GGACR/Ky Kiske

From Dustloop Wiki
< GGACR
Revision as of 05:40, 21 December 2019 by PrivateTarkus (talk | contribs)

Template:InfoGear

Overview

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, 5H, 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 2H. 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 6H 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.


 Ky Kiske  Ky Kiske fulfills the role of an approachable and well rounded character.

Pros
Cons
  • 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

{{#evt: service=youtube

id=https://youtu.be/RF1QTDpgM0Q

}}


Normals

5P
5P
GGAC Ky 5P.png
GGXXACPR Ky 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 5 4 6 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Ky 5P.png
GGXXACPR Ky 5P-Hitbox.png


5P is 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
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 5 8 7 -5 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% SJR 9 10 10 11
GGAC Ky 5K.png
Literally footsies
GGXXACPR Ky 5K-1-Hitbox.pngGGXXACPR Ky 5K-2-Hitbox.pngGGXXACPR Ky 5K-3-Hitbox.png
Frames 5-6 • Frames 7-9 • Frames 10-12


5K is a 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.
c.S
GGAC Ky cS.png
GGXXACPR Ky cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 7 2 18 -3 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Ky cS.png
Multipurpose normal
GGXXACPR Ky cS-Hitbox.png


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.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 10 6 19 -11 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Ky fS.png
Transcontinental normal
GGXXACPR Ky fS-1-Hitbox.pngGGXXACPR Ky fS-2-Hitbox.png
Frames 10-12 • Frames 13-15


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.
5H
GGAC Ky 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 10 6 12 +1 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Ky 5H.png
GGXXACPR Ky 5H-1-Hitbox.pngGGXXACPR Ky 5H-2-Hitbox.png
Frames 10-12 • Frames 13-15
•Staggers on ground CH (max 47F)


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.
6P
GGAC Ky 6P.png
GGXXACPR Ky 6P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 9 5 15 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~6F Upper Body
7~13F Above Knees
SR 13 14 14 13
GGAC Ky 6P.png
Anti-airs, counter-pokes, frametraps, does the dishes, makes your bed
GGXXACPR Ky 6P-Hitbox.png
•Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)


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.
6K
GGAC Ky 6K.png
GGXXACPR Ky 6K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 17 2 11 +4 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 17 25 14
GGAC Ky 6K.png
GGXXACPR Ky 6K-Hitbox.png


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.
6H
GGAC Ky 6H.png
GGXXACPR Ky 6H-1-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
43 Mid 20 4 17 +2 5 20 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 22 Stagger 50 45 + WBounce 15
GGAC Ky 6H.png
GGXXACPR Ky 6H-1-Hitbox.png
•Custom blockstun


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.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
3H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36×2 Mid 23 8,1 3 +15 5 10×2 8×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 18 Crouch 20 18 15
GGAC Ky 3H.png
Go ahead, mash that DP
GGXXACPR Ky 3H-1-Hitbox.pngGGXXACPR Ky 3H-2-Hitbox.png
1st hit (Frames 23-30) • 2nd hit (Frame 31)


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.
5D
GGAC Ky 5D.png
GGXXACPR Ky 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15 High 25 4 22 -12 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC Ky 5D.png
Don't be careless with this dust!
GGXXACPR Ky 5D-Hitbox.png


5D is a standard dust

  • Hits high.
  • You can cancel into 5D from 5H on counter hit.
2P
GGAC Ky 2P.png
GGXXACPR Ky 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 4 4 5 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Ky 2P.png
The Linker
GGXXACPR Ky 2P-Hitbox.png


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.
2K
GGAC Ky 2K.png
GGXXACPR Ky 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 Low 5 4 6 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% SR 9 10 10 11
GGAC Ky 2K.png
Exhibit A: "What defines a crouching light kick"
GGXXACPR Ky 2K-Hitbox.png


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.
2S
GGAC Ky 2S.png
GGXXACPR Ky 2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 Low 9 2 13 -1 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Ky 2S.png
GGXXACPR Ky 2S-Hitbox.png


2S is a good low poke.

