GGXRD/Ky Kiske

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Ky Kiske

Overview

Ky is one of the poster boys for the Guilty Gear series and fulfills the role of a simple, well rounded character. Both Charismatic and possessing a strong sense of justice, Ky now assumes his position as king, reigning over the land of Illyria. However, when he hears of the uprising of a new threat, Ramlethal Valentine, this makes things tough for him as his hands are full from being the king. Planning to remove this obstacle in the way of his people's peace, Ky plans his assault!

Ky does well at midrange with some useful pokes and a variety of projectiles at his disposal. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. Some would be quick to assume that Ky is just your average "Shoto." However, there are certain things in his arsenal that can prove this wrong. In GGXRD, Ky was given the addition of "Grinders" (see Durandal Call below) which further augments his already proficient versatility. With this, Ky now has better options for spacing, setups, and okizeme, which proves easy seeing as he is good at confirming knockdown from ground gatlings. He also greatly benefits from the reworked meter system, giving him useful options with enough meter, effectively making some aspects easier and deadlier!

Strengths
Midrange combat, Jack of all trades
Weaknesses
Jack of all trades
Movement Options
Double Jump, 1 Airdash, Dash Type: Run

Defense Modifier: x1.03

Guts Rating: 3

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-9F


Durandal Call

Powered up projectiles

Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 2-3 seconds. Shoot a projectile through a Grinder and it will become stronger, giving Ky more versatility in his gameplay. Stun Edges become full screen beams for zoning, Charged Stun Edges become long lasting projectiles for okizeme, and Sacred Edge sticks the opponent to the wall for combos.

Move List

  • High: can block while standing
  • Low: can block while crouching
  • Mid: can block both standing or crouching
  • Air: can block while in the air
  • All: can be blocked however
  • All blockable attacks can be blocked with aerial Faultless Defense unless stated otherwise.
See also: Ky Full Frame Data

Normal Moves

5P
5P
GGXRD Ky 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid CSJ YRP 5 4 5 +1
  • Use for anti air when 6P would fail (opponent too close or in crossup scenarios)
  • Mashable attack when oppoent attempts tick throw and other setups

While useful, 5P is a "backup plan". Ky has stronger tools in most situations. Mash 5P when in the above scenarios.

5K
5K
GGXRD Ky 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low SJ YRP 5 8 7 -5
  • Fast standing low
  • Meaty 5K as okizeme

5K is often used in mixups (empty jump > 5K) as well as in okizeme when you don't have enough time to use Charged Stun Edge. Because 5K has lots of active frames, it can be used as a meaty to maintain frame advantage while performing okizeme.

c.S
c.S
GGXRD Ky cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 2 18 -1
  • Staple in combos and blockstrings due to being jump cancelable as well as having many gatling options
  • Option select throw by performing 6H~S or 4H~S.

When close to the opponent, press 6H~S or 4H~S to execute a throw. If the opponent dodges the throw (jumping, backdashing), then a c.S will come out instead! This is much faster that 5H or 6H and has more cancel options afterwards, making it a safer option overall than 4H/6H.

f.S
f.S
GGXRD Ky fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 10 6 19 -11
  • Fast long range harassment tool
  • On crouching hit, combos into 3H
  • Can be avoided with low profile attacks

Ky's farthest reaching ground normal and standard poking tools thanks to its long range. Use f.S at max range to lock down the opponent and prevent them from advancing/escaping.

Ky's hurtbox is extended very far forward during and after the attack, so opponets can punish this if used recklessly. Mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S.

5H
5H
GGXRD Ky 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 Mid S YRP 10 6 12 +1
  • Shorter range version of f.S with safer hurtbox and faster recovery
  • Occasional anti air tool

Long reaching normal that is safe on block. Use with f.S, 2S, and Stun Edge to stop the opponent from getting close to you.

6P
6P
GGXRD Ky 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid S YRP 9 5 15 -6
  • Ky's main anti air attack
  • Occasional ground footsie tool

6P is your go-to anti air attack. Cancel into c.S and confirm whether the opponent was hit or not. On hit, perform a combo, on block, cancel into f.S > Stun Edge, or jump and air dash backwards.

