GGXRD-R2/Ky Kiske: Difference between revisions

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[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]]
[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]]
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 3 - 4 seconds.  Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 3 - 4 seconds.  Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.
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Revision as of 04:31, 15 February 2019

Ky Kiske
GGXRD-R Ky Portrait.png
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced - Slight emphasis on zoning

Overview

Backstory

After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. His former conviction in his concept of justice shaken, Ky contemplated the true meaning of justice during his search for the new commander gear, and his many clashes with his lifelong rival Sol Badguy. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky currently rules as High King of Illyria. The weight of his position has broadened his view, and he has lost some of his zeal in his ruling years. He feels regret for his failures as a father and husband, having sacrificed much for his duty as king. Despite his kind heart and collected royal demeanor, he still possesses an unwavering sense of justice, and is prone to outbursts of emotion. Some doubt his abilities and think him unfit to rule, but many others adore him for displaying such human behavior.

Gameplay Overview

Ky Kiske fulfills the role of a simple and well rounded character. Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. In Xrd Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to strengthen his zoning game, okizeme, and combos. In short, Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.

Strengths/Weaknesses

Strengths Weaknesses
  • Strong neutral game with fast and far-reaching normals that reward hits with knockdown and damage, and long range projectiles useful for zoning and anti-zoning.
  • Strong projectile okizeme.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.
  • Has a tool for every situation, including two strong anti-airs, and two reversal attacks.
  • Grinders augment both his neutral and okizeme potential.
  • Ease of use and focus on fundamentals make him a great choice for beginners and masters alike.
  • 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.

Durandal Call and Fortified Projectiles

Powered up projectiles

Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 3 - 4 seconds. Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.


Normal Moves

5P
5P
GGXRD Ky 5P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Mid 5 4 5 +1 0 3 8 CSJ YRP 144
GGXRD Ky 5P.png
GGXRD Ky 5P hitbox.png

{{{text}}}

5K
5K
GGXRD Ky 5K.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 5 8 7 -5 0 3 8 SJ YRP 144 Initial: 80%
GGXRD Ky 5K.png
Active for a year
GGXRD Ky 5K hitbox.png

{{{text}}}

c.S
c.S
GGXRD Ky cS.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 7 2 18 -1 4 20 6 SJ YRP 384
GGXRD Ky cS.png
GGXRD Ky cS hitbox.png

{{{text}}}

f.S
f.S
GGXRD Ky fS.png
It is perpetual, it keeps the country clean
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 10 6 19 -11 2 10 7 S YRP 264
GGXRD Ky fS.png
It is perpetual, it keeps the country clean
GGXRD Ky fS hitbox.png

{{{text}}}

5H
5HS
GGXRD Ky 5H.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 Mid 10 6 12 +1 4 20 6 S YRP 384
GGXRD Ky 5H.png
GGXRD Ky 5H hitbox.png
Staggers opponent on CH. Max duration 51F, Frame Adv: +14 to +34

{{{text}}}

6P
6P
GGXRD Ky 6P.png
THE PEOPLE'S ELBOW!!!!!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 9 5 15 -6 2 10 7 S YRP 264 Initial: 90% 1-6F Upper Body
7-13F Above Knees
GGXRD Ky 6P.png
GGXRD Ky 6P hitbox.png

{{{text}}}

6K
6K
GGXRD Ky 6K.png
Pressure reset and frame trap
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 19 2 11 +4 3 10 8 S YRP 384
GGXRD Ky 6K.png
Pressure reset and frame trap
GGXRD Ky 6K hitbox.png

{{{text}}}

6H
6HS
GGXRD-R2 Ky 6H.png
Be Plus Or Be Dead
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30×2 Mid 23 6,(8),2 6 +11 4 10 6 S YRP 384
GGXRD-R2 Ky 6H.png
Be Plus Or Be Dead
GGXRD-R2 Ky 6H Hitbox.png
First hit forces opponent into crouching state on ground hit

{{{text}}}

3H
3HS
GGXRD Ky 3H.png
Golf, a gentleman's game
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
3H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 Mid 15 4 25 -12 3 14 6 S YRP 384
GGXRD Ky 3H.png
GGXRD Ky 3H Hitbox.png
Special cancellable until 27F
Air hit untechable for 28F


{{{text}}}

5D
5D
GGXRD Ky 5D.png
Creates a grinder
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 High 28 13 11 -5 4 20 20 YRP 384 Initial 80%
GGXRD Ky 5D.png
Creates a Grinder
GGXRD Ky 5D hitbox.png
On YRC, projectile still comes out, but becomes a Mid hitting projectile that does not launch the opponent


{{{text}}}

2P
2P
GGXRD Ky 2P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
6 Mid 5 4 4 +2 0 3 8 CS YRP 144 Initial: 80%
GGXRD Ky 2P.png
GGXRD Ky 2P hitbox.png

