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:Double Jump, 1 Airdash, Dash Type: Run | :Double Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
: | :Well-Rounded, Shoto | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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</div> | </div> | ||
==Overview== | ==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 | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
=== Strengths and Weaknesses === | |||
---- | |||
{| | {| | ||
|-style="text-align:left;" | |-style="text-align:left;" | ||
! Strengths !! Weaknesses | ! Strengths !! Weaknesses | ||
|- style="vertical-align:top;text- | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * 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. | ||
*Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure. | *Oppressive projectile okizeme. | ||
*Has a tool for every situation, including two strong anti-airs, and two reversal attacks. | *Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral. | ||
*Grinders augment both | *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. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Basic throw/frame trap focused mixup | *Basic throw/frame trap focused mixup. | ||
*While he has a tool for every situation, | *While he has a tool for every situation, these tools can be outclassed by specialist characters. | ||
*Has trouble securing a knockdown after air combos. | |||
|- | |- | ||
|} | |} | ||
</div> | |||
=== 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. | |||
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | |||
[[File:GGXRD_Ky_DurandalCall.png|center|thumb|300px|Powered up projectiles]] | |||
</div> | |||
= | <br clear="all"/> | ||
{{#lst:GGXRD-R2/Ky Kiske/Data|Links}} | {{#lst:GGXRD-R2/Ky Kiske/Data|Links}} | ||
==Normal Moves== | ==Normal Moves== | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|5P}} | {{#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. | {{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, 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 when your inputs are crossed up.) | 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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{{#lsth:GGXRD-R2/Ky Kiske/Data|5K}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Used for mixup, okizeme, setting up frame traps, and for tick throws. | {{Description|6|text=*Used for mixup, okizeme, setting up frame traps, and for tick throws. | ||
* | *Hits 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 | 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. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|c.S}} | {{#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. | {{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 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 | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|f.S}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Used for spacing and pressure. | {{Description|6|text=*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. | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|5H}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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:]] 6K, 5D, 2D | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|6P}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Used as an anti-air, pressure tool, frame trap, and counter attack. | {{Description|6|text=*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% | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|6K}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|6K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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 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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{{#lsth:GGXRD-R2/Ky Kiske/Data|6H}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool. | {{Description|6|text=*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 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 | 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 reversals because of the increased recovery. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|3H}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|3H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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 f.S on crouching and counter hit. | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|5D}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Used as an overhead attack. | {{Description|6|text=*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. | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|2P}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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, 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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{{#lsth:GGXRD-R2/Ky Kiske/Data|2K}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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, 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 | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|2S}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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 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 | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|2H}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Used for anti-air, situationally as a spacing tool, and as a frame trap. | {{Description|6|text=*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 | ||
An amazing swiss army knife of a move. 2HS'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. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|2D}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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 in neutral to | 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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.P | |name=j.P | ||
|image=GGXRD_Ky_jP.png |caption= | |image=GGXRD_Ky_jP.png |caption=The Demon 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| | {{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.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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{{MoveData | {{MoveData | ||
|name=j.K | |name=j.K | ||
|image=GGXRD_Ky_jK.png |caption=Air f. | |image=GGXRD_Ky_jK.png |caption=Air f.S | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.K}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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.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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{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=GGXRD_Ky_jS.png |caption= | |image=GGXRD_Ky_jS.png |caption=Also Air f.S | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.S}} | {{#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. | {{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.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 | 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. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.H}} | {{#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. | {{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:]] 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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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.D}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Used for zoning, space control, okizeme, crossups, and to summon grinders. | {{Description|6|text=*Used for zoning, space control, okizeme, crossups, and to summon grinders. | ||
*Disappears if Ky | *Disappears if Ky is hit | ||
*Remains even if Ky blocks | |||
*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 j.D | ||
*Can only j.D once per jump | *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 | 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. | ||
}} | }} | ||
}} | }} | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|Ground Throw}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
*Proration: Forced 65% | *Proration: Forced 65% | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|Air Throw}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