6K
6K
GGXRD Ky 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 19 2 11 +4
  • Ky steps forward before attacking
  • Pressure reset tool
  • c.S > 6K > 236D, 2D > 236H for knockdown plus Charged Stun Edge okizeme.

Because this attack is plus on block and moves Ky forward, this 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.

6H
6H
GGXRD Ky 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30x2 Mid SJ YRP 23 8,1 3 +15
  • Okizeme tool
  • Forces opponent into crouching state on ground hit, enabling combos into f.S > 3H

Strong Okizeme tool that when timed correctly will beat most reversals, with the notable exception of Blitz Shield! Because this attack has such short recovery, whiffing a 6H on oki can be used as a fakeout!

3H
3H
GGXRD Ky 3H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Mid S YRP 15 4 25 -12
  • Combos from f.S on crouching hit and counter hit
  • On hit, combo into Greed Sever. On block, cancel into Split Ciel or Stun Edge to remain safe

Ky slides forward before slashing, making 3H YRC a great tool to close distance quickly. While 3H does combo from f.S, it won't work from max range f.S.

5D
5D
GGXRD Ky 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 HF - YRP 28 13 11 -5
  • Standing overhead
  • Summons a Grinder

Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead.

2P
2P
GGXRD Ky 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 Mid CS YRP 5 4 4 +2
  • Fast mashable attack to interrupt blockstrings and tick throws
2K
2K
GGXRD Ky 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 Low S YRP 5 4 6 ±0
  • Low attack that reaches farther than 5K
2S
2S
GGXRD Ky 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Low S YRP 9 2 15 -3
  • Long range Low
  • Harrasment tool along with f.S and 5H.

Use this attack to stop advancing opponents who try do low profile attacks to go under f.S and 5H. On block, cancel into Stun Edge to make it safe. On hit, cancel into 2D or Stun Dipper to combo into knockdown.

2H
2H
GGXRD Ky 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28x2 Mid SJ YRP 11 1,4 20 -7
  • Pulls in opponent on air hit
  • Launches and pulls in opponent on Counter Hit
  • Jump cancellable

Used in combos and as a preemptive anti air attack since it hits much farther and higher than 6P. Use it to hit opponents who like to jump around outside of 6P range.

2D
2D
GGXRD Ky 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low SJ YRP 7 12 12 -10
  • Fast long range sweep
  • 2D > Charged Stun Edge for Oki
j.P
j.P
GGXRD Ky jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 HA CSJ YRP 6 6 6 -
  • Occasional anti-air
  • Cancels into itself and j.S, and j.S can cancel into j.P.

This is a safe, but low reward anti air when the opponent attempts to perform delayed jump-in attacks.

When you catch an opponent blocking in the air, mash j.P > j.S > j.P until you touch the ground for a

j.K
j.K
GGXRD Ky jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 HA S YRP 7 4 12 -
  • Long range air attack
  • Cancel into j.S to and confirm into combo or jump away.

j.K is very fast and hits very far, making it a great for air-to-air encounters.

j.S
j.S
GGXRD Ky jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 HA SJ YRP 7 3 21 -
  • Jump-in tool

Ky's standard jump-in attack. Jump cancelable as well, making a core part of air combos.

j.H
j.H
GGXRD Ky jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 HA S YRP 13 4 23 -
  • Zoning tool. Safe, long range, low reward

j.H hits very far as well as slightly below Ky. It can even beat anti air attacks when positioned properly at max range! For the most part, Ky uses this right before landing when jumping to control the space in front of him.

j.D
j.D
GGXRD Ky jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 All - YRP 38 13 25 Total + 8 after landing -
  • Stationary projectile for zoning
  • Creates a Grinder afterwards
  • Disappears if Ky gets hit
  • Has landing recovery unless you YRC or double jump after j.D
  • Can only j.D once per jump

The cross has considerable startup, so it's best to use this from a distance. j.D creates a Grinder which will stay out longer than the actual attack, allowing you to immediately use Air Stun Edge afterwards for a powered up shot! If done close enough to the ground, ground Stun Edges can be used on the Grinder as well. Be aware that j.D suspends Ky in the air briefly during the animation. This move generally sees its use for zoning and okizeme.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ky throw.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Ground Throw: 75250 - R 1 - - +49
  • Standard Throw, 65% Forced Proration
  • RC to add a bit of extra damage. Run forward at the start of the throw RC to add a bit of extra corner carry too.
Air Throw
Air Throw
GGXRD Ky AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Air Throw: 192500 - R 1 - - -

A basic air throw which sends the opponent behind Ky.