{{{text}}}

2K
2K
GGXRD Ky 2K.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 Low 5 4 6 ±0 0 3 8 S YRP 144 Initial: 70%
GGXRD Ky 2K.png
GGXRD Ky 2K hitbox.png

{{{text}}}

2S
2S
GGXRD-R2 Ky 2S.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 Low 9 2 15 -3 2 10 7 S YRP 264
GGXRD-R2 Ky 2S.png
GGXRD-R2 Ky 2S hitbox.png

{{{text}}}

2H
2HS
GGXRD Ky 2H.png
There is no true escape
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28×2 Mid 11 1,4 20 -7 3 14 6 SJ YRP 384 Initial: 90%
GGXRD Ky 2H.png
GGXRD Ky 2H hitbox.pngGGXRD-R2 Ky 2H hitbox2.pngGGXRD-R2 Ky 2H hitbox3.png
Pulls in opponent on air hit
Air hit untechable for 19F


{{{text}}}

2D
2D
GGXRD Ky 2D.png
Active for a year and a half
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Low 7 12 12 -10 2 10 7 SJ YRP 264
GGXRD Ky 2D.png
Active for a year and a half
GGXRD Ky 2D Hitbox.png


{{{text}}}

j.P
j.P
GGXRD Ky jP.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 High/Air 6 6 6 0 3 8 CSJ YRP 144
GGXRD Ky jP.png
GGXRD Ky jP hitbox.png

{{{text}}}

j.K
j.K
GGXRD Ky jK.png
Air f.s
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 High/Air 7 4 12 0 3 8 S YRP 144
GGXRD Ky jK.png
GGXRD Ky jK hitbox.png

{{{text}}}

j.S
j.S
GGXRD Ky jS.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High/Air 7 3 21 2 10 7 SJ YRP 264
GGXRD Ky jS.png
GGXRD Ky jS hitbox.png

{{{text}}}

j.H
j.HS
GGXRD Ky jH.png
Whack-A-Mole
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 High/Air 13 4 23 2 10 7 S YRP 264
GGXRD Ky jH.png
GGXRD Ky jH hitbox.png

{{{text}}}

j.D
j.D
GGXRD Ky jD.png
It's time to STOP
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
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 38 13 Total 25+8 after landing 2 10 7 YRP 264
GGXRD Ky jD.png
GGXRD Ky jD hitbox.pngGGXRD Ky jD2 hitbox.png
Startup "hurtbox" • Active frames of the Grinder


{{{text}}}


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ky throw.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Ground Throw: 75250 1 +49 0 NA 6,0 R 0,480 Forced: 65%
GGXRD Ky throw.png
Frame advantage listed is on hit
Stun: 30

{{{text}}}

Air Throw
Air Throw
GGXRD Ky AirThrow.png
No-fly zone
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 192500 1 0,4 NA 6,0 R 0,480 Forced: 65%
GGXRD Ky AirThrow.png
Stun: 30

{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD Ky 6P.png
VETOED
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

{{{text}}}

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Ky BlitzAttack.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged


Blitz
Blitz Attack
other
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 (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Ky BlitzAttack.png
GGXRD-R Ky BlitzAttack hitbox.png
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 Charge
other
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
GGXRD-R Ky BlitzAttack.png
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

{{{text}}}


Special Moves

Stun Edge
Stun Edge
236S
GGXRD Ky StunEdge.png
COCONUT
GGXRD Ky StunEdge2.png
Durandal Call Coconut
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


236S
Stun Edge
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 10 Until Corner Total 46 -10 2 2 7 YRP 275/480 Initial: 90%
GGXRD Ky StunEdge.png
GGXRD Ky StunEdge hitbox.png

{{{text}}}

Fortified


236S Grinder
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
40 All ~+9 3 +8 4 3 6 R 480
GGXRD Ky StunEdge2.png
GGXRD Ky StunEdge2 hitbox.png
Knocks down opponent on CH.

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Charged Stun Edge
Charged Stun Edge
236HS
GGXRD Ky ChargedStunEdge.png
Large Coconut
GGXRD Ky ChargedStunEdge2.png
Large Stationary Coconut
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


236H
Charged Stun Edge
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×3 All 38 Until Corner Total 69 +14 4 3 6 YRP 250/240
GGXRD Ky ChargedStunEdge.png
GGXRD Ky ChargedStunEdge hitbox.png

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Fortified


236H Grinder
Charged 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
GGXRD Ky ChargedStunEdge2.png
GGXRD Ky ChargedStunEdge2 hitbox.pngGGXRD Ky 236H2 hitbox2.pngGGXRD Ky 236H2 hitbox3.pngGGXRD Ky 236H2 hitbox4.pngGGXRD Ky 236H2 hitbox5.png
On air hit untechable for 60F

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Air Stun Edge
Air Stun Edge
j.236S/HS
GGXRD Ky AirStunEdge.png
Air Stun Edge
GGXRD Ky AirStunEdge2.png
Fortified is a beam
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
S, Normal


j.236S
Air S Stun Edge
special
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 +2 3 2 6 YRP 150/240 Initial: 90%
GGXRD Ky AirStunEdge.png
GGXRD Ky AirStunEdge hitbox.png
Frame Advantage is on lowest possible height

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HS, Normal


j.236H
Air H Stun Edge
special
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%
GGXRD Ky AirStunEdge.png

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S, Fortified


j.236S Grinder
Air 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
GGXRD Ky AirStunEdge2.png
GGXRD Ky j.236S2 hitbox.png
Staggers opponent on grounded CH, min duration 19F / max duration 39F. Knocks down on air CH.