  • Has good range.
  • Ky's hurtbox is quite far from the hitbox.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 12 4 20 -7 4 14 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 19 14
GGAC Ky 2H.png
Keep the Flag Flying
GGXXACPR Ky 2H-1-Hitbox.pngGGXXACPR Ky 2H-2-Hitbox.png
Frames 12-13 • Frames 14-15
•Floats on CH (untechable for 38F)


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.
2D
GGAC Ky 2D.png
GGXXACPR Ky 2D-1-Hitbox.png

Frames 7-12

GGXXACPR Ky 2D-2-Hitbox.png

Frames 13-17

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 7 12 12 -10 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 85% SJR 13 Down 14 13
GGAC Ky 2D.png
Some say it's still active to this day...
GGXXACPR Ky 2D-1-Hitbox.pngGGXXACPR Ky 2D-2-Hitbox.pngGGXXACPR Ky 2D-3-Hitbox.png
Frames 7-9 • Frames 10-12 • Frames 13-18


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.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 High/Air 6 6 6 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Ky jP.png
GGXXACPR Ky jP-1-Hitbox.pngGGXXACPR Ky jP-2-Hitbox.png
Frames 6-8 • Frames 9-11


j.P is a fast air poke

  • Short range but comes out fast.
  • Good air to air move.
  • Used alot in air combos.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 High/Air 7 8 8 1 3 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Ky jK.png
A go-to option for air-to-air tactics
GGXXACPR Ky jK-1-Hitbox.pngGGXXACPR Ky jK-2-Hitbox.png
Frames 7-10 • Frames 11-14


j.K is a good air to air move.

  • Beats out alot of moves in the air.
  • Crosses up.
j.S
GGAC Ky jS.png
GGXXACPR Ky jS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 7 3 21 3 8 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Ky jS.png
GGXXACPR Ky jS-Hitbox.png


j.S is mainly uses as a air mix up and combo filler.

  • Can cross up.
  • Good move to land with.
j.H
GGAC Ky jH.png
GGXXACPR Ky jH-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 High/Air 13 4 23 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Ky jH.png
GGXXACPR Ky jH-Hitbox.png


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.
j.D
GGAC Ky jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 38 13 Total 20+11 after landing 3 0 11
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 13 Launch 28 13
GGAC Ky jD.png
GGACR Ky jD Hitbox.png
•Launches higher on CH (untechable for 46F)
•Ky is in CH state until 16F, remains in place
•Is a projectile
•If j.D makes contact with a projectile, j.D's hitbox immediately disappears
•Cannot perform 2nd j.D until first j.D has disappeared


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

Ground Throw
GGAC Ky throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 43 pixels 6, 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% RF Down 59~60F
GGAC Ky throw.png


Basic ground throw.

  • Has FRC when the sword touches the ground.
  • Prorates damage by 50%.
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% 60 + WBounce
GGAC Ky airThrow.png


Basic air throw that leaves the opponent behind Ky.

  • Can wallbounce and lead to a short combo.
  • Prorates damage by 50%
Dead Angle Attack
GGAC Ky 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 Mid 12 3 24 -13 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~14F All
15~32F Throw
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Ky 6P.png
GGXXACPR Ky 6P-Hitbox.png


For ky's dead angle attack ky does his 6P animation

  • Wallbounces for possible combos in the corner


Specials

Stun Edge
Stun Edge
236S/H
GGAC Ky StunEdge.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


236S
S Stun Edge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 10 Total 41 -5 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.75/4.80 F 13 14 18 13 22~23F
GGAC Ky StunEdge.png
GGACR Ky 236S Hitbox.png
•Ky is in CH state from 1~21F
H


236H
H Stun Edge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 13 Total 52 -9 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.75/4.80 F 16 17 20 14 25~26F
GGAC Ky StunEdge.png
GGACR Ky 236S Hitbox.png
•Ky is in CH state from 1~24F