  • Standard Throw, 65% Forced Proration
  • RC to add a bit of extra damage
Dead Angle Attack
Dead Angle Attack
GGXRD Ky 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Mid - - 12 3 24 -13

Standard Dead Angle.


Special Moves

Stun Edge
Stun Edge
236S
GGXRD Ky StunEdge.png
GGXRD Ky StunEdge2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 30 All - YRP 10 Until Corner Total 46 -10
  • Zoning tool, blockstring ender
  • YRC to recover faster and still have the projectile active
  • Can be avoided with low profile moves

One of Ky's classic tools for zoning, midscreen,and blockstrings. Should be used after blocked normals to make them safe or YRC which can be used to approach the opponent. With this YRC, Ky has the option to immediately react to incoming hits to effectively avoid damage or attempt an anti-air if they choose to jump over it. Be careful, as certain moves that low profile can completely duck the Stun Edge and even characters such as Faust who can crouch under it with ease.

Durandal Call 40 All - R ~+9 3 - +5
  • Becomes a full-screen beam
  • Knocks down opponent on CH
  • Can be avoided with low profile moves

Using a Stun Edge with Durandal Call turns it into a fullscreen beam. On counter hit it knocks down, and can go through other projectiles. An interesting thing to note is that it has been shown to ignore Potemkin's F.D.B. projectile when it's active.

Charged Stun Edge
Charged Stun Edge
236H
GGXRD Ky ChargedStunEdge.png
GGXRD Ky ChargedStunEdge2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 20x3 All - YRP 38 Until Corner Total 69 +14
Durandal Call 20x6 All - R ~+9 59 - +18
  • Main use is for okizeme after knockdown
  • Both can be avoided with low profile moves

A charged version of Ky's Stun Edge that moves across the screen horizontally with full range but is larger and slower than the normal variant. Hits three times instead of one, and is mainly used for okizeme after knockdown. This move will allow ample time to further assault the opponent if they are blocking or being hit. Be careful as this move has a slower startup and is risky if used too close. To fix this, it can be YRC'd which not only makes it safer, but usable for blockstrings. This, just like 236S can be avoided by low profile moves.


Combining a Grinder with 236H will cause it to become much stronger as an okizeme tool as it becomes a large stationary projectile that deals lots of blockstun. Forcing an opponent to wake up into this gives you plenty of time to jump in and go for a high/low mixup without fear of reversals.

Air Stun Edge
Air Stun Edge
j.236S/H
GGXRD Ky AirStunEdge.png
GGXRD Ky AirStunEdge2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S, Normal 33 All - YRP 21 Until Ground Total: 41 + 14 after landing -
H, Normal 33 All - YRP 21 Until Ground Total: 41 + 14 after landing -
S, Durandal Call 33 All - R ~+9 3 - -
H, Durandal Call 33 All - R ~+9 3 - -
  • S shoots at a more shallow angle than H
  • Shoot through a Grinder to get a beam, just like the ground version.

Follow the Help:Writing_Character_Pages guidelines

Vapor Thrust
Vapor Thrust
623S/H (air OK)
GGXRD Ky VaporThrust.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 48 Mid - R 9 3 32 + 9 Landing -30
H 48 Mid - R 11 4 35 + 9 Landing -34
Air 48 All - R 9 3 9 After landing -
  • S version loses invincibility before it becomes active, but is faster than H
  • Both ground versions will miss vs low profile attacks
  • Can not be YRC'd or PRC'd
  • Exact invincibility for S: is 1-8F Full. H: 1-10 Full, 11-15F Strike

As far as wakeup reversals go, Vapor Thrust is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this.

