Intro</big>
 
|-
 
|- style="text-align: center;"
 
| style="border: 1px;"|
 
{{#evt:
 
service=youtube
 
|id=https://youtu.be/RF1QTDpgM0Q
 
 
}}
 
}}
|}
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{{Closediv}}<!--END FLEX SECTION-->
{{#lst:GGACR/Ky Kiske/Data|Links}}
+
{{Closediv}}
  
 
==Normals==
 
==Normals==
======<font style="visibility:hidden" size="0">5P</font>======
+
======<span style="visibility:hidden;font-size:0">5P</span>======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_5P.png
 
|image=GGAC_Ky_5P.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|1|5P}}
[[File:GGXXACPR_Ky_5P-Hitbox.png|center|175px]]
 
</div>
 
|name=5P
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|5P}}
+
{{#lst:GGACR/Ky Kiske/Data|5P}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
5p is one of ky's fastest normals and works great for poking opponents close by
+
{{clr|1|5P}} *One of ky's fastest normals and works great for poking opponents close by
*5p can chain into any of ky's normals depending on range
+
*Can chain into any of ky's normals depending on range
*5p can also be used as a situational anti-air
+
*Can also be used as a situational anti-air
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_5P-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
======<font style="visibility:hidden" size="0">5K</font>======
+
======<span style="visibility:hidden;font-size:0">5K</span>======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_5K.png
 
|image=GGAC_Ky_5K.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|2|5K}}
[[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=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|5K}}
+
{{#lst:GGACR/Ky Kiske/Data|5K}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
5k is a fast close ranged poke that works good in mix ups.  
+
{{clr|2|5K}} *Fast close ranged poke that works good in mix ups.
*Despite coming out as fast as 5p, 5k has quite a long active hitbox.
+
*Chains into all of ky's normals.
*Works great a combo starter because it hits low.
+
*Despite coming out as fast as {{clr|1|5P}}, {{clr|2|5K}} has quite a long active hitbox.
*While 5k does work good for a combo starter it does have 80% proration.
+
*Works great as a combo starter because it hits low.
 +
**While {{clr|2|5K}} does work good for a combo starter it does have 80% proration.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6
 +
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9
 +
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_cS.png
 
|image=GGAC_Ky_cS.png
|name=c.S
+
|name={{clr|3|c.S}}
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
[[File:GGXXACPR_Ky_cS-Hitbox.png|center|175px]]
 
</div>
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|c.S}}
+
{{#lst:GGACR/Ky Kiske/Data|c.S}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
c.s is a close poke that comes out quite fast.  
+
*{{clr|3|c.S}} is a close poke that comes out very fast.  
*c.s can be chained into most of ky's kit and so works as a great combo starter.
+
*{{clr|3|c.S}} can be chained into most of ky's kit and so works as a great combo starter.
*c.s can also be used as a anti-air because the move hits very high up.
+
*Also can work as a anti-air because it hits very high.
*A useful way to use c.s is to perform a throw os.  
+
*You can use {{clr|3|c.S}} as a good throw OS.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_cS-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_fS.png
 
|image=GGAC_Ky_fS.png
|name=f.S
+
|name={{clr|3|f.S}}
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
[[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=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|f.S}}
+
{{#lst:GGACR/Ky Kiske/Data|f.S}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
f.s is a far reaching normal best used to zone out your opponent from medium to far range.
+
*{{clr|3|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.  
+
*On block and hit you can cancel the move into either {{clr|3|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.
+
*It's recommended to be careful using {{clr|3|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.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12
 +
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_5H.png
 
|image=GGAC_Ky_5H.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|4|5H}}
[[File:GGXXACPR_Ky_5H-Hitbox.png|center|175px]]
 
</div>
 
|name=5H
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|5H}}
+
{{#lst:GGACR/Ky Kiske/Data|5H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
;Attacking
+
*{{clr|4|5H}} is a good medium range poke that leaves ky at +1 on block
: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).  
+
*Slighter shorter range than {{clr|3|f.S}} but has a higher hitbox.
 
+
*Best raw starter for ky.
;Combos
+
*leaves ky +1 on block allowing ky to reset pressure.
: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.
+
*Can combo into stun dipper on hit.
;Zoning/Poking
+
*Can also combo into stun edge but doing so will get rid of your frame advantage just to push your opponent away farther.
: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).
+
'''Additional Frame Data''' ''Staggers opponent on ground CH (max 47F)''
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_5H-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_6P.png
 
|image=GGAC_Ky_6P.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|1|6P}}
[[File:GGXXACPR_Ky_6P-Hitbox.png|center|175px]]
 
</div>
 
|name=6P
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|6P}}
+
{{#lst:GGACR/Ky Kiske/Data|6P}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*{{clr|1|6P}} is a good anti air.
 +
*Has upper body invulnerability.
 +
**Beats most air normals, but may not be the best option for the scenerio.
 +
**Untechable blowback launcher on counter hit  
 +
*Gattlings into a lot of Ky's normals.
 +
*Can be used as a frame trap by canceling other moves into {{clr|1|6P}}.
 +
'''Additional Frame Data''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). Initial prorate 90%''
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_6P-Hitbox.png
 +
</gallery>  
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_6K.png
 
|image=GGAC_Ky_6K.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|2|6K}}
[[File:GGXXACPR_Ky_6K-Hitbox.png|center|175px]]
 
</div>
 
|name=6K
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|6K}}
+
{{#lst:GGACR/Ky Kiske/Data|6K}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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 />
+
*{{clr|2|6K}} is a weird move used mostly for combos and blockstrings
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 />
+
*+5 on hit and +6 on crouching hit. Allowing ky to link into jabs.
Random note: if you hit an enemy in the air with this, it drops them to the ground like a rock.
+
*Can special cancel {{clr|2|6K}}.
 +
*Untechable on air hit.
 +
*Used alot for ending corner combos allowing oki.
 +
'''Additional Frame Data''' ''Blows away opponent on air hit (untechable 25F)''
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_6K-Hitbox.png
 +
</gallery>  
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_6H.png
 
|image=GGAC_Ky_6H.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|4|6H}}
[[File:GGXXACPR_Ky_6H-1-Hitbox.png|center|175px]]
 
