|
|
Line 816: |
Line 816: |
| |inv= | | |inv= |
| |description= | | |description= |
| | *Main use is for okizeme after knockdown |
| | *Both can be avoided with low profile moves |
| | A charged version of Ky's Stun Edge that moves across the screen horizontally with full range but is larger and slower than the normal variant. Hits three times instead of one, and is mainly used for okizeme after knockdown. This move will allow ample time to further assault the opponent if they are blocking or being hit. Be careful as this move has a slower startup and is risky if used too close. To fix this, it can be YRC'd which not only makes it safer, but usable for blockstrings. This, just like 236S can be avoided by low profile moves. |
| }} | | }} |
| {{AttackData-GGXRD | | {{AttackData-GGXRD |
Line 834: |
Line 837: |
| |inv= | | |inv= |
| |description= | | |description= |
| *Main use is for okizeme after knockdown
| |
| *Both can be avoided with low profile moves
| |
|
| |
| A charged version of Ky's Stun Edge that moves across the screen horizontally with full range but is larger and slower than the normal variant. Hits three times instead of one, and is mainly used for okizeme after knockdown. This move will allow ample time to further assault the opponent if they are blocking or being hit. Be careful as this move has a slower startup and is risky if used too close. To fix this, it can be YRC'd which not only makes it safer, but usable for blockstrings. This, just like 236S can be avoided by low profile moves.
| |
| ----
| |
| Also known as DC Charged Stun Edge. Combining a Grinder with 236HS will cause it to become much stronger as an okizeme tool as it becomes a large stationary projectile that deals lots of blockstun. Forcing an opponent to wake up into this gives you plenty of time to jump in and go for a high/low mixup without fear of reversals. | | Also known as DC Charged Stun Edge. Combining a Grinder with 236HS will cause it to become much stronger as an okizeme tool as it becomes a large stationary projectile that deals lots of blockstun. Forcing an opponent to wake up into this gives you plenty of time to jump in and go for a high/low mixup without fear of reversals. |
| }} | | }} |
Ky Kiske
|
|
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
|
Overview
Ky is one of the poster boys for the Guilty Gear series and fulfills the role of a simple, well rounded character. In the past, Ky found his inflexible ideals challenged after the crusades ended, leading him to contemplate his old ideas and sense of justice. Due to his illegal relationship with Dizzy, Ky was pressured into becoming the next leader of Illyria by the United Nations under veiled threats. Both charismatic and possessing a strong sense of justice, Ky now assumes his position as High King reigning over the land of Illyria. The weight of his position has broadened his view significantly, and he has lost some of his zeal in his ruling years. Despite his kind heart, he still possesses an unwavering sense of justice, and is prone to outbursts of anger and emotion when pushed too far. Some doubt his abilities and think him unfit to rule, but many others adore him for displaying such human behavior.
Ky performs well at midrange with some useful pokes and a variety of projectiles at his disposal. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. Some would be quick to assume that Ky is just your average "Shoto." However, there are certain things in his arsenal that can prove this wrong. In Xrd, Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his already proficient versatility. With this addition, Ky now has better options for spacing, setups, and okizeme. Ky excels at confirming knockdown from ground gatlings, and also greatly benefits from the reworked meter system, giving him useful options with enough tension. This effectively makes some aspects of his game easier and deadlier!
Strengths
- Strong neutral game with fast and long reaching normals and good projectiles.
- Has a tool for every situation, including two strong anti-airs.
- Grinders make his projectiles even stronger and make his oki more efficient.
- Ease of use and focus on fundamentals make him a great choice for beginners
Weaknesses
- Low average damage.
- Standard Jack of All Trades, while he has a tool for every situation, he can be outclassed by specialists.
Durandal Call and Fortified Projectiles
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 2-3 seconds. Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more versatility in his gameplay. Stun Edges become full screen beams for zoning, Charged Stun Edges become long lasting projectiles for okizeme, and Sacred Edge sticks the opponent to the wall for combos.
Normal Moves
5P
5P
That way!