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.
  • Both versions have a frc point when ky's cape touches his legs.
    • The frc is used mostly to continue pressure after moves that usually leave ky with alot of recovery.
    • S stun edge's frc point is sooner that H stun edge.
Charged Stun Edge
236D
GGAC Ky CSE.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D
Charged Stun Edge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 43 49 Total 68 +18 4 0 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/2.40×3 F 16 17 20 7 31~32F
GGAC Ky CSE.png
GGACR Ky 236D Hitbox.png
•Can cancel into Lightning Sphere from 9~27F
•Movement immediately after the FRC affects the position of the projectile


Charged stun edge is a large multi-hit fireball that excels on oki

  • Hits 3 times
  • Amazing on oki by allowing free mixes.
  • Travels almost the entire screen.
  • Has an frc point right as ky flicks his sword away.
    • There is a glitch where yo jump right after a successful frc making the Charged stun edge follow you into the air.
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


j.236S
Air S Stun Edge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 All 15 Total 59+14 after landing 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/2.40 F 13 14 18 13 16~18F
GGAC Ky AirStunEdge.png
GGACR Ky j236S Hitbox.png
S
•Ky is in crouching state during landing recovery
•FRCing restores jump options
•Has a minimum height requirement
H


j.236H
Air H Stun Edge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 All 13 Total 56+14 after landing 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/2.40 F 16 17 16 14 14~16F
GGAC Ky AirStunEdge.png
GGACR Ky j236H Hitbox.png
H
•Ky is in crouching state during landing recovery
•FRCing restores jump options
•Has a minimum height requirement

Air Stun edge is a good fireball the can go at two degrees.

  • S version goes at about a 30 degree angle.
  • H version goes at about a 60 degree angle.
  • Has a frc point right after the fireball comes out.
Air Charged Stun Edge
j.236D
GGAC Ky ACSE.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236D
Air Charged Stun Edge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 31 Total 63+14 after landing 5 0 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/2.40×3 F 18 19 25 7 21~22F
GGAC Ky ACSE.png
GGACR Ky j236D Hitbox.png
•Ky is in crouching state during landing recovery
•Has a minimum height requirement


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.

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S, Ground


623S
S Vapor Thrust
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 9 3 32+13 after landing -34 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/4.80 80% 1~8F All R 13 Launch 50 13
GGAC Ky VaporThrust.png
GGACR Ky 623S Hitbox.png
•Ky is airborne from 9F onwards
•Can cancel into Lightning Javelin from 16~29F
H, Ground


623H
H Vapor Thrust
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 11 4 30+13 after landing -33 3 10 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/4.80 80% 1~10F All
11~15F Strike
R 13 Launch 45 13
GGAC Ky VaporThrust.png
GGACR Ky 623S Hitbox.png
•Ky is airborne from 11F onwards
•Can cancel into Lightning Javelin from 17~31F
Air

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.

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


623H > S
S Lightning Javelin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 All 17 5 Until landing+6 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 RF 18 19 62 + WStick 32 15 24~26F
GGAC Ky LightningJavelin.png
S version wallsticks
H version wallbounces
GGACR Ky 623SS Hitbox 1.pngGGACR Ky 623SS Hitbox 2.png
Frames 17-19 • S: Frames 20-21
H: Frames 20-22
•Ky is in CH state until landing
H


623H > H
H Lightning Javelin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 All 17 6 Until landing+12 5 15 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 RF 18 19 65 + WBounce 15 27~29F
GGAC Ky LightningJavelin.png
S version wallsticks
H version wallbounces
GGACR Ky 623SS Hitbox 1.pngGGACR Ky 623SS Hitbox 2.png
Frames 17-19 • S: Frames 20-21
H: Frames 20-22
•Ky is in CH state until landing

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.
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236K
Stun Dipper
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12, 32 Low, Mid 8 14(7)3 26 -15 4, 3 11, 10 6, 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80, 7.20 5~21F Low Profile RF 16, 13 17, Down 16, 40 14, 13 24~26F
GGAC Ky StunDipper-1.pngGGAC Ky StunDipper-2.png
• 2nd hit won't combo if you do it too close to the opponent
GGACR Ky 236K Hitbox 1.pngGGACR Ky 236K Hitbox 2.png
First hit • Second hit


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.