</div>
 
|name=6H
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|6H}}
+
{{#lst:GGACR/Ky Kiske/Data|6H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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 />
+
*{{clr|4|6H}} is a move with multiple uses but mainly used in combos
;Okizeme
+
*Staggers on ground hit, wall bounces on air hit.
: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.
+
*Can work as a long range poke.
;Combos
+
*Cancels into all of ky's S and H moves except for {{clr|4|6H}}. Along with being jump cancelable.  
: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.
+
*Tricky to combo into in certain situations.
;Long range poke
+
'''Additional Frame Data''' ''Staggers opponent on ground hit (max 50F). Wall bounces opponent on air hit (untechable for 45F). Blockstun 22F on standing block''
: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.
+
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_6H-1-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_3H.png
 
|image=GGAC_Ky_3H.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|4|3H}}
[[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=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|3H}}
+
{{#lst:GGACR/Ky Kiske/Data|3H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*{{clr|4|3H}} is a good oki tool for ky.
 +
*+15 on block with only 3 frames of recovery allowing you to block any reversal.
 +
*Forces opponent into crouching state on hit.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)
 +
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frames 31)
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_5D.png
 
|image=GGAC_Ky_5D.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]
[[File:GGXXACPR_Ky_5D-Hitbox.png|center|175px]]
 
</div>
 
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|5D}}
+
{{#lst:GGACR/Ky Kiske/Data|5D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*{{clr|5|5D}} is a standard dust
 +
*Hits high.
 +
*You can cancel into {{clr|5|5D}} from {{clr|4|5H}} on counter hit.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_5D-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_2P.png
 
|image=GGAC_Ky_2P.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|1|2P}}
[[File:GGXXACPR_Ky_2P-Hitbox.png|center|175px]]
 
</div>
 
|name=2P
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2P}}
+
{{#lst:GGACR/Ky Kiske/Data|2P}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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 />
+
*{{clr|1|2P}} is a fast low poke
;Attacking
+
*Cancels into all of ky's normals.
: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.
+
*Comes out in 4 frames.
;Defense
+
*{{clr|1|2P}} prorates 80% and drops the guard gauge.  
: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.
+
*+1 on block.
 +
*Good for tick throw setups.  
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_2P-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_2K.png
 
|image=GGAC_Ky_2K.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|2|2K}}
[[File:GGXXACPR_Ky_2K-Hitbox.png|center|175px]]
 
</div>
 
|name=2K
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2K}}
+
{{#lst:GGACR/Ky Kiske/Data|2K}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
A nice combo starter despite the fact that it prorates to 70%. <br />
+
*{{clr|2|2K}} works as a nice combo starter.
;Attacking
+
*Prorates 70%, but {{clr|2|2K}} can cancel into a lot of ky's kit.
: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.
+
*Leaves you +0 on block.
;Zoning
+
*Has good range and comes out fast.
: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.
+
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_2K-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_2S.png
 
|image=GGAC_Ky_2S.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|3|2S}}
[[File:GGXXACPR_Ky_2S-Hitbox.png|center|175px]]
 
</div>
 
|name=2S
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2S}}
+
{{#lst:GGACR/Ky Kiske/Data|2S}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
This move has a lot of range for a low move.<br />
+
*{{clr|3|2S}} is a good low poke.
;Zoning and Pressure
+
*Has good range.
: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.
+
*Ky's hurtbox is quite far from the hitbox.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_2S-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_2H.png
 
|image=GGAC_Ky_2H.png
 
|caption=Keep The Flag Flying
 
|caption=Keep The Flag Flying
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|4|2H}}
[[File:GGXXACPR_Ky_2H-1-Hitbox.png|center|175px]]
 
Frames 12-13
 
[[File:GGXXACPR_Ky_2H-2-Hitbox.png|center|175px]]
 
Frames 14-15
 
</div>
 
|name=2H
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2H}}
+
{{#lst:GGACR/Ky Kiske/Data|2H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Floats on CH, untechable for 46F
+
*{{clr|4|2H}} is a good anti-air and zoning tool
* On air hit, untechable for 19F and pulls in
+
*Catches jumps and iads very well.
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 />
+
**On air hit the move vacums the opponent into itself.
;Combos
+
**{{clr|4|2H}} is jump cancelable.
: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.
+
*On counter hit {{clr|4|2H}} is a launcher.
;Anti Air/Zoning
+
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
: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).
+
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13
;Abare/Poking
+
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15
: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!
+
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_2D.png
 
|image=GGAC_Ky_2D.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|5|2D}}
[[File:GGXXACPR_Ky_2D-1-Hitbox.png|center|175px]]
 
Frames 7-12
 
[[File:GGXXACPR_Ky_2D-2-Hitbox.png|center|175px]]
 
Frames 13-17
 
</div>
 
|name=2D
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|2D}}
+
{{#lst:GGACR/Ky Kiske/Data|2D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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 />
+
*{{clr|5|2D}} is ky's main knockdown tool
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.
+
*Has good range.
 +
*Leads it oki.
 +
*Is jump cancelable.
 +
** Air charged stun edge and {{clr|5|j.D}} are good oki options from jump cancelling.
 +
*{{clr|5|2D}} into metered options is ky's main launcher.
 +
'''Additional Frame Data''' ''Initial Prorate: 85%''
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12
 +
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_jP.png
 
|image=GGAC_Ky_jP.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|1|j.P}}
[[File:GGXXACPR_Ky_jP-1-Hitbox.png|center|175px]]
 
Frames 6-8
 
[[File:GGXXACPR_Ky_jP-2-Hitbox.png|center|175px]]
 
Frames 9-11
 
</div>
 
|name=j.P
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.P}}
+
{{#lst:GGACR/Ky Kiske/Data|j.P}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*{{clr|1|j.P}} is a fast air poke
 +
*Short range but comes out fast.
 +
*Good air to air move.
 +
*Used alot in air combos.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8
 +
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_jK.png
 
|image=GGAC_Ky_jK.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|2|j.K}}
[[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=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.K}}
+
{{#lst:GGACR/Ky Kiske/Data|j.K}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*{{clr|2|j.K}} is a good air to air move.
 +
*Beats out alot of moves in the air.
 +
*Crosses up.
 +
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10
 +
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_jS.png
 
|image=GGAC_Ky_jS.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|3|j.S}}
[[File:GGXXACPR_Ky_jS-Hitbox.png|center|175px]]
 
</div>
 
|name=j.S
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.S}}
+
{{#lst:GGACR/Ky Kiske/Data|j.S}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
;Crossup
+
*{{clr|3|j.S}} is mainly uses as a air mix up and combo filler.
: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.
+
*Can cross up.
;Attacking
+
*Good move to land with.
: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.
+
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_jS-Hitbox.png
 +
</gallery>  
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_jH.png
 
|image=GGAC_Ky_jH.png
 
|caption=
 
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
+
|name={{clr|4|j.H}}
[[File:GGXXACPR_Ky_jH-Hitbox.png|center|175px]]
 