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HS, Fortified


j.236H Grinder
Air 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
GGXRD Ky AirStunEdge2.png
GGXRD Ky j.236H2 Hitbox.png
Knocks down opponent on CH

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Vapor Thrust
Vapor Thrust
623S/HS (air OK)
GGXRD Ky VaporThrust.png
Never forgive a Shenanigan
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
S


623S
S Vapor Thrust
special
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 9 3 32+9 Landing -30 2 10 7 R 250/480 1-8F Full
GGXRD Ky VaporThrust.png
GGXRD Ky VaporThrust hitbox.png
Floats on hit, untechable for 35F / knockdown on CH
9F onwards Airborne

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HS


623H
H Vapor Thrust
special
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
GGXRD Ky VaporThrust.png
GGXRD Ky VaporThrust hitbox.png
Floats on hit, untechable for 60F / knockdown on CH
11F onwards Airborne

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Air


j.623S/H
Air Vapor Thrust
special
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
GGXRD Ky VaporThrust.png
GGXRD Ky VaporThrust hitbox.png
Floats on hit, untechable for 45F / knockdown on CH

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Stun Dipper
Stun Dipper
236K
GGXRD Ky StunDipper.png
F I V E F R A M E S
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K
Stun Dipper
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12,32 Low, All 5 14(7)3 26 -15 3,2 14,10 2,5 YRP 200/480,720 Initial: 90%, -- 1-4F Upper Body
5-18F Low Profile
GGXRD Ky Kiske 236K.png
The grounded neutral footsies everybody loves GG for
GGXRD Ky StunDipper hitbox.png

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Greed Sever
Greed Sever
214K
GGXRD Ky GreedSever.png
Low crush UNBLOCKABLE
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K
Greed Sever
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 High/Air 19 14 5+11 Landing -10 3 14 7 YRP 200/600 Initial: 70% 4F onwards Foot
GGXRD Ky GreedSever.png
UNBLOCKABLE Low crush
(bless rollback netcode)
GGXRD Ky GreedSever hitbox.png
Hits crouching characters on 24F
Frame Adv listed is when this attack is standing blocked on 22F
4F onwards airborne

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Split Ciel
Split Ciel
236D
GGXRD Ky SplitCiel.png
Summons a grinder
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D
Split Ciel
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 Mid 15 3 15 -1 3 10 7 YRP 200/600 5-12F Lower Body
GGXRD Ky SplitCiel.png
Summons a Grinder
GGXRD Ky SplitCiel hitbox.png
Staggers opponent on hit. Max duration 59F, Frame Adv: +14 to +42


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Overdrives

Ride The Lightning
Ride The Lightning
632146HS (air OK)
GGXRD Ky RideTheLightning.png
Thunder and sparks, in the heart of the dark
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground


632146H
Ride the Lightning
super
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]
Mid 10+1 42 18 -22 2 10 7 YRP -5000 1-15 Full
16-42 Projectile
GGXRD Ky RideTheLightning.png
GGXRD Ky RideTheLightning hitbox.png
[ ] values are for Burst version
20% [40%] minimum damage
Stun: 0
Air


j.632146H
Air Ride the Lightning
super
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
GGXRD Ky RideTheLightning.png
GGXRD Ky RideTheLightning hitbox.png
[ ] 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

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Sacred Edge
Sacred Edge
236236P
GGXRD Ky SacredEdge.png
GGXRD Ky SacredEdge2.png
The lightning strikes, cracking the night
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


236236P
Sacred Edge
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
27×5 All 4+3 Until Corner Total 36 +7 2 3 6 YRP -5000 4-6F Strike
GGXRD Ky SacredEdge.png
GGXRD Ky SacredEdge hitbox.png
20% minimum damage
On air hit untechable for 30F, knockdown on CH.
Fortified


236236P Grinder
Sacred 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
GGXRD Ky SacredEdge2.png
GGXRD Ky SacredEdge2 hitbox.png
20% minimum damage
Untechable time 40F (80F on CH)
Will wallstick if opponent hits the wall within 40F from hit

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Instant Kill

Rising Force
in IK mode: 236236H
GGXRD Ky RisingForce.png
GGXRD Ky RisingForce2.png
They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Navigation

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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.