GGXRD-R2/Ky Kiske: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{Overview/navigation|okizeme=true}}
!Ky Kiske
<div id="home-content" class="home-grid">
|-
{{card|width=4|height=1
||
|header=Overview
[[File:GGXRD-R_Ky_Portrait.png|350x500px|center]]
|content= Ky is comfortable anywhere, but he excels in grounded footsies. He uses his fast and long {{clr|S|f.S}} to tame opponents and complements it with {{clr|S|2S}}, {{clr|H|5H}}, {{clr|K|2K}}, and {{clr|D|2D}}. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable {{clr|P|6P}} and giant, disjointed {{clr|H|2H}}.  Any one of these pokes or anti-airs can lead into a knockdown or a solid combo.
|-
 
||{{CharData-GGXRD-R2
When Ky finds himself farther away from the opponent he can use his {{MMC|input=236S|label=Stun Edge}} projectiles to harass them, either covering his approach or playing keep away. By placing "Grinders" and making use of them via [[#Durandal Call|Durandal Call]] to power up his projectiles, Ky has a wide variety of strong options in neutral, okizeme, and combos.
|defense=x1.03
 
|guts=2
After securing a knockdown, Ky can safely set up okizeme using {{MMC|input=236H|label=Charged Stun Edge}}, then apply his strong pressure game by mixing in low attacks, frame traps, throws, and pressure resets with {{clr|H|6H}} and {{clr|K|6K}}.
|stun=60
 
|weight=Medium
If footsies don't cut it, Ky can use {{MMC|input=236K|label=Stun Dipper}} to slide under pokes/projectiles and score knockdowns, his overhead {{MMC|input=214K|label=Greed Sever}} to check his opponent's reactions and hop over lows, or his reversal {{MMC|input=623H|label=Vapor Thrust}} to challenge pressure.
|jumpStartup=3F
 
|backdashTime=16F
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.
|backdashInv=1-9F
}}
}}
;Movement Options
{{GGXRD-R2/Infobox
:Double Jump, 1 Airdash, Dash Type: Run
|fastestAttack={{MMC|input=5P|hitboxMode=true|label=[[#5P|{{clr|P|5P}}]]}}, {{MMC|input=2P|hitboxMode=true|label=[[#2P|{{clr|P|2P}}]]}}, {{MMC|input=5K|hitboxMode=true|label=[[#5K|{{clr|K|5K}}]]}}, {{MMC|input=2K|hitboxMode=true|label=[[#2K|{{clr|K|2K}}]]}} (All 5F)
|}
|reversal={{MMC|input=623H|hitboxMode=true|label=[[#Vapor Thrust|{{clr|S|623S}}/{{clr|H|623H}}]]}} (9F/11F)<br/>{{MMC|input=632146H|hitboxMode=true|label=[[#Ride the Lightning|{{clr|H|632146H}}]]}} (10+1F)
{{CharNav |charMainPage=GGXRD-R2/Ky Kiske
}}
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_KY.html
{{ProsAndCons
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/
|intro= 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=
* '''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 {{keyword|Okizeme}}''': Ky's {{MMC|input=236H|label=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 {{keyword|DP}}, an invulnerable super, and versatile projectiles.
|cons=
* '''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. This forces Ky to choose between doing higher damage or getting okizeme without spending meter on {{MMC|input=632146H|label=Ride the Lightning}} in many midscreen combo routes.
}}
}}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
</div>
===Unique Mechanics===
{{card|width=
|header=<span id="Durandal Call">Fortified Projectiles</span>
|content=[[File:GGXRD_Ky_DurandalCall.png|thumb|250px|Powered up projectiles|right]]
Ky can use specific attacks ({{clr|D|5D}}, {{clr|D|j.D}}, {{MMC|input=236D|label=Split Ciel}}) to summon small floating circles called '''Grinders''' that last for {{Tt|210 frames|3.5 seconds}} or until used. One ground (from {{clr|D|5D}} and Split Ciel) and one air (from {{clr|D|j.D}}) Grinder can be active at the same time, and summoning a second of either kind will erase the older one.
Shooting a projectile through a Grinder will power it up into a Fortified state by consuming the Grinder. Fortified projectiles give Ky more options in neutral, pressure, and combos: {{MMC|input=236S|label=Stun Edge}} becomes a full screen sword-beam for zoning, {{MMC|input=236H|label=Charged Stun Edge}} becomes a large, long-lasting stationary projectile for okizeme, and {{MMC|input=236236P|label=Sacred Edge}} becomes a massive full screen blade that wallsplats opponents for combos.
Fortified projectiles still count towards Ky's projectile limit of 1 Stun Edge on the screen. Locking down the ground with Fortified Charged Stun Edge means Ky won't be able to use any other kind of Stun Edge until it goes away.


<!--USE THIS STYLING FOR SHORT NAVIGATION-->
''Note: In older notation, players often referred to this mechanic with Durandal Call (DC). For example, "DC CSE" refers to Fortified Charged Stun Edge.''
<div style="height:225px; width:1px;">
{{clear}}
  &nbsp;
}}
</div>
 
{{StarterBlurb}}


==Overview==
==Normal Moves==
===Backstory===
===<big>{{clr|P|5P}}</big>===
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. His former conviction in his concept of justice shaken, Ky contemplated the true meaning of justice during his search for the new commander gear, and his many clashes with his lifelong rival Sol Badguy. 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 takes the throne 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 youthful zeal in his ruling years. He feels regret for his failures as a father and husband, having sent Sin to be raised by his old rival, Sol, for his son's safety in a world hostile to gears, and to focus on his duties to his people as king. Despite his kind heart and collected royal demeanor, 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. Having used the Thunderseal to save Dizzy's life, Ky takes up his imitation blade, Magnolia Eclair, in GGXRD.
{{GGXRD-R2_Move_Card
|input=5P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 5
}}
Useful for pressure, tick throws, frame traps, burst safe combos, and situational anti airs.


===Gameplay Overview===
{{clr|P|5P}} is generally a "backup plan" for Ky as he has stronger tools in most situations. It 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 its fast recovery. It hits a bit high up, making it a nice backup anti-air when {{clr|P|6P}} would fail (such as when the opponent is too close and/or crosses up.)
Ky Kiske fulfills the role of a simple and well rounded character. Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. In Xrd Ky was given the addition of "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.


===Strengths===
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|K|6K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
*Strong neutral game with fast and far-reaching normals that reward hits with knockdown and damage, and long range projectiles useful for zoning and anti-zoning.
}}
*Strong projectile okizeme.
*Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.
*Has a tool for every situation, including two strong anti-airs, and two reversal attacks.
*Grinders augment both his neutral and okizeme potential.
*Ease of use and focus on fundamentals make him a great choice for beginners.<br/>


===Weaknesses===
===<big>{{clr|K|5K}}</big>===
*Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense consistently.
{{GGXRD-R2_Move_Card
*While he has a tool for every situation, he can be outclassed by specialists. <br/>
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 8
|recovery = 7
}}
A standing low that is used for mix-ups, okizeme, setting up frame traps, and for tick throws.


===Durandal Call and Fortified Projectiles===
{{clr|K|5K}} is a low with shorter range than {{clr|K|2K}}, but better proration (80% vs 70%), making it a better choice for a low mixup when close enough. Its very long active time also makes it a reliable {{keyword|meaty}} on an opponent's wakeup.
[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|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.
<br clear=all/>


==Normal Moves==
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
======<font style="visibility:hidden" size="0">5P</font>======
}}
{{MoveData
 
|name=5P
===<big>{{clr|S|c.S}}</big>===
|image=GGXRD_Ky_5P.png
{{GGXRD-R2_Move_Card
|caption=That way!
|input=c.S
|data=
|description=
{{AttackData-GGXRD
{{#invoke:FrameChart|drawFrameData
|damage= 8 |tension=1.44 |risc= |prorate= |level=1 |guard=Mid
|startup = 7
|cancel=CSJ |roman=YRP |startup=5 |active=4 |recovery=5 |frameAdv=+1 |inv=
|active  = 2
|description=*Used for pressure, tick throws, setting up frame traps, Burst-safe confirms, and as a situational anti-air.
|recovery = 18
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 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 in crossup scenarios.)
  }}
}}
}}
Used for frame traps, punishing, pressure, {{tt|option selecting with forward throw|By pressing {{clr|H|6H}}+{{clr|S|S}} to execute a throw, you'll get this attack if the opponent jumped or backdashed.}} , and as a situational anti-air.
An essential move in pressure due to its 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 {{MMC|input=j.236S|label=[[#Aerial Stun Edge|Aerial Stun Edge]]}} or to simply escape a situation. By late canceling other attacks into {{clr|S|c.S}} in pressure, Ky can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into {{clr|H|6H}}, leading to high damage combos.
Its fast startup and high damage also makes it a good punish tool. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. This is much faster than {{clr|H|5H}} or {{clr|H|6H}}, and if an opponent successfully jumps a throw attempt but didn't hold Faultless Defense, they may be caught.
*On Counter Hit, combos into {{clr|H|6H}}.


======<font style="visibility:hidden" size="0">5K</font>======
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{MoveData
|name=5K
|image=GGXRD_Ky_5K.png
|caption=Watch your feet
|data=
{{AttackData-GGXRD
|damage=12 |tension=1.44 |risc= |prorate= |level= |guard=Low
|cancel=SJ |roman=YRP |startup=5 |active=8 |recovery=7 |frameAdv=-5 |inv=
|description=*Used for mixup, okizeme, setting up frame traps, and sometimes for tick throws.
*Standing low.
*Proration: 80%
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
5K is an all purpose attack often used in mixups (like empty jump > 5K) due to it's fast startup and animation that has Ky standing, yet is a low attack. It hits much higher up than it appears, and is a bit negative on block, which makes it ideal for canceling into frame traps like 5HS and c.S.
}}
}}
}}


======<font style="visibility:hidden" size="0">c.S</font>======
===<big>{{clr|S|f.S}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=c.S
|input=f.S
|image=GGXRD_Ky_cS.png
|description=
|caption= En Garde!
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 10
{{AttackData-GGXRD
|active   = 6
|damage=28 |tension=3.84 |risc=8 |prorate= |level= |guard=Mid
|recovery = 19
|cancel=SJ |roman=YRP |startup=7 |active=2 |recovery=18 |frameAdv=-1 |inv=
|description=*Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air.
*On Counter Hit, combos into 6HS.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, f.S, 2S, 5HS, 2HS, 6HS, 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 trying to counterattack on defense. On Counter Hit, there's enough time to combo into 6HS, leading to high damage combo routes. 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 6HS+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than 5HS or 6HS, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.
}}
}}
}}
A long reaching normal with a slight {{keyword|disjoint}}, used for spacing and pressure.
One of Ky's cornerstone moves. It is his farthest reaching ground normal and standard spacing/harassment tool. Use {{clr|S|f.S}} to threaten the opponent and prevent them from advancing or escaping. On crouching hit or Counter Hit, it can be canceled into {{clr|H|3H}} for a combo at most ranges, but won't connect at max range. With strong confirms and spatial awareness, {{clr|S|f.S}} combos {{MMC|input=236K|label=[[#Stun Dipper|Stun Dipper]]}} on hit for a knockdown.


