GGXRD-R2/Ky Kiske

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Overview[edit]
Overview

Ky is comfortable anywhere, but he excels in grounded footsies. He uses his fast and long f.S to tame opponents and complements it with 2S, 5H, 2K, and 2D. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and giant, disjointed 2H. Any one of these pokes or anti-airs can lead into a knockdown or a solid combo.

When Ky finds himself farther away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keepaway. Ky has access to "Grinders" (read the fortified projectiles section below) which power up any of Ky's projectiles that pass through them, including supers. Grinders give Ky great options in neutral, okizeme, and combos.

After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by mixing in low attacks, frame traps, throws, and pressure resets with 6H and 6K.

If footsies don't cut it, Ky can use his exceptional Stun Dipper to slide under pokes/projectiles and score knockdowns, his overhead Greed Sever to check his opponent's reactions, or his reversal Vapor Thrust to challenge pressure.

Ky is a character that can quickly switch between keeping the opponent away and turning on the offensive. His diverse moveset has a tool for every situation, and everything about him is average at worst - but usually quite a bit better.


"What the world needs right now is hope."
Lore:After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky currently rules as High King of Illyria.
Voice:Takeshi Kusao
Playstyle
GGXRD-R2 Ky Kiske Icon.png Ky Kiske is a well-rounded character with a low barrier to entry. He excels at playing neutral, converting pokes into knockdowns, setting up safe okizeme, and creating strong pressure.
Pros Cons
  • Strong Neutral Game: Ky has normals which are either fast or have strong hitboxes that often convert into knockdown or damage and control space well.
  • Variable Pressure Routing: Ky's open gatling table and suite of versatile normals allows for variable pressure structure to keep opponents guessing.
  • Projectile OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups.: Ky's Charged Stun Edge and Grinders grant him strong, looping okizeme assuming he has either meter or a grinder set up in the corner.
  • Jack of All Trades: Ky is able to perform well in most aspects of the game, and is well rounded to the point of having few major flaws. Ky has a solid option for every situation, including two strong anti-airs, an invulnerable DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion., an invulnerable super, and versatile projectiles.
  • Securing Air Knockdowns: Unless the opponent is cornered it is difficult to get a knockdown from air combos, and sometimes impossible to knockdown airborne lightweight characters.
Fortified Projectiles
Powered up projectiles

Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 3 - 4 seconds.

Shoot a projectile through a Grinder and it will power up into a enhanced state. Enhanced projectiles give Ky more versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.

Enhanced projectiles still count towards Ky's projectile limit of 1 Stun Edge on the screen. Locking down the ground with enhanced Charged Stun Edge means you won't be able to use any other kind of Stun Edge until it goes away.

Normal Moves[edit]

Ground Normals[edit]

5P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
8 Mid 5 4 5 +1

[edit]

  • Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air.
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

While useful, 5P is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or when your inputs are crossed up.)

5K[edit]

c.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
28 Mid 7 2 18 -1

[edit]

  • Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air.
  • On Counter Hit, combos into 6H.
  • Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

An essential move in pressure due to it's high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into 6H, leading to high damage combos. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing 6H+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than 5H or 6H, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.

f.S[edit]

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

[edit]

  • Used for spacing and pressure.
  • On crouching hit or Counter Hit, combos into 3H.
  • Can be avoided with low profile attacks.
  • Gatling Options: 6K, 2S, 3H, 5D, 2D

One of Ky's cornerstone moves. It is hi farthest reaching ground normal and standard spacing/harassment tool. Use f.S to threaten the opponent and prevent them from advancing or escaping. On crouching or Counter Hit, it can be canceled into 3H for a combo at most ranges, but 3H won't connect at max range. Ky's hurtbox is extended very far forward during the swing, so opponents can punish this if used recklessly. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. Some characters can get under this attack with low profile moves, mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. This move is a perfect candidate for YRC OS (With at least 25 Tension, input a Roman Cancel the moment the attack becomes active) to remove most of it's risk at the cost of Tension.


5H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
42 Mid 10 6 12 +1

[edit]

  • Used for spacing, frame traps, situational anti-air, and punishing.
  • Staggers on Counter Hit (Max duration 51F).
  • Gatling Options: 6K, 5D, 2D

5H can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5H hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure. This move is a key part of ending pressure because of it's long cancel window and advantage on block. You can choose to end with 5H, or late cancel into 2D to trip opponents expecting to escape. On hit you can use the late cancel window to space Stun Dipper correctly and secure both hits for a knockdown.