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
8
|
Mid
|
CSJ
|
YRP
|
5
|
4
|
5
|
+1
|
- Use for anti air when 6P would fail (opponent too close or in crossup scenarios)
- Mashable attack when oppoent attempts tick throw and other setups
While useful, 5P is a "backup plan". Ky has stronger tools in most situations. Mash 5P when in the above scenarios.
|
|
5K
5K
Standing low
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
12
|
Low
|
SJ
|
YRP
|
5
|
8
|
7
|
-5
|
- Fast standing low
- Meaty 5K as okizeme
5K is often used in mixups (like empty jump > 5K) as well as in okizeme when you don't have enough time to use anything else. Because 5K has lots of active frames, it can be used as a meaty to maintain your advantage while performing okizeme.
|
|
c.S
c.S
CH fishing tool
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
28
|
Mid
|
SJ
|
YRP
|
7
|
2
|
18
|
-1
|
- Staple in combos and blockstrings due to being jump cancelable as well as having many gatling options
- Option select throw by performing 6H~S or 4H~S.
- Common tool for frame trapping opponents during pressure, as on counter hit it combos into 6HS for high damage.
When close to the opponent, press 6H~S or 4H~S to execute a throw. If the opponent dodges the throw (jumping, backdashing), then a c.S will come out instead! This is much faster that 5H or 6H and has more cancel options afterwards, making it a safer option overall than 4H/6H.
|
|
f.S
f.S
The button everyone is afraid of
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
28
|
Mid
|
S
|
YRP
|
10
|
6
|
19
|
-11
|
- Fast long range harassment tool
- On crouching hit or counter hit, combos into 3H
- Can be avoided with low profile attacks
Ky's farthest reaching ground normal and standard poking tools thanks to its long range. Use f.S at max range to lock down the opponent and prevent them from advancing/escaping.
Ky's hurtbox is extended very far forward during and after the attack, so opponents can punish this if used recklessly. Mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S.
|
|
5H
5HS
Tag em' with a stagger
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
42
|
Mid
|
S
|
YRP
|
10
|
6
|
12
|
+1
|
- Shorter range version of f.S with safer hurtbox and faster recovery
- Occasional anti air
- Staggers on Counter Hit
Long reaching normal that is safe on block. Use with f.S, 2S, and Stun Edge to stop the opponent from getting close to you.
|
|
6P
6P
It is perpetual, it keeps the country clean
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30
|
Mid
|
S
|
YRP
|
9
|
5
|
15
|
-6
|
- Ky's main anti air attack
- Occasional ground footsie tool
6P is your go-to anti air attack. Cancel into c.S and confirm whether the opponent was hit or not. On hit, perform a combo, on block, cancel into f.S > Stun Edge, or jump and air dash backwards.
|
|
6K
6K
Pressure reset and frame trap
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
32
|
Mid
|
S
|
YRP
|
19
|
2
|
11
|
+4
|
- Ky steps forward before attacking
- Pressure reset tool
- c.S > 6K > 236D, 2D > 236H for knockdown plus Charged Stun Edge okizeme.
Because this attack is plus on block and moves Ky forward, this allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.
Keep in mind that 6K is +4 on block, and Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal.
|
|
6H
6HS
Safejumps, without the jump
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30x2
|
Mid
|
SJ
|
YRP
|
23
|
8,2
|
2
|
+15
|
- Okizeme tool
- Forces opponent into crouching state on ground hit, enabling combos into f.S > 3H
Strong Okizeme tool that when timed correctly, will beat most reversals, with the notable exception of Blitz Shield. Because this attack has such short recovery, whiffing a 6H on oki can be used as a fakeout!
|
|
3H
3HS
Fore!
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
35
|
Mid
|
S
|
YRP
|
15
|
4
|
25
|
-12
|
- Ky slides forward before slashing
- Combos from f.S on crouching hit and counter hit
- On hit, combo into Greed Sever. On block, cancel into Split Ciel or Stun Edge to remain safe
While 3H does connect from f.S, it won't work from max range f.S.
|
|
5D
5D
I HAVE THE POWERRRRRR
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
HF
|
-
|
YRP
|
28
|
13
|
11
|
-5
|
- Standing overhead
- Summons a Grinder
- Clashes with projectiles
- Safe on block at most distances
Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards!), its slowness makes it difficult to use for that purpose. This overhead is much safer on block than Ky's other, faster overhead, Greed Sever.
|
|
2P
2K
2S
2S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
Low
|
S
|
YRP
|
9
|
2
|
15
|
-3
|
- Long range Low
- Harrasment tool along with f.S and 5H.
