GGST/Ky Kiske

From Dustloop Wiki

Overview

Overview

Ky is a versatile and consistent character who possesses many moves with good speed and range. His varied move set makes him comfortable at any range, but he excels in mid-ranged neutral.

Where Ky's neutral shines is in its versatility. His f.S and 2S are good mid-ranged pokes and have good synergy with his 6P and 6H, all of which have disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.es, good reach and/or good frame data. With strong space control tools and anti-airs, Ky can effectively check opponents at mid range and stifle their approach. His 5K and 2D are lows for close range poking with many active frames. At longer ranges, Ky can use Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 to contest zoning. His sneaky Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] is a quick low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. poke, best used with a Roman Cancel to make it rewarding on hit and safe on block. Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] can be used to call out jumps or back dashes.

On the offensive, Ky is most notable for his safe Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with his Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] and meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 5K, and basic but rewarding strike/throw with moves like 6H, 2D, and Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6]. The massive wall carry of Ky's Ride the LightningGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82 Overdrive provides plentiful wall breaks. Finally, if he gets the right knockdown and/or is close to the corner, he can get strong left/right mix-ups with airdash FDC safe jumps.

Ky's defensive options are varied, including a meterless DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. in Vapor ThrustGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28] and his fast, invincible Ride the Lightning. He reliably scores great reward from his 2P abare An attack during the opponent's pressure, intended to interrupt it. thanks to Dire Eclat providing a hard knockdown with far corner carry.

With his diverse move set, Ky has a tool for every situation and can quickly switch between keeping the opponent away and turning on the offensive.
Ky Kiske
GGST Ky Kiske Portrait.png
Damage Received Mod
×1
Guts Rating
2
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Fastest Attack
5PGGST Ky 5P hitbox.pngGuardAllStartup5Recovery7Advantage-1 (5F)
2PGGST Ky 2P hitbox.pngGuardAllStartup5Recovery8Advantage-2 (5F)
Reversals
S Vapor ThrustGGST Ky 623S hitbox.pngGuardAllStartup11Recovery43Advantage-33 [-28] (11F)
Ride the LightningGGST Ky Kiske 632146H Range.pngGuardAllStartup8+1Recovery99Advantage-82 (9F)
 Ky Kiske is an all-rounder with tools to compete both on the ground and in the air at most ranges, classified as a Balance type.
Pick if you like Avoid if you dislike
  • A flexible character that can turn from defensive to offensive on a dime with good tools for every situation.
  • Strong uses of meter that force the opponent to respect you at all times such as the notorious Stun Dipper RRC.
  • A straightforward fundamentals-based gameplan with stable and consistent combos that require little to no adjustments based on the opponents' characters.
  • Access to consistent knockdowns from every button that carry opponents far towards the corner and keep them there.
  • Low-threat pressure options that make it difficult to keep opponents on defense without taking big risks.
  • A lack of strong mix-up tools to open up defensive opponents.
  • Very straightforward characters that rely on using a small set of options.


Unique Mechanic: Shock State
Ky's projectiles (except for j.D) and Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] special move temporarily put the opponent into Shock State on contact. Shock State lasts for varying amounts of time based on the move, and can either be consumed by Ky's specials and Overdrives or removed prematurely by the opponent if Ky is hit or Throw Clashes. Hitting an opponent in Shock State with any of Ky's special moves or Overdrives removes the Shock State (or reapplies it) and triggers bonus effects varying from more damage, more blockstun, and better hit effects, allowing for more damaging combos or stronger pressure. Check the Strategy page for more details.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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
26 All 5 4 7 -1 none
Total: 15

5K

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
30 Low 7 8 6 -2 none
Total: 20

Excellent normal that can gatling into 2D for a double low sequence that leads to a knockdown and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. When using 5K on okizeme, time it to hit as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to significantly increase its frame advantage up to +5 on block for stronger pressure and combos. Timing it this way can also be safe against many reversal attempts while still hitting meaty. Due to its long active frames and low recovery, it can be used as a solid poke for close range play.

  • Jump and dash cancelable. Earliest dash cancel is -11 on block.


Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

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
42 All 7 6 10 +1 none
Total: 22

Often used to start pressure at close range or as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after a knockdown. Its speed, wide variety of gatling options, and mid Counter Hit slowdown also make it a go-to move for punishes. In pressure, it can be both delay canceled, dash canceled, or jump canceled to create frame traps and bait defensive options (such as c.S > 2S). Since it's plus on block, you can follow up with frame traps, go for a reset by dashing up with another c.S or go for a throw.

c.S deals slightly less wall damage if it hits an airborne opponent the frame before they hit the ground. This causes some combo routes to have apparently random wall stick timing.

  • Jump and dash cancelable. Earliest dash cancel is -6 on block.
  • Ground bounces on air hit.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

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
34 All 10 3 16 -5 none
Total: 28

One of Ky's best mid-ranged pokes alongside 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8. It boasts good horizontal range with a large disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return., quick startup, and fast recovery. However, it can be avoided entirely by low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks.

As a poke relative to 2S it is safer on block and whiff due to its lower recovery, and has a disjoint nearly twice as large. Dashing before f.S carries enough momentum to give it more range than 2S.

It's often canceled into 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8 and Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 in pressure, and counter-poking with it to score Counter Hits provides a reliable combo into Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] or Wild AssaultGGST Ky Kiske 236D.pngGuardAllStartup16~28Recovery20Advantage-4. Adding a slight manual delay to its gatlings creates a rewarding frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own..

  • Does not extend its hurtbox until it becomes active and has a large disjoint while active, but has a lingering extended hurtbox during recovery.
  • Carries 50% more dash momentum than usual

Gatling Options: 5H, 2H

5H

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
48 All 12 6 21 -8 none
Total: 38

A chunky swing that's slightly slower than Ky's S normals, but is actually quite fast for a H button considering its outstanding range. It sees lots of use to air juggle during combos, since it pops opponents up high enough to combo into a special or Overdrive.

In neutral, its long range threatens the area where Ky's S buttons cannot reach with greater reward on hit-- especially when catching backdashes or on Counter Hit. On block, it can be difficult to punish at max range and is commonly cancelled into Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 when ending pressure. Since 5H deals a lot of hitstun, it is a reliable way to confirm into Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] and Ride the LightningGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82 even on non-Counter Hit.

  • Launches vertically on air hit.
  • Does not extend its hurtbox until it becomes active and is disjointed while active, but Ky moves his body hurtbox significantly forward during startup and has a lingering extended hurtbox during recovery.

5D

Version 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
Uncharged 45 High 20 4 25 -15 none
Charged 56 High 28 4 25 -10 none
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack that's pretty fast, and Ky's only grounded overhead besides. It can gatling from 5K, 2K, or c.S for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using Roman Cancel.


Charged Dust
  • Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
    • Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Ky at +23 instead of neutral (+-0).

Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit c.S, but can also be used for simple punishes on extremely unsafe moves.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

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
22 All 5 4 8 -2 none
Total: 16

Ky's go-to fast normal. Good for mashing out of blockstrings, 5f punishes, or starting low-risk pressure. Stagger 2P > 2P to scout the opponent's defensive options, then confirm into 6P > 214S for a hard knockdown on hit.

Be aware that the hitbox is high enough to whiff over various low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks.

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

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
26 Low 6 4 10 -2 none
Total: 19

A kick with a great balance of speed and range. It's a low-risk check in neutral with longer range than 5K, and Ky's fastest low/tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. mix-up. It's often used to link together combos, such as the OTG pickup after Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6], or continue to combo airborne opponents after landing when hitting with an air normal. Often canceled into 2D for a knockdown, or into 6H for combos in the corner.

  • 1 frame faster low than 5K.

Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

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
32 Low 11 2 20 -8 none
Total: 32

One of Ky's main pokes, with a great balance of range, speed, and cancel options. It's often canceled into 5H in pressure and combos, and Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] on max range Counter Hits. 2S > 5H is a common combo route to juggle airborne opponents.

When using 2S in neutral, its long range and low hitting property makes it excellent to check opponents both forward dashing and walking back. Compared to f.S, it is 1 frame slower and has higher combo scaling due to being a low starter, slightly limiting Roman Cancel combo routes afterwards.

When using 2S in pressure, c.S > 2S > 5H is a gapless string that can be slightly delayed to create manual frametraps. 2S generates large pushback, which can be good when Ky wants to retreat safely in pressure, but can also be bad when the opponent uses Faultless Defense to make the follow-up 5H risk whiffing.

