Difference between revisions of "GGACR/Ky Kiske"

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{{Description|7|text=
 
{{Description|7|text=
 
5k is a fast close ranged poke that works good in mix ups.  
 
5k is a fast close ranged poke that works good in mix ups.  
 +
*combos into all of ky's normals.
 
*Despite coming out as fast as 5p, 5k has quite a long active hitbox.
 
*Despite coming out as fast as 5p, 5k has quite a long active hitbox.
 
*Works great a combo starter because it hits low.
 
*Works great a combo starter because it hits low.
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{{Description|7|text=
 
{{Description|7|text=
;Attacking
+
5hs 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 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).
 
 
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{{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.
+
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.
 
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{{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 />
+
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 6k into some of ky's options.
 +
*Untechable on air hit.
 +
*Used alot for ending corner combos allowing oki.
 
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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 />
+
6hs 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 hs moves except for 6hs. 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
 
: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.
 
 
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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.
+
3hs 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.
 
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{{Description|7|text=
 
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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.
+
5D is a standard dust
 +
*Hits high.
 +
*You can cancel into 5D from 5hs on counter hit.
 
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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 />
+
2p is a fast low poke
;Attacking
+
*Cancels into 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
+
*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.  
 
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{{Description|7|text=
 
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A nice combo starter despite the fact that it prorates to 70%. <br />
+
2k works as a nice combo starter.
;Attacking
+
*Prorates 70%, but 2k can cancel into alot of 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.
 
 
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{{Description|7|text=
 
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This move has a lot of range for a low move.<br />
+
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.
 
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{{Description|7|text=
 
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* Floats on CH, untechable for 46F
+
2hs 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
+
**2hs 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 2hs is a launcher.
;Anti Air/Zoning
 
:If you anticipate the opponent air dashing toward you, do a 2H to stop them dead in their tracks. If the 2H hits, jump cancel the 2H and do an air combo if it hits. If they block it, you can choose to just run in and start attacking them (or maybe even throw them!), or jump cancel the 2H and do a air block string (like mashing j.Ps until you both hit the ground).
 
;Abare/Poking
 
:Abare is a Japanese term meaning turning random hits into damage, and this is what 2H is good for. On ground counter hit (or if the opponent is trying to jump away), the opponent is launched into the air, so it's common to see Ky sometimes run up and do 2H to try and catch the opponent sticking out a move, net a counter hit, and follow up with an air combo. Please note that while the opponent is launched into the air, they can tech before they hit the ground (for both air hit and counter hit), so don't just stand there and wait for them to land... start comboing them!
 
 
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{{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 />
+
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 j.D are good oki options from jump cancelling.
 +
*2D into metered options is ky's main launcher.
 
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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.
+
j.p is a fast air poke
 +
*Short range but comes out fast.
 +
*Good air to air move.
 +
*Used alot in air combos.
 
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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.
+
j.k is a good air to air move.
 +
*Beats out alot of moves in the air.
 +
*Crosses up.
 
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{{Description|7|text=
 
{{Description|7|text=
;Crossup
+
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.
 
 
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{{Description|7|text=
 
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This move hits a little above, a little below and a lot in front of Ky. <br />
+
j.hs 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).
 
 
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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 />
+
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 J.D ky's 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.
 
 
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==Specials==
 
==Specials==
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======<font style="visibility:hidden" size="0">Stun Edge</font>======
 
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|image=GGAC_Ky_StunEdge.png
 
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Latest revision as of 04:38, 2 December 2019

Ky Kiske
GGAC Ky Portrait.png

Defense Modifier: x 1.03
Guts Rating: 2
Stun Resistance: 60
Prejump: 3
Backdash Time: 16
Backdash Invincibility: 1-9
Wakeup (Face Up/Down): 49 / 46

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors
P K S H D
Normal
Ky normal p.png
Ky normal k.png
Ky normal s.png
Ky normal h.png
Ky normal d.png
EX
Ky ex p.png
Ky ex k.png
Ky ex s.png
Ky ex h.png
Ky ex d.png
Slash
Ky slash p.png
Ky slash k.png
Ky slash s.png
Ky slash h.png
Ky slash d.png
#R
Ky reload p.png
Ky reload k.png
Ky reload s.png
Ky reload h.png
Ky reload d.png

Overview[edit]

Ky Kiske 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.

Strengths Weaknesses
  • strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • 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 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 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.
  • 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.


Guilty Bits Character Intro


Normals[edit]

5P[edit]
5P
GGAC Ky 5P.png
GGXXACPR Ky 5P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSJR 5 4 6 0

5p is 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
  • 5p can also be used as a situational anti-air


5K[edit]
5K
GGAC Ky 5K.png
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

Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Low SJR 5 8 7 -5

5k is a fast close ranged poke that works good in mix ups.

