GGXRD-R2/Ky Kiske

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Ky Kiske
GGXRD-R Ky Portrait.png
Defense Modifier x1.03
Guts Rating 2
Weight [100] Medium
Stun Resistance 60
Prejump 3f
Backdash Time 16f (1~>9f invuln)
Wakeup Time 23f (Face Up) / 21f (Face Down)
Movement Options Double Jump, 1 Airdash, Ground Dash (Run)


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 diverese movepool has a tool for every situation. He does, however, not specialize in any one role. Ky has access to "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to strengthen his zoning game, okizeme, and combos. In short, Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.

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

Unique Mechanics[edit]

Durandal Call and Fortified Projectiles[edit]

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 Fortified state. Fortified 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.

GGXRD-R2 Ky Kiske Icon.png Ky Kiske fulfills the role of an approachable and well rounded character.
Pros Cons
  • Very strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • Stun Edge and Enhanced Stun Edge projectiles are useful for zoning and counter-zoning.
  • Oppressive projectile okizeme.
  • 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, and two reversal attacks.
  • Grinders augment both neutral and okizeme potential.
  • Very strong low-profile move in the form of Stun Dipper.
  • Very low barrier to entry with focus on fundamentals.
  • Basic throw/frame trap focused mixup.
  • While he has a tool for every situation, these tools can be outclassed by specialist characters.
  • Has trouble securing a knockdown after air combos.

Normal Moves[edit]

Ground Normals[edit]

GGXRD Ky 5P.png
Damage Guard Startup Active Recovery Frame Adv.
8 Mid 5 4 5 +1
  • 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.)

GGXRD Ky 5K.png
Damage Guard Startup Active Recovery Frame Adv.
12 Low 5 8 7 -5
  • Used for mixup, okizeme, setting up frame traps, and for tick throws.
  • Hits low.
  • Proration: 80%
  • Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K is a low with shorter range than 2K, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable meaty on the opponent's wakeup.

GGXRD Ky cS.png
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 7 2 18 -1
  • 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.

GGXRD Ky fS.png
It is perpetual, it keeps the country clean
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 10 6 19 -11
  • 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

Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use f.S at max range to threaten the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into 3H for a combo at most ranges. Ky's hurtbox is extended very far forward during the swing, so opponents can punish this if used recklessly. 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.

GGXRD Ky 5H.png
Damage Guard Startup Active Recovery Frame Adv.
42 Mid 10 6 12 +1
  • 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.

GGXRD Ky 6P.png
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 9 5 15 -6
  • Used as an anti-air, pressure tool, frame trap, and counter attack.
  • Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F).
  • Proration 90%
  • Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

6P is an extremely solid anti-air and your go-to attack for dealing with airborne opponents. As a grounded attack, it's disjointed hitbox makes it good for countering mid range pokes. It can be used to bait certain Dead Angles in pressure.

GGXRD Ky 6K.png
Pressure reset and frame trap
Damage Guard Startup Active Recovery Frame Adv.
32 Mid 19 2 11 +4
  • 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.

GGXRD-R2 Ky 6H.png
Be Plus Or Be Dead
Damage Guard Startup Active Recovery Frame Adv.
30x2 Mid 23 6,(8),2 6 +11
  • 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.

GGXRD Ky 3H.png
Golf, a gentleman's game
Damage Guard Startup Active Recovery Frame Adv.
35 Mid 15 4 25 -12
  • 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.

GGXRD Ky 5D.png
Creates a grinder
Damage Guard Startup Active Recovery Frame Adv.
25 High 28 13 11 -5
  • 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.

GGXRD Ky 2P.png
Damage Guard Startup Active Recovery Frame Adv.
6 Mid 5 4 4 +2
  • Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
  • Proration: 80%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5H, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.

GGXRD Ky 2K.png
Damage Guard Startup Active Recovery Frame Adv.
14 Low 5 4 6 ±0
  • Used for neutral, pressure, and setting up frame traps and tick throws.
  • Proration: 70%
  • Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

2K has good range and fast startup. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.

GGXRD-R2 Ky 2S.png
Damage Guard Startup Active Recovery Frame Adv.
25 Low 9 2 15 -3
  • 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.

GGXRD Ky 2H.png
There is no true escape
Damage Guard Startup Active Recovery Frame Adv.
28x2 Mid 11 1,4 20 -7
  • 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.

GGXRD Ky 2D.png
Active for a year and a half
Damage Guard Startup Active Recovery Frame Adv.
30 Low 7 12 12 -10
  • Used for leading combos into knockdown, poking, and as a low mixup.

2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki.

Air Normals[edit]

GGXRD Ky jP.png
The Demon j.P
Damage Guard Startup Active Recovery Frame Adv.
12 High/Air 6 6 6 -
  • Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
  • Gatling Options: j.P, j,K, j.S, j.H, j.D

While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.

GGXRD Ky jK.png
Air f.S
Damage Guard Startup Active Recovery Frame Adv.
16 High/Air 7 4 12 -
  • Used for long-range air-to-air encounters, and catching opponents jumping away.
  • Gatling Options: j.P, j.S, j.H, j.D

j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.

GGXRD Ky jS.png
Also Air f.S
Damage Guard Startup Active Recovery Frame Adv.
28 High/Air 7 3 21 -
  • Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.
  • Gatling Options: j.P, j.H, j.D

Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard mixups because it's jump cancelable.

GGXRD Ky jH.png
Damage Guard Startup Active Recovery Frame Adv.
38 High/Air 13 4 23 -
  • 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.

GGXRD Ky jD.png
It's time to STOP
Damage Guard Startup Active Recovery Frame Adv.
40 All 38 13 Total 25+8 after landing -
  • 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]
Ground Throw
GGXRD Ky throw.png
Damage Guard Startup Active Recovery Frame Adv.
0,60 Ground Throw: 75250 1 - - +49
  • Proration: Forced 65%

This is the cornerstone of Ky's mixup. It can be RCd in the corner for high damage, or midscreen to carry the opponent to the corner.

Air Throw[edit]
Air Throw
GGXRD Ky AirThrow.png
No-fly zone
Damage Guard Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 1 - - -
  • Standard Throw, 65% Forced Proration
  • RC to add a bit of extra damage midscreen, or VT loop in the corner.

Basic air throw. There isn't enough time use Charged Stun Edge oki safely from this knockdown.

Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Ky 6P.png
Damage Guard Startup Active Recovery Frame Adv.
25 All 12 3 24 -13
  • 1-14f full invul, 15-32f throw invul

A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and hit pretty consistently. While always an option, Ky has access to other defensive tools in Vapor Thrust or Ride The Lightning, so consider your options as always.

Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Ky BlitzAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5

Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.

Special Moves[edit]

Stun Edge[edit]
Stun Edge
GGXRD Ky StunEdge.png
GGXRD Ky StunEdge2.png
Durandal Call Coconut
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 30 All 10 Until Corner Total 46 -10
  • 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 extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC, Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.

Fortified 40 All ~+9 3 - +8
  • 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]
Charged Stun Edge
GGXRD Ky ChargedStunEdge.png
Large Coconut
GGXRD Ky ChargedStunEdge2.png
Large Stationary Coconut
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 20x3 All 38 Until Corner Total 69 +14
  • 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.

Fortified 20x6 All ~+9 59 - +18
  • 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]
Air Stun Edge
j.236S or j.236H
GGXRD Ky AirStunEdge.png
Air Stun Edge
GGXRD Ky AirStunEdge2.png
Fortified is a beam
Version Damage Guard Startup Active Recovery Frame Adv.
S, Normal 33 All 21 Until Ground 41+14 Landing +2
  • 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!

H, Normal 33 All 21 Until Ground 41+14 Landing -
  • 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.

S, Fortified 43 All ~+9 3 - -
  • 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, this move functions exactly the same as S Air SE, 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!

H, Fortified 43 All ~+9 3 - -
  • Used for zoning, and anti-zoning.
  • Passes through projectiles.
  • Knocks down on Counter Hit.

Though it's used in the same way as normal HS Air SE, 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]
Vapor Thrust
623S or 623H (air OK)
GGXRD Ky VaporThrust.png
Never forgive a Shenanigan
Version Damage Guard Startup Active Recovery Frame Adv.
S 48 Mid 9 3 32+9 Landing -30
  • 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.

HS 48 Mid 11 4 35+9 Landing -34
  • 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.

Air 48 All 9 3 9 After Landing -
  • 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]
Stun Dipper
GGXRD Ky StunDipper.png
Damage Guard Startup Active Recovery Frame Adv.
12,32 Low, All 5 14(7)3 26 -15
  • 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]
Greed Sever
GGXRD Ky GreedSever.png
Damage Guard Startup Active Recovery Frame Adv.
30 High/Air 19 14 5+11 Landing -10
  • 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]
Split Ciel
GGXRD Ky SplitCiel.png
Summons a grinder
Damage Guard Startup Active Recovery Frame Adv.
40 All 15 3 15 -1
  • 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.


Ride The Lightning[edit]
Ride The Lightning
632146H (air OK)
(632146D air OK)
GGXRD Ky RideTheLightning.png
Thunder and sparks, in the heart of the dark
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 36x5
Mid 10+1 42 18 -22
Air 36x5
All 8+1 42 Until Landing +6 After Landing -
  • 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]
Sacred Edge
GGXRD Ky SacredEdge.png
GGXRD Ky SacredEdge2.png
The lightning strikes, cracking the night
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 27x5 All 4+3 Until Corner Total 36 +7
Fortified 100 All ~+1 3 - +6
  • 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
in IK mode: 236236H
GGXRD Ky RisingForce.png
GGXRD Ky RisingForce2.png
They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!
Damage Guard Startup Active Recovery Frame Adv.
DESTROY All 9+12
4 30 -17
  • Uses animation from 3H

Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when Conclusion Conditions are met.


76% complete
Page Status Completion Score
Overview TODO: add hitboxes, colors, update move explanation layout 15/24
Combos TODO: add move notation to notation guide 8/10
Okizeme only has a few oki theory bits 2/10
Strategy TODO: add MU information and clean up the page 7/12
Frame Data 44/44

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Guilty Gear Xrd REV 2e
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