</div>
 
|name=j.H
 
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.H}}
+
{{#lst:GGACR/Ky Kiske/Data|j.H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
This move hits a little above, a little below and a lot in front of Ky. <br />
+
*{{clr|4|j.H}} is a multipurpose air move.
;Zoning
+
*Hits in alot of different places around ky.
:Since j.H covers a lot of space in front of Ky, do it to stop enemies from randomly air dashes in.
+
*Used in alot of air combos.
;Okizeme
+
*Great move to land with due to a large hitbox.  
:I've seen it used on okizeme as a mixup (between doing a j.H and a whiffed j.H into a standing kick).
+
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
GGXXACPR_Ky_jH-Hitbox.png
 +
</gallery>
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_jD.png
 
|image=GGAC_Ky_jD.png
|name=j.D
+
|name={{clr|5|j.D}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.D}}
+
{{#lst:GGACR/Ky Kiske/Data|j.D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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 />
+
*{{clr|5|j.D}} is a unique move, Ky creates an electric cross in the air that stays for a bit until activating doing a small aoe attack. If ky gets hit the move will disappear.  
;Zoning
+
*When Ky does {{clr|5|j.D}} he will freeze in the air.
: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.
+
*Used as a cross up oki tool, but is not as good on short characters like zappa and faust.
;Okizeme
+
*Can zone the opponent from air approaches, but not the most consistent.  
: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.
+
'''Additional Frame Data''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Remains in place. Is a projectile. If {{clr|5|j.D}} makes contact with a projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform 2nd {{clr|5|j.D}} until first {{clr|5|j.D}} has disappeared.''
 
  }}
 
  }}
 
}}
 
}}
Line 473: Line 505:
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|Ground Throw}}
+
{{#lst:GGACR/Ky Kiske/Data|Ground Throw}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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.
+
*Basic ground throw.  
 +
*Has an FRC point at 59~60f. You get nice damage after it.
 +
'''Additional Frame Data''' ''Forced Prorate 50%. Knockdowns on hit''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 487: Line 522:
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|Air Throw}}
+
{{#lst:GGACR/Ky Kiske/Data|Air Throw}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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.
+
*Basic air throw that leaves the opponent behind Ky.  
 +
*Can wallbounce and lead to a short combo.
 +
'''Additional Frame Data''' ''Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 500: Line 538:
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|DAA}}
+
{{#lst:GGACR/Ky Kiske/Data|DAA}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*For ky's dead angle attack ky does his {{clr|1|6P}} animation
 +
*Wallbounces for possible combos in the corner
 +
'''Additional Frame Data''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%''
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 
==Specials==
 
==Specials==
====== ======
+
======<span style="visibility:hidden;font-size:0">Stun Edge</span>======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_StunEdge.png
 
|image=GGAC_Ky_StunEdge.png
 
|name=Stun Edge
 
|name=Stun Edge
|input=236S/H
+
|input={{clr|3|236S}}/{{clr|4|H}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR|version=yes}}
 
  {{AttackDataHeader-GGACR|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=S}}
 
{{AttackVersion|name=S}}
{{#lsth:GGACR/Ky Kiske/Data|236S}}
+
{{#lst:GGACR/Ky Kiske/Data|236S}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=*A good fast fireball type move
 +
*People can iad over and punish continued use
 +
*The {{clr|3|S}} version comes out very fast and controls very good space.
 +
*FRC Point at 22~23f
 +
**The FRC is used mostly to continue pressure after moves that usually leave ky with alot of recovery.
 +
'''Additional Frame Data''' ''Untechable for 18F. Ky is in CH state from 1~21F''
 +
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:GGACR/Ky Kiske/Data|236H}}
+
{{#lst:GGACR/Ky Kiske/Data|236H}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{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 />
+
*{{clr|4|H}} Stun Edge moves faster than {{clr|3|S}} Stun Edge, but has a longer startup and recovery. Meant for neutral.
;FRC point
+
*FRC Point at 25~26f
: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.
+
**Although not as strong as Xrd's YRC Stun Edge, it still allows some decent coverage while approaching and baiting IADs
:Note that the FRC point on the S Stun Edge is sooner than the H Stun Edge.
+
'''Additional Frame Data''' ''Untechable for 20F. Ky is in CH state from 1~24F''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_CSE.png
 
|image=GGAC_Ky_CSE.png
 
|name=Charged Stun Edge
 
|name=Charged Stun Edge
|input=236D
+
|input={{clr|5|236D}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|236D}}
+
{{#lst:GGACR/Ky Kiske/Data|236D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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 />
+
*Charged stun edge is a large multi-hit fireball that excels on oki
;FRC point
+
*Hits 3 times
: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.
+
*Amazing on oki by allowing free mix-ups
;CSE-FRC glitch
+
*Travels almost the entire screen.
: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!
+
*Has an FRC point at 31~32f
 +
**There is a glitch where yo jump right after a successful frc making the Charged stun edge follow you into the air.
 +
'''Additional Frame Data''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_AirStunEdge.png
 
|image=GGAC_Ky_AirStunEdge.png
 
|name=Air Stun Edge
 
|name=Air Stun Edge
|input=j.236S/H
+
|input={{clr|3|j.236S}}/{{clr|4|H}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR|version=yes}}
 
  {{AttackDataHeader-GGACR|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=S}}
 
{{AttackVersion|name=S}}
{{#lsth:GGACR/Ky Kiske/Data|j.236S}}
+
{{#lst:GGACR/Ky Kiske/Data|j.236S}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=*{{clr|3|S}} version goes at about a 30 degree angle.
 +
*FRC point at 16~18f
 +
**This restores air options
 +
'''Additional Frame Data''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''
 +
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:GGACR/Ky Kiske/Data|j.236H}}
+
{{#lst:GGACR/Ky Kiske/Data|j.236H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text=*{{clr|4|H}} version goes at about a 60 degree angle.
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 at 14~16f
;FRC point
+
**This restores air options
: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.
+
'''Additional Frame Data''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_ACSE.png
 
|image=GGAC_Ky_ACSE.png
 
|name=Air Charged Stun Edge
 
|name=Air Charged Stun Edge
|input=j.236D
+
|input={{clr|5|j.236D}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.236D}}
+
{{#lst:GGACR/Ky Kiske/Data|j.236D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down.<br />
+
*This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down.
'''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 />
+
*FRC at 21~22f.  
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.
+
*Note that this FRC DOES NOT reset your jump options like the other 2 air fireballs
 +
*The infamous 'shtkn strat' as named by Mike Z: {{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.
 +
'''Additional Frame Data''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 588: Line 650:
 
|caption=You should mostly stick with the H version
 
|caption=You should mostly stick with the H version
 
|name=Vapor Thrust
 
|name=Vapor Thrust
|input=623S/H air OK
+
|input={{clr|3|623S}}/{{clr|4|H}} air OK
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR|version=yes}}
 
