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[[File:GGXRD-R_Ky_Portrait.png|350x500px|center]] | [[File:GGXRD-R_Ky_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:GGXRD-R2/Ky Kiske/Data|SystemData}} | ||
| | |||
}} | |||
;Movement Options | ;Movement Options | ||
:Double Jump, 1 Airdash, Dash Type: Run | :Double Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | |||
:Balanced - Slight emphasis on zoning | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
===Backstory=== | ===Backstory=== | ||
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*Has a tool for every situation, including two strong anti-airs, and two reversal attacks. | *Has a tool for every situation, including two strong anti-airs, and two reversal attacks. | ||
*Grinders augment both his neutral and okizeme potential. | *Grinders augment both his neutral and okizeme potential. | ||
*Ease of use and focus on fundamentals make him a great choice for beginners. | *Ease of use and focus on fundamentals make him a great choice for beginners and masters alike. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense consistently. | *Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense consistently. | ||
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|- | |- | ||
|} | |} | ||
===Durandal Call and Fortified Projectiles=== | ===Durandal Call and Fortified Projectiles=== | ||
[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]] | [[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. | 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. | ||
{{#lst:GGXRD-R2/Ky Kiske/Data|Links}} | |||
<br clear=all/> | <br clear=all/> | ||
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|image=GGXRD_Ky_5P.png |caption= | |image=GGXRD_Ky_5P.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|5P}} | |||
{{!}}- | |||
{{Description|6|*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, 5HS, 2HS, 6HS, 5D, 2D | *[[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 | 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.) | ||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Ky_5K.png |caption= | |image=GGXRD_Ky_5K.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|5K}} | |||
{{!}}- | |||
{{Description|6|*Used for mixup, okizeme, setting up frame traps, and for tick throws. | |||
*Standing low. | *Standing low. | ||
*Proration: 80% | *Proration: 80% | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D | *[[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 | 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. It's also a bit negative on block, which makes it ideal for canceling into frame traps like 5HS and c.S, as well as tick throwing. | ||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Ky_cS.png |caption= | |image=GGXRD_Ky_cS.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|c.S}} | |||
{{!}}- | |||
{{Description|6|*Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air. | |||
*On Counter Hit, combos into 6HS. | *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 | *[[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 | 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 6HS, 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 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. | ||
}} | }} | ||
}} | }} | ||
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|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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|f.S}} | |||
{{!}}- | |||
{{Description|6|*Used for spacing and pressure. | |||
*On crouching hit or Counter Hit, combos into 3HS. | *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 | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 2S, 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 | 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 3HS 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. | ||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Ky_5H.png |caption= | |image=GGXRD_Ky_5H.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|5H}} | |||
{{!}}- | |||
{{Description|6|*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:]] 6K, 5D, 2D | ||
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|image=GGXRD_Ky_6P.png |caption= THE PEOPLE'S ELBOW!!!!! | |image=GGXRD_Ky_6P.png |caption= THE PEOPLE'S ELBOW!!!!! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|6P}} | |||
{{!}}- | |||
{{Description|6|*Used as an anti-air, pressure tool, frame trap, and counter attack. | |||
*Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F). | *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, 5HS, 2HS, 6HS, 5D, 2D | *[[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 | 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. | ||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Ky_6K.png |caption=Pressure reset and frame trap | |image=GGXRD_Ky_6K.png |caption=Pressure reset and frame trap | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|6K}} | |||
{{!}}- | |||
{{Description|6|*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 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. | ||
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|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}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|6H}} | |||
{{!}}- | |||
{{Description|6|*Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool. | |||
*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 6HS | Ky's new 6HS has high frame advantage and includes a large step he takes before swinging his blade. 6HS 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 6HS, it's not good for safe okizeme against characters with fast meterless reversals because of the increased recovery. | ||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Ky_3H.png |caption=Golf, a gentleman's game | |image=GGXRD_Ky_3H.png |caption=Golf, a gentleman's game | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|3H}} | |||
{{!}}- | |||
{{Description|6|*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 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 | 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 reach from a f.S that hits at the tip. | ||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Ky_5D.png |caption=Creates a grinder | |image=GGXRD_Ky_5D.png |caption=Creates a grinder | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|5D}} | |||
{{!}}- | |||
{{Description|6|*Used as an overhead attack. | |||
*Cancels to Homing Jump or Dash on hit only. | *Cancels to Homing Jump or Dash on hit only. | ||
*Summons a Grinder. | *Summons a Grinder. | ||
*Clashes with projectiles. | *Clashes with projectiles. | ||
*Safe on block at most distances | *Safe on block at most distances | ||
*Is a mid attack on YRC. | |||
*Proration: 80% | *Proration: 80% | ||
Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional | 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. | ||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Ky_2P.png |caption= | |image=GGXRD_Ky_2P.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|2P}} | |||
{{!}}- | |||
{{Description|6|*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, 5HS, 2HS, 6HS, 5D, 2D | *[[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 | ||
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|image=GGXRD_Ky_2K.png |caption= | |image=GGXRD_Ky_2K.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|2K}} | |||
{{!}}- | |||
{{Description|6|*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, 5HS, 2HS, 6HS, 5D, 2D | *[[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 | 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. | ||
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|image=GGXRD-R2_Ky_2S.png |caption= | |image=GGXRD-R2_Ky_2S.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|2S}} | |||
{{!}}- | |||
{{Description|6|*Used for spacing, low mixup, and gatling into from f.S for safety | |||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5HS, 2HS, 5D, 2D | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5HS, 2HS, 5D, 2D | ||
2S is a long range low, used to supplement Ky's other spacing | 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. | ||
}} | }} | ||
}} | }} | ||
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|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}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|2H}} | |||
{{!}}- | |||
{{Description|6|*Used for anti-air, situationally as a spacing tool, and as a frame trap. | |||
*Pulls in opponent on air hit. | *Pulls in opponent on air hit. | ||
*Launches and pulls in opponent on Counter Hit. | *Launches and pulls in opponent on Counter Hit. | ||
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*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D | ||
A swiss army knife of an attack. It's potential as a preemptive anti-air attack is high, since it's fast and covers a massive amount of space in front of Ky, hitting much farther and higher than 6P. It also functions as a spacing attack + anti-air because of its large range, jump cancel ability, and the fact that it launches on Counter Hit. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=2D | |name=2D | ||
|image=GGXRD_Ky_2D.png |caption= Active for a | |image=GGXRD_Ky_2D.png |caption= Active for a year and a half | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|2D}} | |||
{{!}}- | |||
{{Description|6|*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. | 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. | ||
}} | }} | ||
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|image=GGXRD_Ky_jP.png |caption= | |image=GGXRD_Ky_jP.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.P}} | |||
{{!}}- | |||
{{Description|6| | |||
*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.HS, j.D | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j,K, j.S, j.HS, j.D | ||
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|image=GGXRD_Ky_jK.png |caption=Air f.s | |image=GGXRD_Ky_jK.png |caption=Air f.s | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.K}} | |||
{{!}}- | |||
{{Description|6|*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 | *[[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. | 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. | ||
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|image=GGXRD_Ky_jS.png |caption= | |image=GGXRD_Ky_jS.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|*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 | *[[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. | 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. | ||
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{{MoveData | {{MoveData | ||
|name=j.HS | |name=j.HS | ||
|image=GGXRD_Ky_jH.png |caption= | |image=GGXRD_Ky_jH.png |caption= Whack-A-Mole | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|*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:]] j.D | ||
j.HS 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! j.HS 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 an overhead. | j.HS 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! j.HS 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 an overhead. | ||
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|image=GGXRD_Ky_jD.png |caption= It's time to STOP | |image=GGXRD_Ky_jD.png |caption= It's time to STOP | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.D}} | |||
{{!}}- | |||
{{Description|6|*Used for zoning, space control, okizeme, crossups, and to summon grinders. | |||
*Disappears if Ky gets hit | *Disappears if Ky gets hit | ||
*Clashes with projectiles | *Clashes with projectiles | ||
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|image=GGXRD_Ky_throw.png |caption= | |image=GGXRD_Ky_throw.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|6| | |||
*Proration: Forced 65% | *Proration: Forced 65% | ||
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|imageSize=250x325px |caption= No-fly zone | |imageSize=250x325px |caption= No-fly zone | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|6| | |||
*Standard Throw, 65% Forced Proration | *Standard Throw, 65% Forced Proration | ||
*RC to add a bit of extra damage midscreen, or VT loop in the corner. | *RC to add a bit of extra damage midscreen, or VT loop in the corner. | ||
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|image=GGXRD_Ky_6P.png |caption=VETOED | |image=GGXRD_Ky_6P.png |caption=VETOED | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|DAA}} | |||
{{!}}- | |||
{{Description|6|*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. | 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. | ||
}} | }} | ||
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|image=GGXRD-R_Ky_BlitzAttack.png |caption= | |image=GGXRD-R_Ky_BlitzAttack.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged }} | |||
{{ | {{#lsth:GGXRD-R2/Ky Kiske/Data|Blitz Attack }} | ||
{{!}}- | |||
{{AttackVersion|name=Max Charge}} | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|Blitz Attack Max Charge }} | |||
{{!}}- | |||
{{Description|7|Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos. | |||
}} | }} | ||
}} | }} | ||
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|input=236S | |input=236S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|236S }} | |||
{{!}}- | |||
{{Description|7|*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 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. | ||
}} | }} | ||
{{!}}- | |||
| | {{AttackVersion|name=Fortified}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|236S Grinder}} | |||
{{!}}- | |||
{{Description|7|*Used for zoning, anti-zoning, and resetting pressure. | |||
*Passes through other projectiles | *Passes through other projectiles | ||
*Knocks down opponent on CH | *Knocks down opponent on CH | ||
*Can be avoided with low profile moves | *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 + | An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC SE passes through other projectiles, and on Counter Hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +8 on block. | ||
}} | }} | ||
}} | }} | ||
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|name=Charged Stun Edge | |name=Charged Stun Edge | ||
|image=GGXRD_Ky_ChargedStunEdge.png |caption= Large Coconut | |image=GGXRD_Ky_ChargedStunEdge.png |caption= Large Coconut | ||
|image2=GGXRD_Ky_ChargedStunEdge2.png |caption2= | |image2=GGXRD_Ky_ChargedStunEdge2.png |caption2= Large Stationary Coconut | ||
|input=236HS | |input=236HS | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|236H }} | |||
{{!}}- | |||
{{Description|7|*Used for okizeme, zoning, and occasionally as a pressure reset. | |||
*Can be avoided with low profile moves | *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. | 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. | ||
}} | }} | ||
{{!}}- | |||
| | {{AttackVersion|name=Fortified}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|236H Grinder}} | |||
{{!}}- | |||
{{Description|7|*Used for okizeme, and occasionally as a zoning tool. | |||
*Clashes with projectiles | *Clashes with projectiles | ||
*Can be avoided with low profile moves. | *Can be avoided with low profile moves. | ||
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|input=j.236S/HS | |input=j.236S/HS | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=S, Normal }} | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.236S }} | |||
{{!}}- | |||
{{Description|7|*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. | *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! | 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! | ||
}} | }} | ||
{{!}}- | |||
| | {{AttackVersion|name=HS, Normal}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.236H}} | |||
{{!}}- | |||
{{Description|7|*Used for zoning. | |||
*HS shoots at a less shallow angle than S. | *HS shoots at a less shallow angle than S. | ||
*Ky is crouching during landing recovery | *Ky is crouching during landing recovery | ||
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}} | }} | ||
{{!}}- | |||
| | {{AttackVersion|name=S, Fortified}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.236S Grinder}} | |||
{{!}}- | |||
{{Description|7|*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! | 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! | ||
}} | }} | ||
{{!}}- | |||
| | {{AttackVersion|name=HS, Fortified}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.236H Grinder}} | |||
{{!}}- | |||
{{Description|7|*Used for zoning, and anti-zoning. | |||
*Passes through projectiles. | *Passes through projectiles. | ||
*Knocks down on Counter Hit. | *Knocks down on Counter Hit. | ||
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|input=623S/HS (air OK) | |input=623S/HS (air OK) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=S }} | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|623S }} | |||
{{!}}- | |||
{{Description|7|*Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack. | |||
*1-8F full invul, airborne on frame 9. | *1-8F full invul, airborne on frame 9. | ||
*Can be low profiled. | *Can be low profiled. | ||
*Cannot be YRC'd or PRC'd. | *Cannot be YRC'd or PRC'd. | ||
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 | 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 opportunity on Counter Hit to deal lots of damage. | ||
}} | }} | ||
{{!}}- | |||
| | {{AttackVersion|name=HS}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|623H}} | |||
{{!}}- | |||
{{Description|7|*Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack. | |||
*1-10 full invul, 11-15F strike invul, airborne on frame 11. | *1-10 full invul, 11-15F strike invul, airborne on frame 11. | ||
*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, 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 | 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. 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's 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. | ||
}} | }} | ||
{{!}}- | |||
| | {{AttackVersion|name=Air}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.623S/H}} | |||
{{!}}- | |||
{{Description|7|*Used as a risky anti-air, to interrupt momentum, and as an invincible attack | |||
*Frames 1-8 are strike invulnerable. | *Frames 1-8 are strike invulnerable. | ||
*Cannot be YRC'd or PRC'd. | *Cannot 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. | Because VT lacks a low hitting hitbox, it's rare to see it used in the air like Sol would use his Volcanic Viper. It can be invaluable in a pinch though. | ||
}} | }} | ||
}} | }} | ||
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|input=236K |caption= F I V E F R A M E S | |input=236K |caption= F I V E F R A M E S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|236K}} | |||
{{!}}- | |||
{{Description|6| | |||
*Used to low profile oncoming 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. | *Used to low profile oncoming attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly. | ||