  • combos into all of ky's normals.
  • Despite coming out as fast as 5p, 5k has quite a long active hitbox.
  • Works great 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
GGXXACPR Ky cS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 7 2 18 -3

c.s is a close poke that comes out quite fast.

  • 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.
  • A useful way to use c.s is to perform a throw os.


[edit]
f.S
GGAC Ky fS.png
GGXXACPR Ky fS-1-Hitbox.png

Frames 10-12

GGXXACPR Ky fS-2-Hitbox.png

Frames 13-15

Damage Guard Cancel Startup Active Recovery Frame Adv.
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
GGXXACPR Ky 5H-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
42 Mid SR 10 6 12 +1

5hs 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.


[edit]
6P
GGAC Ky 6P.png
GGXXACPR Ky 6P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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.


[edit]
6K
GGAC Ky 6K.png
GGXXACPR Ky 6K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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 into some of ky's options.
  • Untechable on air hit.
  • Used alot for ending corner combos allowing oki.


[edit]
6H
GGAC Ky 6H.png
GGXXACPR Ky 6H-1-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
43 Mid SJR 20 4 17 +2

6hs 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 hs moves except for 6hs. Along with being jump cancelable.
  • Tricky to combo into in certain situations.


[edit]
3H
GGAC Ky 3H.png
GGXXACPR Ky 3H-1-Hitbox.png

1st Hit (Frames 23-30)

GGXXACPR Ky 3H-2-Hitbox.png

2nd Hit (Frames 31)

Damage Guard Cancel Startup Active Recovery Frame Adv.
36x2 Mid SJR 23 8, 1 3 +15

3hs 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
GGXXACPR Ky 5D-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
15 High R 25 4 22 -12

5D is a standard dust

  • Hits high.
  • You can cancel into 5D from 5hs on counter hit.


[edit]
2P
GGAC Ky 2P.png
GGXXACPR Ky 2P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSR 4 4 5 +1

2p is a fast low poke

  • Cancels into 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
GGXXACPR Ky 2K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 Low SR 5 4 6 0

2k works as a nice combo starter.

  • Prorates 70%, but 2k can cancel into alot of kit.
  • Leaves you +0 on block.
  • Has good range and comes out fast.


[edit]
2S
GGAC Ky 2S.png
GGXXACPR Ky 2S-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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
GGXXACPR Ky 2H-1-Hitbox.png

Frames 12-13

GGXXACPR Ky 2H-2-Hitbox.png

Frames 14-15

Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Mid SJR 12 4 20 -7

2hs is a good anti-air and zoning tool

  • Catches jumps and iads very well.
    • On air hit the move vacums the opponent into itself.
    • 2hs is jump cancelable.
  • On counter hit 2hs is a launcher.


[edit]
2D
GGAC Ky 2D.png
GGXXACPR Ky 2D-1-Hitbox.png

Frames 7-12

GGXXACPR Ky 2D-2-Hitbox.png

Frames 13-17

Damage Guard Cancel Startup Active Recovery Frame Adv.
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.


[edit]
j.P
GGAC Ky jP.png
GGXXACPR Ky jP-1-Hitbox.png

Frames 6-8

GGXXACPR Ky jP-2-Hitbox.png

Frames 9-11

Damage Guard Cancel Startup Active Recovery Frame Adv.
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
GGXXACPR Ky jK-1-Hitbox.png

Frames 7-10

GGXXACPR Ky jK-2-Hitbox.png

Frames 11-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
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
GGXXACPR Ky jS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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
GGXXACPR Ky jH-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 High, Air SR 13 4 23 -

j.hs 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 Guard Cancel Startup Active Recovery Frame Adv.
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 ky's 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.


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Ky throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 43 pixels RF - - - -

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.

[edit]
Air Throw
GGAC Ky airThrow.png
throws the opponent behind Ky. Wallbounces.
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 88 pixels - - - - -

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.

[edit]
Dead Angle Attack
GGAC Ky 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 Mid R 12 3 24 -13

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.


Specials[edit]

Stun Edge[edit]
Stun Edge
236S/H
GGAC Ky StunEdge.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 40 All F 10 - Total 41 -5
H 40 All F 13 - Total 52 -9

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).

FRC point
is as Ky's cape touches his legs. The FRC is used as a way to continue pressure after something that normally has a lot of recovery, similar to how you sometimes see Sol run up, do a block string, Gunflame, FRC, run up, repeat.
Note that the FRC point on the S Stun Edge is sooner than the H Stun Edge.


[edit]
Charged Stun Edge
236D
GGAC Ky CSE.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 x 3 All F 43 49 Total 68 +18

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.