Use this attack to stop advancing opponents who try do low profile attacks to go under f.S and 5H. On block, cancel into Stun Edge to make it safe. On hit, cancel into 2D or Stun Dipper to combo into knockdown.
|
|
2H
2HS
There is no true escape
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
28x2
|
Mid
|
SJ
|
YRP
|
11
|
1,4
|
20
|
-7
|
- Pulls in opponent on air hit
- Launches and pulls in opponent on Counter Hit
- Jump cancellable
Used in combos and as a preemptive anti air attack since it hits much farther and higher than 6P. Use it to hit opponents who like to jump around outside of 6P range.
|
|
2D
2D
Active for a day and half
|
|
j.P
j.P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
6
|
HA
|
CSJ
|
YRP
|
6
|
6
|
6
|
-
|
- Occasional anti-air
- Occasional air-to-air
- Cancels into itself and j.S, and j.S can cancel into j.P.
This is a safe, but low reward anti air when the opponent attempts to perform delayed jump-in attacks.
Super jump P is a great way to interrupt opponents approaching you from above when airborne.
When you catch an opponent blocking in the air, mash j.P > j.S > j.P until you touch the ground to force the opponent to block a mixup on landing.
|
|
j.K
j.K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
16
|
HA
|
S
|
YRP
|
7
|
4
|
12
|
-
|
- Long range air attack
- Cancel into j.S to and confirm into combo or jump away.
j.K is very fast and hits very far, making it a great for air-to-air encounters.
|
|
j.S
j.H
j.HS
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
38
|
HA
|
S
|
YRP
|
13
|
4
|
23
|
-
|
- Zoning tool. Safe, long range, low reward
j.H hits very far as well as slightly below Ky. It can even beat anti air attacks when positioned properly at max range! For the most part, Ky uses this right before landing when jumping to control the space in front of him. It's startup frames are also useful when doing empty jump mixups, where you would fake an overhead.
|
|
j.D
j.D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
All
|
-
|
YRP
|
38
|
13
|
25 Total + 8 after landing
|
-
|
- Stationary projectile for zoning
- Creates a Grinder afterwards
- Disappears if Ky gets hit
- Has landing recovery unless YRC or double jump after j.D
- Can only j.D once per jump
The cross has considerable startup, so it's best to use this from a distance. j.D creates a Grinder which will stay out longer than the actual attack, allowing you to immediately use Air Stun Edge afterwards for a powered up shot! If done close enough to the ground, ground Stun Edges can be used on the Grinder as well. Be aware that j.D suspends Ky in the air briefly during the animation. This move generally sees its use for zoning and okizeme.
|
|
Universal Mechanics
Ground Throw
Ground Throw
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
60
|
Ground Throw: 75250
|
-
|
R
|
1
|
-
|
-
|
+49
|
- Standard Throw, 65% Forced Proration
- A large part of Ky's mixup game once you've convinced them to block
RC > Dash Vapor Thrust loop to add extra damage + corner carry. In the corner RC > Split Ciel loop/Vapor Thrust loop for damage.
|
|
Air Throw
Air Throw
No fly zone
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
60
|
Air Throw: 192500
|
-
|
R
|
1
|
-
|
-
|
-
|
Basic air throw used to catch those who jump out of your pressure. Enemies land below for knockdown and enough time for oki.
