GGReload/Ky Kiske/Strategy

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General Tactics


Details of Ky’s gameplan at neutral depend on the matchup. This section explains Ky's neutral in general. Successfully anticipating and reacting to an opponent’s actions at neutral is key, and will win you many more games than following this guide to the letter. Ky has many strong tools to approach neutral with, but will generally want to remain at a mid range distance from his opponent to make use of his myriad of spacing tools.

Round Start

Making the right decision at round start can put you well on your way to dominating the round. Depending on the matchup, player tendencies, and outcomes of previous round start exchanges, certain options will be stronger or weaker. The goal is to take advantage of how you anticipate the opponent will start the round, while not taking unnecessary risks. Ky's many fast midrange attacks make the start of a round generally a good place to be. 2S is the standard option, starting up in 9f and tagging the opponent if they weren't blocking low. If the opponent chooses to jump, there's plenty of time for it to recover and anti-air with 6P. If you anticipate a normal that is faster than 2S, the typical go-to option is 2D, which starts up 2f faster, will knockdown on hit, and is jump cancelable on block. If you aren't confident in your ability to contest, you can play it safe with an Instant Air Dash backwards and assess the situation from there.

Ground Game/Footsies

A good place to start your neutral game is with f.S. This move is a fast, far-reaching poke that is very rewarding on Counter Hit. Seeing how your opponent deals with your f.S can give you ideas for building your neutral game against them. If they tend to jump or Instant Airdash over f.S, you can respond next time by dashing into f.S range and waiting to counter their jump, possibly with 2HS, 6P, or an airthrow. If they're low profiling it, you could try running into f.S range and using 2S or 2D, or even jumping to dodge and punish. If your f.S is being beaten with 6P's or other invul moves, you could try replacing f.S with 5HS, or dash braking right outside f.S range and throwing a Stun Edge, or even dashing right up to them and poking with 2K. This is just one of the many approaches to neutral with Ky! You can choose to be more aggressive by sliding under oncoming attacks with Stun Dipper, IADing to close in on the other player, and hounding them with a flurry of f.S, 5H, and 2S. You can also play more defensively, using your normals and Stun Edges to create distance and set up j.D's in the air in order to zone the other player, and push them into making bad jumps to get over your projectiles, then punishing them with well placed anti-airs.

Once Ky has 25 tension, his ground game becomes much scarier since Stun Dipper becomes safe on block or whiff using FRC. Try using Stun Dipper to invalidate standing pokes and then FRCing to either keep yourself safe or convert to a combo.



Blockstring/pressure theory with Ky is relatively simple, it's easy to be creative and effectively apply pressure in ways you see fit due to his many lows and frame trap options. As a base, it's best to start with 2P or a CSE, since they're positive on block (though 5K, 2K, or 5P work well too). From there you can choose to approach for a throw, or start lacing in low attacks like 5K, 2K, 2S, and 2D to catch people attempting to jump, counter throw, counterattack, or input a reversal. If you want to frame trap an opponent that's trying to attack out of your pressure, 2P/2K/5K > c.S and 2P/2K/5K > 5H are great tools. The goal of pressure is to convince the opponent to block patiently by scaring them out of using their defensive options, then throw them until they decide to take risks to escape.

Ending Pressure

Besides jump canceling a normal and backing away, Ky's standard method of ending his pressure is cancelling his last normal into Stun Edge when he's been pushed out. SE is useful because it can catch opponents pressing buttons or attempting to jump after blocking your last normal, and give you a bit of extra damage or chip damage. It also pushes them a bit, back into a mid range where your strong spacing tools can be used effectively. This is risky in certain matchups, like against Sol and Ky, who can slide underneath the SE for a punish.
5H is a good, safe way to end pressure, since it's +1 on block, cranks the guard gauge, takes a sizeable chunk of Tension when blocked with Faultless Defense, and pushes the opponent away. You may use it when you don't feel comfortable using other options.
Stun Dipper is a risky attack that can be used to catch opponents eager to escape your pressure after your last normal, and not holding their crouching guard. This is very risky without Tension to FRC in case it's blocked.

Resetting Pressure

Ky is a character that has many tools to reset pressure with and continue his blockstrings, including 6K, 6H, TK S Stun Edge, and his strong jump cancellable normals (c.S, 2D). There are many situations where a pressure reset may be appropriate, such as repeatedly using 6H or 6K on a passive opponent to seize frame advantage and crank their guard gauge, but there is always a risk or cost associated with choosing to attempt to re-establish pressure. Because of the gaps they leave in offense, an opponent eager to escape can retreat, jump away, or even counterattack a pressure reset attempt. There are no concrete answers for when or where you should reset pressure; it's important to use them as you condition and read your opponent.

Faultless Defense and Instant Block

Faultless Defense creates lots of problems for Ky's pressure, especially any attempts to reset it. If an opponent uses FD starting on the first hit, It'll make throw mixups much harder to go for, removing much of the incentive to take risks on defense. There are ways of taking advantage of an opponent who is using FD to push you away though. You can choose to quickly cancel into 5H to take a large chunk of their Tension, then return to neutral, use Stun Dipper to catch them escaping, or jump cancel a normal attack into a jump-in or air Stun Edge. Against very passive players you can repeatedly 5H > dash > 5H to crush their Tension bar quickly.

Examples of Pressure/Blockstrings;
  • 5K > 5H > 2D

Standard and versatile string that will work well in many situations. Easy to choose to frame trap after 5K or 5H, as well as confirm into supers or go for special cancel after 2D.

  • 2P > c.S > 6H > 2S > 6H > 2S

High reward frame trap that resets pressure and checks the opponent with lows.

  • 6H > 662K > 2S > 5H

2K after 6HS to catch jumping/backdash, into a safe 5H ender.

  • CSE > 5K > 5H > 2D (JC) > j.236S

Frame trap with 5H into a TK Stun Edge disengage.

  • 5S > 66 5H > 66 5H

Good for beating down passive opponents who don't want to act, cranks the guard gauge and removes Tension on FD fast.


Tips & Techniques

Charged Stun Edge FRC glitch

The FRC point for this move is BEFORE the move comes out, so if you jump right after you FRC, the CSE will follow you into the air since it's programmed to come out whever you are, thus creating a CSE that goes across the screen, but high off the ground. To do this, just hold up when you're doing the CSE, then FRC. Use this trick to catch air dashers. This same glitch is used to also to get 2 fireballs on the screen at the same time since although technically, you can only have 1 fireball on the screen at a time, but if you do CSE FRC, then do a second fireball before the first one comes out, you can have 2 fireballs out at the same time. Also note that if you do CSE, then the opponent jumps over you, and then you FRC, the fireball will automatically turn to face the opponent!

Semi-Unblockable Glitch

Perform a CSE > FRC > Sacred Edge. The CSE will continue to go forward during the Sacred Edge's super flash. If the opponent is not blocking pre superflash, the CSE will hit them (assuming they are within range).


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