The H version is used frequently in the corner for VT loops

Stun Dipper
Stun Dipper
236K
GGXRD Ky StunDipper.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12, 32 Low, Mid - YRP 5 14(7)3 26 -15
  • low profiles many moves in the game
  • Used to ensure knockdown where 2D won't reach
  • Punishable on block and whiff
  • Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee

Low profile sliding attack that leads to knockdown where 2D won't reach. The slide is a low and the slash hits mid. Be aware that if this move is used too close, the second hit won't combo, so only use it after gatlings where 2D won't knockdown. 2nd hit knocks down, giving you enough time to run up 6H afterwards.

Greed Sever
Greed Sever
214K
GGXRD Ky GreedSever.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High / Air - YRP 19 14 5 + 11 Landing -13
  • Overhead
  • Combo tool
  • Airborne from frame 4

Heavily telegraphed overhead, primarily used in combos especially after 3H. Do note that while the startup is 19F, it does not hit crouching opponents until much later (22F speculated).

Split Ciel
Split Ciel
236D
GGXRD Ky SplitCiel.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Mid - YRP 15 3 15 -4
  • Fast way to summon a Grinder
  • When near the corner, 236D > 2D > 236H for okizeme
  • Lower body invincible in the middle of the startup (5-12F)

On air hit (typically after 2D), blows the opponent away full screen, so use it when near the corner to force the opponent to wake up into a powered up 236H.

As an anti-zoning tool use Split Ciel as a fast way to get a grinder out, which forces the opponent to second guess shooting out their own projectile or else you can retaliate with a powered up Stun Edge and hit them from fullscreen immedaitely.

Another tactic is to do 236H YRC, run forwards > Split Ciel! Run forward far enough and you can get a powered up 236H! This allows you a very safe approach that can end with lots of blockstun.


Overdrives

Ride The Lightning
Ride The Lightning
632146H air OK
GGXRD Ky RideTheLightning.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 36x5 Mid - YRP 10+1 42 18 -22
Air 36x5 All - YRP 10+1 42 Until Landing +6 After Landing -
  • Fully invincible from 1-25F (air version 1-19F). Projectile invincible during all active frames.
  • Use air version to knockdown midscreen (most of the time). Wall sticks opponent in the corner, but they can tech.

Reversal super that does decent damage, but isn't faster than any of Ky's other reversal options. Having said that, the fact that it moves forward lets it beat oki options that Vapor Thrust would lose to. Its projectile invincibility also gives it unique utility in beating things like Millia's disc oki and Elphelt's Grenade-unblockable setups. The additional damage this attack does during Hellfire also makes it useful for tacking on a bit of extra damage for the KO.

Sacred Edge
Sacred Edge
236236P
GGXRD Ky SacredEdge.png
GGXRD Ky SacredEdge2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 27x5 All - YRP 5+3 Until Corner Total 36 +7
Durandal Call 100 All - R ~+1 3 - +6
  • Normal version is often used mid screen 2D > Sacred Edge, run up c.S > 2H > combo.
  • Durandal Call version wall sticks opponent in the corner. Common combo route near the corner is to do Split Ciel, Sacred Edge > combo.


Instant Kill

Rising Force
in IK mode: 236236H
GGXRD Ky RisingForce.png
GGXRD Ky RisingForce2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal DESTROY All - - 9+12 4 30 -17
Conclusion Conditions Complete DESTROY All - - 5+12 4 30 -17

Fairly fast Instant Kill, but not useful outside of specific setups. Here are a couple of easy IK combo when Conclusion Conditions Complete:

  • H Vapor Thrust > RC > land > Activate > IK. Requires 100% Tension
  • 5D Near the corner > Homing Dash > Activate > IK. Requires 50% Tension
  • Near the corner > 5K > c.S > 6K > Split Ciel > RC > 5D > Homing Dash > Activate > IK. Requires 100% Tension


Strategy

General Tactics

Tips and Tricks

Combos

Very basic Ky gatlings into knockdown:
5K>c.S>5H>2D
5K>c.S>2S>5H>236K

c.S>6K>236D>(2D>236H for oki OR 236K, depending on distance)
(gatling)>236K (first hit, still sliding)>RC>dash>c.S>6K>236D>(2D/2S>236K)

Alternate Color Chart

1 2 3 4 5 6 Same Color
Normal

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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc