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==Normal Moves== | ==Normal Moves== | ||
===Ground Normals=== | |||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5P | |name={{clr|1|5P}} | ||
|image=GGXRD_Ky_5P.png |caption= | |image=GGXRD_Ky_5P.png |caption= | ||
|data= | |data= | ||
Line 64: | Line 65: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air. | {{Description|6|text=*Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air. | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
While useful, 5P is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or when your inputs are crossed up.) | While useful, {{clr|1|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 {{clr|1|6P}} would fail (when the opponent is too close or when your inputs are crossed up.) | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5K</font>====== | ======<font style="visibility:hidden" size="0">5K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5K | |name={{clr|2|5K}} | ||
|image=GGXRD_Ky_5K.png |caption= | |image=GGXRD_Ky_5K.png |caption= | ||
|data= | |data= | ||
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*Hits low. | *Hits low. | ||
*Proration: 80% | *Proration: 80% | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
5K is a low with shorter range than 2K, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable meaty on the opponent's wakeup. | {{clr|2|5K}} is a low with shorter range than {{clr|2|2K}}, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable meaty on the opponent's wakeup. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">c.S</font>====== | ======<font style="visibility:hidden" size="0">c.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=c.S | |name={{clr|3|c.S}} | ||
|image=GGXRD_Ky_cS.png |caption= | |image=GGXRD_Ky_cS.png |caption= | ||
|data= | |data= | ||
Line 96: | Line 95: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air. | {{Description|6|text=*Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air. | ||
*On Counter Hit, combos into | *On Counter Hit, combos into {{clr|4|6H}}. | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, f.S, 2S, | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
An essential move in pressure due to it's high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into | 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 {{clr|3|c.S}} in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into {{clr|4|6H}}, leading to high damage combos. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing {{clr|4|6H}}+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than {{clr|4|5H}} or {{clr|4|6H}}, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">f.S</font>====== | ======<font style="visibility:hidden" size="0">f.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=f.S | |name={{clr|3|f.S}} | ||
|image=GGXRD_Ky_fS.png |caption=It is perpetual, it keeps the country clean | |image=GGXRD_Ky_fS.png |caption=It is perpetual, it keeps the country clean | ||
|data= | |data= | ||
Line 112: | Line 110: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Used for spacing and pressure. | {{Description|6|text=*Used for spacing and pressure. | ||
*On crouching hit or Counter Hit, combos into | *On crouching hit or Counter Hit, combos into {{clr|4|3H}}. | ||
*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, | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use f.S at max range to threaten the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into | Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use {{clr|3|f.S}} at max range to threaten the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into {{clr|4|3H}} for a combo at most ranges. Ky's hurtbox is extended very far forward during the swing, so opponents can punish this if used recklessly. Some characters can get under this attack with low profile moves, mix it up with 5H, {{clr|3|2S}}, and Stun Edge if they start to find ways around {{clr|3|f.S}}. This move is a perfect candidate for YRC OS (With at least 25 Tension, input a Roman Cancel the moment the attack becomes active) to remove most of it's risk at the cost of Tension. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5H</font>====== | ======<font style="visibility:hidden" size="0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name={{clr|4|5H}} | ||
|image=GGXRD_Ky_5H.png |caption= | |image=GGXRD_Ky_5H.png |caption= | ||
|data= | |data= | ||
Line 130: | Line 127: | ||
{{Description|6|text=*Used for spacing, frame traps, situational anti-air, and punishing. | {{Description|6|text=*Used for spacing, frame traps, situational anti-air, and punishing. | ||
*Staggers on Counter Hit (Max duration 51F). | *Staggers on Counter Hit (Max duration 51F). | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5D, 2D | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
{{clr|4|5H}} can be thought of as a shorter range, but safer version of {{clr|3|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. {{clr|4|5H}} hits a bit higher up than {{clr|3|f.S}}, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure. This move is a key part of ending pressure because of it's long cancel window and advantage on block. You can choose to end with {{clr|4|5H}}, or late cancel into {{clr|5|2D}} to trip opponents expecting to escape. On hit you can use the late cancel window to space Stun Dipper correctly and secure both hits for a knockdown. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6P</font>====== | ======<font style="visibility:hidden" size="0">6P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6P | |name={{clr|1|6P}} | ||
|image=GGXRD_Ky_6P.png |caption= THE PEOPLE'S ELBOW!!!!! | |image=GGXRD_Ky_6P.png |caption= THE PEOPLE'S ELBOW!!!!! | ||
|data= | |data= | ||
Line 147: | Line 143: | ||
*Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F). | *Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F). | ||
*Proration 90% | *Proration 90% | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, c.S, f.S, 2S, | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
6P is an extremely solid anti-air and your go-to attack for dealing with airborne opponents. As a grounded attack, it's disjointed hitbox makes it good for countering mid range pokes. It can be used to bait certain Dead Angles in pressure. | {{clr|1|6P}} is an extremely solid anti-air and your go-to attack for dealing with airborne opponents. As a grounded attack, it's disjointed hitbox makes it good for countering mid range pokes. It can be used to bait certain Dead Angles in pressure. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6K</font>====== | ======<font style="visibility:hidden" size="0">6K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6K | |name={{clr|2|6K}} | ||
|image=GGXRD_Ky_6K.png |caption=Pressure reset and frame trap | |image=GGXRD_Ky_6K.png |caption=Pressure reset and frame trap | ||
|data= | |data= | ||
Line 163: | Line 158: | ||
{{Description|6|text=*Used to reset pressure, and frame trap. | {{Description|6|text=*Used to reset pressure, and frame trap. | ||
*Ky steps forward before attacking. | *Ky steps forward before attacking. | ||
Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used. Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that 6K is +4 on block, and Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure. | 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 {{clr|2|6K}} is +4 on block, and Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6H</font>====== | ======<font style="visibility:hidden" size="0">6H</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name={{clr|4|6H}} | ||
|image=GGXRD-R2_Ky_6H.png |caption= Be Plus Or Be Dead | |image=GGXRD-R2_Ky_6H.png |caption= Be Plus Or Be Dead | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
Line 179: | Line 173: | ||
*Forces opponent into crouching state on ground hit | *Forces opponent into crouching state on ground hit | ||
*First hit is special cancellable | *First hit is special cancellable | ||
Ky's new | Ky's new {{clr|4|6H}} has high frame advantage and includes a large step he takes before swinging his blade. {{clr|4|6H}} can be used to reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force you off of them. It's a great tool for cranking the RISC gauge and building meter. Unlike Ky's old {{clr|4|6H}}, it's not good for safe okizeme against characters with fast reversals because of the increased recovery. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">3H</font>====== | ======<font style="visibility:hidden" size="0">3H</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name={{clr|4|3H}} | ||
|image=GGXRD_Ky_3H.png |caption=Golf, a gentleman's game | |image=GGXRD_Ky_3H.png |caption=Golf, a gentleman's game | ||
|data= | |data= | ||
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{{Description|6|text=*Used in pressure, frame traps, punishes, and to launch for combos. | {{Description|6|text=*Used in pressure, frame traps, punishes, and to launch for combos. | ||
*Ky slides forward before slashing. | *Ky slides forward before slashing. | ||
*Combos from f.S on crouching and counter hit. | *Combos from {{clr|3|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 | Often used to extend pressure after {{clr|3|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 {{clr|2|6K}}, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While {{clr|4|3H}} does connect from {{clr|3|f.S}}, it won't reach from a {{clr|3|f.S}} that hits at the tip. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5D</font>====== | ======<font style="visibility:hidden" size="0">5D</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5D | |name={{clr|5|5D}} | ||
|image=GGXRD_Ky_5D.png |caption=Creates a grinder | |image=GGXRD_Ky_5D.png |caption=Creates a grinder | ||
|data= | |data= | ||
Line 215: | Line 207: | ||
*Is a mid attack on YRC. | *Is a mid attack on YRC. | ||
*Proration: 80% | *Proration: 80% | ||
Ky can summon Grinders faster with Split Ciel ( | Ky can summon Grinders faster with Split Ciel (23{{clr|5|6D}}) so it's not recommended for much other than the occasional unexpected overhead. While {{clr|5|5D}} can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. This overhead is much safer on block than Ky's Greed Sever. Also useful for expensive YRC fuzzy guard mixups when above 75 Tension. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2P</font>====== | ======<font style="visibility:hidden" size="0">2P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2P | |name={{clr|1|2P}} | ||
|image=GGXRD_Ky_2P.png |caption= | |image=GGXRD_Ky_2P.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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{{Description|6|text=*Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms. | {{Description|6|text=*Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms. | ||
*Proration: 80% | *Proration: 80% | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|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 | 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 {{clr|3|c.S}} or {{clr|4|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">2K</font>====== | ======<font style="visibility:hidden" size="0">2K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2K | |name={{clr|2|2K}} | ||