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee | *Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee | ||
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|input=214K | |input=214K | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|214K}} | |||
{{!}}- | |||
{{Description|6|*Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup. | |||
*Do note that while the startup is 19F, it does not hit crouching opponents until later (21F on normal sizes, 24F on small ones). | *Do note that while the startup is 19F, it does not hit crouching opponents until later (21F on normal sizes, 24F on small ones). | ||
*Airborne and invulnerable at the feet from frame 4. | *Airborne and invulnerable at the feet from frame 4. | ||
As an overhead, Greed Sever (GS) is a bit telegraphed despite it's speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive option. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to. Though it's somewhat lacking as a pure mixup tool, GS begins to shine after an opponent is properly read and is used to catch defensive mashing, backdashes, 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. Leaves Ky in a crouching state on recovery. | 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 after an opponent is properly read and is used to catch defensive mashing, backdashes, 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. Leaves Ky in a crouching state on recovery. | ||
As of Rev 2.1, GS hits every character on frame 24 when crouching. | |||
As of Rev 2.1 | |||
}} | }} | ||
}} | }} | ||
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|input=236D | |input=236D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|236D}} | |||
{{!}}- | |||
{{Description|6|*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. 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. | 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. | ||
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|input=632146HS (air OK) |caption=''Thunder and sparks, in the heart of the dark'' | |input=632146HS (air OK) |caption=''Thunder and sparks, in the heart of the dark'' | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground }} | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|632146H }} | |||
{{!}}- | |||
| | {{AttackVersion|name=Air}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|j.632146H}} | |||
{{!}}- | |||
{{Description|7|*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. | *Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames. | ||
Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. 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. 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. | ||
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|input=236236P |caption2= ''The lightning strikes, cracking the night'' | |input=236236P |caption2= ''The lightning strikes, cracking the night'' | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/Ky Kiske/Data|236236P }} | |||
{{!}}- | |||
| | {{AttackVersion|name=Fortified}} | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|236236P Grinder}} | |||
{{!}}- | |||
{{Description|7|*Used in combos | |||
*Fortified version wall sticks opponent in the corner. | *Fortified version wall sticks opponent in the corner. | ||
*Frames 4-6 strike invulnerable. | *Frames 4-6 strike invulnerable. | ||
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|input=in IK mode: 236236H | |input=in IK mode: 236236H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
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{{Description|6|*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. | 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. | ||
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{{notice|To edit frame data, edit values in [[GGXRD-R2/Ky Kiske/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
[[Category: Guilty Gear Xrd REV 2]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category:Ky Kiske]] | [[Category:Ky Kiske]] |
Revision as of 04:31, 15 February 2019
Ky Kiske |
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Overview
Backstory
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 currently rules as High King of Illyria. The weight of his position has broadened his view, and he has lost some of his zeal in his ruling years. He feels regret for his failures as a father and husband, having sacrificed much for his duty as king. Despite his kind heart and collected royal demeanor, he still possesses an unwavering sense of justice, and is prone to outbursts of emotion. Some doubt his abilities and think him unfit to rule, but many others adore him for displaying such human behavior.
Gameplay Overview
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/Weaknesses
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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
5P
5P |
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5K
c.S
c.S |
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f.S
f.S |
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5H
5HS |
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6P
6P |
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6K
6K |
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6H
6HS |
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3H
3HS |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2HS |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.HS |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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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 236HS |
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Air Stun Edge
Air Stun Edge j.236S/HS |
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Vapor Thrust
Vapor Thrust 623S/HS (air OK) |
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Stun Dipper
Stun Dipper 236K |
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Greed Sever
Greed Sever 214K |
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Split Ciel
Split Ciel 236D |
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Overdrives
Ride The Lightning
Ride The Lightning 632146HS (air OK) |
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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.