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==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Ky|Roadmap]]== | |||
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{{#lsth:GGXRD-R2/Ky Kiske/Data|Links}} | {{#lsth:GGXRD-R2/Ky Kiske/Data|Links}} |
Revision as of 16:37, 27 June 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
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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 an all purpose attack often used in mixups (like empty jump > 5K) due to it's fast startup and animation that has Ky standing, yet is a low attack. It hits much higher up than it appears. It's also a bit negative on block, which makes it ideal for canceling into frame traps like 5HS and c.S, as well as tick throwing. |
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.