6P[edit]

6K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
32 Mid 19 2 11 +4

[edit]

  • Used to reset pressure, and frame trap.
  • Ky steps forward before attacking.

Because this attack is +4 on block and moves Ky forward, it 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. Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. 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 to beat your attempt to re-establish pressure.

6H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
30x2 Mid 23 6,(8),2 6 +11

[edit]

  • Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool.
  • Forces opponent into crouching state on ground hit
  • First hit is special cancellable

Ky's new 6H has high frame advantage and includes a large step he takes before swinging his blade. 6H can be used to reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force you off of them. It's a great tool for cranking the RISC gauge and building meter. Unlike Ky's old 6H, it's not good for safe okizeme against characters with fast reversals because of the increased recovery.


3H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
35 Mid 15 4 25 -12

[edit]

  • Used in pressure, frame traps, punishes, and to launch for combos.
  • Ky slides forward before slashing.
  • Combos from f.S on crouching and counter hit.

Often used to extend pressure after f.S, and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge, and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo. Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3H does connect from f.S, it won't reach from a f.S that hits at the tip.

5D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
25 High 28 13 11 -5

[edit]

  • Used as an overhead attack.
  • Cancels to Homing Jump or Dash on hit only.
  • Summons a Grinder.
  • Clashes with projectiles.
  • Safe on block at most distances
  • Is a mid attack on YRC.
  • Proration: 80%

Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. This overhead is much safer on block than Ky's Greed Sever. Also useful for expensive YRC fuzzy guard mixups when above 75 Tension.


2P[edit]

2K[edit]

2S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
25 Low 9 2 15 -3

[edit]

  • Used for spacing, low mixup, and gatling into from f.S for safety
  • Gatling Options: 6K, 5H, 2H, 5D, 2D

2S is a long range low, used to supplement Ky's other spacing attacks. It can be used to stop advancing opponents who are trying to either low profile your other attacks, or attempting to rush in from the ground or air. It can be thought of as a version of f.S that exchanges range and damage with the safety of crouching to duck under aerial attacks. With good sense of spacing and fast reactions you can cancel 2S hits near the tip into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add a low to blockstrings.


2H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
28x2 Mid 11 1,4 20 -7

[edit]

  • Used for anti-air, situationally as a spacing tool, and as a frame trap.
  • Pulls in opponent on air hit.
  • Launches and pulls in opponent on Counter Hit.
  • Proration: 90%
  • Gatling Options: 5D, 2D

An amazing swiss army knife of a move. 2H's potential as a preemptive anti-air attack is high since it covers a massive amount of space, hitting much farther and higher than 6P. It's also surprisingly functional as a ground poke, so running forward and throwing it out is like putting up a wall in neutral that covers the air and ground. It hits twice, which is great for dealing with moves with armor like Potemkin's Hammerfall, it launches on Counter Hit which opens up high damage potential, and it is also jump cancelable both on hit and block which makes it hilariously safe as long as you actually hit the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with, but overall it's very fast for how large it is. The recovery isn't insignificant, but it's relatively safe for what it is.

2D[edit]

Air Normals[edit]

j.P[edit]

j.K[edit]

j.S[edit]


j.H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
38 High/Air 13 4 23 -

[edit]

  • Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
  • Gatling Options: j.D

j.H hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. It can even beat anti-air attacks when positioned properly at max range! Off a falling CH there's enough hitstun to pick up a combo. j.H is also used in okizeme, as a safejump right before landing. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.

j.D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
40 All 38 13 Total 25+8 after landing -

[edit]

  • Used for zoning, space control, okizeme, crossups, and to summon grinders.
  • Disappears if Ky is hit
  • Remains even if Ky blocks
  • Clashes with projectiles
  • Creates a Grinder
  • Has landing recovery unless you YRC or double jump after j.D
  • Can only j.D once per jump

J.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D. It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. It has a ton of untech time on Counter Hit, so if you're in range run up and pick a combo up. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by J.D.

Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Dead Angle Attack[edit]

Blitz Attack[edit]

Special Moves[edit]

Stun Edge[edit]

236S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Normal 30 All 10 Until Corner Total 46 -10
Fortified 40 All ~+9 3 - +8

[edit]

  • Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC
  • Can be avoided with low profile moves

Stun Edge (SE) is an important part of Ky's neutral game, and is very powerful with YRC. It can be used to supplement Ky's neutral at any time, but keep in mind the low reward on hit for how risky it is to throw within airdash range. Consider using it without meter more at a range where the opponent cannot punish you with an airdash. SE is not a pure zoning tool, as it is destroyed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE truly shines when YRC'd, this gives Ky the ability to put out a fast moving hitbox very quickly, immediately react to what the opponent is doing, and then pick his options accordingly. On hit it can be confirmed into a combo and knockdown, on block you can start a blockstring, the SE will even delete moves like Gunflame or Venom's balls and allow you to punish the recovery. Do try not to spend all your meter on this though, it isn't infallible!


  • Used for zoning, anti-zoning, and resetting pressure.
  • Passes through other projectiles
  • Knocks down opponent on CH
  • Can be avoided with low profile moves

An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC SE passes through other projectiles, and on Counter Hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +8 on block.

Charged Stun Edge[edit]

236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Normal 20x3 All 38 Until Corner Total 69 +14
Fortified 20x6 All ~+9 59 - +18

[edit]

  • Used for okizeme, zoning, and occasionally as a pressure reset.
  • Can be avoided with low profile moves

Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.H to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.


  • Used for okizeme, and occasionally as a zoning tool.
  • Clashes with projectiles
  • Can be avoided with low profile moves.

DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.


Air Stun Edge[edit]

j.236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
S, Normal 33 All 21 Until Ground 41+14 Landing +2
H, Normal 33 All 21 Until Ground 41+14 Landing -
S, Fortified 43 All ~+9 3 - -
H, Fortified 43 All ~+9 3 - -

[edit]

  • Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
  • S shoots at a more shallow angle than HS.
  • Ky is crouching during landing recovery.

S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When Tiger Knee'd (2369S/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2H or c.S. Using an aerial projectile as a pressure reset is unconventional, and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!


  • Used for zoning.
  • HS shoots at a less shallow angle than S.
  • Ky is crouching during landing recovery

Compared to S Air SE, H Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an enemy's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.


  • Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
  • Passes through projectiles.
  • Knocks down on Counter Hit.

For the most part, Fortified S Air SE functions exactly the same as the normal version, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3H!


  • Used for zoning, and anti-zoning.
  • Passes through projectiles.
  • Knocks down on Counter Hit.

Though Fortified H Air SE used in the same way as the normal version, it's far more potent as a zoning/anti-zoning tool. You can setup a grinder for this move by using j.D in neutral far from the opponent. It's angle makes it very hard for opponents to deal with.

Vapor Thrust[edit]

623S/H (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
S 48 Mid 9 3 32+9 Landing -30
HS 48 Mid 11 4 35+9 Landing -34
Air 48 All 9 3 9 After Landing -

[edit]

623S
  • Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
  • 1-8F full invul, airborne on frame 9.
  • Can be low profiled.
  • Cannot be YRC'd or PRC'd.

Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is extremely rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in specific situations on defense to take advantage of the long untechable time on Counter Hit to pick up a combo.


623H
  • Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
  • 1-10 full invul, 11-15F strike invul, airborne on frame 11.
  • Can be low profiled
  • Cannot be YRC'd or PRC'd.

While better than SVT, as far as wakeup reversals go, HVT is risky; it loses to some low profile attacks and easily loses to safe jumps, so you 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, and has a lack of forward momentum and range. Despite this, HVT is a good tool for dealing with pressure since it still has a good amount of invul. It also hits on both sides of Ky, making it one of the rare reversals that can be useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery either, so it loses a bit associated risk when the opponent has no tension to punish hard. As long as the opponent doesn't low profile it, you can use HVT RC to escape oki and pick up a combo if it hit, though you might want to save the tension for FD or Dead Angle if you don't want to play risky. Outside of defense, it can be used to anti air some moves that otherwise counter Ky's 6P and 2H, though its startup leaves a bit to be desired and if they see it coming in time they may be able to YRC and punish you for your trouble. It's integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. On medium and heavy weight characters it will score knockdowns pretty easily, but light characters tend to float too high and can recover before hitting the ground.


j.623S/H

  • Used as a risky anti-air, to interrupt momentum, and as an invincible attack
  • Frames 1-8 are strike invulnerable.
  • Cannot be YRC'd or PRC'd.

Because air VT lacks a low hitting hitbox (much like the grounded version), it's rare to see it used in the air like Sol would use his Volcanic Viper. 99% of the time you use this move it will be to end air combos. It can be a wild card option in a pinch though.