  • Slightly longer range than f.S but a much smaller disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return., only near the tip.
  • Unlike 5H and 6H, the hurtbox starts retracting immediately during recovery, making it harder to whiff punish.


Gatling Options: 5H, 2H

2H

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
14, 40 All 11 1,4 28 -13 none
Total: 43

2D

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
34 Low 10 6 18 -10 none
Total: 33

A sweeping kick that grants a hard knockdown close to Ky, allowing him to start his strong okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. If the opponent is too close to Ky on hit, delay Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] slightly or it'll pass through their invulnerable wakeup frames. The airborne state and resulting slowdown from Counter Hit 2D leads to Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] loops for big damage and corner carry.

6P

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
34 All 9 5 17 -8 1-3 Upper Body
4-13 Above Knees
Total: 30

Ky's main anti-air and an all-around strong normal due to its upper body invulnerability. Though it doesn't combo into much besides Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] on non-Counter Hit, it's great for ensuring that whatever is coming from the air has the best possible chance of being beaten. Against grounded opponents, it's invaluable for countering pokes that Ky otherwise finds hard to contest, like  Ramlethal's f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]. When used in combos, 6P is an important cancel from 5P/2P mash into Dire Eclat's hard knockdown.

  • Invulnerable above the knees from the startup until the beginning of recovery.
  • Launches away on air hit, but leaves standing on ground hit.
  • Hard knockdown on air Counter Hit.

6K

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
40 All 25 2 11 +4 none
Total: 37

A risky pressure reset with slow startup that's best used after conditioning the opponent to block with frame traps. Relative to Ky's other pressure reset in Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12], 6K does not require Shock State to be plus on block and remains grounded should the opponent call out the startup with a Counter Hit.

  • Special cancelable.
  • Moves Ky forwards slightly.
  • Leaves a gap that can be mashed out of.

6H

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
52 All 15 4 20 -7 none
Total: 38

A huge swing that's great in neutral as a haymaker or for preemptively whiff punishing moves. It has long startup and recovery similar to 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8, but because it hits lower to the ground in comparison it will beat virtually all 6Ps and low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks like  Sol's Night Raid VortexGGST Sol 214S 1 Hitbox.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17. It leads to great reward on Counter Hit when used in pressure as an auto-timed (4f gap) frame trap from 5KGGST Ky Kiske 5K.pngGuardLowStartup7Recovery6Advantage-2 and a manually-timed (-1f gap) one from c.SGGST Ky Kiske cS.pngGuardAllStartup7Recovery10Advantage+1. On midscreen CH it provides a large amount of corner carry when canceled into Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12], and on any corner hit it leads to Ky's highest damage combo routes with its wallbounce and large CH slowdown.

Ky takes a step forward during the attack, which makes for stronger pressure reset opportunities after opponents have been conditioned into not challenging the threat of CH 6H and Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] cancels.

  • Launches opponent away on hit.
  • Wall bounces on hit in the corner.
  • Combos from 5K/2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2 on crouching opponents.
  • Disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. during the active frames, but Ky moves his body hurtbox significantly forward during startup and has a lingering 13f extended hurtbox during recovery.

j.P

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
20 High 6 3 9 none
Total: 17

j.K

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
26 High 7 4 8 -1 (IAD) none
Total: 18

j.S

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
32 High 7 3 21 0 (IAD) none
Total: 30

A well-rounded air slash suitable for both air-to-air and air-to-ground usage, since it is disjoint A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.ed near the tip and its hitbox reaches much farther down than the animation suggests.

When used air-to-air, j.S has more range than j.K, but j.K is generally safer to use in air-to-air situations due to j.S' higher recovery. As it has mid Counter Hit slowdown, j.S reliably converts air-to-air Counter Hits into grounded combo pickups, and with 50% Tension can be confirmed into Ride the LightningGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82 to deal great damage and break the wall even from midscreen due to the long carrying distance of RTL.

j.S also has niche use in blockstrings due to its j.D gatling and air dash cancel. j.S > 66 > j.S can open up opponents mashing throw or expecting Ky to land with a low, but the airdash leaves a large gap which can be punished. Go for it when the opponent is conditioned to block.