======<font style="visibility:hidden" size="0">f.S</font>======
Ky's hurtbox is extended far forward during the attack, so opponents can punish this if used recklessly. Some characters can get under {{clr|S|f.S}} with low profile or airborne moves: mix it up with {{clr|H|5H}}, {{clr|S|2S}}, and {{MMC|input=236S|label=[[#Stun Edge|Stun Edge]]}} if they start to find ways around {{clr|S|f.S}}. This move is a perfect candidate for {{tt|YRC OS|With at least 25 Tension, input a Roman Cancel the moment the attack becomes active. On hit, it will RRC for a combo. On whiff, it will YRC.}} to remove most of its risk at the cost of Tension.
{{MoveData
*On crouching hit or Counter Hit, combos into {{clr|H|3H}}.
|name=f.S
|image=GGXRD_Ky_fS.png
|caption=The poke everyone is afraid of
|data=
{{AttackData-GGXRD
|damage=28 |tension=2.64 |risc=7 |prorate= |level= |guard=Mid
|cancel=S |roman=YRP |startup=10 |active=6 |recovery=19 |frameAdv=-11 |inv=
|description=*Used for spacing and pressure.
*On crouching hit or Counter Hit, combos into 3HS.
*Can be avoided with low profile attacks.
*Can be avoided with low profile attacks.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 2S, 5HS, 2HS, 3HS, 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 lock down 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 3HS for a combo at most ranges. Ky's hurtbox is extended very far forward during and after the attack, 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. With at least 25 Tension, you can YRC option select with this move by inputting a Roman Cancel the moment the attack becomes active. If the attack doesn't make contact with the opponent, you'll receive a YRC and remain safe, on hit, you'll receive no YRC, and continue as normal. When you have above 50 Tension this will become a Red Roman cancel, which can be used to close in for a combo on hit or start pressure on block.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}, {{clr|H|3H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
 
===<big>{{clr|H|5H}}</big>===
{{GGXRD-R2_Move_Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 12
}}
Used for spacing, frame traps, situational anti-air, and punishes.
 
{{clr|H|5H}} can be thought of as a shorter range, but safer version of {{clr|S|f.S}}. It's a medium reach poke that is slightly plus on block, and when used in tandem with Ky's other spacing tools it can be very strong. {{clr|H|5H}} hits a bit higher up than {{clr|S|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 its long cancel window and advantage on block. Ky can choose to end with {{clr|H|5H}} or late cancel into {{clr|D|2D}} to trip opponents expecting to escape. On hit, use the late cancel window to space {{MMC|input=236K|label=[[#Stun Dipper|Stun Dipper]]}} correctly and secure both hits for a knockdown.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|D|5D}}</big>===
{{GGXRD-R2_Move_Card
|input=5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 13
|recovery = 11
}}
Used as a standard grounded overhead.
 
Ky's universal grounded overhead. It is among the slower {{clr|D|5D}} moves in the game, but is much safer on block than Ky's other grounded-usable overhead in {{MMC|input=214K|label=[[#Greed Sever|Greed Sever]]}}.  If Ky has a Fortified Charged Stun Edge obscuring him, {{clr|5|5D}} becomes significantly harder to see and react to, which can make it a more appealing option.
 
Ky can summon Grinders faster with {{MMC|input=236D|label=[[#Split Ciel|Split Ciel]]}}, so it's not recommended just for that. While {{clr|D|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.  
 
Because {{clr|5|5D}} counts as a projectile, it can be YRC'd and still connect (although it becomes a mid).  This can enable an expensive {{keyword|F-shiki}} overhead at the cost of 25 meter to YRC the startup, getting the opponent to block it standing, then performing an instant overhead with another 50 meter to RRC into a combo.
 
*Summons a Grinder and clashes with projectiles during active frames.
*Becomes a mid attack when Yellow Roman Canceled.
}}
}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|P|6P}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=5HS
|input=6P
|image=GGXRD_Ky_5H.png
|description=
|caption=Tag em' with a stagger
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 9
{{AttackData-GGXRD
|active   = 5
|damage=42 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
|recovery = 15
|cancel=S |roman=YRP |startup=10 |active=6 |recovery=12 |frameAdv=+1 |inv=
|description=*Used for spacing, frame traps, situational anti-air, and punishing.
*Staggers on Counter Hit (Max duration 51F).
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5D, 2D
5HS 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. 5HS 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.
}}
}}
}}
Used as an anti-air, pressure tool, frame trap, and counterpoke.


======<font style="visibility:hidden" size="0">6P</font>======
{{clr|P|6P}} is an extremely reliable anti-air and Ky's primary attack for dealing with airborne opponents alongside {{clr|H|2H}}. As a grounded attack, its {{keyword|disjointed hitbox}} makes it good for countering mid range pokes. It can also be used to bait certain Dead Angles in pressure.
{{MoveData
 
|name=6P
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
|image=GGXRD_Ky_6P.png
|caption=It is perpetual, it keeps the country clean
THE PEOPLE'S ELBOW!!!!!
|data=
{{AttackData-GGXRD
|damage=30 |tension=2.64 |risc=7 |prorate= |level= |guard=Mid
|cancel=S |roman=YRP |startup=9 |active=5 |recovery=15 |frameAdv=-6 |inv=
|description=*Used as an anti-air, pressure tool, frame trap, and poke/counterpoke.
*Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F).
*Proration 90%
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
6P is an extremely solid anti-air and your go-to attack to counter opponents coming from the air due to its invulnerability that improves the longer the move has been out. As a grounded attack, it has its uses to counter higher-hitting pokes, though doesn't have a very high reward from far away. It can be used in pressure either to set up frame traps, or as a frame trap itself.
}}
}}
}}


======<font style="visibility:hidden" size="0">6K</font>======
===<big>{{clr|K|6K}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=6K
|input=6K
|image=GGXRD_Ky_6K.png
|description=
|caption=Pressure reset and frame trap
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 19
{{AttackData-GGXRD
|active   = 2
|damage=32 |tension=3.84 |risc=8 |prorate= |level= |guard=Mid
|recovery = 11
|cancel=S |roman=YRP |startup=19 |active=2 |recovery=11 |frameAdv=+4 |inv=
|description=*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 an attempt to re-establish pressure.
}}
}}
}}
An advancing plus-on block pressure reset and combo tool.


======<font style="visibility:hidden" size="0">6H</font>======
Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside comes in the form of slow startup: it will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.
{{MoveData
 
|name=6HS
Using Yellow Roman Cancel during the startup of this move is a gimmicky way to move closer to the opponent for a throw. Keep in mind that while {{clr|K|6K}} is +4 on block, 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 an attempt to re-establish pressure.
|image=GGXRD-R2_Ky_6H.png
 
|caption=
*On hit, Ky is plus enough to link into any of his 5f normals.
|data=  
}}
{{AttackData-GGXRD
 
|damage=30x2 |tension=? |risc=? |prorate= |level= |guard=Mid
===<big>{{clr|H|6H}}</big>===
|cancel=S |roman=YRP |startup=23 |active=6,(8),2 |recovery=6 |frameAdv=+11 |inv=
{{GGXRD-R2_Move_Card
|description=*Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool.
|input=6H
*Forces opponent into crouching state on ground hit
|description=
Ky's new 6HS is a very strong tool on offense because of its high frame advantage and the large step he takes before swinging his blade. 6HS can be used reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to catch mashing and punish for high damage. Unlike Ky's old 6HS, it's not good for safe okizeme against characters with meterless reversals due to its increased recovery.
{{#invoke:FrameChart|drawFrameData
}}
|startup = 23
|active   = 8
|inactive = 8
|offset = 6
|recovery = 6
}}
}}
Used for resetting pressure, for frame traps, and in combos after Counter Hit {{clr|S|c.S}}.


======<font style="visibility:hidden" size="0">3H</font>======
{{clr|H|6H}} has high frame advantage and includes a large forward step Ky takes before swinging his blade. {{clr|H|6H}} can be used to reset pressure against passive opponents, forcing his way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force Ky off of them. It's a great tool for building meter and cranking an opponent's [[GGXRD-R2/Damage#R.I.S.C._Level|R.I.S.C. gauge]].
{{MoveData
 
|name=3HS
*First hit is special cancellable.
|image=GGXRD_Ky_3H.png
*Forces opponent into crouching state on ground hit, making it always +13 on hit.
|caption=Fore
}}
|data=
 
{{AttackData-GGXRD
===<big>{{clr|H|3H}}</big>===
|damage=35 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
{{GGXRD-R2_Move_Card
|cancel=S |roman=YRP |startup=15 |active=4 |recovery=25 |frameAdv=-12 |inv=
|input=3H
|description=*Used in pressure, frame traps, and to launch for combos.
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 4
|recovery = 25
}}
Used in pressure, frame traps, punishes, and to launch for combos.
 
Often used to extend pressure after {{clr|S|f.S}} and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into {{MMC|input=236S|label=[[#Stun Edge|Stun Edge]]}} and {{MMC|input=236D|label=[[#Split Ciel|Split Ciel]]}} to remain safe, while on hit it's canceled into {{MMC|input=214K|label=[[#Greed Sever|Greed Sever]]}} for a combo.
 
Like {{clr|K|6K}}, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While {{clr|H|3H}} does connect from {{clr|S|f.S}}, it won't reach from a {{clr|S|f.S}} that hits at the tip.
*Ky slides forward before slashing.
*Ky slides forward before slashing.
*Combos from f.S on crouching and counter hit.
*Combos from {{clr|S|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 3HS does connect from f.S, it won't work from max range f.S.
}}
}}
}}


======<font style="visibility:hidden" size="0">5D</font>======
===<big>{{clr|P|2P}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=5D
|input=2P
|image=GGXRD_Ky_5D.png
|description=
|caption=Atone for your sins!
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 5
{{AttackData-GGXRD
|active   = 4
|damage=25 |tension=3.84 |risc=20 |prorate= |level= |guard=HF
|recovery = 4
|cancel= |roman=YRP |startup=28 |active=13 |recovery=11 |frameAdv=-5 |inv=
|description=*Used as an overhead attack in pressure.
*Cancels to Homing Jump or Dash on hit only.
*Summons a Grinder.
*Clashes with projectiles.
*Safe on block at most distances
*Proration: 80%
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 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 other, faster overhead, Greed Sever, especially when it hits near the end of it's active frames.
}}
}}
}}
Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here he can choose to do many things, such as frame trap to {{clr|S|c.S}} or {{clr|H|5H}}, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.