  {{AttackDataHeader-GGACR|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=S, Ground}}
 
{{AttackVersion|name=S, Ground}}
{{#lsth:GGACR/Ky Kiske/Data|623S}}
+
{{#lst:GGACR/Ky Kiske/Data|623S}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=*A poor reversal special that easily whiffs on opponents doing low attacks.
 +
*The {{clr|3|S}} version isn't invulnerable to the first active frame, so it is possible to trade with the opponent's attacks.
 +
*{{clr|3|S}} Version tends to have better reward on counter hit and acts as a better Anti Air than the {{clr|4|H}} Version.
 +
*Also note that {{clr|3|S}} Vapor Thrust launches the opponent higher than the {{clr|4|H}} Vapor Thrust, so adjust combo timing appropriately.
 +
This attack is mostly used as combo filler/ender since the followup attack wallbounces and allows for extended combos midscreen or knockdown.
 +
 +
'''Additional Frame Data''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Rising Javelin from 16~29F''
 +
}}
 
{{AttackVersion|name=H, Ground}}
 
{{AttackVersion|name=H, Ground}}
{{#lsth:GGACR/Ky Kiske/Data|623H}}
+
{{#lst:GGACR/Ky Kiske/Data|623H}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=*Ky's actual meterless reversal.
 +
*Some combos may need the {{clr|3|S}} Version and others the {{clr|4|H}} one. Experiment.
 +
'''Additional Frame Data''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Rising Javelin from 17~31F''
 +
}}
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:GGACR/Ky Kiske/Data|j.623S/H}}
+
{{#lst:GGACR/Ky Kiske/Data|j.623S/H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text=*Mostly sees use as a combo filler.
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 />
+
'''Additional Frame Data''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Rising Javelin from 15~33F''
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.
+
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 611: Line 686:
 
|name=Lightning Javelin
 
|name=Lightning Javelin
 
|caption=S version wallsticks, H version wallbounces
 
|caption=S version wallsticks, H version wallbounces
|input=Vapor Thrust -> S/H
+
|input=Vapor Thrust -> {{clr|3|S}}/{{clr|4|H}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR|version=yes}}
 
  {{AttackDataHeader-GGACR|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=S}}
 
{{AttackVersion|name=S}}
{{#lsth:GGACR/Ky Kiske/Data|623H > S}}
+
{{#lst:GGACR/Ky Kiske/Data|623H S}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=*{{clr|3|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.
 +
*FRC Point at 24~26f
 +
'''Additional Frame Data''' ''Wallsticks opponent on hit (untechable for 62F, sticks for 32F). Ky is in CH state until landing''
 +
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:GGACR/Ky Kiske/Data|623H > H}}
+
{{#lst:GGACR/Ky Kiske/Data|623H H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text=*{{clr|4|H}} version wallbounces the opponent.
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.
+
*It is used to either combo the opponent midscreen or to knock down the opponent.
 +
*FRC Point at 27~29f
 +
'''Additional Frame Data''' ''Wallbounces opponent on hit (untechable for 65F). Ky is in CH state until landing''
  
H version wallbounces the opponent and is used to either combo the opponent midscreen or to knock down the opponent.
 
<br />
 
;FRC Point
 
:is right when Ky is about to perform a backflip.
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 636: Line 714:
 
|caption=2nd hit won't combo if you do it too close to the opponent.
 
|caption=2nd hit won't combo if you do it too close to the opponent.
 
|name=Stun Dipper
 
|name=Stun Dipper
|input=236K
+
|input={{clr|2|236K}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|236K}}
+
{{#lst:GGACR/Ky Kiske/Data|236K}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|7|text=*First hit is low, second is mid.  
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 />
+
*Common use for this move is to do a combo that ends in slide then RC, then run up and do {{clr|3|c.S}} > {{clr|4|2H}} > air combo.
'''FRC point''' is right after the first hit ends.
+
*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.
 +
*FRC point at 24~26f
 +
**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. 
 +
**A lot of opponents like to burst on this move, but if you FRC it, you can block the burst and punish them!  
 +
**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.
 +
 
 +
'''Additional Frame Data''' ''Low profile 5~21F. 2nd hit knocks down opponent on hit.''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_GreedSever.png
 
|image=GGAC_Ky_GreedSever.png
 
|name=Greed Sever
 
|name=Greed Sever
|input=214K
+
|input={{clr|2|214K}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|214K}}
+
{{#lst:GGACR/Ky Kiske/Data|214K}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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.
+
*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.
 +
'''Additional Frame Data''' ''Foot invincible and airborne from 4F onwards. Ground bounces opponent on hit (untechable for 40F). Floats opponent hight and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a crouching opponent is 21F (tested on Sol)''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 666: Line 758:
 
|caption=Trading oki for damage. FRC to get both or combo
 
|caption=Trading oki for damage. FRC to get both or combo
 
|name=Lightning Strike
 
|name=Lightning Strike
|input=222H when opponent is down
+
|input={{clr|4|222H}} when opponent is down
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|222H}}
+
{{#lst:GGACR/Ky Kiske/Data|222H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*Can be used to deal damage after knocking down the opponent.  
<br />
+
*This attack can whiff if the attack is inputted too late, in which you are stuck in recovery for quite a while.
This attack can whiff if the attack is inputted too late, in which you are stuck in recovery for quite a while.
+
*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 Point at 14~16f to keep both or to continue a combo after knockdown.
'''FRC point''' right when the attack hits the opponent.
+
'''Additional Frame Data''' ''Removes OTG status on opponent on hit. Ky is in CH state during move. Hitstop 0F. Can only perform move when opponent is knocked down''
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 
==Force Breaks==
 