  • Air Dash cancelable.


Gatling Options: j.H, j.D

j.H

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
44 High 13 4 23 +5 (IAD) none
Total: 39

j.D

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
32 All 13 6 15 none
Total: 33
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A lightning sigil that stalls Ky's air momentum. Good for making Ky's landing timing unpredictable or as a fairly large disjoint in air-to-air situations. As it's considered a projectile, j.D can intercept most incoming projectiles, but it is not an overhead.

This move is special, jump, and air dash cancellable, making it an amazing combo filler. c.S > j.D > Air Dash is ky's optimal punish combo starter, that leads to wallbreak at midscreen, as one example. It's also useful for converting off air to air normals.

  • Launches grounded opponents on hit.
  • Considered a projectile.
  • Due to its projectile property, Ky don't actually experience regular strike hitstop, making it much faster into cancels.
  • Will often be plus on block when done descending, but otherwise very risky if rising since it whiffs on crouchers.

Universal Mechanics

Ground Throw

6D or 4D

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
80 Ground Throw 2 3 38 none
Total: 42

A critical part of Ky's pressure, granting a hard knockdown on hit and allowing him to start his strong okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. It's occasionally used defensively due to its fast startup, but it's primarily used to open up opponents that have been conditioned into blocking in order to entice them to mash into frame traps.

The hard knockdown is long enough for a Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] to hit meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., allowing for a mixup and further pressure. It's also a common choice to go directly into a safe jump/empty jump low mix-up using IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.H/2K.

A ground throw can be followed up at any distance with 6H to OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." the opponent, which can slightly increase the meterless damage. Midscreen, this also allows cancelling the 6H into a meaty 236S. In the corner, the OTG 6H can be followed up with another meaty 6H that will frame trap and hit any non-reversal wakeup option that is not blocking (jump, backdash, wakeup button) slower than 4 frames. Against 3 frame moves, the 6H will trade.

  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Ky is in Counter Hit state during recovery.

Air Throw

j.6D or j.4D

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
80 Air Throw 2 3 38 or Until Landing+10 none
Total: 42
Total: 14

A powerful, but risky tool for countering air approaches and the startup of some attacks. Use it carefully along with 6P, 2H and Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] to discourage jumping. Keeping the opponent on the ground limits their options and allows Ky to take advantage of his strong grounded normals.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Ky is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage is lowest at the peak of a normal jump and highest at lowest and highest possible heights (+47 to +49).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version 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
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Stun Edge

236S

Version 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
236S 30 [33] All 13 Until Hit Total 46 -14 none
DI 236S 30×2 All 13 Until Hit Total 46 -11 none
Total: 46
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A basic projectile. Stun Edge (SE) is useful against opponents that like to aggressively and preemptively use grounded normals, as Ky can stand just outside their range and fire it off to deal damage and build some Tension. Hitting an opponent with SE may convince them to stop attacking in order to react to it, opening them up for offensive approaches. It can also be used as a blockstring ender after the pushback of 5H and 6H in pressure, as long as that pushback puts Ky outside of the range of the opponent's longest buttons.

Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.d and Instant Air Dashed over. For these reasons, carefully consider when to throw it out. It's much safer to use in matchups where the opponent has poor mobility such as  Potemkin, or matchups where the opponent has no fast projectile of their own such as  Goldlewis Dickinson.

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, SE hits twice and is a bit safer on contact. It beats other single-hitting projectiles and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely.

  • Applies Shock State to the opponent for 180 frames on contact.
  • [ ] values refer to hitting an opponent already in Shock State.
  • Projectile immediately disappears if Ky is hit.
  • Ky is in Counter Hit state during recovery.

Charged Stun Edge

236H

Version 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
236H 20×3 [22×3] All 39 Until Hit Total 62 +22 [+25] none
DI 236H 17×5 All 39 Until Hit Total 62 +45 none
Total: 62
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Ky's main okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool after scoring a hard knockdown. Charged Stun Edge (CSE) is a large, multi-hitting projectile that is very advantageous on contact, allowing Ky to attempt further pressure and mix-ups. When landing a 2D at close range, delay CSE so that the projectile doesn't whiff past the opponent's wakeup. Depending on the situation, Ky can run up with c.S for basic strike/throw pressure, use airdash FDC safe jumps for left/right/throw mix-ups, or jump and land a j.H to start high/low/throw mix-ups utilizing j.D's optional airdash cancel.