======<font style="visibility:hidden" size="0">2P</font>======
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|K|6K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{MoveData
}}
|name=2P
|image=GGXRD_Ky_2P.png
|caption= It all starts here
|data=
{{AttackData-GGXRD
|damage=6 |tension=1.44 |risc=8 |prorate= |level= |guard=Mid
|cancel=CS |roman=YRP |startup=5 |active=4 |recovery=4 |frameAdv=+2 |inv=
|description=*Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
*Proration: 80%
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 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 5HS, gatling into another normal, or go for a throw. Due to it's quick recovery, it can create Burst-safe points in combos.
===<big>{{clr|K|2K}}</big>===
  }}
{{GGXRD-R2_Move_Card
|input=2K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 5
|active  = 4
|recovery = 6
}}
}}
Used for neutral, pressure, and setting up frame traps and tick throws.


======<font style="visibility:hidden" size="0">2K</font>======
{{clr|K|2K}} has good range and fast startup. Although it is a low, {{clr|K|5K}} is preferred over {{clr|K|2K}} as a mix-up tool since {{clr|K|2K}} prorates damage by 70%, and {{clr|K|5K}} by 80%. In pressure, {{clr|K|2K}} is neutral on block, which makes it strong for tick throws and frame traps.
{{MoveData
|name=2K
|image=GGXRD_Ky_2K.png
|caption= More lows, more frame traps, more tick throws
|data=
{{AttackData-GGXRD
|damage=14 |tension=1.44 |risc=8 |prorate= |level= |guard=Low
|cancel=S |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=±0 |inv=
|description=*Used for pressure, setting up frame traps and tick throws, and as a poke
*Proration: 70%
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
2K has good range and fast startup, which makes it a nice close range poke. 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.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}


}}
===<big>{{clr|S|2S}}</big>===
{{GGXRD-R2_Move_Card
|input=2S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 2
|recovery = 15
}}
}}
Used for spacing, low mix-up, and gatling from {{clr|S|f.S}} for safety.


======<font style="visibility:hidden" size="0">2S</font>======
{{clr|S|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 other attacks or attempting to rush in from the ground. It can be thought of as a version of {{clr|S|f.S}} that exchanges range and damage with the safety of crouching to duck under aerial attacks. With a good sense of spacing and fast reactions Ky can cancel {{clr|S|2S}} hits near the tip into {{MMC|input=236K|label=[[#Stun Dipper|Stun Dipper]]}} for a knockdown. It's often canceled from {{clr|S|f.S}} on hit or block, and used in pressure to add a low to blockstrings.
{{MoveData
 
|name=2S
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
|image=GGXRD-R2_Ky_2S.png
}}
|caption=They aren't going under anything
 
|data=
===<big>{{clr|H|2H}}</big>===
{{AttackData-GGXRD
{{GGXRD-R2_Move_Card
|damage=25 |tension=2.64 |risc=7 |prorate= |level= |guard=Low
|input=2H
|cancel=S |roman=YRP |startup=9 |active=2 |recovery=15 |frameAdv=-3 |inv=
|description=
|description=*Used for spacing, low mixup, and gatling into from f.S for safety
{{#invoke:FrameChart|drawFrameData
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5HS, 2HS, 5D, 2D
|startup  = 11
|active  = 5
|recovery = 20
}}
Used for anti-air, situationally as a spacing tool, and as a frame trap.
 
An amazing swiss army knife of a move. {{clr|H|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 {{clr|P|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 it actually touches the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with relative to {{clr|P|6P}}, 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.
*Pulls in opponent towards Ky on air hit.
*Launches and pulls in opponent towards Ky on Counter Hit.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|D|2D}}</big>===
{{GGXRD-R2_Move_Card
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 12
|recovery = 12
}}
Used for leading combos into knockdown, poking, and as a low mix-up.
 
{{clr|D|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.
}}
 
===<big>{{clr|P|j.P}}</big>===
{{GGXRD-R2_Move_Card
|input=j.P
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 6
|active   = 6
|recovery = 6
}}
Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
 
While Ky's other jumping normals are generally better, {{clr|P|j.P}} is his fastest and least risky airborne attack. {{clr|P|j.P}} is a great way to interrupt opponents approaching him 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.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|K|j,K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
}}


2S is a long range low, used to supplement Ky's other spacing tools, and is a long range low attack. It can be used to stop advancing opponents who are tying to either low profile your other attacks, or attempting to rush in. With good sense of spacing and confirming skill, you can cancel correctly spaced 2S hits into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add another low to blockstrings.
===<big>{{clr|K|j.K}}</big>===
  }}
{{GGXRD-R2_Move_Card
|input=j.K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active  = 4
|recovery = 12
}}
}}
Used for long-range air-to-air encounters, and catching opponents jumping away.


======<font style="visibility:hidden" size="0">2H</font>======
{{clr|K|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 {{clr|P|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.
{{MoveData
|name=2HS
|image=GGXRD_Ky_2H.png
|caption=There is no true escape
|data=
{{AttackData-GGXRD
|damage=28x2 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
|cancel=SJ |roman=YRP |startup=11 |active=1,4 |recovery=20 |frameAdv=-7 |inv=
|description=*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%
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D


It's potential as a preemptive anti-air attack is high, since it's decently fast, and covers a massive amount of space in front of Ky, hitting much farther and higher than 6P. It sometimes functions as a spacing tool + anti-air because of it's large range, jump cancel ability, and the fact that it launches on Counter Hit.  
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
}}
}}
}}


======<font style="visibility:hidden" size="0">2D</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=2D
|input=j.S
|image=GGXRD_Ky_2D.png
|description=
|caption= Active for a day and half
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 7
{{AttackData-GGXRD
|active   = 3
|damage=30 |tension=2.64 |risc=7 |prorate= |level= |guard=Low
|recovery = 21
|cancel=SJ |roman=YRP |startup=7 |active=12 |recovery=12 |frameAdv=-10 |inv=
|description=*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 in neutral to try to score a knockdown, and sometimes on defense as a fast and long range counterattack. Cancelling into Split Ciel while the enemy is still falling will create a grinder and push them towards the corner, allowing for Ky to set up his okizeme with Charged Stun Edge.
}}
}}
}}
Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.


======<font style="visibility:hidden" size="0">j.P</font>======
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. {{clr|S|j.S}} is important in Ky's air combos and fuzzy guard mix-ups because it's jump cancelable.
{{MoveData
|name=j.P
|image=GGXRD_Ky_jP.png
|caption= That way! (air OK)
|data=
{{AttackData-GGXRD
|damage=6 |tension=1.44 |risc=8 |prorate= |level= |guard=HA
|cancel=CSJ |roman=YRP |startup=6 |active=6 |recovery=6 |frameAdv= |inv=
|description=
*Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j,K, j.S, j.HS, 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.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|H|j.H}}, {{clr|D|j.D}}
}}
}}
}}


======<font style="visibility:hidden" size="0">j.K</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=j.K
|input=j.H
|image=GGXRD_Ky_jK.png
|description=
|caption=Ky can annoyingly poke you to death in the air too
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 13
{{AttackData-GGXRD
|active   = 4
|damage=16 |tension=1.44 |risc=8 |prorate= |level= |guard=HA
|recovery = 23
|cancel=S |roman=YRP |startup=7 |active=4 |recovery=12 |frameAdv= |inv=
|description=*Used for long-range air-to-air encounters, and catching opponents jumping away.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j.S, j.HS, 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.
}}
}}
}}
Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
{{clr|H|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. Its large hitbox can even beat anti-air attacks when spaced properly at max range! Off a falling CH there's enough hitstun to pick up a combo.


======<font style="visibility:hidden" size="0">j.S</font>======
In Okizeme, {{clr|H|j.H}} is used as a safejump right before landing. Its longer startup frames are also useful when doing empty jump mix-ups, where it can done late to show the startup as a "fake" overhead which doesn't become active before being cancelled by landing.
{{MoveData
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}
|name=j.S
|image=GGXRD_Ky_jS.png
|caption= Unfortunately doesn't hit crossup anymore
|data=
{{AttackData-GGXRD
|damage=28 |tension=2.64 |risc=7 |prorate= |level= |guard=HA
|cancel=SJ |roman=YRP |startup=7 |active=3 |recovery=21 |frameAdv= |inv=
|description=*Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j.HS, 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 (f-shiki) setups due to being jump cancelable.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|D|j.D}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=j.HS
|input=j.D
|image=GGXRD_Ky_jH.png
|description=
|caption=Whack a mole
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 38
{{AttackData-GGXRD
|active  = 13
  |damage=38 |tension=2.64 |risc=7 |prorate= |level= |guard=HA
|recovery = 25
|cancel=S |roman=YRP |startup=13 |active=4 |recovery=23 |frameAdv= |inv=
|specialRecovery= 8
|description=*Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.D
j.HS hits very far, as well as slightly below Ky, it's a gigantic normal 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! j.HS is also used in okizeme, as a safejump right before landing. It's startup frames are also useful when doing empty jump mixups, where you would fake an overhead.
}}
}}
}}
Used for zoning, space control, okizeme, crossups, and to summon Grinders.