FRC point
is on release (right as Ky flicks his sword away). This move is used as an okizeme option and as a way to start pressuring the opponent.
CSE-FRC glitch
The FRC point for this move is BEFORE the move comes out, so if you jump right after you FRC, the CSE will follow you into the air since it's programmed to come out whever you are, thus creating a CSE that goes across the screen, but high off the ground. To do this, just hold up when you're doing the CSE, then FRC. Use this trick to catch air dashers. This same glitch is used to also to get 2 fireballs on the screen at the same time since although technically, you can only have 1 fireball on the screen at a time, but if you do CSE FRC, then do a second fireball before the first one comes out, you can have 2 fireballs out at the same time. Also note that if you do CSE, then the opponent jumps over you, and then you FRC, the fireball will automatically turn to face the opponent!
[edit]
Air Stun Edge
j.236S/H
GGAC Ky AirStunEdge.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 33 All F 15 - Total 59+14L -
H 33 All F 13 - Total 56+14L -

Air fireball. S Version goes at about a 30 degree angle and H Version goes at about a 60 degree angle. FRC -> air dash to approach the opponent safely.

FRC point
is right after the fireball comes out. Resets jump options after you FRC it. If you don't, you basically can't do anything until you hit the ground (and there's some recovery once you hit the ground too). Note that this FRC on the S Versions is later than the H Version.
[edit]
Air Charged Stun Edge
j.236D
GGAC Ky ACSE.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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 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.
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.

[edit]
Vapor Thrust
623S/H air OK
GGAC Ky VaporThrust.png
You should mostly stick with the H version
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S, Ground 32 Mid R 9 3 32+13L -34
H, Ground 36 Mid R 11 4 30+13L -33
Air 32 All R 11 3 Until L+13 -

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.
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.

[edit]
Lightning Javelin
Vapor Thrust -> S/H
GGAC Ky LightningJavelin.png
S version wallsticks, H version wallbounces
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 16 All R 11 3 Until L+6 -
H 16 All R 11 3 Until L+12 -

S version blows the opponent down and away. Causes wallstick and can be used for either combos near the corner or to push the opponent towards the corner from midscreen.

H version wallbounces the opponent and is used to either combo the opponent midscreen or to knock down the opponent.

FRC Point
is right when Ky is about to perform a backflip.


[edit]
Stun Dipper
236K
GGAC Ky StunDipper.png
2nd hit won't combo if you do it too close to the opponent.
Damage Guard Cancel Startup Active Recovery Frame Adv.
12, 32 L , HLF RF 8 14(7)3 26 -15

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.
FRC point is right after the first hit ends.

[edit]
Greed Sever
214K
GGAC Ky GreedSever.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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.

[edit]
Lightning Strike
222H when opponent is down
GGAC Ky LightningStrike.png
Trading oki for damage. FRC to get both or combo
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 - F 14 1 53 -

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.
This attack can whiff if the attack is inputted too late, in which you are stuck in recovery for quite a while.

FRC point right when the attack hits the opponent.


Force Breaks[edit]

[edit]
Lightning Sphere
CSE -> 4D
GGAC Ky Orb.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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.
[edit]
Charge Drive
LS -> 46D
GGAC Ky ChargeDrive.png
Low-commitment Rising Force
Damage Guard Cancel Startup Active Recovery Frame Adv.
130 All R 7+13 15 35 -31

Technically an overdrive. Wallsticks in the corner.


[edit]
Stun Rays
j.214D
GGAC Ky jD.png
Looks just like j.D, but has a lot of special properties.
Damage Guard Cancel Startup Active Recovery Frame Adv.
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.
[edit]
FB Greed Sever
214D
GGAC Ky GreedSever.png
Invincible to lows.
Damage Guard Cancel Startup Active Recovery Frame Adv.
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.


Overdrives[edit]

[edit]
Ride the Lightning
632146H air OK
GGAC Ky RTL.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 36x5 Mid RF 10+1 42 20 -24
Air 36x5 All RF 7+1 42 Until L+3 -

The ground one can be used a a wakeup reversal, the air one can be used in combos if done as a low air juggle. Overall, these attacks as not used much.

FRC Point is when Ky stops moving forward (the first frame of recovery)

[edit]
Sacred Edge
236236P
GGAC Ky SacredEdge.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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
right after launching the projectile
Semi-Unblockable Glitch
Perform a CSE > FRC > Sacred Edge. The CSE will continue to go forward during the Sacred Edge's super flash. If the opponent is not blocking pre superflash, the CSE will hit them (assuming they are within range).


Instant Kill[edit]

Rising Force
in IK Mode: 236236H
GGAC Ky IK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
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.


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.

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