Ky can also use CSE in neutral to cover his approach or as a greedy pressure reset. Its long startup and recovery without the opponent being knocked down first make this much higher risk compared to Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14, and can be Counter Hit punished by an attentive opponent's pre-emptive attack or approach.

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, CSE hits five times and is even more plus on block. This provides Ky a semi-4-way mix-up, as his left/right mix-ups become true blockstrings while maintaining the ability to go for an empty low 2K/5K on either side. It is also enhanced indirectly by DI Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-14's hard knockdown, allowing DI CSE and the above mix-ups to be used safely afterwards where normally it could not.

  • Applies Shock State to the opponent for 300 frames on contact.
  • [ ] values refer to hitting an opponent already in Shock State.
  • Projectile immediately disappears if Ky is hit.
  • Ky is in Counter Hit state during recovery.

Aerial Stun Edge

j.236S or j.236H

Version 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
j.236S 30 [33] All 21 Until Hit Until Landing+10 none
DI j.236S 30×2 All 21 Until Hit Until Landing+10 none
j.236H 30 [33] All 21 Until Hit Until Landing+10 none
DI j.236H 30×2 All 21 Until Hit Until Landing+10 none
Total: 30
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

An air projectile used to keep opponents grounded or as an anti anti-air callout. Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.ing the H version at fullscreen makes it cover a very good angle that can cover both the ground and the air, and is especially useful against other projectiles in certain matchups e.g.  Testament's Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 and  Leo's H Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17. However, Ky has no air action after firing the projectile and has extra landing recovery, making it unsafe on whiff without a Purple Roman Cancel if an opponent evades it (such as by running underneath the H version).

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, it hits twice and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely.

  • Applies Shock State to the opponent for 180 frames on contact.
  • [ ] values refer to hitting an opponent already in Shock State.
  • Projectile immediately disappears if Ky is hit.
  • Ky is in Counter Hit state during recovery.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
j.236S 80% 2 Very Small 500 1000 300 100% 12% [25%] 100
DI j.236S 80% 2 Very Small×2 200×2 1000 150×2 100% 37% 100
j.236H 80% 2 Very Small 500 1000 300 100% 12% [25%] 100
DI j.236H 80% 2 Very Small×2 200×2 1000 150×2 100% 37% 100

j.236S:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop


DI j.236S:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 2
  • First hit 3f hitstop, second hit 5f hitstop


j.236H:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop


DI j.236H:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 2
  • First hit 3f hitstop, second hit 5f hitstop

Stun Dipper

236K

Version 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
236K 20×2 [20, 22] Low, All 7 12(7)3 30 -19 [-14] 1-2F Above Shoulders
3-6F Upper Body
7-18F Above Knees
DI 236K 20, 26×2 Low, All 7 12(7)3 30 -14 1-2F Above Shoulders
3-6F Upper Body
7-18F Above Knees
Total: 58

Stun Dipper (SD) is a fast sliding attack that can low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. under many other attacks, knocking down on hit. Despite the short knockdown time, Ky remains close enough to the opponent to perform a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 5K afterwards to continue pressure. Due to the fixed time gap between the kick attack and the slash attack, SD will not properly combo when performed too close or too far from the opponent. Cancelling into it from Mid or higher Counter Hits will make it combo at any range, even point blank.

With at least 50% Tension available, Roman Cancel makes SD a huge threat. The 1st hit becomes a 7 frame low attack that can convert into a full combo at a distance where it would normally not combo, the 2nd hit leads into an extended combo for more damage, and either hit can be Roman Cancelled on block to be made safe while resetting Ky's pressure or even stealing his turn back while under an opponent's pressure.

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, the slash gains an extra hit for more damage and causes a hard knockdown instead of a soft one, leaving Ky at +41. This lets him use DI Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+45 safely after DI SD hits from farther ranges whereas he normally could not at any range, or simply gain more options to mixup with afterwards off the extended knockdown.

  • The second hit removes Shock State from the opponent on contact.
  • [ ] values refer to hitting an opponent in Shock State.