*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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{{#lsth:GGXRD-R2/Ky Kiske/Data|DAA}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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 | 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. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|Blitz Attack 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. | {{Description|7|text=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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==Special Moves== | ==Special Moves== | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|236S }} | {{#lsth:GGXRD-R2/Ky Kiske/Data|236S }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*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 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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{{#lsth:GGXRD-R2/Ky Kiske/Data|236S Grinder}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|236S Grinder}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Used for zoning, anti-zoning, and resetting pressure. | {{Description|7|text=*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 | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|236H }} | {{#lsth:GGXRD-R2/Ky Kiske/Data|236H }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Used for okizeme, zoning, and occasionally as a pressure reset. | {{Description|7|text=*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. | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|236H Grinder}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|236H Grinder}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Used for okizeme, and occasionally as a zoning tool. | {{Description|7|text=*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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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.236S }} | {{#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. | {{Description|7|text=*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. | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.236H}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Used for zoning. | {{Description|7|text=*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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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.236S Grinder}} | {{#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. | {{Description|7|text=*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. | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.236H Grinder}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|j.236H Grinder}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Used for zoning, and anti-zoning. | {{Description|7|text=*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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{{#lsth:GGXRD-R2/Ky Kiske/Data|623S }} | {{#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. | {{Description|7|text=*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 | Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is extremely rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in specific situations on defense to take advantage of the long untechable time on Counter Hit to pick up a combo. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|623H}} | {{#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. | {{Description|7|text=*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, | 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 2HS, 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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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.623S/H}} | {{#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 | {{Description|7|text=*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. It can be | Because air VT lacks a low hitting hitbox (much like the grounded version), it's rare to see it used in the air like Sol would use his Volcanic Viper. 99% of the time you use this move it will be to end air combos. It can be a wild card option in a pinch though. | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|236K}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|236K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
*Used to low profile | *Used to low profile attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly. | ||
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee | *Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee | ||
*First hit is a low, second hit is a mid. | *First hit is a low, second hit is a mid. | ||
*Second hit will not combo after the first if spaced too close. | *Second hit will not combo after the first if spaced too close. | ||
*Second hit combos on Counter Hit. | *Second hit always combos on Counter Hit. | ||
Stun Dipper (SD) is one of Ky's | 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 5HS. 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. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|214K}} | {{#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. | {{Description|6|text=*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 ( | *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. | *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 | 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. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|236D}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|236D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*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. | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Overdrives== | ==Overdrives== | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|j.632146H}} | {{#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 | {{Description|7|text=*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. | Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invul and can deal a good deal of damage, especially in Hellfire state. Its horizontal movement allows it to beat options that would otherwise counter Vapor Thrust but in the end it's still the same speed as HVT. It is unsafe on block and has Counter Hit recovery, so it's risky. That said, it can be strangely difficult to punish due to the way each hit of RTL pushes the opponent away. This can be mitigated by IBing the last hit, but depending on Ky's position the timing changes, so it can be difficult. Ending your common midscreen air combos with RTL is a good way to add damage and score knockdowns where you usually can't. | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|236236P Grinder}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|236236P Grinder}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Used in combos | {{Description|7|text=*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. | ||
Sacred Edge is | Sacred Edge is Ky's bread and butter for dealing damage anywhere on the screen. Because Overdrives don't put a player into Tension cooldown, you can regain quite a bit of the Tension spent just by successfully completing your combo. DC Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is rarely used outside of combos since Stun Edge and Charged Stun Edge accomplish nearly the exact some thing and don't cost 50 Tension. | ||
}} | }} | ||
}} | }} | ||
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==Instant Kill== | ==Instant Kill== | ||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|IK }} | {{#lsth:GGXRD-R2/Ky Kiske/Data|IK }} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Uses animation from 3HS | {{Description|6|text=*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. | ||
}} | }} | ||
}} | }} | ||
<br clear= | <br style="clear:both;"/> | ||
==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Ky|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Ky}} | |||
==Navigation== | ==Navigation== | ||
{{#lsth:GGXRD-R2/Ky Kiske/Data|Links}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|Links}} | ||
{{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.}} | |||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} | ||
[[Category: Guilty Gear Xrd REV 2]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category:Ky Kiske]] | [[Category:Ky Kiske]] |
Revision as of 18:33, 16 August 2019
Ky Kiske |
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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 |
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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
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 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. |
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 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. |
5H
5HS | |||||
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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
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
6HS |
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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 reversals because of the increased recovery. |
3H
3HS |
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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 3HS 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 5HS, 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
2HS |
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An amazing swiss army knife of a move. 2HS'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. |
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.HS |
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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.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 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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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 5HS. 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 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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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.