- Standard Throw, 65% Forced Proration
- RC to add a bit of extra damage
|
|
Dead Angle Attack
Blitz Shield Charge Attack
Special Moves
Stun Edge
Stun Edge 236S
Stun Edge Fortified becomes a beam
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal
|
30
|
All
|
-
|
YRP
|
10
|
Until Corner
|
Total 46
|
-10
|
- Zoning tool, blockstring ender
- YRC to recover faster and still have the projectile active
- Can be avoided with low profile moves
One of Ky's classic tools for zoning, midscreen,and blockstrings. Should be used after blocked normals to make them safe or YRC which can be used to approach the opponent. With this YRC, Ky has the option to immediately react to incoming hits to effectively avoid damage or attempt an anti-air if they choose to jump over it. Be careful, as certain moves that low profile can completely duck the Stun Edge and even characters such as Faust who can crouch under it with ease.
|
Fortified
|
40
|
All
|
-
|
R
|
~+9
|
3
|
-
|
+5
|
- Becomes a full-screen beam
- Passes through other projectiles
- Knocks down opponent on CH
- Can be avoided with low profile moves
Also known as DC Stun Edge. Using a Stun Edge with Durandal Call turns it into a fullscreen beam. It passes through other projectiles, and on counter hit it knocks down. This is very useful against other zoner characters.
|
|
Charged Stun Edge
Charged Stun Edge 236HS
Charged Stun Edge Fortified is a large stationary projectile
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal
|
20x3
|
All
|
-
|
YRP
|
38
|
Until Corner
|
Total 69
|
+14
|
- Main use is for okizeme after knockdown
- Both can be avoided with low profile moves
A charged version of Ky's Stun Edge that moves across the screen horizontally with full range but is larger and slower than the normal variant. Hits three times instead of one, and is mainly used for okizeme after knockdown. This move will allow ample time to further assault the opponent if they are blocking or being hit. Be careful as this move has a slower startup and is risky if used too close. To fix this, it can be YRC'd which not only makes it safer, but usable for blockstrings. This, just like 236S can be avoided by low profile moves.
|
Fortified
|
20x6
|
All
|
-
|
R
|
~+9
|
59
|
-
|
+18
|
Also known as DC Charged Stun Edge. Combining a Grinder with 236HS will cause it to become much stronger as an okizeme tool as it becomes a large stationary projectile that deals lots of blockstun. Forcing an opponent to wake up into this gives you plenty of time to jump in and go for a high/low mixup without fear of reversals.
|
|
Air Stun Edge
Air Stun Edge j.236S/HS
Air Stun Edge Fortified is a beam
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S, Normal
|
33
|
All
|
-
|
YRP
|
21
|
Until Ground
|
Total: 41 + 14 after landing
|
-
|
HS, Normal
|
33
|
All
|
-
|
YRP
|
21
|
Until Ground
|
Total: 41 + 14 after landing
|
-
|
S, Fortified
|
43
|
All
|
-
|
R
|
~+9
|
3
|
-
|
-
|
HS, Fortified
|
43
|
All
|
-
|
R
|
~+9
|
3
|
-
|
-
|
- S shoots at a more shallow angle than HS
- Shoot through a Grinder to get a beam, just like the ground version.
Ky has frame advantage when TK'd. This a great tool for corner lockdown. Stuns the opponent for a long time on counter hit, giving you lots of time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!
|
|
Vapor Thrust
Vapor Thrust 623S/HS (air OK)
VAPPPA THRASTO!!
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S
|
48
|
Mid
|
-
|
R
|
9
|
3
|
32 + 9 Landing
|
-30
|
HS
|
48
|
Mid
|
-
|
R
|
11
|
4
|
35 + 9 Landing
|
-34
|
Air
|
48
|
All
|
-
|
R
|
9
|
3
|
9 After landing
|
-
|
- S version loses invincibility before it becomes active, but is faster than H
- Both ground versions will miss vs low profile attacks
- Can not be YRC'd or PRC'd
- Exact invincibility for S: is 1-8F Full. HS: 1-10 Full, 11-15F Strike
As far as wakeup reversals go, Vapor Thrust is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals which makes it easy to safejump.
The HS version is used frequently in the corner for VT loops. S version is very rewarding on counter hit.
|
|
Stun Dipper
Stun Dipper 236K
F I V E F R A M E S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
12, 32
|
Low, Mid
|
-
|
YRP
|
5
|
14(7)3
|
26
|
-15
|
- low profiles many moves in the game
- Used to ensure knockdown where 2D won't reach
- Punishable on block and whiff
- Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
Low profile sliding attack that leads to knockdown where 2D won't reach. The slide is a low and the slash hits mid. Be aware that if this move is used too close, the second hit won't combo, so only use it after gatlings where 2D won't knockdown. 2nd hit knocks down, giving you enough time to run up 6HS afterwards.
|
|
Greed Sever
Greed Sever 214K
Atone for your sins!