|image=GGXRD_Ky_2K.png |caption= | |image=GGXRD_Ky_2K.png |caption= | ||
|data= | |data= | ||
Line 247: | Line 237: | ||
{{Description|6|text=*Used for neutral, pressure, and setting up frame traps and tick throws. | {{Description|6|text=*Used for neutral, pressure, and setting up frame traps and tick throws. | ||
*Proration: 70% | *Proration: 70% | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
2K has good range and fast startup. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps. | {{clr|2|2K}} has good range and fast startup. Although it is a low, {{clr|2|5K}} is preferred over {{clr|2|2K}} as a mixup tool since {{clr|2|2K}} prorates damage by 70%, and {{clr|2|5K}} by 80%. In pressure, {{clr|2|2K}} is neutral on block, which makes it strong for tick throws and frame traps. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2S</font>====== | ======<font style="visibility:hidden" size="0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|3|2S}} | ||
|image=GGXRD-R2_Ky_2S.png |caption= | |image=GGXRD-R2_Ky_2S.png |caption= | ||
|data= | |data= | ||
Line 263: | Line 252: | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|2S}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Used for spacing, low mixup, and gatling into from f.S for safety | {{Description|6|text=*Used for spacing, low mixup, and gatling into from {{clr|3|f.S}} for safety | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
2S is a long range low, used to supplement Ky's other spacing attacks. It can be used to stop advancing opponents who are trying to either low profile your other attacks, or attempting to rush in from the ground or air. It can be thought of as a version of f.S that exchanges range and damage with the safety of crouching to duck under aerial attacks. With good sense of spacing and fast reactions you can cancel 2S hits near the tip into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add a low to blockstrings. | {{clr|3|2S}} is a long range low, used to supplement Ky's other spacing attacks. It can be used to stop advancing opponents who are trying to either low profile your other attacks, or attempting to rush in from the ground or air. It can be thought of as a version of {{clr|3|f.S}} that exchanges range and damage with the safety of crouching to duck under aerial attacks. With good sense of spacing and fast reactions you can cancel {{clr|3|2S}} hits near the tip into Stun Dipper for a knockdown. It's often canceled from {{clr|3|f.S}} on hit or block, and used in pressure to add a low to blockstrings. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2H</font>====== | ======<font style="visibility:hidden" size="0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name={{clr|4|2H}} | ||
|image=GGXRD_Ky_2H.png |caption=There is no true escape | |image=GGXRD_Ky_2H.png |caption=There is no true escape | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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*Launches and pulls in opponent on Counter Hit. | *Launches and pulls in opponent on Counter Hit. | ||
*Proration: 90% | *Proration: 90% | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|5D}}, {{clr|5|2D}} | ||
An amazing swiss army knife of a move. | An amazing swiss army knife of a move. {{clr|4|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|1|6P}}. It's also surprisingly functional as a ground poke, so running forward and throwing it out is like putting up a wall in neutral that covers the air and ground. It hits twice, which is great for dealing with moves with armor like Potemkin's Hammerfall, it launches on Counter Hit which opens up high damage potential, and it is also jump cancelable both on hit and block which makes it hilariously safe as long as you actually hit the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with, but overall it's very fast for how large it is. The recovery isn't insignificant, but it's relatively safe for what it is. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2D</font>====== | ======<font style="visibility:hidden" size="0">2D</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2D | |name={{clr|5|2D}} | ||
|image=GGXRD_Ky_2D.png |caption= Active for a year and a half | |image=GGXRD_Ky_2D.png |caption= Active for a year and a half | ||
|data= | |data= | ||
Line 299: | Line 286: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Used for leading combos into knockdown, poking, and as a low mixup. | {{Description|6|text=*Used for leading combos into knockdown, poking, and as a low mixup. | ||
2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki. | {{clr|5|2D}} is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki. | ||
}} | }} | ||
}} | }} | ||
===Air Normals=== | |||
======<font style="visibility:hidden" size="0">j.P</font>====== | ======<font style="visibility:hidden" size="0">j.P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.P | |name={{clr|1|j.P}} | ||
|image=GGXRD_Ky_jP.png |caption=The Demon j.P | |image=GGXRD_Ky_jP.png |caption=The Demon {{clr|1|j.P}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.P}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
*Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms. | *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. | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j,K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|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. | While Ky's other jumping normals are generally better, {{clr|1|j.P}} is his fastest and least risky airborne attack. {{clr|1|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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.K</font>====== | ======<font style="visibility:hidden" size="0">j.K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.K | |name={{clr|2|j.K}} | ||
|image=GGXRD_Ky_jK.png |caption=Air f.S | |image=GGXRD_Ky_jK.png |caption=Air {{clr|3|f.S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=*Used for long-range air-to-air encounters, and catching opponents jumping away. | {{Description|6|text=*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. | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|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. | {{clr|2|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|1|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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.S</font>====== | ======<font style="visibility:hidden" size="0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|3|j.S}} | ||
|image=GGXRD_Ky_jS.png |caption=Also Air f.S | |image=GGXRD_Ky_jS.png |caption=Also Air {{clr|3|f.S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=*Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups. | {{Description|6|text=*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. | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard mixups because it's jump cancelable. | Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. {{clr|3|j.S}} is important in Ky's air combos and fuzzy guard mixups because it's jump cancelable. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.H</font>====== | ======<font style="visibility:hidden" size="0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j. | |name={{clr|4|j.H}} | ||
|image=GGXRD_Ky_jH.png |caption= Whack-A-Mole | |image=GGXRD_Ky_jH.png |caption= Whack-A-Mole | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=*Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space. | {{Description|6|text=*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 | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}} | ||
j. | {{clr|4|j.H}} hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. It can even beat anti-air attacks when positioned properly at max range! Off a falling CH there's enough hitstun to pick up a combo. {{clr|4|j.H}} is also used in okizeme, as a safejump right before landing. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.D</font>====== | ======<font style="visibility:hidden" size="0">j.D</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.D | |name={{clr|5|j.D}} | ||
|image=GGXRD_Ky_jD.png |caption= It's time to STOP | |image=GGXRD_Ky_jD.png |caption= It's time to STOP | ||
|data= | |data= | ||
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*Clashes with projectiles | *Clashes with projectiles | ||
*Creates a Grinder | *Creates a Grinder | ||
*Has landing recovery unless you YRC or double jump after j.D | *Has landing recovery unless you YRC or double jump after {{clr|5|j.D}} | ||
*Can only j.D once per jump | *Can only {{clr|5|j.D}} once per jump | ||
J.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D. It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. It has a ton of untech time on Counter Hit, so if you're in range run up and pick a combo up. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by J.D. | 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 {{clr|5|j.D}}. It also functions as an anti-zoning tool, since {{clr|5|j.D}} also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. It has a ton of untech time on Counter Hit, so if you're in range run up and pick a combo up. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by J.D. | ||
}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=*1-14f full invul, 15-32f throw invul | {{Description|6|text=*1-14f full invul, 15-32f throw invul | ||
A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and hit pretty consistently. While always an option, Ky has access to other defensive tools in Vapor Thrust or Ride The Lightning, so consider your options as always. | A standard Dead Angle Attack, using Ky's {{clr|1|6P}} animation. It has moderate startup and recovery, and hit pretty consistently. While always an option, Ky has access to other defensive tools in Vapor Thrust or Ride The Lightning, so consider your options as always. | ||
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|image=GGXRD_Ky_StunEdge.png |caption=COCONUT | |image=GGXRD_Ky_StunEdge.png |caption=COCONUT | ||
|image2=GGXRD_Ky_StunEdge2.png |caption2=Durandal Call Coconut | |image2=GGXRD_Ky_StunEdge2.png |caption2=Durandal Call Coconut | ||
|input=236S | |input={{clr|3|236S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2|version=yes}} | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
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{{Description|7|text=*Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC | {{Description|7|text=*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. | 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 {{clr|3|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. | ||
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{{!}}- | {{!}}- | ||
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======<font style="visibility:hidden" size="0">Charged Stun Edge</font>====== | ======<font style="visibility:hidden" size="0">Charged Stun Edge</font>====== | ||
{{MoveData | {{MoveData | ||
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|image=GGXRD_Ky_ChargedStunEdge.png |caption= Large Coconut | |image=GGXRD_Ky_ChargedStunEdge.png |caption= Large Coconut | ||
|image2=GGXRD_Ky_ChargedStunEdge2.png |caption2= Large Stationary Coconut | |image2=GGXRD_Ky_ChargedStunEdge2.png |caption2= Large Stationary Coconut | ||
|input= | |input={{clr|4|236H}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2|version=yes}} | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Air Stun Edge</font>====== | ======<font style="visibility:hidden" size="0">Air Stun Edge</font>====== | ||
{{MoveData | {{MoveData | ||
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|image=GGXRD_Ky_AirStunEdge.png |caption=Air Stun Edge | |image=GGXRD_Ky_AirStunEdge.png |caption=Air Stun Edge | ||
|image2=GGXRD_Ky_AirStunEdge2.png |caption2=Fortified is a beam | |image2=GGXRD_Ky_AirStunEdge2.png |caption2=Fortified is a beam | ||
|input=j. | |input=j.236{{clr|3|S}}/{{clr|4|H}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2|version=yes}} | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
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*S shoots at a more shallow angle than HS. | *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 | 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 {{clr|4|2H}} or {{clr|3|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! | ||
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{{!}}- | {{!}}- | ||
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*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 | 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 {{clr|5|j.D}} as an okizeme tool, or after jump canceling a normal during pressure and using {{clr|5|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 {{clr|4|3H}}! | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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*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. | 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 {{clr|5|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>====== | ======<font style="visibility:hidden" size="0">Vapor Thrust</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Vapor Thrust | |name=Vapor Thrust | ||
|image=GGXRD_Ky_VaporThrust.png |caption= [https://youtu.be/vlAtPDG1rg0?t=50s Never forgive a Shenanigan] | |image=GGXRD_Ky_VaporThrust.png |caption= [https://youtu.be/vlAtPDG1rg0?t=50s Never forgive a Shenanigan] | ||
|input= | |input=623{{clr|3|S}}/{{clr|4|H}} (air OK) | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2|version=yes}} | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
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*Can be low profiled | *Can be low profiled | ||
*Cannot be YRC'd or PRC'd. | *Cannot be YRC'd or PRC'd. | ||
While better than SVT, as far as wakeup reversals go, HVT is risky; it loses to some low profile attacks and easily loses to safe jumps, so you need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals, and has a lack of forward momentum and range. Despite this, HVT is a good tool for dealing with pressure since it still has a good amount of invul. It also hits on both sides of Ky, making it one of the rare reversals that can be useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery either, so it loses a bit associated risk when the opponent has no tension to punish hard. As long as the opponent doesn't low profile it, you can use HVT RC to escape oki and pick up a combo if it hit, though you might want to save the tension for FD or Dead Angle if you don't want to play risky. Outside of defense, it can be used to anti air some moves that otherwise counter Ky's 6P and | While better than SVT, as far as wakeup reversals go, HVT is risky; it loses to some low profile attacks and easily loses to safe jumps, so you need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals, and has a lack of forward momentum and range. Despite this, HVT is a good tool for dealing with pressure since it still has a good amount of invul. It also hits on both sides of Ky, making it one of the rare reversals that can be useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery either, so it loses a bit associated risk when the opponent has no tension to punish hard. As long as the opponent doesn't low profile it, you can use HVT RC to escape oki and pick up a combo if it hit, though you might want to save the tension for FD or Dead Angle if you don't want to play risky. Outside of defense, it can be used to anti air some moves that otherwise counter Ky's {{clr|1|6P}} and {{clr|4|2H}}, though its startup leaves a bit to be desired and if they see it coming in time they may be able to YRC and punish you for your trouble. It's integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. On medium and heavy weight characters it will score knockdowns pretty easily, but light characters tend to float too high and can recover before hitting the ground. | ||
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{{!}}- | {{!}}- | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Stun Dipper</font>====== | ======<font style="visibility:hidden" size="0">Stun Dipper</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Stun Dipper | |name=Stun Dipper | ||
|image=GGXRD_Ky_StunDipper.png | |image=GGXRD_Ky_StunDipper.png | ||
|input=236K |caption= F I V E F R A M E S | |input={{clr|2|236K}} |caption= F I V E F R A M E S | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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*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 always combos on Counter Hit. | *Second hit always combos on Counter Hit. | ||
Stun Dipper (SD) is one of Ky's defining attacks. Its upper body invulnerability, ridiculously fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent by sliding under their attacks that don't cover the ground, and to confirm knockdowns from combos and pokes spaced at the tip of f.S, 2S, and | Stun Dipper (SD) is one of Ky's defining attacks. Its upper body invulnerability, ridiculously fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent by sliding under their attacks that don't cover the ground, and to confirm knockdowns from combos and pokes spaced at the tip of {{clr|3|f.S}}, {{clr|3|2S}}, and {{clr|4|5H}}. It's also commonly used to counter pressure during even small gaps left by the opponent. Though it is an invaluable tool it's also very punishable on block. This is made worse because it's also really finicky to get both the slide and the followup slash to combo unless you were spaced correctly or got a Counter Hit. Because of this it's risky to throw out unless you read the opponent correctly or can confirm your spacing quickly. Ky's neutral game becomes many times better once he has 50 tension because he can mitigate all the negative consequences of SD and threaten his opponent constantly with it. If it hits, you can save the meter or go RC it for damage. If it's blocked or dodged, RC or PRC will keep you safe and put you in an advantageous position. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Greed Sever</font>====== | ======<font style="visibility:hidden" size="0">Greed Sever</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Greed Sever | |name=Greed Sever | ||
|image=GGXRD_Ky_GreedSever.png |caption= <s>Low crush</s> UNBLOCKABLE | |image=GGXRD_Ky_GreedSever.png |caption= <s>Low crush</s> UNBLOCKABLE | ||
|input=214K | |input={{clr|2|214K}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Split Ciel</font>====== | ======<font style="visibility:hidden" size="0">Split Ciel</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Split Ciel | |name=Split Ciel | ||
|image=GGXRD_Ky_SplitCiel.png |caption= Summons a grinder | |image=GGXRD_Ky_SplitCiel.png |caption= Summons a grinder | ||
|input=236D | |input={{clr|5|236D}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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{{Description|6|text=*Used to summon grinders, in combos, and to end blockstrings. | {{Description|6|text=*Used to summon grinders, in combos, and to end blockstrings. | ||
*Lower body invulnerable in the middle of the startup (5-12F) | *Lower body invulnerable in the middle of the startup (5-12F) | ||
In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. Though its strength varies by matchup, the threat of a grinder allows Ky to play much more passive neutral game, compelling the opponent to change their position to avoid being caught by DC SE. On hit it will stagger the opponent which can create some gimmicky mixup and pressure reset opportunities if they're not good at mashing out of the stagger. SC is also Ky's signature VT loop combo ender, it's the reason he can setup DC CSE oki and go for free IAD/empty jump mixups. Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it to end pressure when too far from the opponent, since it has a decent amount of whiff recovery and can be punished if they're looking for it. Also you can annoy Venoms that like to 2S at round start with it. | In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. Though its strength varies by matchup, the threat of a grinder allows Ky to play much more passive neutral game, compelling the opponent to change their position to avoid being caught by DC SE. On hit it will stagger the opponent which can create some gimmicky mixup and pressure reset opportunities if they're not good at mashing out of the stagger. SC is also Ky's signature VT loop combo ender, it's the reason he can setup DC CSE oki and go for free IAD/empty jump mixups. Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it to end pressure when too far from the opponent, since it has a decent amount of whiff recovery and can be punished if they're looking for it. Also you can annoy Venoms that like to {{clr|3|2S}} at round start with it. | ||
}} | }} | ||
}} | }} | ||
==Overdrives== | ==Overdrives== | ||
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|name=Ride The Lightning | |name=Ride The Lightning | ||
|image=GGXRD_Ky_RideTheLightning.png | |image=GGXRD_Ky_RideTheLightning.png | ||
|input= | |input={{clr|4|632146H}} (air OK)<br>({{clr|5|632146D}}) |caption=''Thunder and sparks, in the heart of the dark'' | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2|version=yes}} | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
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|input=236236P |caption2= ''The lightning strikes, cracking the night'' | |input={{clr|1|236236P}} |caption2= ''The lightning strikes, cracking the night'' | ||
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==Instant Kill== | ==Instant Kill== | ||
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|image=GGXRD_Ky_RisingForce.png | |image=GGXRD_Ky_RisingForce.png | ||
|image2=GGXRD_Ky_RisingForce2.png |caption2= ''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!'' | |image2=GGXRD_Ky_RisingForce2.png |caption2= ''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!'' | ||
|input=in IK mode: 236236H | |input=in IK mode: {{clr|4|236236H}} | ||
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==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Ky|Roadmap]]== | ==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Ky|Roadmap]]== | ||
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Ky}} | {{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Ky}} |
Revision as of 17:34, 9 December 2019
Ky Kiske |
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Overview
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.
Lore: | After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky currently rules as High King of Illyria. |
Voice: | Takeshi Kusao |
- Very strong neutral game; fast, far-reaching normals that yield knockdown and damage.
- Stun Edge and Enhanced Stun Edge projectiles are useful for zoning and counter-zoning.
- Oppressive projectile okizeme.
- Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
- Has a tool for every situation, including two strong anti-airs, and two reversal attacks.
- Grinders augment both neutral and okizeme potential.
- Very strong low-profile move in the form of Stun Dipper.
- Very low barrier to entry with focus on fundamentals.
- Basic throw/frame trap focused mixup.
- While he has a tool for every situation, these tools can be outclassed by specialist characters.
- Has trouble securing a knockdown after air combos.
Unique Mechanics
Durandal Call and Fortified 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.
Normal Moves
Ground Normals
5P
5P |
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While useful, 5P is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or when your inputs are crossed up.) |
5K
5K |
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5K is a low with shorter range than 2K, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable meaty on the opponent's wakeup. |
c.S
c.S |
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An essential move in pressure due to it's high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into 6H, leading to high damage combos. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing 6H+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than 5H or 6H, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught. |
f.S
f.S | |||||
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Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use f.S at max range to threaten the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into 3H for a combo at most ranges. Ky's hurtbox is extended very far forward during the swing, so opponents can punish this if used recklessly. Some characters can get under this attack with low profile moves, mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. This move is a perfect candidate for YRC OS (With at least 25 Tension, input a Roman Cancel the moment the attack becomes active) to remove most of it's risk at the cost of Tension. |
5H
5H | |||||
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5H can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5H hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure. This move is a key part of ending pressure because of it's long cancel window and advantage on block. You can choose to end with 5H, or late cancel into 2D to trip opponents expecting to escape. On hit you can use the late cancel window to space Stun Dipper correctly and secure both hits for a knockdown. |
6P
6P | |||||
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6P is an extremely solid anti-air and your go-to attack for dealing with airborne opponents. As a grounded attack, it's disjointed hitbox makes it good for countering mid range pokes. It can be used to bait certain Dead Angles in pressure. |
6K
6H
6H |
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Ky's new 6H has high frame advantage and includes a large step he takes before swinging his blade. 6H can be used to reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force you off of them. It's a great tool for cranking the RISC gauge and building meter. Unlike Ky's old 6H, it's not good for safe okizeme against characters with fast reversals because of the increased recovery. |
3H
3H |
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Often used to extend pressure after f.S, and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge, and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo. Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3H does connect from f.S, it won't reach from a f.S that hits at the tip. |
5D
5D |
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Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. This overhead is much safer on block than Ky's Greed Sever. Also useful for expensive YRC fuzzy guard mixups when above 75 Tension. |
2P
2P |
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An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5H, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos. |
2K
2K |
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2K has good range and fast startup. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps. |
2S
2S |
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2S is a long range low, used to supplement Ky's other spacing attacks. It can be used to stop advancing opponents who are trying to either low profile your other attacks, or attempting to rush in from the ground or air. It can be thought of as a version of f.S that exchanges range and damage with the safety of crouching to duck under aerial attacks. With good sense of spacing and fast reactions you can cancel 2S hits near the tip into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add a low to blockstrings. |
2H
2H |
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An amazing swiss army knife of a move. 2H's potential as a preemptive anti-air attack is high since it covers a massive amount of space, hitting much farther and higher than 6P. It's also surprisingly functional as a ground poke, so running forward and throwing it out is like putting up a wall in neutral that covers the air and ground. It hits twice, which is great for dealing with moves with armor like Potemkin's Hammerfall, it launches on Counter Hit which opens up high damage potential, and it is also jump cancelable both on hit and block which makes it hilariously safe as long as you actually hit the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with, but overall it's very fast for how large it is. The recovery isn't insignificant, but it's relatively safe for what it is. |
2D
2D |
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2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki. |
Air Normals
j.P
j.P |
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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. |
j.K
j.K |
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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. |
j.S
j.S |
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Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard mixups because it's jump cancelable. |
j.H
j.H |
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j.H hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. It can even beat anti-air attacks when positioned properly at max range! Off a falling CH there's enough hitstun to pick up a combo. j.H is also used in okizeme, as a safejump right before landing. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead. |
j.D
j.D |
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J.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D. It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. It has a ton of untech time on Counter Hit, so if you're in range run up and pick a combo up. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by J.D. |
Universal Mechanics
Ground Throw
Ground Throw |
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This is the cornerstone of Ky's mixup. It can be RCd in the corner for high damage, or midscreen to carry the opponent to the corner. |
Air Throw
Air Throw |
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Basic air throw. There isn't enough time use Charged Stun Edge oki safely from this knockdown. |
Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Stun Edge
Stun Edge 236S |
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Charged Stun Edge
Charged Stun Edge 236H |
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Air Stun Edge
Air Stun Edge j.236S/H |
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Vapor Thrust
Vapor Thrust 623S/H (air OK) |
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Stun Dipper
Stun Dipper 236K |
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Stun Dipper (SD) is one of Ky's defining attacks. Its upper body invulnerability, ridiculously fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent by sliding under their attacks that don't cover the ground, and to confirm knockdowns from combos and pokes spaced at the tip of f.S, 2S, and 5H. It's also commonly used to counter pressure during even small gaps left by the opponent. Though it is an invaluable tool it's also very punishable on block. This is made worse because it's also really finicky to get both the slide and the followup slash to combo unless you were spaced correctly or got a Counter Hit. Because of this it's risky to throw out unless you read the opponent correctly or can confirm your spacing quickly. Ky's neutral game becomes many times better once he has 50 tension because he can mitigate all the negative consequences of SD and threaten his opponent constantly with it. If it hits, you can save the meter or go RC it for damage. If it's blocked or dodged, RC or PRC will keep you safe and put you in an advantageous position. |
Greed Sever
Greed Sever 214K |
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As an overhead, Greed Sever (GS) is a bit telegraphed despite it's speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive option. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to. Though it's somewhat lacking as a pure mixup tool, GS begins to shine when used to catch defensive mashing, backdashes, low attacks in neutral, and active and aggressive neutral play. Using Greed Sever when pushed away from an opponent is strong since it will catch air dashing, jumping, and some attacks. If it connects with an opponents block at the tip near the end of the animation it's safe on block. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked. Leaves Ky in a crouching state on recovery. |
Split Ciel
Split Ciel 236D |
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In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. Though its strength varies by matchup, the threat of a grinder allows Ky to play much more passive neutral game, compelling the opponent to change their position to avoid being caught by DC SE. On hit it will stagger the opponent which can create some gimmicky mixup and pressure reset opportunities if they're not good at mashing out of the stagger. SC is also Ky's signature VT loop combo ender, it's the reason he can setup DC CSE oki and go for free IAD/empty jump mixups. Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it to end pressure when too far from the opponent, since it has a decent amount of whiff recovery and can be punished if they're looking for it. Also you can annoy Venoms that like to 2S at round start with it. |
Overdrives
Ride The Lightning
Ride The Lightning 632146H (air OK) (632146D) |
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Sacred Edge
Sacred Edge 236236P |
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Instant Kill
Rising Force in IK mode: 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.