GGX/Ky Kiske

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Overview

Overview
Ky is a shoto
GGX Ky Kiske Nameplate.png
GGX Ky Kiske Portrait.png
Damage Received Mod
x1.03
Guts Rating
2/5
Gravity Mod
x1.1
Stun Resistance
60
Prejump
2F
Backdash
17F (1~9F Strike Invuln)
Wakeup Timing
18F (Face Up)/ 24F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals

 Ky Kiske is a well-rounded fighter with a low barrier to entry.

Pros
Cons
  • Space control:
  • Solid pressure: Ky has a large list of mix-up tools -- including but certainly not limited to 5K, j.S, his Sweep, and Crescent Slash. 6H and Charged Stun Edge are incredibly plus on block as well, giving Ky ways to enforce frame advantage with and without FDCs.
  • Low damage: Ky deals noticeably lower damage than most of the cast, even with meter. He'll usually have to do much more work than the rest of the cast to win a round.

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 Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0
Level Guard Bar+ Guard Bar-
1

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 8 7 -5
Level Guard Bar+ Guard Bar-
1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 18 -1
Level Guard Bar+ Guard Bar-
3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 3 25 -14
Level Guard Bar+ Guard Bar-
2

5H

Damage Guard Startup Active Recovery On-Block Invuln
37 Mid 11 4 13 +2
Level Guard Bar+ Guard Bar-
3

Dust Attack

S+H

Damage Guard Startup Active Recovery On-Block Invuln
30 High 22 4 22 -7
Level Guard Bar+ Guard Bar-
3

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 5 +1
Level Guard Bar+ Guard Bar-
1

2K

Damage Guard Startup Active Recovery On-Block Invuln
11 Low 5 4 6 0
Level Guard Bar+ Guard Bar-
1

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 9 2 19 -7
Level Guard Bar+ Guard Bar-
2

2H

Damage Guard Startup Active Recovery On-Block Invuln
30×2 Mid 13 2,4 32 -17
Level Guard Bar+ Guard Bar-
3

Sweep

2S+H

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 8 12 12 -10
Level Guard Bar+ Guard Bar-
2

6P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 4 12 -2
Level Guard Bar+ Guard Bar-
2

6K

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 19 2 9 +3
Level Guard Bar+ Guard Bar-
2

6H

Damage Guard Startup Active Recovery On-Block Invuln
36×2 Mid 25 8,1 3 +15
Level Guard Bar+ Guard Bar-
3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 7 6 6
Level Guard Bar+ Guard Bar-
1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
14 High/Air 7 8 8
Level Guard Bar+ Guard Bar-
1

j.S

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 7 3 21
Level Guard Bar+ Guard Bar-
2

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 13 4 23
Level Guard Bar+ Guard Bar-
2

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
55 43 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
18 Mid 12 3 24 -13
Level Guard Bar+ Guard Bar-
2

Special Moves

Stun Edge

236S

Damage Guard Startup Active Recovery On-Block Invuln
40 All 11 Total 45 -2
Level Guard Bar+ Guard Bar-
3

Charged Stun Edge

236H

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 38 Total 67 +16
Level Guard Bar+ Guard Bar-
3

Aerial Stun Edge

j.236S or j.236H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.236S 33 All 21 Total 42
j.236H 33 All 21 Total 40
Version Level Guard Bar+ Guard Bar-
j.236S 3
j.236H 3

j.236S:

  • Additional 14F landing recovery if landed before recovery is over

j.236H:

  • Additional 14F landing recovery if landed before recovery is over

Vapor Thrust

623S/H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 42 Mid 9 3 32+9 after landing -30
623H 50 Mid 11 4 46+9 after landing -45
j.623S/H 42 All 11 3 Until landing+9
Version Level Guard Bar+ Guard Bar-
623S 2
623H 2
j.623S/H 2

623S: 623H: j.623S/H:

Stun Dipper

236K

Damage Guard Startup Active Recovery On-Block Invuln
12, 36 Low, Mid 7 12(8)3 28 -17
Level Guard Bar+ Guard Bar-
3, 2

Crescent Slash

214K

Damage Guard Startup Active Recovery On-Block Invuln
36 High/Air 24 4 12+6 after landing -9
Level Guard Bar+ Guard Bar-
2
  • Airborne 11~39F

Overdrives

Ride the Lightning

632146H (Air OK)

Damage Guard Startup Active Recovery On-Block Invuln
36×5 Mid 10+1 42 20 -24
Level Guard Bar+ Guard Bar-
2

Instant Kill

Rising Force

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 9+8 3 45 -29
Level Guard Bar+ Guard Bar-
3
  • IK Mode activation: 46F

Navigation

To edit frame data, edit values in GGX/Ky Kiske/Data.
Systems Pages