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30
|
High / Air
|
-
|
YRP
|
19
|
14
|
5 + 11 Landing
|
-13
|
- Ky's fastest Overhead
- Combo tool
- Airborne from frame 4
- Unsafe on block at most ranges
- Beats low attacks
Heavily telegraphed overhead, primarily used in combos especially after 3HS. Do note that while the startup is 19F, it does not hit crouching opponents until much later (22F speculated).
|
|
Split Ciel
Split Ciel 236D
Ky's swiss army knife
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
Mid
|
-
|
YRP
|
15
|
3
|
15
|
-1
|
- Fast way to summon a Grinder
- Lower body invincible in the middle of the startup (5-12F)
- Very safe way to end blockstrings, since it's only -1 on block
On air hit (typically after 2D), blows the opponent away full screen, so use it when near the corner to force the opponent to wake up into a powered up 236HS.
As an anti-zoning tool use Split Ciel as a fast way to get a grinder out, which forces the opponent to second guess shooting out their own projectile or else you can retaliate with a powered up Stun Edge and hit them from fullscreen immediately.
Another tactic is to do 236HS YRC, run forwards > Split Ciel! Run forward far enough and you can get a powered up 236HS! This allows you a very safe approach that can end with lots of blockstun.
|
|
Overdrives
Ride The Lightning
Ride The Lightning 632146HS (air OK)
Flash before my eyes, now it's time to die
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
36x5
|
Mid
|
-
|
YRP
|
10+1
|
42
|
18
|
-22
|
Air
|
36x5
|
All
|
-
|
YRP
|
8+1
|
42
|
Until Landing +6 After Landing
|
-
|
- Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.
- Use air version to knockdown midscreen (most of the time). Wall sticks opponent in the corner, but they can tech.
Reversal super that does decent damage, but isn't faster than any of Ky's other reversal options. Having said that, the fact that it moves forward lets it beat oki options that Vapor Thrust would lose to. Its projectile invincibility also gives it unique utility in beating things like Millia's disc oki and Elphelt's Grenade-unblockable setups. The additional damage this attack does during Hellfire also makes it useful for tacking on a bit of extra damage for the KO.
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Sacred Edge
Sacred Edge 236236P
The lightning strikes, cracking the night
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Normal
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27x5
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All
|
-
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YRP
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4+3
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Until Corner
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Total 36
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+7
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Fortified
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100
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All
|
-
|
R
|
~+1
|
3
|
-
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+6
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- Normal version is often used mid screen 2D > Sacred Edge, run up c.S > 2H > combo.
- Fortified version wall sticks opponent in the corner. Common combo route near the corner is to do Split Ciel, Sacred Edge > combo.
- One of Ky's most reliable ways to increase damage using meter.
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Instant Kill
Rising Force in IK mode: 236236H
They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry-
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Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
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Normal
|
DESTROY
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All
|
-
|
-
|
9+12
|
4
|
30
|
-17
|
Conclusion Conditions Complete
|
DESTROY
|
All
|
-
|
-
|
5+12
|
4
|
30
|
-17
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Fairly fast Instant Kill, but not useful outside of specific setups. Here are a couple of easy IK combo when Conclusion Conditions Complete:
- H Vapor Thrust > RC > land > Activate > IK. Requires 100% Tension
- 5D Near the corner > Homing Dash > Activate > IK. Requires 50% Tension
- Near the corner > 5K > c.S > 6K > Split Ciel > RC > 5D > Homing Dash > Activate > IK. Requires 100% Tension
- Split Ciel > RC > Activate > IK. Requires 100% Tension. Need to be not too far from the opponent when Split Ciel hits.
- e.g. c.S > 6K > Split Ciel > RC > Activate > IK.
- Counter-hit Greed Sever > RC > Activate > IK. Requires 100% Tension. If the opponent is airborne then RC won't be needed, meaning you only require 50% Tension.
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