GGXRD-R2/Ky Kiske/Frame Data

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 Ky Kiske

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Ky Kiske x1.03 2 3F [100] Medium 16F (1~9F invuln) 32 23F 21F

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 +1 5 4 5 CSJ 144 8 3 8 YRP
5K Low 0 -5 5 8 7 SJ Initial: 80% 144 12 3 8 YRP
c.S Mid 4 -1 7 2 18 SJ 384 28 20 6 YRP
f.S Mid 2 -11 10 6 19 S 264 28 10 7 YRP
5H Mid 4 +1 10 6 12 S 384 42 20 6 YRP
5D High 4 -5 28 13 11 Initial 80% 384 25 20 20 YRP
2P Mid 0 +2 5 4 4 CS Initial: 80% 144 6 3 8 YRP
2K Low 0 ±0 5 4 6 S Initial: 70% 144 14 3 8 YRP
2S Low 2 -3 9 2 15 S 264 25 10 7 YRP
2H Mid 3 -7 11 1,4 20 SJ Initial: 90% 384 28×2 14 6 YRP
2D Low 2 -10 7 12 12 SJ 264 30 10 7 YRP
6P Mid 2 -6 9 5 15 S 1-6F Upper Body
7-13F Above Knees
Initial: 90% 264 30 10 7 YRP
6K Mid 3 +4 19 2 11 S 384 32 10 8 YRP
6H Mid 4 +11 23 6,(8),2 6 S 384 30×2 10 6 YRP
3H Mid 3 -12 15 4 25 S 384 35 14 6 YRP
j.P High/Air 0 6 6 6 CSJ 144 12 3 8 YRP
j.K High/Air 0 7 4 12 S 144 16 3 8 YRP
j.S High/Air 2 7 3 21 SJ 264 28 10 7 YRP
j.H High/Air 2 13 4 23 S 264 38 10 7 YRP
j.D All 2 38 13 Total 25+8 after landing 264 40 10 7 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 75250 0 +49 1 Forced: 65% 0,480 0,60 NA 6,0 R
Air Throw Air Throw: 192500 0,4 1 Forced: 65% 0,480 0,60 NA 6,0 R
DAA All 2 -13 12 3 24 1-14F Full
15-32F Throw
Initial: 50% -5000/264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236S All 2 -10 10 Until Corner Total 46 Initial: 90% 275/480 30 2 7 YRP
236S Grinder All 4 +8 ~+9 3 480 40 3 6 R
236H All 4 +14 38 Until Corner Total 69 250/240 20×3 3 6 YRP
236H Grinder All 4 +18 ~+9 59 120 20×6 3 6 R
j.236S All 3 +2 21 Until Ground 41+14 Landing Initial: 90% 150/240 33 2 6 YRP
j.236S Grinder All 4 ~+9 3 240 43 3 6 R
j.236H All 3 21 Until Ground 41+14 Landing Initial: 90% 150/240 33 2 6 YRP
j.236H Grinder All 4 ~+9 3 240 43 3 6 R
236K Low, All 3,2 -15 5 14(7)3 26 1-4F Upper Body
5-18F Low Profile
Initial: 90%, -- 200/480,720 12,32 14,10 2,5 YRP
214K High/Air 3 -10 19 14 5+11 Landing 4F onwards Foot Initial: 70% 200/600 30 14 7 YRP
623S Mid 2 -30 9 3 32+9 Landing 1-8F Full 250/480 48 10 7 R
623H Mid 2 -34 11 4 35+9 Landing 1~10F Full
11~15F Strike
Initial: 80% 250/480 48 10 10 R
j.623S/H All 2 9 3 9 After Landing 1-8F Strike 250/480 48 10 7 R
236D Mid 3 -1 15 3 15 5-12F Lower Body 200/600 40 10 7 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146H Mid 2 -22 10+1 42 18 1-15 Full
16-42 Projectile
-5000 36×5
[45×5]
10 7 YRP
j.632146H All 2 8+1 42 Until Landing +6 After Landing 1-9 Full
10-42 Projectile
-5000 36×5
[45×5]
10 7 YRP
236236P All 2 +7 4+3 Until Corner Total 36 4-6F Strike -5000 27×5 3 6 YRP
236236P Grinder All 4 +6 ~+1 3 100 20 15 R

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -17 9+12
[5+12]
4 30 9-24F Full
[5-20F Full]
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Ky 5P.pngGuardMidStartup5Recovery5Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Ky 2P.pngGuardMidStartup5Recovery4Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6PGGXRD Ky 6P.pngGuardMidStartup9Recovery15Advantage-6 - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD Ky 5K.pngGuardLowStartup5Recovery7Advantage-5 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGXRD Ky 2K.pngGuardLowStartup5Recovery6Advantage±0 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6KGGXRD Ky 6K.pngGuardMidStartup19Recovery11Advantage+4 - - - - - Special, Super
c.SGGXRD Ky cS.pngGuardMidStartup7Recovery18Advantage-1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGXRD Ky fS.pngGuardMidStartup10Recovery19Advantage-11 - 6K 2S 3H 5D, 2D Special, Super
2SGGXRD-R2 Ky 2S.pngGuardLowStartup9Recovery15Advantage-3 - 6K - 5H, 2H, 6H 5D, 2D Special, Super
5HGGXRD Ky 5H.pngGuardMidStartup10Recovery12Advantage+1 - 6K - - 5D, 2D Special, Super
2HGGXRD Ky 2H.pngGuardMidStartup11Recovery20Advantage-7 - - - - 5D, 2D Jump, Special, Super
6HGGXRD-R2 Ky 6H.pngGuardMidStartup23Recovery6Advantage+11 - - - - - Special, Super
3HGGXRD Ky 3H.pngGuardMidStartup15Recovery25Advantage-12 - - - - - Special, Super
5DGGXRD Ky 5D.pngGuardHighStartup28Recovery11Advantage-5 - - - - - Homing Jump, Homing Dash
2DGGXRD Ky 2D.pngGuardLowStartup7Recovery12Advantage-10 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Ky jP.pngGuardHigh/AirStartup6Recovery6Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGXRD Ky jK.pngGuardHigh/AirStartup7Recovery12Advantage- j.P - j.S j.H j.D Special, Super
j.SGGXRD Ky jS.pngGuardHigh/AirStartup7Recovery21Advantage- j.P - - j.H j.D Jump, Special, Super
j.HGGXRD Ky jH.pngGuardHigh/AirStartup13Recovery23Advantage- - - - - j.D Special, Super
j.DGGXRD Ky jD.pngGuardAllStartup38RecoveryTotal 25+8 after landingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Ky Kiske
To edit frame data, edit values in GGXRD-R2/Ky Kiske/Data.
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