GGXRD-R2/Ky Kiske/Frame Data

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System Data

Portrait Name Defense Guts Stun Resistance RISC Gain Rate Prejump Backdash
GGXRD-R2 Ky Kiske Portrait.png
Ky Kiske x1.03 2 60 32 3F 16F (1~9F invuln)
Forward Dash Weight Wakeup (Face Up) Wakeup (Face Down) Unique Movement Options Icon
[100] Medium 23F 21F GGXRD-R2 Ky Kiske Icon.png


Normal Moves

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
5K
c.S
f.S
5H
  • Staggers opponent on CH. Max duration 51F, Frame Adv: +14 to +34
2P
2K
2S
2H
  • Pulls in opponent on air hit
  • Air hit untechable for 19F
j.P
j.K
j.S
j.H
j.D
6P
6K
6H
  • First hit forces opponent into crouching state on ground hit
3H
  • Special cancellable until 27F
  • Air hit untechable for 28F
2D
5D
  • On YRC, projectile still comes out, but becomes a Mid hitting projectile that does not launch the opponent

Universal Mechanics

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
  • Frame advantage listed is on hit
  • Stun: 30
Air Throw
  • Stun: 30
Dead Angle Attack
Blitz Attack
  • 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)
Blitz Attack
Max Charge
  • 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

Special Moves

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
Stun Edge
236S
Stun Edge
(Durandal Call)
Charged Stun Edge
236H
Charged Stun Edge
(Durandal Call)
  • On air hit untechable for 60F
Air Stun Edge(S)
j.236S
  • Frame Advantage is on lowest possible height
Air Stun Edge(S)
(Durandal Call)
  • Staggers opponent on CH. Max duration 39F
Air Stun Edge(H)
j.236H
Air Stun Edge(H)
(Durandal Call)
  • Knocks down opponent on CH
Stun Dipper
236K
Greed Sever
214K
  • Hits crouching Sol on 24F
  • Frame Adv listed is when this attack is standing blocked on 22F
  • 4F onwards airborne
Vapor Thrust(S)
623S
  • Floats on hit, untechable for 35F
  • 9F onwards Airborne
Vapor Thrust(H)
623H
  • Floats on hit, untechable for 60F
  • 11F onwards Airborne
Air Vapor Thrust
j.623S/H
  • Floats on hit, untechable for 45F
Split Ciel
236D
  • Staggers opponent on hit. Max duration 59F, Frame Adv: +14 to +42

Overdrives

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
Ride the Lightning
632146H
[632146D]
  • Stun: 0
  • [ ] Values are for Burst version
Air Ride the Lightning
j.632146H
[j.632146D]
  • Untechable time 36F
  • Will wallstick if opponent hits the wall within 40F from hit
  • [ ] Values are for Burst version
Sacred Edge
236236P
  • On air hit untechable for 30F
Sacred Edge
(Durandal Call)
  • Untechable time 40F
  • Will wallstick if opponent hits the wall within 40F from hit

Instant Kill

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
Rising Force
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 51F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6P - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6K - - - - - Sp
c.S 6P 6K f.S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - 6K 2S 3H 5D, 2D Sp
2S - 6K - 5H, 2H, 6H 5D, 2D Sp
5H - 6K - - 5D, 2D Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Jump, Sp
3H - - - - - Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S j.H j.D Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - -
  • 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 whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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.

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