======<font style="visibility:hidden" size="0">j.D</font>======
{{clr|D|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 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 {{clr|D|j.D}}.
{{MoveData
 
|name=j.D
It also functions as an anti-zoning tool, since {{clr|D|j.D}} also creates a Grinder, allowing Ky to immediately use {{MMC|input=j.236H|label=[[#Aerial Stun Edge|Aerial Stun Edge]]}} afterwards for a fortified Stun Edge. It launches opponents on Counter Hit, which can be converted into a combo. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by {{clr|D|j.D}}.
|image=GGXRD_Ky_jD.png
 
|caption= Summons a helpful cross that plays neutral for you
*Disappears if Ky is hit but remains even if Ky blocks.
|data=
*Creates a Grinder and clashes with projectiles.
{{AttackData-GGXRD
*Has landing recovery unless Yellow Roman Cancelled or double jumping after {{clr|D|j.D}}.
|damage=40 |tension=2.64 |risc=7 |prorate= |level= |guard=All
*Can only {{clr|D|j.D}} once per jump.
|cancel= |roman=YRP |startup=38 |active=13 |recovery=25 Total + 8 after landing  |frameAdv= |inv=
|description=*Used for zoning, space control, okizeme, crossups, and to summon grinders.
*Disappears if Ky gets hit
*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. If done close enough to the ground, ground Stun Edges can pass through the grinder as well.
}}
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=Ground Throw
|input=Ground Throw
|image=GGXRD_Ky_throw.png
|description=
|caption= They can't simply block forever
This is the cornerstone of Ky's mix-up game, allowing him to safely set up {{MMC|input=236H|label=[[#Charged Stun Edge|Charged Stun Edge]]}} or TK {{clr|D|j.D.}}. It can be Roman Canceled in the corner for high damage {{MMC|input=623H|label=[[#Vapor Thrust|Vapor Thrust]]}} and {{MMC|input=236D|label=[[#Split Ciel|Split Ciel]]}} loops, or midscreen to carry the opponent to the corner.
|data=
}}
{{AttackData-GGXRD
|damage=60 |tension=4.80 |risc=6, 8 |prorate= |level= |guard=Ground Throw: 75250
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+49 |inv=
|description=
*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.
===<big>Air Throw</big>===
}}
{{GGXRD-R2_Move_Card
|input=Air Throw
|description=
Basic air throw. There isn't enough time to use {{MMC|input=236H|label=[[#Charged Stun Edge|Charged Stun Edge]]}} oki safely from this knockdown, but it can be Roman Canceled to add a bit of extra damage midscreen or to start {{MMC|input=623H|label=[[#Vapor Thrust|Vapor Thrust]]}} loops in the corner.
}}
}}


======<font style="visibility:hidden" size="0">Air Throw</font>======
===<big>Dead Angle Attack</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=Air Throw
|input=DAA
|image=GGXRD_Ky_AirThrow.png
|description=
|imageSize=250x325px
{{#invoke:FrameChart|drawFrameData
|caption= No-fly zone
|startup  = 12
|data=
|active  = 3
{{AttackData-GGXRD
|recovery = 24
|damage=60 |tension=4.80 |risc=6, 0 |prorate= |level= |guard=Air Throw: 192500
}}
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
A standard Dead Angle Attack, using Ky's {{clr|P|6P}} animation. It has moderate startup and recovery, and hits pretty consistently. While always an option, Ky has access to other defensive tools in {{MMC|input=623H|label=[[#Vapor Thrust|Vapor Thrust]]}} or {{MMC|input=632146H|label=[[#Ride the Lightning|Ride the Lightning]]}}, so consider all options as always.
|description=
*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======
===<big>Blitz Attack</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=Dead Angle Attack
|input=Blitz,[Blitz]|versioned=name
|image=GGXRD_Ky_6P.png
|description=
|caption=VETOED
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 28
{{AttackData-GGXRD
|active   = 3
|damage=25 |tension= |risc=7 |prorate= |level= |guard=Mid
|recovery = 20
|cancel= |roman= |startup=12 |active=3 |recovery=24 |frameAdv=-13 |inv=
|description=*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 covers a good amount of space. While always an option, Ky already has access to defensive options with Vapor Thrust or Ride The Lightning, so consider your options before using up your Tension.
}}
}}
}}
 
Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.  
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
{{MoveData
|name=Blitz Attack
|image=GGXRD-R_Ky_BlitzAttack.png
|caption=
|data=
{{AttackData-GGXRD-R2
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
|description=Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.  
}}
}}
}}
<br clear=all/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Stun Edge</font>======
===<big>Stun Edge</big>===
{{MoveData
{{InputBadge|{{clr|S|236S}}}}
|name=Stun Edge
{{GGXRD-R2_Move_Card
|image=GGXRD_Ky_StunEdge.png
|input=236S, 236S Grinder|versioned=name
|caption=COCONUT
|description=
|image2=GGXRD_Ky_StunEdge2.png
;Stun Edge
|caption2=I am the bone of my sword
Fast projectile used for spacing, zoning, ending blockstrings, and resetting pressure with YRC.
|input=236S
 
|data=
Stun Edge (SE) is an important part of Ky's neutral game, and is very powerful when used with [[GGXRD-R2/Movement#Yellow_Roman_Cancel|Yellow Roman Cancel]]. It can be used to supplement Ky's neutral at most ranges, but has low reward on hit for how risky it is to throw within an opponent's {{keyword|IAD}} range. Without meter to YRC, use it more at farther ranges where opponents cannot punish with an airdash. SE is not a pure zoning tool, as it is beat out by multi-hit projectiles or characters that can quickly create multiple projectiles.
{{AttackData-GGXRD
 
|version=Normal |damage=30 |tension=2.75/4.80 |risc=7 |prorate= |level= |guard=All
SE truly shines when Yellow Roman Canceled: Ky can 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 he can start a blockstring. Stun Edge will even delete moves like {{CLabel|GGXRD-R2|Sol}}'s {{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} or {{CLabel|GGXRD-R2|Venom}}'s pool balls and allow Ky to punish their recovery. Try to avoid spending all your meter on this, though - it isn't infallible!
|cancel= |roman=YRP |startup=10 |active=Until Corner |recovery=Total 46 |frameAdv=-10 |inv=
 
|description=*Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC
*Can be avoided with low profile moves
*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 Stun Edge
{{AttackData-GGXRD
Used for zoning, anti-zoning, and resetting pressure.
|header=no
 
|version=Fortified |damage=40 |tension=4.80 |risc=6 |prorate= |level= |guard=All
An extremely useful tool. Shooting an SE through a Grinder turns it into a full screen sword beam. Fortified SE passes through other projectiles, and on Counter Hit it knocks down the opponent. This makes it invaluable as a zoning/anti-zoning tool, since SE on its own is rather weak against many other projectiles. With one well placed shot, Ky can break a zoning situation using fortified SE. In pressure after a Grinder has been placed, Fortified SE can reset pressure since it's +8 on block.
|cancel= |roman=R |startup=~+9 |active=3 |recovery= |frameAdv=+5 |inv=
 
|description=*Used for zoning, anti-zoning, and resetting pressure.
*Can still be avoided with low profile moves.
*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 +5 on block.
}}
}}
}}


======<font style="visibility:hidden" size="0">Charged Stun Edge</font>======
===<big>Charged Stun Edge</big>===
{{MoveData
<!--Stun Edge Charge Attack-->
|name=Charged Stun Edge
{{InputBadge|{{clr|H|236H}}}}
|image=GGXRD_Ky_ChargedStunEdge.png
{{GGXRD-R2_Move_Card
|caption=Thunder and sparks, in the heart of the dark
|input=236H, 236H Grinder|versioned=name
|image2=GGXRD_Ky_ChargedStunEdge2.png
|description=
|caption2=Fortified is a large stationary projectile
;Charged Stun Edge
|input=236HS
Used for okizeme, zoning, and occasionally as a pressure reset.
|data=
 
{{AttackData-GGXRD
Charged Stun Edge (CSE) is larger and slower than {{MMC|input=236S|label=[[#Stun Edge|Stun Edge]]}}, and hits 3 times instead of 1. It's mainly used for safe, easy {{keyword|okizeme}} after a knockdown due to its large amount of frame advantage. Its considerable startup and recovery make it less suited to use in neutral, and it's still avoidable by {{keyword|low profile}} moves.  
|version=Normal |damage=20x3 |tension=2.40 |risc=6 |prorate= |level= |guard=All
 
|cancel= |roman=YRP |startup=38 |active=Until Corner |recovery=Total 69 |frameAdv=+14 |inv=
Once it's out, Ky can {{keyword|IAD}} over it and use {{clr|S|j.S}} or {{clr|H|j.H}} to lock the opponent down, or run behind it on the ground while reacting to jump out attempts. Its use as a pressure reset is limited due to its slow startup, but can catch opponents playing passively and give Ky another mix-up attempt. With [[GGXRD-R2#Movement#Yellow Roman Cancel|Yellow Roman Cancel]], it becomes much easier to use in neutral to cover an approach, and less risky as a pressure reset.
|description=*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.HS 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 Charged Stun Edge
}}
Also known as DC CSE. Used for okizeme, and occasionally as a zoning tool.
{{AttackData-GGXRD
 
|header=no
Firing a CSE through a [[#Durandal Call|Grinder]] will cause it to transform into a nearly fullscreen stationary rotating blade that functions similarly to CSE. It hits 6 times, and is slightly more plus on block than CSE.  
|version=Fortified |damage=20x6 |tension=1.20 |risc=6 |prorate= |level= |guard=All
 
|cancel= |roman=R |startup=~+9 |active=59 |recovery= |frameAdv=+18 |inv=
Using DC CSE for okizeme gives Ky plenty of time to dash jump and go for a high/low mix-up that covers many non-invulnerable defensive options. DC CSE rapidly expands to its full range on becoming active as it does not need to travel like regular CSE, and using it with Yellow Roman Cancel enables the aforementioned mix-ups reversal-safe and doable from farther distances.
|description=*Used for okizeme, and occasionally as a zoning tool.
 
*Clashes with projectiles
It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder for it to pass through using {{MMC|input=236D|label=[[#Split Ciel|Split Ciel]]}}. Standing inside of a DC CSE is a good way to deal with projectiles and approach opponents.
*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.
*Clashes with other projectiles.
}}
*Can still be avoided with low profile moves that hit Ky.
}}
}}


======<font style="visibility:hidden" size="0">Air Stun Edge</font>======
===<big>Aerial Stun Edge</big>===
{{MoveData
{{InputBadge|{{clr|S|j.236S}}\{{clr|H|j.236H}}}}
|name=Air Stun Edge
{{GGXRD-R2_Move_Card
|image=GGXRD_Ky_AirStunEdge.png
|input=j.236S, j.236S Grinder, j.236H, j.236H Grinder|versioned=name
|caption=Air Stun Edge
|description=
|image2=GGXRD_Ky_AirStunEdge2.png
;{{clr|S|S}} Aerial Stun Edge
|caption2=Fortified is a beam
Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
|input=j.236S/HS
 
|data=
{{clr|S|S}} Air SE is a multi-purpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts. This is always a risk, but is extremely safe with YRC, since it removes the landing recovery, and can allow Ky to assess the situation to confirm into a combo on it, go for a mix-up if it was blocked, or disengage with an airdash if it was avoided. When {{keyword|TK}}'d ({{clr|S|2369S}}/{{clr|H|H}}), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as {{clr|H|2H}} or {{clr|S|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!
{{AttackData-GGXRD
 
|version=S, Normal |damage=33 |tension=1.50/2.40 |risc=6 |prorate= |level= |guard=All
|cancel= |roman=YRP |startup=21 |active=Until Ground  |recovery=Total: 41 + 14 after landing  |frameAdv= |inv=
|description=*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.
*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 2HS 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!
----
}}
;{{clr|H|H}} Aerial Stun Edge
{{AttackData-GGXRD
Mainly used for zoning.
|header=No
 
|version=HS, Normal |damage=33 |tension=1.50/2.40 |risc=6 |prorate= |level= |guard=All
Compared to {{clr|S|S}} Air SE, {{clr|H|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 opponent's jump out attempt in pressure where Ky would normally use {{clr|S|S}} Air SE.
|cancel= |roman=YRP |startup=21 |active=Until Ground |recovery=Total: 41 + 14 after landing  |frameAdv= |inv=
 
|description=*Used for zoning.
*HS shoots at a less shallow angle than S.
*Ky is crouching during landing recovery
*Ky is crouching during landing recovery
Compared to S Air SE, HS 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.
----
;Fortified {{clr|S|S}} Aerial Stun Edge
Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
 
For the most part, Fortified {{clr|S|S}} Air SE functions exactly the same as the normal version, only at an angle. It can be used after using {{clr|D|j.D}} as an okizeme tool, or after jump canceling a normal during pressure and using {{clr|D|j.D}}. Fortified Air SE stuns the opponent for a long time on counter hit, giving Ky time to run in and perform a quick combo. He can even confirm into {{clr|H|3H}} if done quick enough.


