* Very strong neutral game; fast, far-reaching normals that yield knockdown and damage.
* Very strong neutral game; fast, far-reaching normals that yield knockdown and damage.
* Long range projectiles and lasers which useful for zoning and counter-zoning.
*Stun Edge and Enhanced Stun Edge projectiles are useful for zoning and counter-zoning.
* Opressive projectile okizeme.
*Oppressive projectile okizeme.
* Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.
*Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.
* Has a tool for every situation. This 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 neutral and okizeme potential.
* Very strong low-profile move in the form of Stun Dipper.
* Very strong low-profile move in the form of Stun Dipper.
* Very low barrier to entry with focus on fundamentals.
* Very low barrier to entry with focus on fundamentals.
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* *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.
*While he has a tool for every situation, he can be outclassed by specialists
*While he has a tool for every situation, these tools are often outclassed by specialist characters.
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Revision as of 07:58, 29 April 2019
Ky Kiske
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Well-Rounded, Shoto
Overview
Ky Kiske fulfills the role of an approachable 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.
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.
Strengths and Weaknesses
Strengths
Weaknesses
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.
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, requiring reads and conditioning to successfully break an opponent's defense consistently.
While he has a tool for every situation, these tools are often outclassed by specialist characters.
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.
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 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.
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.
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.
5HS can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5HS hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure. 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 5HS, 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 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.
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.
First hit forces opponent into crouching state on ground hit
Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool.
Forces opponent into crouching state on ground hit
First hit is special cancellable
Ky's new 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.
Special cancellable until 27F Air hit untechable for 28F
Used in pressure, frame traps, punishes, and to launch for combos.
Ky slides forward before slashing.
Combos from f.S on crouching and counter hit.
Often used to extend pressure after f.S, and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge, and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo. Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3HS does connect from f.S, it won't reach from a f.S that hits at the tip.
On YRC, projectile still comes out, but becomes a Mid hitting projectile that does not launch the opponent
Used as an overhead attack.
Cancels to Homing Jump or Dash on hit only.
Summons a Grinder.
Clashes with projectiles.
Safe on block at most distances
Is a mid attack on YRC.
Proration: 80%
Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. This overhead is much safer on block than Ky's Greed Sever. Also useful for expensive YRC fuzzy guard mixups when above 75 Tension.
An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5HS, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.
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 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.
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.
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.
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 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.
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.
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.
Used for zoning, space control, okizeme, crossups, and to summon grinders.
Disappears if Ky gets hit
Clashes with projectiles
Creates a Grinder
Has landing recovery unless you YRC or double jump after j.D
Can only j.D once per jump
J.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D. It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. If done close enough to the ground, ground Stun Edges can pass through the grinder as well.
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.
Hitstop 30F Slighty refills own Burst and slightly drains opponent's Burst on hit Blows opponent away and wall sticks opponent on hit (untechable for 40F / 80F on CH) Crumples opponent on ground CH (79F)
Max Charge
[Blitz]Blitz Attack Max Chargeother
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
50
Mid
50+13
3
20
+5
4
R
1~50: Blitz
Hitstop 30F Slighty refills own Burst and slightly drains opponent's Burst on hit Slightly blows opponent away on air hit (untechable for 50F / 100F on CH) Crumples opponent on ground hit
Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.
Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC
Can be avoided with low profile moves
Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC, Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.
Fortified
236S GrinderStun Edge (Fortified)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
40
All
~+9
3
+8
4
3
6
R
480
Knocks down opponent on CH.
Used for zoning, anti-zoning, and resetting pressure.
Passes through other projectiles
Knocks down opponent on CH
Can be avoided with low profile moves
An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC SE passes through other projectiles, and on Counter Hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +8 on block.
Used for okizeme, zoning, and occasionally as a pressure reset.
Can be avoided with low profile moves
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.HS to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.
Fortified
236H GrinderCharged Stun Edge (Fortified)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
20×6
All
~+9
59
+18
4
3
6
R
120
On air hit untechable for 60F
Used for okizeme, and occasionally as a zoning tool.
Clashes with projectiles
Can be avoided with low profile moves.
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.
Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
S shoots at a more shallow angle than HS.
Ky is crouching during landing recovery.
S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When Tiger Knee'd (2369S/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 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!
HS, Normal
j.236HAir H Stun Edgespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
33
All
21
Until Ground
41+14 Landing
3
2
6
YRP
150/240
Initial: 90%
Used for zoning.
HS shoots at a less shallow angle than S.
Ky is crouching during landing recovery
Compared to S Air SE, HS Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an enemy's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.
S, Fortified
j.236S GrinderAir S Stun Edge (Fortified)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
43
All
~+9
3
4
3
6
R
240
Staggers opponent on grounded CH, min duration 19F / max duration 39F. Knocks down on air CH.
Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
Passes through projectiles.
Knocks down on Counter Hit.
For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!
HS, Fortified
j.236H GrinderAir H Stun Edge (Fortified)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
43
All
~+9
3
4
3
6
R
240
Knocks down opponent on CH
Used for zoning, and anti-zoning.
Passes through projectiles.
Knocks down on Counter Hit.
Though it's used in the same way as normal HS Air SE, it's far more potent as a zoning/anti-zoning tool. You can setup a grinder for this move by using j.D in neutral far from the opponent. It's angle makes it very hard for opponents to deal with.
Floats on hit, untechable for 35F / knockdown on CH 9F onwards Airborne
Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
1-8F full invul, airborne on frame 9.
Can be low profiled.
Cannot be YRC'd or PRC'd.
Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is 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.
HS
623HH Vapor Thrustspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
48
Mid
11
4
35+9 Landing
-34
2
10
10
R
250/480
Initial: 80%
1~10F Full 11~15F Strike
Floats on hit, untechable for 60F / knockdown on CH 11F onwards Airborne
Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
1-10 full invul, 11-15F strike invul, airborne on frame 11.
Can be low profiled
Cannot be YRC'd or PRC'd.
While better than SVT, as far as wakeup reversals go, 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.
Air
j.623S/HAir Vapor Thrustspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
48
All
9
3
9 After Landing
2
10
7
R
250/480
1-8F Strike
Floats on hit, untechable for 45F / knockdown on CH
Used as a risky anti-air, to interrupt momentum, and as an invincible attack
Frames 1-8 are strike invulnerable.
Cannot be YRC'd or PRC'd.
Because 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.
The grounded neutral footsies everybody loves GG for
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
First hit is a low, second hit is a mid.
Second hit will not combo after the first if spaced too close.
Second hit combos on Counter Hit.
Stun Dipper (SD) is one of Ky's strongest tools in general. Its upper body invulnerability, very fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent's spacing by sliding right under their attacks, and to confirm knockdowns from combos and pokes spaced at the tip. If you are spaced too close and attempt to confirm into SD, the first hit will connect, but the second hit won't, leaving you wide open for a punish. Experienced players know the general feeling for when SD is spaced correctly or not. At the end of pressure, it's often used as a last ditch attack once the opponent has been pushed far away and is attempting to escape pressure. This is risky without 50 Tension to RC or PRC it; SD is very unsafe on block. It's also commonly used to escape pressure once a hole opens up in an opponent's offense.
Hits crouching characters on 24F Frame Adv listed is when this attack is standing blocked on 22F 4F onwards airborne
Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup.
Do note that while the startup is 19F, it does not hit crouching opponents until later (24F on crouchers as of Rev 2.1).
Airborne and invulnerable at the feet from frame 4.
As an overhead, Greed Sever (GS) is a bit telegraphed despite it's speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive option. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to. Though it's somewhat lacking as a pure mixup tool, GS begins to shine 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.
Staggers opponent on hit. Max duration 59F, Frame Adv: +14 to +42
Used to summon grinders, in combos, and to end blockstrings.
Lower body invulnerable in the middle of the startup (5-12F)
In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. 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.
[ ] values are for Burst version 20% [40%] minimum damage Stun: 0
Air
j.632146HAir Ride the Lightningsuper
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
36×5 [45×5]
All
8+1
42
Until Landing +6 After Landing
2
10
7
YRP
-5000
1-9 Full 10-42 Projectile
[ ] values are for Burst version 20% [40%] minimum damage Untechable time 36F (72F on CH) Will wallstick if opponent hits the wall within 40F from hit
Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S fuzzy guard (f-shiki), and to end rounds with Burst Overdrive
Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.
Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. 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.
20% minimum damage On air hit untechable for 30F, knockdown on CH.
Fortified
236236P GrinderSacred Edge (Fortified)super
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
100
All
~+1
3
+6
4
20
15
R
20% minimum damage Untechable time 40F (80F on CH) Will wallstick if opponent hits the wall within 40F from hit
Used in combos
Fortified version wall sticks opponent in the corner.
Frames 4-6 strike invulnerable.
Sacred Edge is used both mid screen and in the corner to add lots of damage to a combo without sacrificing much Tension. Because Overdrives don't put a player into Tension cooldown, you can gain quite a bit of the Tension spent on the Sacred Edge just by successfully completing your combo. DC Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is rarely used outside of combos since Stun Edge and Charged Stun Edge accomplish similar things and don't cost 50 Tension.
Instant Kill
Rising Force in IK mode: 236236H
They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!
Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when Conclusion Conditions are met.
To edit frame data, edit values in GGXRD-R2/Ky Kiske/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.