Foudre Arc

214K

Version 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
214K 40 [44] All 24 11 6 -2~+6 [+5~+12] 10-11F Foot
12-28F Below Waist
DI 214K 16, 24×2 All 24 3,2,6 6 +7~+12 10-11F Foot
12-28F Below Waist
Total: 40

Foudre Arc (FA) is a slow, flying kick with a high arc, which may seem hard to use on first glance but in fact has a variety of uses in Ky's gameplan. It is a superb combo tool to provide high corner carry and optimal knockdown, a way to hard-call jumps in offense/neutral as a high risk - high reward option, a solid option to reset pressure primarily with Shock State, and is a rewarding, advantagous and potentially reversal safe meaty option after situations where the opponent is too far for Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] to hit.

FA shouldn't be used recklessly as the long startup can be Counter Hit by most normals, Ky can't combo into anything on normal hit, and it's negative if blocked standing without shock state. The situation on block can change depending on how late into the attack it hits the opponent, but in general assume that Ky is -2 on standing block, and +2 on crouching block. It's good for preemptively calling out jumping opponents since it will force them back to the ground with extra landing blockstun, leaving Ky at significant advantage. It may seem like an option to beat low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks, but the risk is generally not worth the reward in most situations

When the opponent is in Shock State, FA greatly improves. It can now be used to definitively reset pressure on block, since it will be Ky's advantage regardless of whether it is blocked crouching or standing. On grounded hit, it now also combos into 2K or c.S for extra damage. Keep in mind that FA can still be interrupted during the startup, so it's best to use it after the opponent is sufficiently conditioned via other options to not press anything and isn't going to react in time to counter it.

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, FA retains its advantages from Shock State and deals even more damage. DI Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+45 > FA is a gapless sequence that deals a large amount of chip damage, forcing opponents to choose between taking the damage or spending a large amount of Tension on Faultless Defense.

  • Removes Shock State from the opponent on contact.
  • [ ] values refer to hitting an opponent in Shock State.
  • Hits standing opponents on frame 27, crouching opponents on frame 29.
  • On-Block value ranges account for being more plus on block when striking later in its active frames (e.g. as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.)
  • Forces opponent into crouching state on ground hit. Hard knockdown on air hit.
  • Will whiff over crouching opponents if performed too close to them.

Vapor Thrust

623S/H (Air OK)

Version 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
623S 48 [52] All 11 4 43 -33 [-28] 1-14f Strike
DI 623S 30×2 All 11 4 43 -26 1-14F Strike
623H 60 [66] All 13 8 44 -38 [-33] 7-16F Strike
DI 623H 25×3 All 13 6 39 -22 7-18F Strike
S Vapor Thrust
Total: 57
Regular H Vapor Thrust
Total: 64
Dragon Install H Vapor Thrust
Total: 57

Vapor Thrust (VT) is an rising slash with a wide arc that reaches behind Ky's head, launching the opponent away.

The S version is a solid, albeit slower-than-average reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. with a big hitbox. It's throwable, however its long invulnerable frames and ability to be Roman Canceled on block make it a great defensive option regardless.

The H version is not invulnerable immediately on startup. It still gains invul through its early active frames making it usable as an anti-air, but is primarily used to extend corner combos when Shock State is applied to the opponent.

If VT hits an opponent in Shock State, it deals more damage and launches them higher.

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, VT launches the opponent at a sharper vertical angle which leaves them closer to Ky, and you can combo from the H version even midscreen with 5K or c.S. Since it becomes a multi-hit attack, it's better to wall break with a high damage normal like 6H or 5[D] instead of Vapor Thrust while in Dragon Install.