==Force Breaks==
 
====== ======
 
====== ======
Line 686: Line 779:
 
|image=GGAC_Ky_Orb.png
 
|image=GGAC_Ky_Orb.png
 
|name=Lightning Sphere
 
|name=Lightning Sphere
|input=CSE -> 4D
+
|input=CSE -> {{clr|5|4D}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|236D > 4D}}
+
{{#lst:GGACR/Ky Kiske/Data|236D 4D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
A great attack that must be FDed in the air and leads to great damage.
+
*A great attack that must be FDed in the air and leads to great damage.
;Combos
+
'''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.
+
*{{clr|5|2D}} > Lightning Sphere > {{clr|3|c.S}} > {{clr|4|2H}} > air combo is a common combo that works on most characters.  
;Defense
+
**You must perform this much closer and quicker than usual to get it to work on characters like ABA and Robo-Ky.
: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.
+
'''Defense'''
;Corner Lockdown
+
*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.
: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.
+
'''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.
 +
'''Additional Frame Data''' ''Pulls in opponent on hit or block  Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 707: Line 803:
 
|caption=Low-commitment Rising Force
 
|caption=Low-commitment Rising Force
 
|name=Charge Drive
 
|name=Charge Drive
|input=LS -> 46D
+
|input=Ligtning Sphere -> {{clr|5|46D}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|236D > 4D > 46D}}
+
{{#lst:GGACR/Ky Kiske/Data|236D 4D 46D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Technically an overdrive. Wallsticks in the corner.
+
*Technically an overdrive. Wallsticks in the corner.
 +
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_jD.png
 
|image=GGAC_Ky_jD.png
|caption=Looks just like j.D, but has a lot of special properties.
+
|caption=Looks just like {{clr|5|j.D}}, but has a lot of special properties.
 
|name=Stun Rays
 
|name=Stun Rays
|input=j.214D
+
|input={{clr|5|j.214D}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|j.214D}}
+
{{#lst:GGACR/Ky Kiske/Data|j.214D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*A version of Ky's {{clr|5|j.D}} that lasts a long time and remains active even if Ky gets hit. This attack must be FDed in the air.
;Zoning
+
'''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.
+
*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
+
'''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.
+
*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.
 +
'''Additional Frame Data''' ''22F hitstun on standing hit  Floats opponent on CH (untechable for 62F). Untechable for 40F. Ky is in CH state until 15F. Remains in place. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 742: Line 842:
 
|caption=Invincible to lows.
 
|caption=Invincible to lows.
 
|name=FB Greed Sever
 
|name=FB Greed Sever
|input=214D
+
|input={{clr|5|214D}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|214D}}
+
{{#lst:GGACR/Ky Kiske/Data|214D}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*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.
 
+
*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.
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.
+
'''Additional Frame Data''' ''Initial prorate 80%. Knocks down opponent on air hit (untechable for 44F). Ground bounces opponent on CH (untechable for 43F, tested on Sol). Ky is airborne from 5~20F. Ky is in CH state during move. Fully invincible 1~4F''
 
  }}
 
  }}
 
}}
 
}}
Line 761: Line 861:
 
|image=GGAC_Ky_RTL.png
 
|image=GGAC_Ky_RTL.png
 
|name=Ride the Lightning
 
|name=Ride the Lightning
|input=632146H air OK
+
|input={{clr|4|632146H}} air OK
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR|version=yes}}
 
{{AttackDataHeader-GGACR|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:GGACR/Ky Kiske/Data|632146H}}
+
{{#lst:GGACR/Ky Kiske/Data|632146H}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=*The ground one can be used a a wakeup reversal
 +
}}
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:GGACR/Ky Kiske/Data|j.632146H}}
+
{{#lst:GGACR/Ky Kiske/Data|j.632146H}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{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.
+
*The aerial version can be used in combos if done as a low air juggle.  
  
'''FRC Point''' is when Ky stops moving forward (the first frame of recovery)
+
**Overall, these attacks as not used much.
 +
*(Both versions): FRC Point at 53~56f (First frames of Recovery) allows Ky to do combos, although you are using 75% meter.
 +
'''Additional Frame Data''' ''Fully invincible 1~14F. Throw invincible 15~19F. Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0''
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_SacredEdge.png
 
|image=GGAC_Ky_SacredEdge.png
 
|name=Sacred Edge
 
|name=Sacred Edge
|input=236236P
+
|input={{clr|1|236236P}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|236236P}}
+
{{#lst:GGACR/Ky Kiske/Data|236236P}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*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
+
*FRC Point at 13~14 for added safety or being more plus on block (sounds cool on paper but it's still 75% Meter.)
:right after launching the projectile
+
 
;Semi-Unblockable Glitch
+
'''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).
+
*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).
 +
'''Additional Frame Data''' ''Untechable for 30F. Hitstop 0F''
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 
==Instant Kill==
 
==Instant Kill==
 
{{MoveData
 
{{MoveData
 
|image=GGAC_Ky_IK.png
 
|image=GGAC_Ky_IK.png
 
|name=Rising Force
 
|name=Rising Force
|input=in IK Mode: 236236H
+
|input=in IK Mode: {{clr|4|236236H}}
 
|data=
 
|data=
 
  {{AttackDataHeader-GGACR}}
 
  {{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Ky Kiske/Data|IK}}
+
{{#lst:GGACR/Ky Kiske/Data|IK}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{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.
+
*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.
 +
'''Additional Frame Data''' ''IK mode activation: 46F''
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 +
== Notable Players ==
 +
{| class="wikitable"
 +
!width="95"|Name (English/Japanese) !! width="85"|Color
 +
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play
 +
|-
 +
| Machaboo || style="text-align:center;"| [[File:GGACR Ky_normal_d.png|enter|90px]]
 +
| Japan || Mikado || - || Retired || Extremely strong all around player.<br>If you don't know who this is, you're gonna learn. || [https://youtu.be/jd1AYxToX70 Link]
 +
|-
 +
| Ain || style="text-align:center;"| [[File:GGACR Ky_reload_p.png|enter|90px]]
 +
| Japan || Mikado || - || Retired to Xrd|| Aggressive, strong Ky player || [https://youtu.be/_zEzFlXoTqg Link]
 +
|-
 +
| Rozu || style="text-align:center;"| [[File:GGACR Ky_normal_d.png|enter|90px]]
 +
| Japan || Mikado || - || Retired to Xrd|| - ||
 +
|}
 +
 
==[[Dustloop_Wiki:Roadmap/GGACR#Ky|Roadmap]]==
 
==[[Dustloop_Wiki:Roadmap/GGACR#Ky|Roadmap]]==
 
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Ky}}
 
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Ky}}
 
==Navigation==
 
==Navigation==
{{#lsth:GGACR/Ky Kiske/Data|Links}}
+
{{#lst:GGACR/Ky Kiske/Data|Links}}
 
{{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.}}
 
{{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.}}
 
{{Navbar-GGACR}}
 
{{Navbar-GGACR}}
 
[[Category:Guilty Gear XX Accent Core + R]]
 
[[Category:Guilty Gear XX Accent Core + R]]
 
[[Category:Ky Kiske]]
 
[[Category:Ky Kiske]]

Latest revision as of 20:10, 14 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums    
overview[edit]
Overview

Ky is a character focused on the fundamentals of Guilty Gear. Ky leverages a mixture of fireballA projectile which usually travels slowly across the screen in a horizontal path above the ground.s and normals, which feature a well rounded mix of speed and range, to control the midrange and threaten opponents with counter hit conversions. Ky's core traits are supplemented by a diverse and flexible list of special moves which, despite not being best-in-class, provide Ky with solid options for all situations. These include GreedSever, a special overhead, Vapor Thrust, a DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion. with singificant use in combos, and Vapor Thrust, a low profileA state in which the character's hurtboxes are significantly closer to the ground than is normal for the game. slide kick. Ky's pressure and okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. largely consistent of staple techniques such as tick-throws, projectile pressure, frame traps, and other fundamental techniques. These standard options are bolstered via the addition of j.D and Stun Rays which can be used to create traps which prevent the opponent from techning and air-dashing out of the corner which gives Ky more opprotunities to run his standard pressure. All of these traits result in a character who is commonly known as a Jack of all trades, master of none. Ky rewards players who enjoy the fundamental aspects of Guilty Gear, complex combo routes, and a balanced toolset.


Lore:A former captain of the Sacred Order of Holy Knights.

Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system.
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.

Ky must balance his duties with the safety of his friends and family.
Voice:Takeshi Kusao
Playstyle
GGACR Ky Kiske Icon.png Ky Kiske fulfills the role of an approachable and well rounded character.
Pros Cons
  • Strong neutral game with very simplistic kit; fast, far-reaching normals that yield knockdown and damage.
  • Pressure that utilizes many lows, rewarding frame traps, lockdowns on okizeme with projectiles and opportunities to reset pressure or safely return to neutral.
  • Likewise with the above, many of his projectiles can be FRC'd to guarantee such advantageous positions.
  • Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
  • Can knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
  • Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S.
  • Second chance mixup tools are limited and either require meter or end your turn and put you on the defensive.
  • 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 straightforward and easy for more defensive characters to stop; requires some more out of the box tactics against specialists.
Guilty Bits Character Intro
GGACR Ky Nameplate.png
GGACR Ky Portrait.png
Jump Startup:3f
Weight:[100] Medium
Backdash:16f (1~>9f invuln)
Movement Options:Double Jump, 1 Airdash, Ground Dash (Run)
Guts Rating:2
Defense Modifier:x1.03
Stun Resistance:60
Wakeup Time:46f (Face Up) / 49f (Face Down)
Voice:
Theme Song:
Colors
default P
default K
default S
default H
default D
GGACR Ky normal p.png
GGACR Ky normal k.png
GGACR Ky normal s.png
GGACR Ky normal h.png
GGACR Ky normal d.png
ex P
ex K
ex S
ex H
ex D
GGACR Ky ex p.png
GGACR Ky ex k.png
GGACR Ky ex s.png
GGACR Ky ex h.png
GGACR Ky ex d.png
slash P
slash K
slash S
slash H
slash D
GGACR Ky slash p.png
GGACR Ky slash k.png
GGACR Ky slash s.png
GGACR Ky slash h.png
GGACR Ky slash d.png
reload P
reload K
reload S
reload H
reload D
GGACR Ky reload p.png
GGACR Ky reload k.png
GGACR Ky reload s.png
GGACR Ky reload h.png
GGACR Ky reload d.png

Normals[edit]

5P[edit]
5P
GGAC Ky 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8 Mid CSJR 5 4 6 0

5P *One of ky's fastest normals and works great for poking opponents close by

  • Can chain into any of ky's normals depending on range
  • Can also be used as a situational anti-air

5K[edit]
5K
GGAC Ky 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 Low SJR 5 8 7 -5

5K *Fast close ranged poke that works good in mix ups.

  • Chains into all of ky's normals.
  • Despite coming out as fast as 5P, 5K has quite a long active hitbox.
  • Works great as a combo starter because it hits low.
    • While 5K does work good for a combo starter it does have 80% proration.

[edit]
c.S
GGAC Ky cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SJR 7 2 18 -3
  • c.S is a close poke that comes out very fast.
  • c.S can be chained into most of ky's kit and so works as a great combo starter.
  • Also can work as a anti-air because it hits very high.
  • You can use c.S as a good throw OS.

[edit]
f.S
GGAC Ky fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SR 10 6 19 -11
  • 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.

[edit]
5H
GGAC Ky 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
42 Mid SR 10 6 12 +1
  • 5H is a good medium range poke that leaves ky at +1 on block
  • Slighter shorter range than f.S but has a higher hitbox.
  • Best raw starter for ky.
  • leaves ky +1 on block allowing ky to reset pressure.
  • Can combo into stun dipper on hit.
  • Can also combo into stun edge but doing so will get rid of your frame advantage just to push your opponent away farther.

Additional Frame Data Staggers opponent on ground CH (max 47F)

[edit]
6P
GGAC Ky 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Mid SR 9 5 15 -6
  • 6P is a good anti air.
  • Has upper body invulnerability.
    • Beats most air normals, but may not be the best option for the scenerio.
    • Untechable blowback launcher on counter hit
  • Gattlings into a lot of Ky's normals.
  • Can be used as a frame trap by canceling other moves into 6P.

Additional Frame Data Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). Initial prorate 90%

[edit]
6K
GGAC Ky 6K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36 Mid SR 17 2 11 +4
  • 6K is a weird move used mostly for combos and blockstrings
  • +5 on hit and +6 on crouching hit. Allowing ky to link into jabs.
  • Can special cancel 6K.
  • Untechable on air hit.
  • Used alot for ending corner combos allowing oki.

Additional Frame Data Blows away opponent on air hit (untechable 25F)

[edit]
6H
GGAC Ky 6H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
43 Mid SJR 20 4 17 +2
  • 6H is a move with multiple uses but mainly used in combos
  • Staggers on ground hit, wall bounces on air hit.
  • Can work as a long range poke.
  • Cancels into all of ky's S and H moves except for 6H. Along with being jump cancelable.
  • Tricky to combo into in certain situations.

Additional Frame Data Staggers opponent on ground hit (max 50F). Wall bounces opponent on air hit (untechable for 45F). Blockstun 22F on standing block

[edit]
3H
GGAC Ky 3H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36x2 Mid SJR 23 8, 1 3 +15
  • 3H is a good oki tool for ky.
  • +15 on block with only 3 frames of recovery allowing you to block any reversal.
  • Forces opponent into crouching state on hit.

[edit]
5D
GGAC Ky 5D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
15 High R 25 4 22 -12
  • 5D is a standard dust
  • Hits high.
  • You can cancel into 5D from 5H on counter hit.

[edit]
2P
GGAC Ky 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8 Mid CSR 4 4 5 +1
  • 2P is a fast low poke
  • Cancels into all of ky's normals.
  • Comes out in 4 frames.
  • 2P prorates 80% and drops the guard gauge.
  • +1 on block.
  • Good for tick throw setups.

[edit]
2K
GGAC Ky 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
14 Low SR 5 4 6 0
  • 2K works as a nice combo starter.
  • Prorates 70%, but 2K can cancel into a lot of ky's kit.
  • Leaves you +0 on block.
  • Has good range and comes out fast.

[edit]
2S
GGAC Ky 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25 Low SR 9 2 13 -1
  • 2S is a good low poke.
  • Has good range.
  • Ky's hurtbox is quite far from the hitbox.

[edit]
2H
GGAC Ky 2H.png
Keep The Flag Flying
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 Mid SJR 12 4 20 -7
  • 2H is a good anti-air and zoning tool
  • Catches jumps and iads very well.
    • On air hit the move vacums the opponent into itself.
    • 2H is jump cancelable.
  • On counter hit 2H is a launcher.

[edit]
2D
GGAC Ky 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Low SJR 7 12 12 -10
  • 2D is ky's main knockdown tool
  • Has good range.
  • Leads it oki.
  • Is jump cancelable.
    • Air charged stun edge and j.D are good oki options from jump cancelling.
  • 2D into metered options is ky's main launcher.

Additional Frame Data Initial Prorate: 85%

[edit]
j.P
GGAC Ky jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 High, Air CSJR 6 6 6 -
  • j.P is a fast air poke
  • Short range but comes out fast.
  • Good air to air move.
  • Used alot in air combos.

[edit]
j.K
GGAC Ky jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16 High, Air SR 7 8 8 -
  • j.K is a good air to air move.
  • Beats out alot of moves in the air.
  • Crosses up.

[edit]
j.S
GGAC Ky jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 High, Air SJR 7 3 21 -
  • j.S is mainly uses as a air mix up and combo filler.
  • Can cross up.
  • Good move to land with.

[edit]
j.H
GGAC Ky jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 High, Air SR 13 4 23 -
  • j.H is a multipurpose air move.
  • Hits in alot of different places around ky.
  • Used in alot of air combos.
  • Great move to land with due to a large hitbox.

[edit]
j.D
GGAC Ky jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 all - 38 13 Total 25+11L -
  • j.D is a unique move, Ky creates an electric cross in the air that stays for a bit until activating doing a small aoe attack. If ky gets hit the move will disappear.
  • When Ky does j.D he will freeze in the air.
  • Used as a cross up oki tool, but is not as good on short characters like zappa and faust.
  • Can zone the opponent from air approaches, but not the most consistent.

Additional Frame Data Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. 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[edit]

[edit]
Ground Throw
GGAC Ky throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 43 pixels RF - - - -
  • Basic ground throw.
  • Has an FRC point at 59~60f. You get nice damage after it.

Additional Frame Data Forced Prorate 50%. Knockdowns on hit

[edit]
Air Throw
GGAC Ky airThrow.png
throws the opponent behind Ky. Wallbounces.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 88 pixels - - - - -
  • Basic air throw that leaves the opponent behind Ky.
  • Can wallbounce and lead to a short combo.

Additional Frame Data Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%

[edit]
Dead Angle Attack
GGAC Ky 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25 Mid R 12 3 24 -13
  • For ky's dead angle attack ky does his 6P animation
  • Wallbounces for possible combos in the corner

Additional Frame Data Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%


Specials[edit]

Stun Edge[edit]
Stun Edge
236S/H
GGAC Ky StunEdge.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 40 All F 10 - Total 41 -5
  • A good fast fireball type move
  • People can iad over and punish continued use
  • The S version comes out very fast and controls very good space.
  • FRC Point at 22~23f
    • The FRC is used mostly to continue pressure after moves that usually leave ky with alot of recovery.

Additional Frame Data Untechable for 18F. Ky is in CH state from 1~21F

H 40 All F 13 - Total 52 -9
  • H Stun Edge moves faster than S Stun Edge, but has a longer startup and recovery. Meant for neutral.
  • FRC Point at 25~26f
    • Although not as strong as Xrd's YRC Stun Edge, it still allows some decent coverage while approaching and baiting IADs

Additional Frame Data Untechable for 20F. Ky is in CH state from 1~24F

[edit]
Charged Stun Edge
236D
GGAC Ky CSE.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 x 3 All F 43 49 Total 68 +18
  • Charged stun edge is a large multi-hit fireball that excels on oki
  • Hits 3 times
  • Amazing on oki by allowing free mix-ups
  • Travels almost the entire screen.
  • Has an FRC point at 31~32f
    • There is a glitch where yo jump right after a successful frc making the Charged stun edge follow you into the air.

Additional Frame Data Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F

[edit]
Air Stun Edge
j.236S/H
GGAC Ky AirStunEdge.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 33 All F 15 - Total 59+14L -
  • S version goes at about a 30 degree angle.
  • FRC point at 16~18f
    • This restores air options

Additional Frame Data Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement

H 33 All F 13 - Total 56+14L -
  • H version goes at about a 60 degree angle.
  • FRC point at 14~16f
    • This restores air options

Additional Frame Data Ky is in crouching state during landing recovery. Has a minimum height requirement

[edit]
Air Charged Stun Edge
j.236D
GGAC Ky ACSE.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 x 3 All F 31 - Total 63+14L -
  • This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down.
  • FRC at 21~22f.
  • Note that this FRC DOES NOT reset your jump options like the other 2 air fireballs
  • 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, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.

Additional Frame Data Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement

[edit]
Vapor Thrust
623S/H air OK
GGAC Ky VaporThrust.png
You should mostly stick with the H version
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S, Ground 32 Mid R 9 3 32+13L -34
  • A poor reversal special that easily whiffs on opponents doing low attacks.
  • The S version isn't invulnerable to the first active frame, so it is possible to trade with the opponent's attacks.
  • S Version tends to have better reward on counter hit and acts as a better Anti Air than the H Version.
  • Also note that S Vapor Thrust launches the opponent higher than the H Vapor Thrust, so adjust combo timing appropriately.

This attack is mostly used as combo filler/ender since the followup attack wallbounces and allows for extended combos midscreen or knockdown.

Additional Frame Data Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Rising Javelin from 16~29F

H, Ground 36 Mid R 11 4 30+13L -33
  • Ky's actual meterless reversal.
  • Some combos may need the S Version and others the H one. Experiment.

Additional Frame Data Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Rising Javelin from 17~31F

Air 32 All R 11 3 Until L+13 -
  • Mostly sees use as a combo filler.

Additional Frame Data Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Rising Javelin from 15~33F

[edit]
Lightning Javelin
Vapor Thrust -> S/H
GGAC Ky LightningJavelin.png
S version wallsticks, H version wallbounces
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 16 All R 11 3 Until L+6 -
  • 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.
  • FRC Point at 24~26f

Additional Frame Data Wallsticks opponent on hit (untechable for 62F, sticks for 32F). Ky is in CH state until landing

H 16 All R 11 3 Until L+12 -
  • H version wallbounces the opponent.
  • It is used to either combo the opponent midscreen or to knock down the opponent.
  • FRC Point at 27~29f

Additional Frame Data Wallbounces opponent on hit (untechable for 65F). Ky is in CH state until landing

[edit]
Stun Dipper
236K
GGAC Ky StunDipper.png
2nd hit won't combo if you do it too close to the opponent.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12, 32 L , HLF RF 8 14(7)3 26 -15
  • First hit is low, second is mid.
  • Common use for this move is to do a combo that ends in slide then RC, then run up and do c.S > 2H > air combo.
  • 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.
  • FRC point at 24~26f
    • 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.
    • A lot of opponents like to burst on this move, but if you FRC it, you can block the burst and punish them!
    • 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.

Additional Frame Data Low profile 5~21F. 2nd hit knocks down opponent on hit.

[edit]
Greed Sever
214K
GGAC Ky GreedSever.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 High, Air R 18 15 5 + 11L -14
  • 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.

Additional Frame Data Foot invincible and airborne from 4F onwards. Ground bounces opponent on hit (untechable for 40F). Floats opponent hight and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a crouching opponent is 21F (tested on Sol)

[edit]
Lightning Strike
222H when opponent is down
GGAC Ky LightningStrike.png
Trading oki for damage. FRC to get both or combo
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 - F 14 1 53 -
  • Can be used to deal damage after knocking down the opponent.
  • This attack can whiff if the attack is inputted too late, in which you are stuck in recovery for quite a while.
  • 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 Point at 14~16f to keep both or to continue a combo after knockdown.

Additional Frame Data Removes OTG status on opponent on hit. Ky is in CH state during move. Hitstop 0F. Can only perform move when opponent is knocked down


Force Breaks[edit]

[edit]
Lightning Sphere
CSE -> 4D
GGAC Ky Orb.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24x3 Mid - 6 34 4 +8
  • 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.

Additional Frame Data Pulls in opponent on hit or block Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F

[edit]
Charge Drive
Ligtning Sphere -> 46D
GGAC Ky ChargeDrive.png
Low-commitment Rising Force
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
130 All R 7+13 15 35 -31
  • Technically an overdrive. Wallsticks in the corner.

Additional Frame Data Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)

[edit]
Stun Rays
j.214D
GGAC Ky jD.png
Looks just like j.D, but has a lot of special properties.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18x2 Mid - 45 161 Total: 22F -
  • 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.

Additional Frame Data 22F hitstun on standing hit Floats opponent on CH (untechable for 62F). Untechable for 40F. Ky is in CH state until 15F. Remains in place. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F

[edit]
FB Greed Sever
214D
GGAC Ky GreedSever.png
Invincible to lows.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
70 High, Air R 22 4 21 -8
  • 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.
  • 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.

Additional Frame Data Initial prorate 80%. Knocks down opponent on air hit (untechable for 44F). Ground bounces opponent on CH (untechable for 43F, tested on Sol). Ky is airborne from 5~20F. Ky is in CH state during move. Fully invincible 1~4F


Overdrives[edit]

[edit]
Ride the Lightning
632146H air OK
GGAC Ky RTL.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground 36x5 Mid RF 10+1 42 20 -24
  • The ground one can be used a a wakeup reversal
Air 36x5 All RF 7+1 42 Until L+3 -
  • The aerial version can be used in combos if done as a low air juggle.
    • Overall, these attacks as not used much.
  • (Both versions): FRC Point at 53~56f (First frames of Recovery) allows Ky to do combos, although you are using 75% meter.

Additional Frame Data Fully invincible 1~14F. Throw invincible 15~19F. Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0

[edit]
Sacred Edge
236236P
GGAC Ky SacredEdge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
27x5 All F 5+3 - Total: 36F +13
  • 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 at 13~14 for added safety or being more plus on block (sounds cool on paper but it's still 75% Meter.)

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).

Additional Frame Data Untechable for 30F. Hitstop 0F


Instant Kill[edit]

Rising Force
in IK Mode: 236236H
GGAC Ky IK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Fatal All - 9+8 3 45 -29
  • 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.

Additional Frame Data IK mode activation: 46F


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Machaboo enter Japan Mikado - Retired Extremely strong all around player.
If you don't know who this is, you're gonna learn.
Link
Ain enter Japan Mikado - Retired to Xrd Aggressive, strong Ky player Link
Rozu enter Japan Mikado - Retired to Xrd -

Roadmap[edit]

57% complete
Page Status Completion Score
Overview TODO: Special Move Hitboxes. Hurtboxes. Expand and Reformat. 15/26
Combos TODO: Build 1/10
Okizeme TODO: Build 0/10
Strategy TODO: Build 0/12
Frame Data Cross Check 41/42

For a list of criteria for appraising character pages see this page.

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Ky Kiske/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX Accent Core Plus Re
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