GGXRD-R2/Ky Kiske

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Overview

Overview

Ky is comfortable anywhere, but he excels in grounded footsies. He uses his fast and long f.S to tame opponents and complements it with 2S, 5H, 2K, and 2D. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and giant, disjointed 2H. Any one of these pokes or anti-airs can lead into a knockdown or a solid combo.

When Ky finds himself farther away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keepaway. Ky has access to "Grinders" (read the fortified projectiles section below) which power up any of Ky's projectiles that pass through them, including supers. Grinders give Ky great options in neutral, okizeme, and combos.

After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by mixing in low attacks, frame traps, throws, and pressure resets with 6H and 6K.

If footsies don't cut it, Ky can use Stun Dipper to slide under pokes/projectiles and score knockdowns, his overhead Greed Sever to check his opponent's reactions and hop over lows, or his reversal Vapor Thrust to challenge pressure.

Ky is a character that can quickly switch between keeping the opponent away and turning on the offensive. His diverse moveset has a tool for every situation, and everything about him is average at worst - but usually quite a bit better.
Playstyle
Ky Kiske is a well-rounded character with a low barrier to entry. He excels at playing neutral, converting pokes into knockdowns, setting up safe okizeme, and creating strong pressure.
Pros Cons
  • Strong Neutral Game: Ky has normals which are either fast or have strong hitboxes that often convert into knockdown or damage and control space well.
  • Variable Pressure Routing: Ky's open gatling table and suite of versatile normals allows for variable pressure structure to keep opponents guessing.
  • Projectile OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.: Ky's Charged Stun Edge and Grinders grant him strong, looping okizeme assuming he has either meter or a grinder set up in the corner.
  • Jack of All Trades: Ky is able to perform well in most aspects of the game, and is well rounded to the point of having few major flaws. Ky has a solid option for every situation, including two strong anti-airs, an invulnerable DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., an invulnerable super, and versatile projectiles.
  • Securing Air Knockdowns: Unless the opponent is cornered it is difficult to get a knockdown from air combos, and sometimes impossible to knockdown airborne lightweight characters.

Fortified Projectiles

Powered up projectiles

Ky can use specific attacks (5D, j.D, 236D) to summon small floating circles called Grinders that last for 3 - 4 seconds.

Shoot a projectile through a Grinder and it will power up into a fortified state. Fortified projectiles give Ky more options in neutral, pressure, and combos: Stun Edge becomes a full screen sword-beam for zoning, Charged Stun Edge becomes a large, long-lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade that wallsplats the opponent for combos.

Fortified projectiles still count towards Ky's projectile limit of 1 Stun Edge on the screen. Locking down the ground with fortified Charged Stun Edge means you won't be able to use any other kind of Stun Edge until it goes away.

Note: prior to the "fortified" terminology, players often referred to this mechanic as Durandal Call, or DC. If you're reading a combo document and see phrases like "DC SE" or "DC CSE," they're referring to fortified projectiles like Stun Edge and Charged Stun Edge.

Normal Moves

Ground Normals

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
8 Mid 5 4 5 +1 -

Useful for pressure, tick throws, frame traps, burst safe combos, and situational anti airs.

5P is generally a "backup plan" for Ky as has stronger tools in most situations. This move can be used as a quick all-purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to its fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (such aswhen the opponent is too close or when your inputs are crossed up.)

5K

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
28 Mid 7 2 18 -1 -

Used for frame traps, punishing, pressure, option selecting with forward throwBy pressing 6H+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. , and as a situational anti-air.

An essential move in pressure due to its high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Air Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into 6H, leading to high damage combos.

Its fast startup and high damage also makes it a good punish tool. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. This is much faster than 5H or 6H, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.

  • On Counter Hit, combos into 6H.
  • Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
28 Mid 10 6 19 -11 -

A long reaching normal with a slight disjoint, used for spacing and pressure.

One of Ky's cornerstone moves. It is his farthest reaching ground normal and standard spacing/harassment tool. Use f.S to threaten the opponent and prevent them from advancing or escaping. On crouching hit or Counter Hit, it can be canceled into 3H for a combo at most ranges, but won't connect at max range. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown.

Ky's hurtbox is extended far forward during the attack, so opponents can punish this if used recklessly. Some characters can get under f.S with low profile or airborne moves: mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. This move is a perfect candidate for YRC OSWith at least 25 Tension, input a Roman Cancel the moment the attack becomes active. On hit, it will RRC for a combo. On whiff, it will YRC. to remove most of its risk at the cost of Tension.

  • On crouching hit or Counter Hit, combos into 3H.
  • Can be avoided with low profile attacks.
  • Gatling Options: 6K, 2S, 3H, 5D, 2D

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
42 Mid 10 6 12 +1 -

Used for spacing, frame traps, situational anti-air, and punishing.

5H can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5H hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure.

This move is a key part of ending pressure because of its long cancel window and advantage on block. You can choose to end with 5H, or late cancel into 2D to trip opponents expecting to escape. On hit, you can use the late cancel window to space Stun Dipper correctly and secure both hits for a knockdown.

6P

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
32 Mid 19 2 11 +4 -

An advancing plus-on block pressure reset.

Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside comes in the form of slow startup: it will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.

Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that while 6K is +4 on block, Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure.

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30×2 Mid 23 6,(8),2 6 +11 -

Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool.

6H has high frame advantage and includes a large forward step Ky takes before swinging his blade. 6H can be used to reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force you off of them. It's a great tool for cranking the R.I.S.C. gauge and building meter.

  • First hit is special cancellable
  • Forces opponent into crouching state on ground hit

3H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
35 Mid 15 4 25 -12 -

Used in pressure, frame traps, punishes, and to launch for combos.

Often used to extend pressure after f.S and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo.

Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3H does connect from f.S, it won't reach from a f.S that hits at the tip.

  • Ky slides forward before slashing.
  • Combos from f.S on crouching and counter hit.


5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
25 High 28 13 11 -5 -

Used as a standard grounded overhead.

Ky can summon Grinders faster with Split Ciel, so it's not recommended for much other than the occasional unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. It is, however, much safer on block than Ky's Greed Sever.

Can also be useful as an expensive YRC fuzzy guard mixup when above 75% Tension.

  • Cancels to Homing Jump or Dash on hit only.
  • Summons a Grinder and clashes with projectiles during active frames.
  • Is a mid attack on YRC.
  • Proration: 80%

2P

2K

2S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
25 Low 9 2 15 -3 -

Used for spacing, low mixup, and gatling from f.S for safety.

2S is a long range low, used to supplement Ky's other spacing attacks. It can be used to stop advancing opponents who are trying to either low profile your other attacks, or attempting to rush in from the ground. It can be thought of as a version of f.S that exchanges range and damage with the safety of crouching to duck under aerial attacks. With good sense of spacing and fast reactions you can cancel 2S hits near the tip into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add a low to blockstrings.

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
28×2 Mid 11 1,4 20 -7 -

Used for anti-air, situationally as a spacing tool, and as a frame trap.

An amazing swiss army knife of a move. 2H's potential as a preemptive anti-air attack is high since it covers a massive amount of space, hitting much farther and higher than 6P. It's also surprisingly functional as a ground poke, so running forward and throwing it out is like putting up a wall in neutral that covers the air and ground. It hits twice, which is great for dealing with moves with armor like Potemkin's Hammerfall, it launches on Counter Hit which opens up high damage potential, and it is also jump cancelable both on hit and block which makes it hilariously safe as long as you actually hit the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with, but overall it's very fast for how large it is. The recovery isn't insignificant, but it's relatively safe for what it is.

  • Pulls in opponent towards Ky on air hit.
  • Launches and pulls in opponent towards Ky on Counter Hit.
  • Proration: 90%
  • Gatling Options: 5D, 2D

2D

Air Normals

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
38 High/Air 13 4 23 - -

Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.

j.H hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. Its large hitbox can even beat anti-air attacks when positioned properly at max range! Off a falling CH there's enough hitstun to pick up a combo. j.H is also used in okizeme, as a safejump right before landing. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
40 All 38 13 Total 25+8 after landing - -

Used for zoning, space control, okizeme, crossups, and to summon grinders.

j.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D.

It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a fortified Stun Edge. It launches on counter hit, so if you're in range then run up and pick a combo up. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by j.D.

  • Disappears if Ky is hit but remains even if Ky blocks.
  • Creates a grinder and clashes with projectiles
  • Has landing recovery unless you YRC or double jump after j.D
  • Can only j.D once per jump

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Stun Edge

236S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal 30 All 10 Until Corner Total 46 -10 -
Fortified 40 All ~+9 3 - +8 -

Stun Edge

Fast projectile used for spacing, zoning, ending blockstrings, and resetting pressure with YRC.

Stun Edge (SE) is an important part of Ky's neutral game, and is very powerful with YRC. It can be used to supplement Ky's neutral at any time, but keep in mind the low reward on hit for how risky it is to throw within airdash range. Consider using it without meter more at a range where the opponent cannot punish you with an airdash. SE is not a pure zoning tool, as it is destroyed by multi-hit projectiles, and characters that can quickly create projectiles for zoning.

SE truly shines when YRC'd: Ky can put out a fast moving hitbox very quickly, immediately react to what the opponent is doing, and then pick his options accordingly. On hit it can be confirmed into a combo and knockdown, on block you can start a blockstring. Stun Edge will even delete moves like Gunflame or Venom's balls and allow you to punish their recovery. Try to avoid spending all your meter on this, though - it isn't infallible!

  • Can be avoided with low profile moves

Fortified Stun Edge

Used for zoning, anti-zoning, and resetting pressure.

An extremely useful tool. Shooting an SE through a grinder turns it into a full screen sword beam. Fortified SE passes through other projectiles, and on counter hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on its own is rather weak against many other projectiles. With one well placed shot, Ky can break a zoning situation using fortified SE. In pressure where a grinder has been placed between the opponent and Ky, fortified SE can reset pressure since it's +8 on block.

  • Passes through other projectiles
  • Knocks down opponent on CH
  • Can be avoided with low profile moves

Charged Stun Edge

236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal 20×3 All 38 Until Corner Total 69 +14 -
Fortified 20×6 All ~+9 59 - +18 -

Charged Stun Edge

Used for okizeme, zoning, and occasionally as a pressure reset.

Charged Stun Edge (CSE) is larger and slower than the S variant, and hits three times instead of one. It's mainly used for safe, easy OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. after a knockdown due to its large amount of frame advantage. Its considerable startup and recovery make it less suited to use in in neutral.

Once it's out, Ky can instant airdash over it and use j.H to lock the opponent down or follow behind it on the ground and react to jump out attempts. Its use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral to cover an approach, and less risky as a pressure reset.

  • Can be avoided with low profile moves

Fortified Charged Stun Edge

Used for okizeme, and occasionally as a zoning tool.

Also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a nearly fullscreen stationary rotating blade that functions similarly to CSE. It hits 6 times, and is much more plus on block than CSE. Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of a fortified CSE is a good way to deal with projectiles, and approach the opponent.

Unlike regular CSE, the fortified version will reach its full range immediately on becoming active as it does not need to travel, enabling mixups with YRC from much greater distances.

  • Clashes with projectiles
  • Can be avoided with low profile moves that hit Ky

Air Stun Edge

j.236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
S, Normal 33 All 21 Until Ground 41+14 Landing +2 -
H, Normal 33 All 21 Until Ground 41+14 Landing - -
S, Fortified 43 All ~+9 3 - - -
H, Fortified 43 All ~+9 3 - - -

S Air Stun Edge

Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.

S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d (2369S/H), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2H or c.S. Using an aerial projectile as a pressure reset is unconventional, and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!

  • S shoots at a more shallow angle than H.
  • Ky is crouching during landing recovery.

H Air Stun Edge

Mainly used for zoning.

Compared to S Air SE, H Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an enemy's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.

  • HS shoots at a less shallow angle than S.
  • Ky is crouching during landing recovery

Fortified S Air Stun Edge

Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.

For the most part, Fortified S Air SE functions exactly the same as the normal version, only at an angle. It can be used after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. Fortified Air SE stuns the opponent for a long time on counter hit, giving you time to run in and perform a quick combo. You can even confirm into 3H if you're quick enough.

  • Passes through projectiles.
  • Knocks down on Counter Hit.

Fortified H Air Stun Edge

Used for zoning and anti-zoning.

Though Fortified H Air SE is used in the same way as the normal version, it's far more potent as a zoning/anti-zoning tool. You can setup a Grinder for this move by using j.D in neutral far from the opponent. Its angle makes it very hard for opponents to deal with.

  • Passes through projectiles.
  • Knocks down on Counter Hit.

Vapor Thrust

623S/H (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
623S 48 Mid 9 3 32+9 Landing -30 1-8F Full
623H 48 Mid 11 4 35+9 Landing -34 1-10F Full
11-15F Strike
j.623S/H 48 All 9 3 9 After Landing - 1-8F Strike

S Vapor Thrust

Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.

Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is extremely rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in specific situations on defense to take advantage of the long untechable time on Counter Hit to pick up a combo.

  • Airborne on frame 9.
  • Can be low profiled.
  • Cannot be YRC'd or PRC'd.

H Vapor Thrust

Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.

While better than SVT as far as wakeup reversals go, HVT is risky; it loses to some low profile attacks and easily loses to safe jumps, so you need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals, and has a lack of forward momentum and range. Despite this, HVT is a good tool for dealing with pressure since it still has a good amount of invulnerability. It also hits on both sides of Ky, making it one of the rare reversals that can be useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery either, so it loses a bit associated risk when the opponent has no tension to punish hard.

As long as the opponent doesn't low profile it, you can use HVT RC to escape oki and pick up a combo if it hit, though you might want to save the tension for FD or Dead Angle if you don't want to play risky. Outside of defense, it can be used to anti air some moves that otherwise counter Ky's 6P and 2H, though its startup leaves a bit to be desired and if they see it coming in time they may be able to YRC and punish you for your trouble. It's integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. On medium and heavy weight characters it will score knockdowns pretty easily, but light characters tend to float too high and can recover before hitting the ground.

  • 1-10 full invul, 11-15F strike invul, airborne on frame 11.
  • Can be low profiled
  • Cannot be YRC'd or PRC'd.

Air Vapor Thrust

Used as an air combo ender, as a risky anti-air, to interrupt momentum, and as an invincible attack

Because air VT lacks a low hitting hitbox (much like the grounded version), it's rare to see it used in the air like Sol would use his Volcanic Viper. 99% of the time you use this move it will be to end air combos. It can be a wild card option in a pinch though.

  • Frames 1-8 are strike invulnerable.
  • Cannot be YRC'd or PRC'd.

Stun Dipper

236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
12,32 Low, All 5 14(7)3 26 -15 1-4F Upper Body
5-18F Above Knees

Used to low profile attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly.

Stun Dipper (SD) is one of Ky's defining attacks. Its upper body invulnerability, ridiculously fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent by sliding under their attacks that don't cover the ground, and to confirm knockdowns from combos and pokes spaced at the tip of f.S, 2S, and 5H. It's also commonly used to counter pressure during even small gaps left by the opponent.

Though it is an invaluable tool it's also very punishable on block. This is made worse because it's also really finnicky to get both the slide and the follow-up slash to combo unless Ky was spaced correctly or got a Counter Hit. Because of this, it's risky to throw out unless you read the opponent correctly or can confirm your spacing quickly. Ky's neutral game becomes many times better once he has 50 tension because he can mitigate all the negative consequences of SD and threaten his opponent constantly with it. If it hits, you can save the meter or go RC it for damage. If it's blocked or dodged, RRC or PRC will keep you safe and put you in an advantageous position.

  • First hit is a low, second hit is a mid.
  • Second hit will not combo after the first if spaced too close.
  • Second hit always combos on Counter Hit.

Greed Sever

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30 High/Air 19 14 5+11 Landing -10 4F onwards Foot

Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup.

As an overhead, Greed Sever (GS) is a bit telegraphed despite its speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive option. While faster than most Dusts, it has a unique animation and loud audio cue that makes it easier to react to.

Though it's somewhat lacking as a pure mixup tool, GS begins to shine when used at range to catch defensive mashing, hop over low attacks, and check over-aggressive movement in neutral. If it connects with an opponent's block at the tip near the end of the animation it's safe on block. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked.

  • While the startup is 19F, it does not hit crouching opponents until later (24F).
  • Airborne and invulnerable at the feet from frame 4.
  • Leaves Ky in a crouching state on recovery.

Split Ciel

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
40 All 15 3 15 -1 5-12F Lower Body

Used to summon grinders, in combos, and to end blockstrings.

In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. Whiffing a special move may seem bad (and it can be in some matchups), but the threat of a grinder allows Ky to play a more passive neutral game, and compels the opponent to move around to avoid being caught by fortified Stun Edges. On hit, it will stagger the opponent which can create some gimmicky mixup and pressure reset opportunities if they're not good at mashing out of stagger.

SC is also Ky's signature VT loop combo ender: it's the reason he can setup fortified CSE oki and go for free IAD/empty jump mixups. Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Be careful using it to end pressure when too far from your opponent, since it has a decent amount of whiff recovery and can be punished if they're looking for it.

Has some VERY niche utility as a counterpoke, such as against Venom 2S at round start.

  • Lower body invulnerable in the middle of the startup (5-12F)

Overdrives

Ride The Lightning

632146H (air OK) (632146D air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
632146H 36×5
[45×5]
Mid 10+1 42 18 -22 1-25F Full
j.632146H 36×5
[45×5]
All 8+1 42 Until Landing +6 After Landing - 1-17F Full

Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters., and to end rounds with Burst Overdrive

Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invulnerability and can deal high damage, especially in Hellfire state. Its horizontal movement allows it to beat options that would otherwise counter Vapor Thrust but in the end it's still the same speed as HVT.

It is unsafe on block and has Counter Hit recovery, so it's risky. That said, it can be strangely difficult to punish due to the way each hit of RTL pushes the opponent away. This can be mitigated by Instant Blocking the last hit, but depending on Ky's position the timing changes, so it can be difficult. Ending common midscreen air combos with RTL is a good way to add damage and score knockdowns at times where Ky usually cannot.

  • Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.

Sacred Edge

236236P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal 27×5 All 4+3 Until Corner Total 36 +7 4-6F Strike
Fortified 100 All ~+1 3 - +6 -

Primarily used in combos.

Sacred Edge is Ky's bread and butter for dealing damage anywhere on the screen. Because Overdrives don't put characters into Tension cooldown, you can regain quite a bit of the Tension spent just by successfully completing your combo. Fortified Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is mostly used in combos - in other cases, Stun Edge and Charged Stun Edge accomplish nearly the exact same thing and don't cost 50% Tension.

  • Fortified version wall sticks opponent in the corner.

Instant Kill

Rising Force

in IK mode: 236236H

External References

Navigation

Ky Kiske
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Ky Kiske/Data.