Greed Sever
214K
GGAC Ky GreedSever.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214K
Greed Sever
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High/Air 18 15 5+11 after landing -14 4 11 18
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/6.00 85% 4~37F Feet R 16 Launch 30 + GBounce 14
GGAC Ky GreedSever.png
UNBLOCKABLE Low crush
(bless GGPO)
GGACR Ky 214K Hitbox 1.pngGGACR Ky 214K Hitbox 2.pngGGACR Ky 214K Hitbox 3.png
Frames 18-20 • Frames 21-23 • Frames 24-31
•Ky is airborne from 4F onwards
•Floats higher on CH
•Ky is in crouching state during landing recovery
•Startup to hit a crouching opponent is 21F (tested on Sol)


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.

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
222H
Lightning Strike
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 14 1 53 3 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- F 13 Launch 50 0 14~16F
GGAC Ky LightningStrike.png
GGACR Ky 222H Hitbox.png
•Removes OTG status on hit
•Ky is in CH state during move
•Can only perform move when opponent is knocked down


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

Lightning Sphere
CSE -> 4D
GGAC Ky Orb.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D > 4D
Lightning Sphere
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×3 Mid 6 34 4 +8 5 0 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24×3 18 19 25 7
GGAC Ky Orb.png
GGACR Ky 4D Hitbox.png
Reaches this size on frame 10
•Pulls in opponent on hit or block
•Can cancel into Charge Drive from 30~36F


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.
Charge Drive
236D -> 4D -> 46D
GGAC Ky ChargeDrive.png
Low-commitment Rising Force
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D > 4D > 46D
Charge Drive
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
130 All 7+13 15 35 -31 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 70% R 18 Launch 80 + WStick 60 15
GGAC Ky ChargeDrive.png
GGACR Ky 46D Hitbox 1.pngGGACR Ky 46D Hitbox 2.pngGGACR Ky 46D Hitbox 3.png
Frames 20-22 • Frames 23-25, 29-31 • Frames 26-28, 32-34


Technically an overdrive. Wallsticks in the corner.

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.214D
Stun Raising
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×2 Mid 45 161 Total 22 3 0 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24×2 13 22 40 6
GGACR Ky j214D.png
Looks like j.D, but has a lot of special properties
GGACR Ky j214D Hitbox.png
•Floats opponent on CH (untechable for 60F)
•Ky is in CH state 1~15F
•Has a minimum height requirement
•Projectile guaranteed to appear after 12F


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.
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214D
FB Greed Sever
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
70 High/Air 22 4 17 -4 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
80% 1~4F Strike
5~25F Lower Body
R 18 Down 44 14
GGACR Ky 214D.png
The real low crush
GGACR Ky 214D Hitbox.png
•Ground bounces on CH (untechable for 130F)
•Ky is airborne from 5~20F
•Ky is in CH state during move


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

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


632146H
Ride the Lightning
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36×5 Mid 10+1 42 20 -24 3 10×5 5×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~14F All
15~19F Throw
RF 13 Launch 36 6 53~56F
GGAC Ky RTL.png
GGACR Ky 632146H Hitbox.png
•Ky is in CH state during move
•Dizzy modifier x0
Air


j.632146H
Air Ride the Lightning
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36×5 All 7+1 42 Until landing+3 3 10×5 5×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~14F All
15~19F Throw
RF 13 Launch 45 6 50~53F
GGAC Ky RTL.png
GGACR Ky 632146H Hitbox.png
•Ky is in CH state until landing
•Dizzy modifier x0

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)

Sacred Edge
236236P
GGAC Ky SacredEdge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236P
Sacred Edge
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
27×5 All 5+3 Total 36 +13 5 3×5 6×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
F 18 19 30 0 13~14F
GGAC Ky SacredEdge.png
GGACR Ky 236236P Hitbox.png


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

Rising Force
in IK Mode: 236236H
GGAC Ky IK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.


Notable Players

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 Aggressive, strong Ky player Link
Rozu enter Japan Mikado - Retired -

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation


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.