Stun Dipper[edit]

236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
12,32 Low, All 5 14(7)3 26 -15

[edit]

  • Used to low profile attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly.
  • Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
  • First hit is a low, second hit is a mid.
  • Second hit will not combo after the first if spaced too close.
  • Second hit always combos on Counter Hit.

Stun Dipper (SD) is one of Ky's defining attacks. Its upper body invulnerability, ridiculously fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent by sliding under their attacks that don't cover the ground, and to confirm knockdowns from combos and pokes spaced at the tip of f.S, 2S, and 5H. It's also commonly used to counter pressure during even small gaps left by the opponent. Though it is an invaluable tool it's also very punishable on block. This is made worse because it's also really finicky to get both the slide and the followup slash to combo unless you were spaced correctly or got a Counter Hit. Because of this it's risky to throw out unless you read the opponent correctly or can confirm your spacing quickly. Ky's neutral game becomes many times better once he has 50 tension because he can mitigate all the negative consequences of SD and threaten his opponent constantly with it. If it hits, you can save the meter or go RC it for damage. If it's blocked or dodged, RC or PRC will keep you safe and put you in an advantageous position.

Greed Sever[edit]

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
30 High/Air 19 14 5+11 Landing -10

[edit]

  • Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup.
  • Do note that while the startup is 19F, it does not hit crouching opponents until later (24F on crouchers as of Rev 2.1).
  • Airborne and invulnerable at the feet from frame 4.

As an overhead, Greed Sever (GS) is a bit telegraphed despite it's speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive option. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to. Though it's somewhat lacking as a pure mixup tool, GS begins to shine when used to catch defensive mashing, backdashes, low attacks in neutral, and active and aggressive neutral play. Using Greed Sever when pushed away from an opponent is strong since it will catch air dashing, jumping, and some attacks. If it connects with an opponents block at the tip near the end of the animation it's safe on block. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked. Leaves Ky in a crouching state on recovery.

Split Ciel[edit]

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
40 All 15 3 15 -1

[edit]

  • Used to summon grinders, in combos, and to end blockstrings.
  • Lower body invulnerable in the middle of the startup (5-12F)

In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. Though its strength varies by matchup, the threat of a grinder allows Ky to play much more passive neutral game, compelling the opponent to change their position to avoid being caught by DC SE. On hit it will stagger the opponent which can create some gimmicky mixup and pressure reset opportunities if they're not good at mashing out of the stagger. SC is also Ky's signature VT loop combo ender, it's the reason he can setup DC CSE oki and go for free IAD/empty jump mixups. Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it to end pressure when too far from the opponent, since it has a decent amount of whiff recovery and can be punished if they're looking for it. Also you can annoy Venoms that like to 2S at round start with it.

Overdrives[edit]

Ride The Lightning[edit]

632146H (air OK) (632146D air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Ground 36x5
[45x5]
Mid 10+1 42 18 -22
Air 36x5
[45x5]
All 8+1 42 Until Landing +6 After Landing -

[edit]

  • Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S fuzzy guard (f-shiki), and to end rounds with Burst Overdrive
  • Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.

Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invul and can deal a good deal of damage, especially in Hellfire state. Its horizontal movement allows it to beat options that would otherwise counter Vapor Thrust but in the end it's still the same speed as HVT. It is unsafe on block and has Counter Hit recovery, so it's risky. That said, it can be strangely difficult to punish due to the way each hit of RTL pushes the opponent away. This can be mitigated by IBing the last hit, but depending on Ky's position the timing changes, so it can be difficult. Ending your common midscreen air combos with RTL is a good way to add damage and score knockdowns where you usually can't.

Sacred Edge[edit]

236236P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Normal 27x5 All 4+3 Until Corner Total 36 +7
Fortified 100 All ~+1 3 - +6

[edit]

  • Used in combos
  • Fortified version wall sticks opponent in the corner.
  • Frames 4-6 strike invulnerable.

Sacred Edge is Ky's bread and butter for dealing damage anywhere on the screen. Because Overdrives don't put a player into Tension cooldown, you can regain quite a bit of the Tension spent just by successfully completing your combo. DC Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is rarely used outside of combos since Stun Edge and Charged Stun Edge accomplish nearly the exact some thing and don't cost 50 Tension.

Instant Kill[edit]

Rising Force[edit]

in IK mode: 236236H

External References[edit]

Navigation[edit]


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Guilty Gear Xrd REV 2e
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