  • Removes Shock State from the opponent on contact.
  • [ ] values refer to hitting an opponent in Shock State.
  • Air Vapor Thrusts have a recovery of Until Landing+12f.
  • Ky is in Counter Hit state during recovery.
  • Cannot be Roman Canceled on whiff.
  • The H version is Ky's highest damage meterless wallbreaker.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
623S 60% 2 [4] Mid KD +22 [KD +34] 1500 [2500] 1000 500 60% 25% [50%] 50
DI 623S 60% 4 Mid×2 KD +26 1200×2 1000 250×2 60% 75% 50
623H 60% 2 [4] Mid KD +21 [KD +37] 1500 [2500] 1000 500 60% 25% [50%] 50
DI 623H 60% 4 Large×3 KD +37 800×3 1000 166×3 60% 75% 50

623S:

  • Reversal
  • If the first hit of a combo, applies an additional +20 Combo Decay. (all versions)


623H:

  • If the first hit of a combo, applies an additional +20 Combo Decay. (all versions)

Dire Eclat

214S

Version 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
214S 40 [44] All 14 3 25 -8 [-6]
DI 214S 20×3 All 14 3 25 -6
Total: 41

One of Ky's main combo enders, Dire Eclat (DE) gives both a hard knockdown and Shock State when other moves he has only do one or the other. It has fairly large pushback on block but is still minus, enough to be unsafe in some matchups (such as the mirror thanks to Stun Dipper) and universally if Instant Blocked.

On hit, DE allows for a safe jump with dash IAD j.H or dash Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] afterwards. It's also used in high-damage corner combos to apply Shock State mid-combo to allow Ky to follow up after H Vapor ThrustGGST Ky Kiske 623H.pngGuardAllStartup13Recovery44Advantage-38 [-33] for more damage, or a wall breaker to apply Shock State before the reset to neutral.

There is a brief amount of time where the opponent is still considered in an airborne juggle state while sliding on the ground and can be relaunched with moves such as 5K/2K and 5H. Normally, DE's pushback prevents Ky from meaningfully taking advantage of this but by combining various factors such as being closer to corner, landing an air hit, or landing a Counter Hit, combos can be extended for more damage or even wall breaks.

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, it hits more times and the pushback on contact is even larger.

  • Applies Shock State to the opponent for 300 frames on hit and 180 frames on block.
  • [ ] values refer to hitting an opponent already in Shock State.

Overdrives

Ride the Lightning

632146H (Air OK)

Version 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
632146H 18×4, 42 [19×4, 52] All 8+1 3×4(20)2 99 -82 1-10F Full
DI 632146H 9×8, 26, 25×2 All 8+1 2×8(20)2×3 99 -79 1-15F Full
Regular Ride the Lightning
Total: 141
Dragon Install Ride the Lightning
Total: 149

A powerful attack with invincible startup and extremely long recovery. Ride the Lightning (RTL) has quick startup and lengthy forward momentum, making it adaptable as a combo ender in many situations where it can wall break from quite a distance from the corner (slightly past the middle of the stage). Since a wall break with an Overdrive deals high damage, locks the opponent out of Burst, and grants a hard knockdown, short confirms into RTL are a great option. RTL could be considered a free wall break once Ky reaches 50% Tension, as the meter spent will quickly be replenished by the resulting Positive Bonus.

The gap between the charging portion of the attack and the flourish at the end can be punished with fast attacks, Overdrives, and throws. Don't wait until the second half of RTL to Roman Cancel it to stay safe on block.

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, RTL hits more times and also deals a huge amount of chip damage but much of the damage is backloaded into the interruptible 2nd half of the attack, making the chip-out usage of it more of a knowledge check/gimmick. For an air tight chip kill with 100% Tension, 236H > 66PRC (> 236H 1st hit) > 632146H is an expensive option in which RTL constantly pushes the opponent out of Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+45, extending CSE's active time and covering RTL's gap later. It chips ~>17% health (on Ky) if normal blocked or drains ~75% Tension on Faultless Defense.

  • The final hit removes Shock State from the opponent on contact.
  • [ ] damage values refer to hitting an opponent in Shock State.
  • Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Ky +36 afterwards.

Sacred Edge

236236P

Version 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
236236P 22×5 [26×5] All [All (Guard Crush)] 4+3 Until Hit Total 38 +10 [+26] none
DI 236236P 20×8 All (Guard Crush) 4+3 Until Hit Total 38 +32 none
Total: 38
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A large and fast moving projectile that's very advantageous on block. Gains more damage and frame advantage when hitting an opponent in Shock State. Usually used as combo filler to add more damage, but it also works as an anti-zoning tool as it blows through ordinary projectiles, and does not lose hits during the process. Choosing to use it as the wall breaking Overdrive puts the opponent in Shock State in addition to the usual Overdrive wall break hard knockdown, giving Ky more pressure options afterwards. The resulting Positive Bonus will also quickly replenish the spent Tension.

In Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, it hits more times and if it clashes with other projectiles during its travel, it will not lose any hits similar to the non- dragon install version, increasing its utility as an anti-zoning tool.

The final hit Guard Crushes during Shock State or Dragon Install, giving Ky even more time to mantain his pressure.

  • Applies Shock State to the opponent for 300 frames on contact.
  • [ ] values refer to hitting an opponent already in Shock State.
  • Hitting an opponent in the corner causes a Wall Break and leaves Ky +36 afterwards.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236236P 100% 4×5 Very Small +13 [+18] 100×5 1000 0 80% 12% [25%×4, 50%]
DI 236236P 100% 4×8 Very Small +24 100×8 1000 0 80% 37%×7, 62%

236236P:

  • Projectile spawns during super freeze on frame 4 and can be Purple Roman Canceled immediately after end of super freeze.
  • Clash Level: 4
  • Clash Hits: 5
  • Shock State Guard Crush duration: 29F (5th hit only).


DI 236236P:

  • Projectile spawns during super freeze on frame 4 and can be Purple Roman Canceled immediately after end of super freeze.
  • Clash Level: 4
  • Clash Hits: 8
  • Shock State Guard Crush duration: 29F (8th hit only).

Dragon Install

214214H

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
80 [88] All 11+1 5 25 +4 none
Total: 41
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Dragon Install.)

Dragon Install (DI) is a transformation move for enabling comebacks. Since it has a large hitbox and is plus on block, Ky can safely enter Dragon Install during most pressure sequences as a true blockstring from any normals other than 5P/2P/5K/2K. On hit, Ky is advantaged enough to dash forward for a meaty DI Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+45. Using DI as a wall breaker to gain Positive Bonus and the Overdrive wall break hard knockdown is another potentially powerful option.

As it's only available when Ky is at low health, carefully evaluate the match state including factors such as both Ky and the opponent's health values, Burst, and Tension Meter availability when deciding whether or not to use 50% Tension on DI over another metered option like a Roman Cancel.

In DI, Ky's ground dash speed becomes lightning fast and he gains access to powered-up special moves and Overdrives. The enhanced moves can be considered of even greater power than their Shock State versions, retaining (or further improving) their enhanced frame data while dealing higher damage on hit and tripled chip damage on block. Any knockdown that leads to DI Charged Stun Edge can also lead to DI Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage+7~+12 and/or Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-6, forcing opponents to choose between taking large amounts of chip damage or spending large amounts of Tension on Faultless Defense. DI Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-11's increased damage can bait opponents into making risky movements in order to avoid its chip damage, and catching them with stray normals can lead to DI-exclusive high-damage H Vapor ThrustGGST Ky Kiske 623H.pngGuardAllStartup13Recovery39Advantage-22 loop combos.

  • [ ] values refer to hitting an opponent in Shock State.
  • Can only be activated when Ky is at 30% or lower HP, indicated by his health bar turning orange. He will also have a red lightning effect on his upper body when he has at least 50% Tension.
  • Enhances Ky's forwards/backwards walk and grounded forward dash speeds for the rest of the round.
  • Disables Ky's ability to inflict Shock State but enhances his special moves and Overdrives for the rest of the round.
  • 1f of startup after superflash cinematic and no invulnerability, meaning opponents can reversal through it.
  • Hitting an opponent with the activation shockwave in the corner causes a Wall Break and leaves Ky +36 afterwards.

Colors

GGST Ky Kiske color 1.png
GGST Ky Kiske color 2.png
GGST Ky Kiske color 3.png
GGST Ky Kiske color 4.png
GGST Ky Kiske color 5.png
GGST Ky Kiske color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Ky Kiske color 7.png
GGST Ky Kiske color 8.png
GGST Ky Kiske color 9.png
GGST Ky Kiske color 10.png
GGST Ky Kiske color 11.png
GGST Ky Kiske color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Ky Kiske color 13.png
GGST Ky Kiske color 14.png
GGST Ky Kiske color 15.png
GGST Ky Kiske color EX.png
Color 13
Color 14
Color 15
EX Sol Badguy1
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

1Pre-order exclusive

Navigation

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