}}
{{AttackData-GGXRD
|header=No
|version=S, Fortified |damage=43 |tension=2.40 |risc=6 |prorate= |level= |guard=All
|cancel= |roman=R |startup=~+9 |active=3 |recovery= |frameAdv= |inv=
|description=*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.
*Passes through projectiles.
*Knocks down on Counter Hit.
*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 3HS!
----
}}
;Fortified {{clr|H|H}} Aerial Stun Edge
{{AttackData-GGXRD
Used for zoning and anti-zoning.
|header=No
 
|version=HS, Fortified |damage=43 |tension=2.40 |risc=6 |prorate= |level= |guard=All
Though Fortified {{clr|H|H}} Air SE is used in the same way as the normal version, it's far more potent as a zoning/anti-zoning tool. Ky can setup a Grinder for this move by using {{clr|D|j.D}} in neutral far from the opponent. Its angle makes it very hard for opponents to deal with.
|cancel= |roman=R |startup=~+9 |active=3 |recovery= |frameAdv= |inv=
 
|description=*Used for zoning, and anti-zoning.
*Passes through projectiles.
*Passes through projectiles.
*Knocks down on Counter Hit.
*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">Vapor Thrust</font>======
===<big>Vapor Thrust</big>===
{{MoveData
{{InputBadge|{{clr|S|623S}} (Air OK)\{{clr|H|623H}} (Air OK)}}
|name=Vapor Thrust
{{GGXRD-R2_Move_Card
|image=GGXRD_Ky_VaporThrust.png
|input=623S, 623H, j.623S/H
|caption= Never forgive a Shenanigan
|versioned=name
|input=623S/HS (air OK)
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD
|startup = 9
  |version=S |damage=48 |tension=2.50/4.80 |risc=7 |prorate= |level= |guard=Mid
|active  = 3
|cancel= |roman=R |startup=9 |active=3 |recovery=32 + 9 Landing |frameAdv=-30 |inv=
|recovery = 32
|description=*Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
|specialRecovery = 9
*1-8F full invul, airborne on frame 9.
}}
*Can be low profiled.
{{#invoke:FrameChart|drawFrameData
*Can not be YRC'd or PRC'd.
|startup  = 11
Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is very 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 very specific situations to take advantage of the long untechable recovery on Counter Hit to deal lots of damage. This is an attack that sees rare use.
|active  = 4
}}
|recovery = 35
{{AttackData-GGXRD
|specialRecovery = 9
|header=no
}}
|version=HS |damage=48 |tension=2.50/4.80 |risc=10 |prorate= |level= |guard=Mid
{{#invoke:FrameChart|drawFrameData
|cancel= |roman=R |startup=11 |active=4 |recovery=35 + 9 Landing |frameAdv=-34 |inv=
|startup = 9
|description=*Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
|active   = 3
*1-10 full invul, 11-15F strike invul, airborne on frame 11.
|specialRecovery = 9
*Can be low profiled
}}
*Can not be YRC'd or PRC'd.
;{{clr|S|S}} Vapor Thrust
While better than SVT, as far as wakeup reversals go, HS VT (HVT) 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. For example, Ky can use 5K as a meaty on okizeme that will recover in time to block HVT if it's used. HVT hits on both sides of Ky, making it 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. It is integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. It's used to juggle the opponent, secure knockdowns, and end combos.
Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
}}
 
{{AttackData-GGXRD
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.
|header=no
----
|version=Air |damage=48 |tension=2.50/4.80 |risc=7 |prorate= |level= |guard=All
;{{clr|H|H}} Vapor Thrust
|cancel= |roman=R |startup=9 |active=3 |recovery=9 After landing |frameAdv= |inv=
Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
|description=*Used as a risky anti-air, to interrupt momentum, and as an invincible attack
 
*Frames 1-8 are strike invulnerable.
While better than SVT as far as wakeup reversals go, HVT is risky; it easily loses to some meaty low profile attacks and safe jumps. 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 invulnerability. 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 the 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.  
*Can not be YRC'd or PRC'd.
 
Because VT lacks a low hitting hitbox, it's rare to see it used in the air like Sol would use his Volcanic Viper.
Ky can use HVT RC to escape oki and pick up a combo on hit, though saving Tension for FD or Dead Angle is safer. Outside of defense, it can be used to anti air some moves that otherwise counter Ky's {{clr|P|6P}} and {{clr|H|2H}}, though its startup leaves a bit to be desired and if the opponent sees it coming in time they may be able to YRC and punish Ky.
}}
 
It's integral in Ky's combos, including Vapor Thrust loops, {{MMC|input=236D|label=[[#Split Ciel|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 Vapor Thrust
Used as an air combo ender, as a risky anti-air, to interrupt momentum, and as an invincible attack.
 
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 this move is used to end air combos. It can be a wild card option in a pinch though.
 
*All versions cannot be Yellow or Purple Roman Canceled.
}}
}}


======<font style="visibility:hidden" size="0">Stun Dipper</font>======
===<big>Stun Dipper</big>===
{{MoveData
{{InputBadge|{{clr|K|236K}}}}
|name=Stun Dipper
{{GGXRD-R2_Move_Card
|image=GGXRD_Ky_StunDipper.png
|input=236K
|input=236K
|caption= F I V E F R A M E S
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD
|startup = 5
  |damage=12, 32 |tension=2.00/4.80, 7.20 |risc=2, 5 |prorate= |level= |guard=Low, Mid
|active  = 14
|cancel= |roman=YRP |startup=5 |active=14(7)3 |recovery=26 |frameAdv=-15|description=
|inactive = 7
*Used to low profile oncoming attacks, counterattack on defense, confirm knockdowns from pokes, as a last ditch low attack at the end of pressure, and to cover lots of space quickly.
|offset = 3
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
|recovery = 26
*First hit is a low, second hit is a mid.
}}
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.
 
Stun Dipper (SD) is one of Ky's defining attacks. Its ridiculously fast startup, low profile, 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 {{clr|S|f.S}}, {{clr|S|2S}}, and {{clr|H|5H}}. It's also commonly used to challenge pressure during small gaps.
 
Though SD is an invaluable tool it's also very punishable on block, and won't combo if the opponent is {{tt|too close|around the tip of {{clr|S|2S}} or {{clr|H|5H}} range is the sweet spot}}. Unlike Greed Sever, the second hit always has the same frame (dis)advantage, making it easily punished. SD is '''very''' risky to throw out without a good read, spacing awareness, or meter.
 
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, he can save the meter and get oki off the knockdown, or RC it for damage. If it's blocked or dodged, RRC or PRC will keep Ky safe and in a good situation.
 
*Second hit will not combo after the first if spaced too close.
*Second hit will not combo after the first if spaced too close.
*Second hit combos on Counter Hit.
*Second hit always combos on Counter Hit.
Stun Dipper (SD) is one of Ky's strongest tools in general. Its upper body invulnerability, very fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent's spacing by sliding right under their attacks, and to confirm knockdowns from combos and pokes spaced at the tip. If you are spaced too close and attempt to confirm into SD, the first hit will connect, but the second hit won't, leaving you wide open for a punish. Experienced players know the general feeling for when SD is spaced correctly or not. At the end of pressure, it's often used as a last ditch attack once the opponent has been pushed far away and is attempting to escape pressure. This is risky without 50 Tension to RC or PRC it; SD is very unsafe on block. It's also commonly used to escape pressure once a hole opens up in an opponent's offense.
}}
}}
}}


======<font style="visibility:hidden" size="0">Greed Sever</font>======
===<big>Greed Sever</big>===
{{MoveData
{{InputBadge|{{clr|K|214K}}}}
|name=Greed Sever
{{GGXRD-R2_Move_Card
|image=GGXRD_Ky_GreedSever.png
|caption= <s>Telegraphed and reactable</s> UNBLOCKABLE
|input=214K
|input=214K
|data=  
|description=
{{AttackData-GGXRD
{{#invoke:FrameChart|drawFrameData
|damage=30 |tension=2.00/6.00 |risc=7 |prorate= |level= |guard=High / Air
|startup = 19
|cancel= |roman=YRP |startup=19 |active=14 |recovery=5 + 11 Landing  |frameAdv=-13 |inv=
|active   = 14
|description=*Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup.
|recovery = 5
*Do note that while the startup is 19F, it does not hit crouching opponents until later (21F on normal sizes, 24F on small ones).
|specialRecovery = 11
*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. 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 after an opponent is properly read and is used to catch defensive mashing, low attacks in neutral, and active and aggressive neutral play. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked.
Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mix-up.  


Hits crouching on frame 21: KU KY RA SI JO LE ZA PO IN SL VE AX BE JA <br>
As an overhead, Greed Sever (GS) is a bit telegraphed despite its speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive counter-poke option. While faster than most Dusts, it has a unique animation and loud audio cue that makes it easier to react to.
On frame 24: EL SO RV MA CH MI DI FA JC
 
}}
Though it's somewhat lacking as a pure mix-up tool, GS begins to shine when used at range to catch defensive mashing, hop over low attacks, and check over-aggressive movement in neutral. If it connects with an opponent's 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.
 
*While the startup is 19F, it does not hit crouching opponents until later (24F).
*Ky is in crouching state during recovery.
}}
}}


======<font style="visibility:hidden" size="0">Split Ciel</font>======
===<big>Split Ciel</big>===
{{MoveData
{{InputBadge|{{clr|D|236D}}}}
|name=Split Ciel
{{GGXRD-R2_Move_Card
|image=GGXRD_Ky_SplitCiel.png
|caption= Gate of Illyria
|input=236D
|input=236D
|data=
|description=
{{AttackData-GGXRD
{{#invoke:FrameChart|drawFrameData
|damage=40 |tension=2.00/6.00 |risc=7 |prorate= |level= |guard=Mid
|startup = 15
|cancel= |roman=YRP |startup=15 |active=3 |recovery=15 |frameAdv=-1 |inv=
|active   = 3
|description=*Used to summon grinders, in combos, and to end blockstrings.
|recovery = 15
*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. The threat of a grinder allows Ky to play much more passive neutral game, forcing the opponent to change their position to avoid being caught by DC SE. In combos, it staggers the opponent and leaves behind a Grinder to use DC CSE after a knockdown. If it hits while the opponent is airborne (typically after 2D), it will blow them away towards the corner. Ending blockstrings with SC is strong, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it when too far from the opponent, since it has a decent amount of whiff recovery.
Used to summon Grinders, in combos, and to end blockstrings.
}}
 
In neutral, Split Ciel (SC) is used to summon Grinders for [[#Durandal Call|Durandal Call]] as quickly and safely as possible. Whiffing a special move may seem bad (and it can be in some matchups), but the threat of a Grinder allows Ky to play a more passive neutral game, and compels the opponent to move around to avoid being caught by Fortified {{MMC|input=236S|label=[[#Stun Edge|Stun Edges]]}}. On hit, it will stagger the opponent which can create some gimmicky mix-up and pressure reset opportunities if they're not good at mashing out of stagger.
 
SC is also Ky's signature {{MMC|input=623H|label=[[#Vapor Thrust|Vapor Thrust]]}} loop combo ender: it's the reason he can setup Fortified {{MMC|input=236H|label=[[#Charged Stun Edge|Charged Stun Edge]]}} oki and go for free {{keyword|IAD}}/empty jump mix-ups.  
 
Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Be careful using it to end pressure when pushed out too far, since it has a decent amount of whiff recovery and can be punished by opponents looking out for it.
 
Ky's hurtbox shifts as he lifts his foot up during the middle of Split Ciel's startup, which gives it some very niche utility as a counterpoke, such as against {{CLabel|GGXRD-R2|Venom}} {{MMC|chara=Venom|input=2S|label={{clr|S|2S}}}} at round start.
}}
}}
<br clear=all/>


==Overdrives==
==Overdrives==
======<font style="visibility:hidden" size="0">Ride The Lightning</font>======
===<big>Ride the Lightning</big>===
{{MoveData
{{InputBadge|{{clr|H|632146H}} (Air OK)\{{clr|D|632146D}} (Air OK)}}
|name=Ride The Lightning
{{GGXRD-R2_Move_Card
|image=GGXRD_Ky_RideTheLightning.png
|input=632146H, j.632146H
|input=632146HS (air OK)
|versioned=name
|caption=''Thunder sounds!''
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD
|startup = 11
|version=Ground |damage=36x5 |tension= |risc=7 |prorate= |level= |guard=Mid
|active   = 42
|cancel= |roman=YRP |startup=10+1 |active=42 |recovery=18 |frameAdv=-22 |inv=
|recovery = 18
|description= }}
}}
{{AttackData-GGXRD
{{#invoke:FrameChart|drawFrameData
|version=Air |header=No
|startup = 9
  |damage=36x5 |tension= |risc=7 |prorate= |level= |guard=All
|active   = 42
|cancel= |roman=YRP |startup=8+1 |active=42 |recovery=Until Landing +6 After Landing |frameAdv= |inv=
|specialRecovery = 6
|description=*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.
Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from {{clr|S|j.S}} {{keyword|f-shiki}}, and to end rounds with Burst Overdrive.
Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. Boasting tons of invul and damage, it can be used to completely turn the tide of match, especially in Hellfire. It's horizontal movement allows it to beat options that would otherwise bait Vapor Thrust, and it can be difficult to punish since using FD will make it safe. That said, it is unsafe on block and has Counter Hit recovery, so it's risky. Ending common midscreen air combos with RTL allows Ky to score knockdowns where he's usually unable to. While it has lots of invulnerability, it starts up exactly as fast as HS Vapor Thrust.
 
}}
Ride the Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invulnerability and can deal high damage, especially in Hellfire state. Its horizontal movement allows it to beat options that would otherwise counter {{MMC|input=623H|label=[[#Vapor Thrust|Vapor Thrust]]}} but in the end it's still the same speed as HVT. Ending common midscreen air combos with RTL is a good way to add damage and score knockdowns at times where Ky usually cannot.
 
RTL is unsafe on block and has Counter Hit recovery, so it's risky to use as a reversal. 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 Instant Blocking the last hit, but depending on Ky's position the timing changes so it can be difficult.  
 
*Projectile invincible during all active frames.
}}
}}


======<font style="visibility:hidden" size="0">Sacred Edge</font>======
===<big>Sacred Edge</big>===
{{MoveData
{{InputBadge|{{clr|P|236236P}}}}
|name=Sacred Edge
{{GGXRD-R2_Move_Card
|image=GGXRD_Ky_SacredEdge.png
|input=236236P, 236236P Grinder
|image2=GGXRD_Ky_SacredEdge2.png
|versioned=name
|input=236236P
|description=
|caption2= The lightning strikes, cracking the night
Primarily used in combos.
|data=
 
{{AttackData-GGXRD
Sacred Edge is Ky's preferred Overdrive for using Tension to add damage to combos anywhere on the screen. Because Overdrives don't trigger a [[GGXRD-R2/Gauges#Tension_Gain_Penalties|Tension gain penalty]] like Roman Cancels do, Ky can regain quite a bit of the Tension spent just by successfully completing the combo. Though Sacred Edge is a strong projectile that is plus on block, it is mostly used in combos-- in other cases, {{MMC|input=236S|label=[[#Stun Edge|Stun Edge]]}} and {{MMC|input=236H|label=[[#Charged Stun Edge|Charged Stun Edge]]}} accomplish nearly the exact same things and don't cost 50% Tension.
|version=Normal |damage=27x5 |tension= |risc=6 |prorate= |level= |guard=All
|cancel= |roman=YRP |startup=4+3 |active=Until Corner |recovery=Total 36 |frameAdv=+7 |inv=
|description= }}
{{AttackData-GGXRD
|version=Fortified |header=No
|damage=100 |tension= |risc=6 |prorate= |level= |guard=All
|cancel= |roman=R |startup=~+1 |active=3 |recovery= |frameAdv=+6 |inv=
|description=*Used in combos
*Fortified version wall sticks opponent in the corner.
*Frames 4-6 strike invulnerable.


Sacred Edge is used both mid screen and in the corner to add lots of damage to a combo without sacrificing much Tension. Because Overdrives don't put a player into Tension cooldown, you can gain quite a bit of the Tension spent on the Sacred Edge 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 similar things and don't cost 50 Tension.
[[#Durandal Call|Fortified]] Sacred Edge wall sticks the opponent in the corner on hit, which creates new high-damage combo opportunities.  
}}
}}
}}
<br clear=all/>


==Instant Kill==
==Instant Kill==
{{MoveData
===<big>Rising Force</big>===
|name=Rising Force
{{InputBadge|During IK Mode: {{clr|H|236236H}}}}  
|image=GGXRD_Ky_RisingForce.png
{{GGXRD-R2_Move_Card
|image2=GGXRD_Ky_RisingForce2.png
|input=236236H
|caption2= ''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry-''
|description=
|input=in IK mode: 236236H
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 21
{{AttackData-GGXRD
|active   = 4
|version=Normal |damage=DESTROY |tension= |risc=6 |prorate= |level= |guard=All
|recovery = 30
|cancel= |roman= |startup=9+12 |active=4 |recovery=30 |frameAdv=-17 }}
{{AttackData-GGXRD
|header=no
|version=Conclusion Conditions Complete |damage=DESTROY |tension= |risc=6 |prorate= |level= |guard=All
|cancel= |roman= |startup=5+12 |active=4 |recovery=30 |frameAdv=-17 |inv=
|description=*Uses animation from 3HS
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 [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met.
 
}}
}}
}}
<br clear=all/>
A nice and fast Instant Kill, which has its uses in specific IK setups when [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met.
----
*Uses animation and hitbox of {{clr|H|3H}}.
{{CharLinks
|charMainPage=GGXRD-R2/Ky Kiske
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_KY.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/
}}
}}
{{Navbar-GGXRD-R2}}
 
[[Category:Guilty Gear]]
==Colors==
[[Category:Guilty Gear Characters]]
{{GGXRD-R2Colors|Size=120|Character=Ky Kiske}}
 
==Navigation==
<center>{{Character Label|GGXRD-R2|Ky Kiske|size=42px}}</center>
{{Overview/navigation|okizeme=true}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear|Ky Kiske]]

Latest revision as of 22:34, 26 March 2024

Overview

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 EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10 projectiles to harass them, either covering his approach or playing keep away. By placing "Grinders" and making use of them via Durandal Call to power up his projectiles, Ky has a wide variety of strong options in neutral, okizeme, and combos.

After securing a knockdown, Ky can safely set up okizeme using Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14, 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 Stun DipperGGXRD Ky Kiske 236K.pngGuardLow, AllStartup5Recovery26Advantage-15 to slide under pokes/projectiles and score knockdowns, his overhead Greed SeverGGXRD Ky GreedSever.pngGuardHigh/AirStartup19Recovery5+11 LandingAdvantage-10 to check his opponent's reactions and hop over lows, or his reversal Vapor ThrustGGXRD Ky VaporThrust.pngGuardMidStartup11Recovery35+9 LandingAdvantage-34 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.
Ky Kiske
GGXRD-R2 Ky Kiske Portrait.png
Defense
x1.03
Guts Rating
2
Weight
[100] Medium
Stun Resistance
60
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
23F (Face Up)/ 21F (Face Down)
Fastest Attack
5PGGXRD Ky 5P hitbox.pngGuardMidStartup5Recovery5Advantage+1, 2PGGXRD Ky 2P hitbox.pngGuardMidStartup5Recovery4Advantage+2, 5KGGXRD Ky 5K hitbox.pngGuardLowStartup5Recovery7Advantage-5, 2KGGXRD Ky 2K hitbox.pngGuardLowStartup5Recovery6Advantage±0 (All 5F)
Reversals
623S/623HGGXRD Ky VaporThrust hitbox.pngGuardMidStartup11Recovery35+9 LandingAdvantage-34 (9F/11F)
632146HGGXRD Ky RideTheLightning hitbox.pngGuardMidStartup10+1Recovery18Advantage-22 (10+1F)

 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 Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.: Ky's Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14 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 DP Dragon Punch A 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. This forces Ky to choose between doing higher damage or getting okizeme without spending meter on Ride the LightningGGXRD Ky RideTheLightning.pngGuardMidStartup10+1Recovery18Advantage-22 in many midscreen combo routes.

Unique Mechanics

Fortified Projectiles
Powered up projectiles

Ky can use specific attacks (5D, j.D, Split CielGGXRD Ky SplitCiel.pngGuardMidStartup15Recovery15Advantage-1) to summon small floating circles called Grinders that last for 210 frames3.5 seconds or until used. One ground (from 5D and Split Ciel) and one air (from j.D) Grinder can be active at the same time, and summoning a second of either kind will erase the older one.

Shooting a projectile through a Grinder will power it up into a Fortified state by consuming the Grinder. Fortified projectiles give Ky more options in neutral, pressure, and combos: Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10 becomes a full screen sword-beam for zoning, Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14 becomes a large, long-lasting stationary projectile for okizeme, and Sacred EdgeGGXRD Ky SacredEdge.pngGuardAllStartup4+3RecoveryTotal 36Advantage+7 becomes a massive full screen blade that wallsplats opponents for combos.

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

Note: In older notation, players often referred to this mechanic with Durandal Call (DC). For example, "DC CSE" refers to Fortified Charged Stun Edge.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
8 Mid 5 4 5 +1
Total: 13

Useful for pressure, tick throws, frame traps, burst safe combos, and situational anti airs.

5P is generally a "backup plan" for Ky as he has stronger tools in most situations. It 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 its fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (such as when the opponent is too close and/or crosses up.)

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
12 Low 5 8 7 -5
Total: 19

A standing low that is used for mix-ups, okizeme, setting up frame traps, and for tick throws.

5K is a low with shorter range than 2K, but better proration (80% vs 70%), making it a better choice for a low mixup when close enough. Its very long active time also makes it a reliable meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. on an opponent's wakeup.

Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28 Mid 7 2 18 -1
Total: 26

Used for frame traps, punishing, pressure, option selecting with forward throwBy pressing 6H+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. , and as a situational anti-air.

An essential move in pressure due to its 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 Aerial Stun EdgeGGXRD Ky AirStunEdge.pngGuardAllStartup21Recovery41+14 LandingAdvantage+2 or to simply escape a situation. By late canceling other attacks into c.S in pressure, Ky can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into 6H, leading to high damage combos.

Its fast startup and high damage also makes it a good punish tool. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. This is much faster than 5H or 6H, and if an opponent successfully jumps a throw attempt but didn't hold Faultless Defense, they may be caught.

  • On Counter Hit, combos into 6H.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28 Mid 10 6 19 -11
Total: 34

A long reaching normal with a slight disjoint A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return., used for spacing and pressure.

One of Ky's cornerstone moves. It is his 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 hit or Counter Hit, it can be canceled into 3H for a combo at most ranges, but won't connect at max range. With strong confirms and spatial awareness, f.S combos Stun DipperGGXRD Ky Kiske 236K.pngGuardLow, AllStartup5Recovery26Advantage-15 on hit for a knockdown.

Ky's hurtbox is extended far forward during the attack, so opponents can punish this if used recklessly. Some characters can get under f.S with low profile or airborne moves: mix it up with 5H, 2S, and Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10 if they start to find ways around f.S. This move is a perfect candidate for YRC OSWith at least 25 Tension, input a Roman Cancel the moment the attack becomes active. On hit, it will RRC for a combo. On whiff, it will YRC. to remove most of its risk at the cost of Tension.

  • On crouching hit or Counter Hit, combos into 3H.
  • Can be avoided with low profile attacks.

Gatling Options: 6K, 2S, 3H, 5D, 2D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
42 Mid 10 6 12 +1
Total: 27

Used for spacing, frame traps, situational anti-air, and punishes.

5H can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is slightly plus 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 its long cancel window and advantage on block. Ky can choose to end with 5H or late cancel into 2D to trip opponents expecting to escape. On hit, use the late cancel window to space Stun DipperGGXRD Ky Kiske 236K.pngGuardLow, AllStartup5Recovery26Advantage-15 correctly and secure both hits for a knockdown.

Gatling Options: 6K, 5D, 2D

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
25 High 28 13 11 -5
Total: 51

Used as a standard grounded overhead.

Ky's universal grounded overhead. It is among the slower 5D moves in the game, but is much safer on block than Ky's other grounded-usable overhead in Greed SeverGGXRD Ky GreedSever.pngGuardHigh/AirStartup19Recovery5+11 LandingAdvantage-10. If Ky has a Fortified Charged Stun Edge obscuring him, 5D becomes significantly harder to see and react to, which can make it a more appealing option.

Ky can summon Grinders faster with Split CielGGXRD Ky SplitCiel.pngGuardMidStartup15Recovery15Advantage-1, so it's not recommended just for that. 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.

Because 5D counts as a projectile, it can be YRC'd and still connect (although it becomes a mid). This can enable an expensive F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. overhead at the cost of 25 meter to YRC the startup, getting the opponent to block it standing, then performing an instant overhead with another 50 meter to RRC into a combo.

  • Summons a Grinder and clashes with projectiles during active frames.
  • Becomes a mid attack when Yellow Roman Canceled.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 Mid 9 5 15 -6 1-6F Upper Body
7-13F Above Knees
Total: 28

Used as an anti-air, pressure tool, frame trap, and counterpoke.

6P is an extremely reliable anti-air and Ky's primary attack for dealing with airborne opponents alongside 2H. As a grounded attack, its disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. makes it good for countering mid range pokes. It can also be used to bait certain Dead Angles in pressure.

Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 Mid 19 2 11 +4
Total: 31

An advancing plus-on block pressure reset and combo tool.

Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside comes in the form of slow startup: it will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.

Using Yellow Roman Cancel during the startup of this move is a gimmicky way to move closer to the opponent for a throw. Keep in mind that while 6K is +4 on block, 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 an attempt to re-establish pressure.

  • On hit, Ky is plus enough to link into any of his 5f normals.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30×2 Mid 23 6,(8),2 6 +11
Total: 44

Used for resetting pressure, for frame traps, and in combos after Counter Hit c.S.

6H has high frame advantage and includes a large forward step Ky takes before swinging his blade. 6H can be used to reset pressure against passive opponents, forcing his way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force Ky off of them. It's a great tool for building meter and cranking an opponent's R.I.S.C. gauge.

  • First hit is special cancellable.
  • Forces opponent into crouching state on ground hit, making it always +13 on hit.

3H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 Mid 15 4 25 -12
Total: 43

Used in pressure, frame traps, punishes, and to launch for combos.

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 EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10 and Split CielGGXRD Ky SplitCiel.pngGuardMidStartup15Recovery15Advantage-1 to remain safe, while on hit it's canceled into Greed SeverGGXRD Ky GreedSever.pngGuardHigh/AirStartup19Recovery5+11 LandingAdvantage-10 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.

  • Ky slides forward before slashing.
  • Combos from f.S on crouching and counter hit.

2P

2K

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
25 Low 9 2 15 -3
Total: 25

Used for spacing, low mix-up, and gatling from f.S for safety.

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 other attacks or attempting to rush in from the ground. 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 a good sense of spacing and fast reactions Ky can cancel 2S hits near the tip into Stun DipperGGXRD Ky Kiske 236K.pngGuardLow, AllStartup5Recovery26Advantage-15 for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add a low to blockstrings.

Gatling Options: 6K, 5H, 2H, 6H, 5D, 2D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28×2 Mid 11 1,4 20 -7
Total: 35

Used for anti-air, situationally as a spacing tool, and as a frame trap.

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 it actually touches the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with relative to 6P, 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.

  • Pulls in opponent towards Ky on air hit.
  • Launches and pulls in opponent towards Ky on Counter Hit.

Gatling Options: 5D, 2D

2D

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
38 High/Air 13 4 23
Total: 39

Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.

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. Its large hitbox can even beat anti-air attacks when spaced properly at max range! Off a falling CH there's enough hitstun to pick up a combo.

In Okizeme, j.H is used as a safejump right before landing. Its longer startup frames are also useful when doing empty jump mix-ups, where it can done late to show the startup as a "fake" overhead which doesn't become active before being cancelled by landing. Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 All 38 13 Total 25+8 after landing
Total: 83

Used for zoning, space control, okizeme, crossups, and to summon Grinders.

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 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 Ky to immediately use Aerial Stun EdgeGGXRD Ky AirStunEdge.pngGuardAllStartup21Recovery41+14 LandingAdvantage- afterwards for a fortified Stun Edge. It launches opponents on Counter Hit, which can be converted into a combo. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by j.D.

  • Disappears if Ky is hit but remains even if Ky blocks.
  • Creates a Grinder and clashes with projectiles.
  • Has landing recovery unless Yellow Roman Cancelled or double jumping after j.D.
  • Can only j.D once per jump.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
Total: 50

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

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F / 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F / 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Stun Edge

236S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Stun Edge 30 All 10 Until Corner Total 46 -10
Stun Edge (Fortified) 40 All ~+9 3 +8
Stun Edge

Fast projectile used for spacing, zoning, ending blockstrings, and resetting pressure with YRC.

Stun Edge (SE) is an important part of Ky's neutral game, and is very powerful when used with Yellow Roman Cancel. It can be used to supplement Ky's neutral at most ranges, but has low reward on hit for how risky it is to throw within an opponent's IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. range. Without meter to YRC, use it more at farther ranges where opponents cannot punish with an airdash. SE is not a pure zoning tool, as it is beat out by multi-hit projectiles or characters that can quickly create multiple projectiles.

SE truly shines when Yellow Roman Canceled: Ky can 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 he can start a blockstring. Stun Edge will even delete moves like  Sol's Gun FlameGGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4 or  Venom's pool balls and allow Ky to punish their recovery. Try to avoid spending all your meter on this, though - it isn't infallible!

  • Can be avoided with low profile moves

Fortified Stun Edge

Used for zoning, anti-zoning, and resetting pressure.

An extremely useful tool. Shooting an SE through a Grinder turns it into a full screen sword beam. Fortified SE passes through other projectiles, and on Counter Hit it knocks down the opponent. This makes it invaluable as a zoning/anti-zoning tool, since SE on its own is rather weak against many other projectiles. With one well placed shot, Ky can break a zoning situation using fortified SE. In pressure after a Grinder has been placed, Fortified SE can reset pressure since it's +8 on block.

  • Can still be avoided with low profile moves.

Charged Stun Edge

236H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Charged Stun Edge 20×3 All 38 Until Corner Total 69 +14
Charged Stun Edge (Fortified) 20×6 All ~+9 59 +18
Charged Stun Edge

Used for okizeme, zoning, and occasionally as a pressure reset.

Charged Stun Edge (CSE) is larger and slower than Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10, and hits 3 times instead of 1. It's mainly used for safe, easy okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. after a knockdown due to its large amount of frame advantage. Its considerable startup and recovery make it less suited to use in neutral, and it's still avoidable by low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves.

Once it's out, Ky can IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. over it and use j.S or j.H to lock the opponent down, or run behind it on the ground while reacting to jump out attempts. Its use as a pressure reset is limited due to its slow startup, but can catch opponents playing passively and give Ky another mix-up attempt. With Yellow Roman Cancel, it becomes much easier to use in neutral to cover an approach, and less risky as a pressure reset.


Fortified Charged Stun Edge

Also known as DC CSE. Used for okizeme, and occasionally as a zoning tool.

Firing a CSE through a Grinder will cause it to transform into a nearly fullscreen stationary rotating blade that functions similarly to CSE. It hits 6 times, and is slightly more plus on block than CSE.

Using DC CSE for okizeme gives Ky plenty of time to dash jump and go for a high/low mix-up that covers many non-invulnerable defensive options. DC CSE rapidly expands to its full range on becoming active as it does not need to travel like regular CSE, and using it with Yellow Roman Cancel enables the aforementioned mix-ups reversal-safe and doable from farther distances.

It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder for it to pass through using Split CielGGXRD Ky SplitCiel.pngGuardMidStartup15Recovery15Advantage-1. Standing inside of a DC CSE is a good way to deal with projectiles and approach opponents.

  • Clashes with other projectiles.
  • Can still be avoided with low profile moves that hit Ky.

Aerial Stun Edge

j.236S or j.236H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Air S Stun Edge 33 All 21 Until Ground 41+14 Landing +2
Air S Stun Edge (Fortified) 43 All ~+9 3
Air H Stun Edge 33 All 21 Until Ground 41+14 Landing
Air H Stun Edge (Fortified) 43 All ~+9 3
S Aerial Stun Edge

Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.

S Air SE is a multi-purpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts. This is always a risk, but is extremely safe with YRC, since it removes the landing recovery, and can allow Ky to assess the situation to confirm into a combo on it, go for a mix-up if it was blocked, or disengage with an airdash if it was avoided. When TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d (2369S/H), 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!

  • Ky is crouching during landing recovery.

H Aerial Stun Edge

Mainly used for zoning.

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 opponent's jump out attempt in pressure where Ky would normally use S Air SE.

  • Ky is crouching during landing recovery

Fortified S Aerial Stun Edge

Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.

For the most part, Fortified S Air SE functions exactly the same as the normal version, only at an angle. It can be used after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. Fortified Air SE stuns the opponent for a long time on counter hit, giving Ky time to run in and perform a quick combo. He can even confirm into 3H if done quick enough.

  • Passes through projectiles.
  • Knocks down on Counter Hit.

Fortified H Aerial Stun Edge

Used for zoning and anti-zoning.

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

  • Passes through projectiles.
  • Knocks down on Counter Hit.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Air S Stun Edge Initial: 90% 3 2 6
Air S Stun Edge (Fortified) 4 3 6
Air H Stun Edge Initial: 90% 3 2 6
Air H Stun Edge (Fortified) 4 3 6

j.236S:

  • Frame Advantage is on lowest possible height

j.236S Grinder:

  • Staggers opponent on grounded CH, min duration 19F / max duration 39F. Knocks down on air CH.

j.236H: j.236H Grinder:

  • Knocks down opponent on CH

Vapor Thrust

623S (Air OK) or 623H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
S Vapor Thrust 48 Mid 9 3 32+9 Landing -30 1-8F Full
H Vapor Thrust 48 Mid 11 4 35+9 Landing -34 1~10F Full
11~15F Strike
Air Vapor Thrust 48 All 9 3 9 After Landing 1-8F Strike
Total: 52
Total: 58
Total: 20
S Vapor Thrust

Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.

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.


H Vapor Thrust

Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.

While better than SVT as far as wakeup reversals go, HVT is risky; it easily loses to some meaty low profile attacks and safe jumps. 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 invulnerability. 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 the 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.

Ky can use HVT RC to escape oki and pick up a combo on hit, though saving Tension for FD or Dead Angle is safer. 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 the opponent sees it coming in time they may be able to YRC and punish Ky.

It's integral in Ky's combos, including Vapor Thrust loops, Split CielGGXRD Ky SplitCiel.pngGuardMidStartup15Recovery15Advantage-1 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 Vapor Thrust

Used as an air combo ender, as a risky anti-air, to interrupt momentum, and as an invincible attack.

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 this move is used to end air combos. It can be a wild card option in a pinch though.

  • All versions cannot be Yellow or Purple Roman Canceled.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
S Vapor Thrust 2 10 7
H Vapor Thrust Initial: 80% 2 10 10
Air Vapor Thrust 2 10 7

623S:

  • Floats on hit, untechable for 35F / knockdown on CH
  • 9F onwards Airborne

623H:

  • Floats on hit, untechable for 60F / knockdown on CH
  • 11F onwards Airborne

j.623S/H:

  • Floats on hit, untechable for 45F / knockdown on CH

Stun Dipper

236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
12,32 Low, All 5 14(7)3 26 -15 1-4F Upper Body
5-18F Low Profile
Total: 51

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.

Stun Dipper (SD) is one of Ky's defining attacks. Its ridiculously fast startup, low profile, 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 challenge pressure during small gaps.

Though SD is an invaluable tool it's also very punishable on block, and won't combo if the opponent is too closearound the tip of 2S or 5H range is the sweet spot. Unlike Greed Sever, the second hit always has the same frame (dis)advantage, making it easily punished. SD is very risky to throw out without a good read, spacing awareness, or meter.

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, he can save the meter and get oki off the knockdown, or RC it for damage. If it's blocked or dodged, RRC or PRC will keep Ky safe and in a good situation.

  • Second hit will not combo after the first if spaced too close.
  • Second hit always combos on Counter Hit.

Greed Sever

214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 High/Air 19 14 5+11 Landing -10 4F onwards Foot
Total: 48

Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mix-up.

As an overhead, Greed Sever (GS) is a bit telegraphed despite its speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive counter-poke 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 mix-up tool, GS begins to shine when used at range to catch defensive mashing, hop over low attacks, and check over-aggressive movement in neutral. If it connects with an opponent's 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.

  • While the startup is 19F, it does not hit crouching opponents until later (24F).
  • Ky is in crouching state during recovery.

Split Ciel

236D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 Mid 15 3 15 -1 5-12F Lower Body
Total: 32

Used to summon Grinders, in combos, and to end blockstrings.

In neutral, Split Ciel (SC) is used to summon Grinders for Durandal Call as quickly and safely as possible. Whiffing a special move may seem bad (and it can be in some matchups), but the threat of a Grinder allows Ky to play a more passive neutral game, and compels the opponent to move around to avoid being caught by Fortified Stun EdgesGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10. On hit, it will stagger the opponent which can create some gimmicky mix-up and pressure reset opportunities if they're not good at mashing out of stagger.

SC is also Ky's signature Vapor ThrustGGXRD Ky VaporThrust.pngGuardMidStartup11Recovery35+9 LandingAdvantage-34 loop combo ender: it's the reason he can setup Fortified Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14 oki and go for free IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump./empty jump mix-ups.

Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Be careful using it to end pressure when pushed out too far, since it has a decent amount of whiff recovery and can be punished by opponents looking out for it.

Ky's hurtbox shifts as he lifts his foot up during the middle of Split Ciel's startup, which gives it some very niche utility as a counterpoke, such as against  Venom 2SGgxrd venom 2s.pngGuardMidStartup6Recovery19Advantage-7 at round start.

Overdrives

Ride the Lightning

632146H (Air OK) or 632146D (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Ride the Lightning 36×5
[45×5]
Mid 10+1 42 18 -22 1-15 Full
16-42 Projectile
Air Ride the Lightning 36×5
[45×5]
All 8+1 42 Until Landing +6 After Landing 1-9 Full
10-42 Projectile
Total: 70
Total: 56

Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters., and to end rounds with Burst Overdrive.

Ride the Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invulnerability and can deal high damage, especially in Hellfire state. Its horizontal movement allows it to beat options that would otherwise counter Vapor ThrustGGXRD Ky VaporThrust.pngGuardMidStartup11Recovery35+9 LandingAdvantage-34 but in the end it's still the same speed as HVT. Ending common midscreen air combos with RTL is a good way to add damage and score knockdowns at times where Ky usually cannot.

RTL is unsafe on block and has Counter Hit recovery, so it's risky to use as a reversal. 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 Instant Blocking the last hit, but depending on Ky's position the timing changes so it can be difficult.

  • Projectile invincible during all active frames.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Ride the Lightning 2 10 7
Air Ride the Lightning 2 10 7

632146H:

  • [ ] values are for Burst version
  • 20% [40%] minimum damage
  • Stun: 0

j.632146H:

  • [ ] values are for Burst version
  • 20% [40%] minimum damage
  • Untechable time 36F (72F on CH)
  • Will wallstick if opponent hits the wall within 40F from hit

Sacred Edge

236236P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Sacred Edge 27×5 All 4+3 Until Corner Total 36 +7 4-6F Strike
Sacred Edge (Fortified) 100 All ~+1 3 +6

Primarily used in combos.

Sacred Edge is Ky's preferred Overdrive for using Tension to add damage to combos anywhere on the screen. Because Overdrives don't trigger a Tension gain penalty like Roman Cancels do, Ky can regain quite a bit of the Tension spent just by successfully completing the combo. Though Sacred Edge is a strong projectile that is plus on block, it is mostly used in combos-- in other cases, Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10 and Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14 accomplish nearly the exact same things and don't cost 50% Tension.

Fortified Sacred Edge wall sticks the opponent in the corner on hit, which creates new high-damage combo opportunities.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Sacred Edge 2 3 6
Sacred Edge (Fortified) 4 20 15

236236P:

  • 20% minimum damage
  • On air hit untechable for 30F, knockdown on CH.

236236P Grinder:

  • 20% minimum damage
  • Untechable time 40F (80F on CH)
  • Will wallstick if opponent hits the wall within 40F from hit

Instant Kill

Rising Force

During IK Mode: 236236H

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Ky Kiske color 1.png
GGXRD-R2 Ky Kiske color 2.png
GGXRD-R2 Ky Kiske color 3.png
GGXRD-R2 Ky Kiske color 4.png
GGXRD-R2 Ky Kiske color 5.png
GGXRD-R2 Ky Kiske color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Ky Kiske color 7.png
GGXRD-R2 Ky Kiske color 8.png
GGXRD-R2 Ky Kiske color 9.png
GGXRD-R2 Ky Kiske color 10.png
GGXRD-R2 Ky Kiske color 11.png
GGXRD-R2 Ky Kiske color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Ky Kiske color 13.png
GGXRD-R2 Ky Kiske color 14.png
GGXRD-R2 Ky Kiske color 15.png
GGXRD-R2 Ky Kiske color 16.png
GGXRD-R2 Ky Kiske color 17.png
GGXRD-R2 Ky Kiske color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Ky Kiske color 19.png
GGXRD-R2 Ky Kiske color 20.png
GGXRD-R2 Ky Kiske color 21.png
GGXRD-R2 Ky Kiske color 22.png
GGXRD-R2 Ky Kiske color 23.png
GGXRD-R2 Ky Kiske color 00.png

Navigation

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