DBFZ/DBS Broly and GGXRD-R2/Ky Kiske: Difference between pages

From Dustloop Wiki
< DBFZ(Difference between pages)
 
 
Line 1: Line 1:
{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=DBS Broly|discord=https://discord.gg/CaAUm9J}}
{{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Ky Kiske|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/|videos={{HoribunaXRDLink|KY}}}}
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
======<span style="visibility:hidden;font-size:0">overview</span>======
|-
{{FlexContainer}}
! align="center" colspan="2" | Broly (DBS)
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
|-
{{FP Box
| align="center" colspan="2" | [[File:DBFZ_DBS_Broly_Portrait.png|300x500px|center]]
|header=Overview
|-
|content=Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range. He uses his fast and long reaching {{clr|3|f.S}} to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with {{clr|3|2S}}, {{clr|4|5H}}, {{clr|2|2K}}, and {{clr|5|2D}}. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable {{clr|1|6P}} and extremely long reaching {{clr|4|2H}}. 
| '''Play-style''' || Rushdown, Grappler
 
|-
When Ky finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away.  Ky has access to "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to strengthen his zoning game, okizeme, and combos.
| '''Team Role''' || Point, Middle
 
|}
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 {{clr|4|6H}} and {{clr|2|6K}}.
<div style="float:left; margin-right:25px;">
 
{{TOC limit|2}}
To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning.
</div>
 
==Overview==
He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His diverese moveset has a tool for every situation, but lacks specialization. 
 
Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.
 


{{Bio
{{Bio
| name = DBS Broly
| name = Ky Kiske
| game = DBFZ
| game = GGXRD-R2
| quote = HRRAAAAH!!
| voice = Takeshi Kusao
| voice = Japanese: Bin Shimada English: Johnny Yong Bosch
| lore = After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky currently rules as High King of Illyria.
| lore = Born around the same time as Prince Vegeta (and a few years before Kakarot, AKA Son Goku), Broly was placed in the elite nursery chamber due to his overwhelming powerlevel that apparently went higher than readers could scan. Because of this, King Vegeta banished Broly to a distant planet, thought to be uninhabitable. His father Paragus attempted to save him by giving chase, yet he too ended up getting stranded on the planet. In order to make the best out of a bad situation, he decided to train the young Broly. Many years later, their distress signal was found by members of the Frieza Force and were allowed to join it due to also wanting revenge on the Saiyans. Broly started off being almost no match for the pair, but as the fight went on his power started skyrocketing. However, tragedy struck in the middle of battle, as a “stray energy blast” accidentally killed Paragus. This death caused Broly to transform into a Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for Goku and Vegeta.  
}}
}}
 
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|DBFZ|DBS Broly}} is an aggressive, versatile grappler who tears down his foes with his gigantic tool-kit, relentless frame traps, and a manifold of command grabs.
| intro = {{Character Label|GGXRD-R2|Ky Kiske|24px}} fulfills the role of a well rounded character with a low barrier to entry.
| pros =
| pros =
* '''Damage:''' The longest verstaile combos in the game, and result in very high damage especially with resources.
* '''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.
* '''Range:''' Solid projectiles and long-range normals help a lot in scrambles, and a handful also have armor. [[DBFZ/DBS_Broly#2L | 2L]] is particularly huge, and his quickest normal.
* '''Variable Pressure Routing''': Open gatling table and multiple forward moving normals allow for variable pressure structure to keep opponents guessing.
* '''Corner Carry:''' Ridiculous corner carry thanks to [[DBFZ/DBS_Broly#j.2H | j.2H]], [[DBFZ/DBS_Broly#5H | 5H]], [[DBFZ/DBS_Broly#Raging_Quake | j.236H]] and [[DBFZ/DBS_Broly#Gigantic_Heave | Gigantic Heave]].
* '''Projectile {{Tt|Okizeme|Attacking an opponent about to wake up, usually with meaty attacks or mixups.}}''': Ky's [[GGXRD-R2/Ky_Kiske#Charged_Stun_Edge|Charged Stun Edge]] and Grinders grant Ky strong okizeme assuming he has either meter or control of the corner.
* '''[[DBFZ/DBS_Broly#Gigantic_Fury | Gigantic Fury]]:''' Leads into massive damage in the corner, gives knockdowns, and can anti-air. Often scares opponents into opening themselves up for Broly.
* '''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 {{Tt|DP|Dragon Punch<hr>A move that has invulnerability during its startup, long recovery, and a rising motion}}, an invulnerable super, and versatile projectiles.
* '''High Hitstun Assists:''' All of his assists are amazing for controlling space in neutral and combos. [[DBFZ/DBS_Broly#Assist_B | B]] is also excellent at shutting down opponents in the air.
| cons =
* '''Light-weight Knockdowns''': Unless the opponent is already cornered it is very hard or sometimes impossible to knockdown airborne lightweight characters.


| cons =
* '''Slow:''' Normals are all very slow; [[DBFZ/DBS_Broly#5L| 5L]] is as slow as a medium, as well as being the slowest [[DBFZ/DBS_Broly#5L| 5L]] general.
* '''Mix-up:''' Grabs are pretty slow, and he's lacking in other options. Relies mostly on frametraps to open opponents.
* '''Stagger Potential:''' No buttons are safe on block, and their slow speed makes stagger pressure impossible.
* '''The Need To Execute''': Having extremely unorthodox combo routes, a dropped combo will likely leave Broly in a lot of recovery and wide open for a punish.
|tablewidth=69
}}
}}
|subheader1=Fortified Projectiles
|content2=
[[File:GGXRD_Ky_DurandalCall.png|thumb|250px|Powered up projectiles]]
Ky can use specific attacks ({{clr|5|5D}}, {{clr|5|j.D}}, {{clr|5|236D}}) to summon small floating portals 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 versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.
{{clear}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{FP TOC|game=GGXRD-R2}}
{{FP Box
| padding=no
| content={{CharaInfo
| game=GGXRD-R2
| fullname=Ky Kiske
| defense = {{#lst:GGXRD-R2/Ky Kiske/Data|defense}}
| guts = {{#lst:GGXRD-R2/Ky Kiske/Data|guts}}
| weight = {{#lst:GGXRD-R2/Ky Kiske/Data|weight}}
| stunres = {{#lst:GGXRD-R2/Ky Kiske/Data|stunres}}
| prejump = {{#lst:GGXRD-R2/Ky Kiske/Data|prejump}}
| backdash = {{#lst:GGXRD-R2/Ky Kiske/Data|backdash}}
| wakeup = {{#lst:GGXRD-R2/Ky Kiske/Data|wakeup}}
| movement = {{#lst:GGXRD-R2/Ky Kiske/Data|movement}}
| voice= GGXRD-R2_Ky_Loctest.ogg
| theme= GGXRD-R2_Magnolia_Eclair.ogg
}}
}}
{{Closediv}}<!--END FLEX SECTION-->
{{Closediv}}


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L</font>======
===Ground Normals===
======<span style="visibility:hidden;font-size:0">5P</span>======
{{MoveData
{{MoveData
|name=5L
|name={{clr|1|5P}}
|image=DBFZ_DBSBroly_5L.png |caption=Me Big Boy, Me Punch Slow
|image=GGXRD_Ky_5P.png |caption=
|image2=DBFZ_DBSBroly_5LL.png |caption2=Almost Bardock-level blessed
|image3=DBFZ_DBSBroly_5LLL.png |caption3=HERE COMES THE GIANT FIST
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{#lst:GGXRD-R2/Ky Kiske/Data|5P}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|6|text=*Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air.
* THE slowest 5L in the game
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
However 2L is 6f, so he'll be using that move for challenge instead
While useful, {{clr|1|5P}} is generally a "backup plan". Ky 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 it's fast recovery. It hits a bit high up, making it a nice backup anti-air when {{clr|1|6P}} would fail (when the opponent is too close or when your inputs are crossed up.)
}}
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">5K</span>======
{{MoveData
|name={{clr|2|5K}}
|image=GGXRD_Ky_5K.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{AttackVersion|name=5LL}}
{{#lst:GGXRD-R2/Ky Kiske/Data|5K}}
{{#lst:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|6|text=*Used for mixup, okizeme, setting up frame traps, and for tick throws.
* Blows the opponent all the way up
*Hits low.
* Has enough hitstun to combo into SD
*Proration: 80%
* Centers the opponent on hit
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{clr|2|5K}} is a low with shorter range than {{clr|2|2K}}, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable meaty on the opponent's wakeup.
}}
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">c.S</span>======
{{MoveData
|name={{clr|3|c.S}}
|image=GGXRD_Ky_cS.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{AttackVersion|name=5LLL}}
{{#lst:GGXRD-R2/Ky Kiske/Data|c.S}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|6|text=*Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air.
* Only comes out if 5LL hits, and since it's frame 1, it can't whiff.
*On Counter Hit, combos into {{clr|4|6H}}.
* Combos into SD and enables slide knockdowns, provided you don't use j.2H or touch the ground mid-combo.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
An essential move in pressure due to it's 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 Stun Edge or to simply escape a situation. By late canceling other attacks into {{clr|3|c.S}} in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into {{clr|4|6H}}, leading to high damage combos. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing {{clr|4|6H}}+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than {{clr|4|5H}} or {{clr|4|6H}}, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">f.S</span>======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|name=5M
|name={{clr|3|f.S}}
|image=DBFZ_DBSBroly_5M.png |caption=Das boot
|image=GGXRD_Ky_fS.png |caption=It is perpetual, it keeps the country clean
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5M}}
{{#lst:GGXRD-R2/Ky Kiske/Data|f.S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used for spacing and pressure.
* Goes almost halfscreen.
*On crouching hit or Counter Hit, combos into {{clr|4|3H}}.
Kind of slow startup, but range is immense and compensates for it.
*Can be avoided with low profile attacks.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use {{clr|3|f.S}} at max range to threaten the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into {{clr|4|3H}} for a combo at most ranges. Ky's hurtbox is extended very far forward during the swing, so opponents can punish this if used recklessly. Some characters can get under this attack with low profile moves, mix it up with {{clr|4|5H}}, {{clr|3|2S}}, and Stun Edge if they start to find ways around {{clr|3|f.S}}. This move is a perfect candidate for YRC OS (With at least 25 Tension, input a Roman Cancel the moment the attack becomes active) to remove most of it's risk at the cost of Tension.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">5H</span>======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|name=5H
|name={{clr|4|5H}}
|image=DBFZ_DBSBroly_5H.png |caption=Nice DP, nerd
|image=GGXRD_Ky_5H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5H}}
{{#lst:GGXRD-R2/Ky Kiske/Data|5H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used for spacing, frame traps, situational anti-air, and punishing.
* Has 1 hit of mid/high armor beginning on frame 10.
*Staggers on Counter Hit (Max duration 51F).
* During 5[H], if the armor is triggered, he will automatically stop charging and attack.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}
* Values in [] is when fully charged.
{{clr|4|5H}} can be thought of as a shorter range, but safer version of {{clr|3|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. {{clr|4|5H}} hits a bit higher up than {{clr|3|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 it's long cancel window and advantage on block. You can choose to end with {{clr|4|5H}}, or late cancel into {{clr|5|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.
* Goes half screen, fully charged goes a tiny bit further.
}}
* Smash hit launches higher than most 5H, wall splats and combos into SD. Can link into 2L in the corner.
* Non-Smash can still combo into SD in the corner.
The gap between his charging armor being triggered and when he attacks is 5f.
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6P</span>======
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
|name=5S
|name={{clr|1|6P}}
|image=DBFZ_DBSBroly_5S.png |caption= Bringing a whole new meaning to "throwing out Ki Blasts"
|image=GGXRD_Ky_6P.png |caption= THE PEOPLE'S ELBOW!!!!!
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5S}}
{{#lst:GGXRD-R2/Ky Kiske/Data|6P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used as an anti-air, pressure tool, frame trap, and counter attack.
* Hold or mash S to shoot all 5 Ki blasts.
*Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F).
* Last Ki blast launches.
*Proration 90%
Doesn't beat other Ki Blasts like DBZ Broly.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{clr|1|6P}} is an extremely solid anti-air and your go-to attack for dealing with airborne opponents. As a grounded attack, it's disjointed hitbox makes it good for countering mid range pokes. It can be used to bait certain Dead Angles in pressure.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6K</span>======
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
|name=2L
|name={{clr|2|6K}}
|image=DBFZ_DBSBroly_2L.png |caption=Despite not being a low, it's useful.
|image=GGXRD_Ky_6K.png |caption=Pressure reset and frame trap
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2L}}
{{#lst:GGXRD-R2/Ky Kiske/Data|6K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used to reset pressure, and frame trap.
* Launches on hit.
*Ky steps forward before attacking.
Due to 5L being slow and this move having decent range, you're mostly gonna use 2L as a jab and chain into 5L. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch all techs and allow for either a combo or continued block pressure.
Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used. 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 {{clr|2|6K}} is +4 on block, and 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.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6H</span>======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
|name=2M
|name={{clr|4|6H}}
|image=DBFZ_DBSBroly_2M.png |caption=Stupid spiders!
|image=GGXRD-R2_Ky_6H.png |caption= How to take 3 turns at once
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2M}}
{{#lst:GGXRD-R2/Ky Kiske/Data|6H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool.
* Can chain into itself up to 4 times.
*Forces opponent into crouching state on ground hit
* If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent gatling into 5M.
*First hit is special cancellable
* On block, there's a 6f gap between each follow up stomps.
Ky's new {{clr|4|6H}} has high frame advantage and includes a large step he takes before swinging his blade. {{clr|4|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 RISC gauge and building meter. Unlike Ky's old {{clr|4|6H}}, it's not good for safe okizeme against characters with fast reversals because of the increased recovery.
Despite the 6f gap, due to having higher priority, the followups will beat any 6f 5L/2L if they try to challenge. Though it won't catch opponents jumping.
}}
}}
}}
}}<nowiki/>
<nowiki/>


======<font style="visibility:hidden;font-size:0">2H</font>======
======<span style="visibility:hidden;font-size:0">3H</span>======
{{MoveData
{{MoveData
|name=2H
|name={{clr|4|3H}}
|image=DBFZ_DBSBroly_2H.png |caption= 2L but SUPER
|image=GGXRD_Ky_3H.png |caption=Golf, a gentleman's game
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#lst:GGXRD-R2/Ky Kiske/Data|3H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used in pressure, frame traps, punishes, and to launch for combos.
* Smash hit combos into SD.
*Ky slides forward before slashing.
Very slow and moves Broly forward, meaning superdash will sometimes cross him up.
*Combos from {{clr|3|f.S}} on crouching and counter hit.
Often used to extend pressure after {{clr|3|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 {{clr|2|6K}}, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While {{clr|4|3H}} does connect from {{clr|3|f.S}}, it won't reach from a {{clr|3|f.S}} that hits at the tip.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">5D</span>======
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
{{MoveData
|name=2S
|name={{clr|5|5D}}
|image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!!
|image=GGXRD_Ky_5D.png |caption=Creates a grinder
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2S}}
{{#lst:GGXRD-R2/Ky Kiske/Data|5D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used as an overhead attack.
* Wall splats on hit.
*Cancels to Homing Jump or Dash on hit only.
* On block in the corner, true strings into SD.
*Summons a Grinder.
* Scales poorly as a starter and mid combo.
*Clashes with projectiles.
Since this is actually a normal, you can cancel into special moves or other normals (such as 2H) on hit or block. You can also vanish if on whiff.
*Safe on block at most distances
*Is a mid attack on YRC.
*Proration: 80%
Ky can summon Grinders faster with Split Ciel (23{{clr|5|6D}}) so it's not recommended for much other than the occasional unexpected overhead. While {{clr|5|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. This overhead is much safer on block than Ky's Greed Sever. Also useful for expensive YRC fuzzy guard mixups when above 75 Tension.
}}
}}
}}
}}<nowiki/>
<nowiki/>
======<span style="visibility:hidden;font-size:0">2P</span>======
{{MoveData
|name={{clr|1|2P}}
|image=GGXRD_Ky_2P.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Ky Kiske/Data|2P}}
{{!}}-
{{Description|6|text=*Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
*Proration: 80%
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}


======<font style="visibility:hidden;font-size:0">6M</font>======
An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to {{clr|3|c.S}} or {{clr|4|5H}}, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">2K</span>======
{{MoveData
{{MoveData
|name=6M
|name={{clr|2|2K}}
|image=DBFZ_DBSBroly_6M.png |caption= Now mountain-dew flavoured!
|image=GGXRD_Ky_2K.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|6M}}
{{#lst:GGXRD-R2/Ky Kiske/Data|2K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used for neutral, pressure, and setting up frame traps and tick throws.
* Universal overhead
*Proration: 70%
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{clr|2|2K}} has good range and fast startup. Although it is a low, {{clr|2|5K}} is preferred over {{clr|2|2K}} as a mixup tool since {{clr|2|2K}} prorates damage by 70%, and {{clr|2|5K}} by 80%. In pressure, {{clr|2|2K}} is neutral on block, which makes it strong for tick throws and frame traps.
 
 
}}
}}
}}
}}<nowiki/>
<nowiki/>
======<span style="visibility:hidden;font-size:0">2S</span>======
{{MoveData
|name={{clr|3|2S}}
|image=GGXRD-R2_Ky_2S.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Ky Kiske/Data|2S}}
{{!}}-
{{Description|6|text=*Used for spacing, low mixup, and gatling into from {{clr|3|f.S}} for safety
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}


======<font style="visibility:hidden;font-size:0">6H</font>======
{{clr|3|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 or air. It can be thought of as a version of {{clr|3|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 {{clr|3|2S}} hits near the tip into Stun Dipper for a knockdown. It's often canceled from {{clr|3|f.S}} on hit or block, and used in pressure to add a low to blockstrings.
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">2H</span>======
{{MoveData
{{MoveData
|name=6H
|name={{clr|4|2H}}
|input=Headbutt
|image=GGXRD_Ky_2H.png |caption=There is no true escape
|image=DBFZ_DBSBroly_6H.png |caption=HE GRIPPIN'
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|6H}}
{{#lst:GGXRD-R2/Ky Kiske/Data|2H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used for anti-air, situationally as a spacing tool, and as a frame trap.
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
*Pulls in opponent on air hit.
* On hit, keeps grounded opponent standing, ground bounces airborne. The ground bounce can combo into SD even midscreen.
*Launches and pulls in opponent on Counter Hit.
* Useful mixup tool: big damage on hit, forms a mixup between 214L (beats block/reflect) or 2L (beats mash/jump)
*Proration: 90%
Good for catching backdashes and reflects. It requires assists or a vanish slightly above the ground to be combo'ed into, but the damage is definitely worth it. Similar in use to Cell's 214S in combos.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|5D}}, {{clr|5|2D}}
 
An amazing swiss army knife of a move. {{clr|4|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 {{clr|1|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.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2D</span>======
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
{{MoveData
|name=j.L
|name={{clr|5|2D}}
|image=DBFZ_DBSBroly_jL.png |caption=Sword normal, keeps the skies clean
|image=GGXRD_Ky_2D.png |caption= Active for a year and a half
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#lst:GGXRD-R2/Ky Kiske/Data|2D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used for leading combos into knockdown, poking, and as a low mixup.
* Huge hitbox for a j.L
{{clr|5|2D}} is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki.
Incredible air-to-air, useful for jabbing Super Dash.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
===Air Normals===
======<font style="visibility:hidden;font-size:0">j.M</font>======
======<span style="visibility:hidden;font-size:0">j.P</span>======
{{MoveData
{{MoveData
|name=j.M
|name={{clr|1|j.P}}
|image=DBFZ_DBSBroly_jM.png |caption=Janemba's gonna sue.
|image=GGXRD_Ky_jP.png |caption=The Demon {{clr|1|j.P}}
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=
* Shorter range than j.L in exchange for lower hitbox.
*Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
Also an incredible air-to-air, it still can easily beat superdash even though it's startup is slow.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j,K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
 
While Ky's other jumping normals are generally better, {{clr|1|j.P}} is his fastest and least risky airborne attack. {{clr|1|j.P}} is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.K</span>======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
|name=j.H
|name={{clr|2|j.K}}
|image=DBFZ_DBSBroly_jH.png |caption= C'MON AND SLAM
|image=GGXRD_Ky_jK.png |caption=Air {{clr|3|f.S}}
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{AttackVersion|name=5LLLLLLL}}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.K}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|6|text=*Used for long-range air-to-air encounters, and catching opponents jumping away.
* Smash hit wall bounces.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{clr|2|j.K}} is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as {{clr|1|j.P}}, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.
}}
}}
}}
{{AttackVersion|name=j.H}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|j.H}}
======<span style="visibility:hidden;font-size:0">j.S</span>======
{{MoveData
|name={{clr|3|j.S}}
|image=GGXRD_Ky_jS.png |caption=Also Air {{clr|3|f.S}}
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{Description|9|text=
{{#lst:GGXRD-R2/Ky Kiske/Data|j.S}}
* Smash hit causes sliding knockdown.
{{!}}-
* Very slow for a j.H.
{{Description|6|text=*Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.
Vital to corner combos, as he's the only character to have a practical j.H ▷ 2L link. This allows high damaging sliding knockdown routes without meter or assist.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. {{clr|3|j.S}} is important in Ky's air combos and fuzzy guard mixups because it's jump cancelable.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.H</span>======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
|name=j.S
|name={{clr|4|j.H}}
|image=DBFZ_DBSBroly_jS.png |caption= Thank you, people of the u- wait, wrong guy
|image=GGXRD_Ky_jH.png |caption= Whack-A-Mole
|image2=DBFZ_DBSBroly_jS2.png |caption2=It even gives midscreen loops.
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
* Hitbox is active as he's holding the ball up.
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
* Can't go offscreen, will "slide" against the corner's wall.
{{clr|4|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. It 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. {{clr|4|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.
* Explodes when it hits the ground, enabling relaunches with 2L.
}}
* Cannot be Super Dashed through.
Very useful for his corner combos. On block, can safely SD in or raw tag at close range. Has some uses for zoning since it's rather fast.
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.D</span>======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
|name=j.2H
|name={{clr|5|j.D}}
|image=DBFZ_DBSBroly_j2H.png |caption= Guess who just won a first-class, all expenses paid trip to the corner?
|image=GGXRD_Ky_jD.png |caption= It's time to STOP
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used for zoning, space control, okizeme, crossups, and to summon grinders.
* Airthrow with some limited tracking.
*Disappears if Ky is hit
* Smash hit wall bounces, combos into SD.
*Remains even if Ky blocks
Has incredible corner carry. Even though it looks like a good air-to-air, it's slow to the point you'll only use it for combos or to catch people trying to use j.S. Has some use in snap mixes along with 214M, though this is arguably preferable as the opponent can jump to avoid the latter.
*Clashes with projectiles
*Creates a Grinder
*Has landing recovery unless you YRC or double jump after {{clr|5|j.D}}
*Can only {{clr|5|j.D}} once per jump
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 {{clr|5|j.D}}. It also functions as an anti-zoning tool, since {{clr|5|j.D}} also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. It has a ton of untech time on Counter Hit, so if you're in range 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.
}}
}}
}}
}}<nowiki/>


==Special Moves==
==Universal Mechanics==
======<font style="visibility:hidden;font-size:0">Raging Quake</font>======
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
{{MoveData
{{MoveData
|name=Raging Quake
|name=Ground Throw
|input=236L/M/H (Air OK)
|image=GGXRD_Ky_throw.png |caption=
|image=DBFZ_DBSBroly_RagingQuake.png |caption=BROLY
|image2=DBFZ_DBSBroly_RagingQuake2.png |caption2='''''SMASH'''''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{Description|9|text=
{{#lst:GGXRD-R2/Ky Kiske/Data|Ground Throw}}
* Damage: Raw / Non-Smash / Smash
{{!}}-
* Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave
{{Description|6|text=  
* Smash on the first two, but not on the shockwave
*Proration: Forced 65%
* Non-Smash first hit causes very small ground bounces
 
This is the cornerstone of Ky's mixup. It can be RCd in the corner for high damage, or midscreen to carry the opponent to the corner.
}}
}}
}}
{{AttackVersion|name=Ground L}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|236L}}
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
{{MoveData
|name=Air Throw
|image=GGXRD_Ky_AirThrow.png
|imageSize=250x325px |caption= No-fly zone
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air L}}
{{#lst:GGXRD-R2/Ky Kiske/Data|Air Throw}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|6|text=  
* Shockwave only hits in front of Broly.
*Standard Throw, 65% Forced Proration
Decent for High HSD combos into assists, but not much more than that.
*RC to add a bit of extra damage midscreen, or VT loop in the corner.
Basic air throw. There isn't enough time use Charged Stun Edge oki safely from this knockdown.
}}
}}
}}
{{AttackVersion|name=Ground M}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|236M}}
======<span style="visibility:hidden;font-size:0">Dead Angle Attack</span>======
{{MoveData
|name=Dead Angle Attack
|image=GGXRD_Ky_6P.png |caption=VETOED
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air M}}
{{#lst:GGXRD-R2/Ky Kiske/Data|DAA}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|6|text=*1-14f full invul, 15-32f throw invul
* Shockwave hits fullscreen.
A standard Dead Angle Attack, using Ky's {{clr|1|6P}} animation. It has moderate startup and recovery, and hit pretty consistently. While always an option, Ky has access to other defensive tools in Vapor Thrust or Ride The Lightning, so consider your options as always.
* Ground version wall splats on Smash hit.
}}
236M is very useful for corner combos due to the wallbounce. It's also useful as a confirm from 2S.
}}
}}
{{AttackVersion|name=Ground H}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|236H}}
======<span style="visibility:hidden;font-size:0">Blitz Shield Charge Attack</span>======
{{MoveData
|name=Blitz Attack
|image=GGXRD-R_Ky_BlitzAttack.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air H}}
{{AttackVersion|name=Uncharged }}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{#lst:GGXRD-R2/Ky Kiske/Data|Blitz Attack }}
{{!}}-
{{!}}-
{{Description|9|text=
{{AttackVersion|name=Max Charge}}
* Shockwave hits fullscreen.
{{#lst:GGXRD-R2/Ky Kiske/Data|Blitz Attack Max Charge }}
* Both versions bounces them up with high hitstun on Smash hit.
{{!}}-
Really good for boosting midscreen combo damage and corner carry.
{{Description|7|text=Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.  
}}
|tablewidth=69
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Gigantic Fury</font>======
==Special Moves==
======<span style="visibility:hidden;font-size:0">Stun Edge</span>======
{{MoveData
{{MoveData
|name=Gigantic Fury
|name=Stun Edge
|input=214L/M/H
|image=GGXRD_Ky_StunEdge.png |caption=COCONUT
|image=DBFZ_DBSBroly_GiganticFury.png |caption=(214L) Block, I dare you!
|image2=GGXRD_Ky_StunEdge2.png |caption2=Durandal Call Coconut
|image2=DBFZ_DBSBroly_GiganticFury2.png |caption2=(214M) Chicken Block, I dare you!
|input={{clr|3|236S}}
|image3=DBFZ_DBSBroly_GiganticFury3.png |caption3=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{!}}-
{{Description|9|text=
{{AttackVersion|name=Normal }}
* Non-Smash causes sliding knockdown.
{{#lst:GGXRD-R2/Ky Kiske/Data|236S}}
}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=*Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC
* Smash hit wall bounces.
*Can be avoided with low profile moves
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier {{clr|3|f.S}} since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC, Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.
Similar in use to DBZ Broly's 214M. Allows for a meterless combo in the corner and a vanish conversion midscreen. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly.
}}
}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{Description|9|text=
{{AttackVersion|name=Fortified}}
* Smash hit wall bounces.
{{#lst:GGXRD-R2/Ky Kiske/Data|236S Grinder}}
* Head invul from frame 4.
* Can only grab airborne opponents.
* Interestingly enough, Broly can use this move to ''throw his own assists'' along with the opponent. However, the assist will still come out wherever you throw them, which means you can combo midscreen with the assist. This doesn't work with all assists however, and is also very new tech, so extreme uses haven't been found for it yet.
Very useful post-snap in conjunction with assists. Calling the assist a little late can scare the opponent into blocking, which in turn opens them up to getting scooped.
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=*Used for zoning, anti-zoning, and resetting pressure.
* Smash hit bounces them up with high hitstun.
*Passes through other projectiles
* Head invul from frame 1.
*Knocks down opponent on CH
* If the opponent is grounded when this move is inputted, Broly will do 214L, if they're in the air, he will do 214M.
*Can be avoided with low profile moves
This move is crazy. The fact that it can be an air throw or a ground throw is both a blessing and a curse. The built-in option select is very strong, but it can be beaten. It has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush.
An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC 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 it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +8 on block.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Charged Stun Edge</span>======
======<font style="visibility:hidden;font-size:0">Eraser Blow</font>======
{{MoveData
{{MoveData
|name=Eraser Blow
|name=Charged Stun Edge
|input=236S
|image=GGXRD_Ky_ChargedStunEdge.png |caption= Large Coconut
|image=DBFZ_DBSBroly_EraserBlow.png |caption=Absolutely no jumping here good sir
|image2=GGXRD_Ky_ChargedStunEdge2.png |caption2= Large Stationary Coconut
|input={{clr|4|236H}}
|data=
|data=
{{AttackDataHeader-DBFZ|}}
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|236S}}
{{AttackVersion|name=Normal }}
{{#lst:GGXRD-R2/Ky Kiske/Data|236H }}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=*Used for okizeme, zoning, and occasionally as a pressure reset.
* Damage: Raw / Non-Smash / Smash.
*Can be avoided with low profile moves
* Throws an orb at a 35 degree angle.
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use {{clr|4|j.H}} to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's 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, and less risky as a pressure reset.
* Has 1 hit of super armor from frame 4.
}}
* Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown.
{{!}}-
* Smash hit can link into dash 214S anywhere on screen.
{{AttackVersion|name=Fortified}}
Will catch people trying to jump out of Broly's blockstrings. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with 2L.
{{#lst:GGXRD-R2/Ky Kiske/Data|236H Grinder}}
 
{{!}}-
Arguably better than Z Broly's Eraser Blow in terms of zoning. Catches superdash so effectively that even if the blast is blocked, Broly is +1 and can continue attacking. Additionally, if they choose to mash immediately upon hitting Broly's armor, they will eat the physical hit if timed properly.
{{Description|7|text=*Used for okizeme, and occasionally as a zoning tool.
*Clashes with projectiles
*Can be avoided with low profile moves.
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). 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 DC CSE is a good way to deal with projectiles, and approach the opponent.
}}
}}
}}
}}<nowiki/>
<nowiki/>


======<font style="visibility:hidden;font-size:0">Gigantic Heave</font>======
======<span style="visibility:hidden;font-size:0">Air Stun Edge</span>======
{{MoveData
{{MoveData
|name=Gigantic Heave
|name=Air Stun Edge
|input=214S
|image=GGXRD_Ky_AirStunEdge.png |caption=Air Stun Edge
|image=DBFZ_DBSBroly_GiganticHeave.png |caption=Nice to meet you sir
|image2=GGXRD_Ky_AirStunEdge2.png |caption2=Fortified is a beam
|image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2=Oh well I guess I'll see you later
|input={{clr|3|j.236S}} or {{clr|4|j.236H}}
|data=
|data=
{{AttackDataHeader-DBFZ|}}
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|214S}}
{{AttackVersion|name=S, Normal }}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.236S }}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=*Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
* Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG.
*S shoots at a more shallow angle than HS.
* On hit, switches sides, is special cancellable.
*Ky is crouching during landing recovery.
* Smash hit combos into SD.
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 Tiger Knee'd ({{clr|3|2369S}}/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as {{clr|4|2H}} or {{clr|3|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!
* Enables a meterless full combo after 236S.
}}
This move has almost a half-screen's worth of corner carry ''all on it's own''. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind.
{{!}}-
{{AttackVersion|name=H, Normal}}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.236H}}
{{!}}-
{{Description|7|text=*Used for zoning.
*HS shoots at a less shallow angle than S.
*Ky is crouching during landing recovery
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.


Extremely useful to use after landing Eraser Blow. It not only retains its smash property afterwards, allowing for a superdash, but the aforementioned corner carry allows you to drag the opponent all the way to the other side.
}}
{{!}}-
{{AttackVersion|name=S, Fortified}}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.236S Grinder}}
{{!}}-
{{Description|7|text=*Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
*Passes through projectiles.
*Knocks down on Counter Hit.
For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using {{clr|5|j.D}} as an okizeme tool, or after jump canceling a normal during pressure and using {{clr|5|j.D}}. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into {{clr|4|3H}}!
}}
{{!}}-
{{AttackVersion|name=H, Fortified}}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.236H Grinder}}
{{!}}-
{{Description|7|text=*Used for zoning, and anti-zoning.
*Passes through projectiles.
*Knocks down on Counter Hit.
Though it's used in the same way as normal HS Air SE, it's far more potent as a zoning/anti-zoning tool. You can setup a grinder for this move by using {{clr|5|j.D}} in neutral far from the opponent. It's angle makes it very hard for opponents to deal with.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Vapor Thrust</span>======
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
{{MoveData
|name=Raging Quake
|name=Vapor Thrust
|input=Assist A
|image=GGXRD_Ky_VaporThrust.png |caption= [https://youtu.be/vlAtPDG1rg0?t=50s Never forgive a Shenanigan]
|image=DBFZ_DBSBroly_RagingQuake2.png |caption=Changing futures
|input={{clr|3|623S}} or {{clr|4|623H}} (air OK)
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=S }}
{{#lst:GGXRD-R2/Ky Kiske/Data|623S }}
{{!}}-
{{Description|7|text=*Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
*1-8F full invul, airborne on frame 9.
*Can be low profiled.
*Cannot be YRC'd or PRC'd.
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.
}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{AttackVersion|name=HS}}
{{#lst:GGXRD-R2/Ky Kiske/Data|623H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=*Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
* Only the shockwave has hitbox, hits fullscreen.
*1-10 full invul, 11-15F strike invul, airborne on frame 11.
While the blockstun isn't great, the hitstun is pretty good. It also doesn't launch very high, which allows a lot of characters to get grounded Dragon Rush. A small caveat to this assist over a beam is that it does not move with the screen, making some common beam assist combos drop.
*Can be low profiled
*Cannot be YRC'd or PRC'd.
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 invul. 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 {{clr|1|6P}} and {{clr|4|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.
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:GGXRD-R2/Ky Kiske/Data|j.623S/H}}
{{!}}-
{{Description|7|text=*Used as a risky anti-air, to interrupt momentum, and as an invincible attack
*Frames 1-8 are strike invulnerable.
*Cannot be YRC'd or PRC'd.
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.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Stun Dipper</span>======
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
{{MoveData
|name=Eraser Blow
|name=Stun Dipper
|input=Assist B
|image=GGXRD_Ky_StunDipper.png
|image=DBFZ_DBSBroly_EraserBlow.png |caption=And you thought GT Goku's assist hitstun was absurd
|input={{clr|2|236K}} |caption= F I V E F R A M E S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{#lst:GGXRD-R2/Ky Kiske/Data|236K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=
*55 frames of hitstun.
*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.
Functions nearly identical to GT Goku's Amazing Assist A. Only difference is that Eraser Blow trades blockstun for more hitstun.
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
*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.
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 {{clr|3|f.S}}, {{clr|3|2S}}, and {{clr|4|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 finicky to get both the slide and the followup slash to combo unless you were 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, RC or PRC will keep you safe and put you in an advantageous position.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Greed Sever</span>======
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
{{MoveData
|name=Blaster Cannon
|name=Greed Sever
|input=Assist C
|image=GGXRD_Ky_GreedSever.png |caption= <s>Low crush</s> UNBLOCKABLE
|image=DBFZ_DBSBroly_2S.png |caption=rrRRAAAAAAAAAAUUGH
|input={{clr|2|214K}}
|data=
|data=  
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{#lst:GGXRD-R2/Ky Kiske/Data|214K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup.
Broly does his 2S, and on hit he teleports behind you to dunk you to the ground for a combo extension.
*Do note that while the startup is 19F, it does not hit crouching opponents until later  (24F on crouchers as of Rev 2.1).
41 frames of startup.
*Airborne and invulnerable at the feet from frame 4.
32 frames of blockstun.
As an overhead, Greed Sever (GS) is a bit telegraphed despite it's 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 to catch defensive mashing, backdashes, low attacks in neutral, and active and aggressive neutral play. Using Greed Sever when pushed away from an opponent is strong since it will catch air dashing, jumping, and some attacks. If it connects with an opponents 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. Leaves Ky in a crouching state on recovery.
72 frames of hitstun.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Split Ciel</span>======
==Super Moves==
======<font style="visibility:hidden;font-size:0">Gigantic Charge</font>======
{{MoveData
{{MoveData
|name=Gigantic Charge
|name=Split Ciel
|input=236L+M
|image=GGXRD_Ky_SplitCiel.png |caption= Summons a grinder
|image=DBFZ_DBSBroly_GiganticCharge.png |caption=I've got a lovely bunch of coconuts!
|input={{clr|5|236D}}
|image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2=Ridiculous DHC potential
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|236LM}}
{{#lst:GGXRD-R2/Ky Kiske/Data|236D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Used to summon grinders, in combos, and to end blockstrings.
* Switches sides on hit and block.
*Lower body invulnerable in the middle of the startup (5-12F)
* On hit, forces a soft knockdown, leaves you in the +20 range.
In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. Though its strength varies by matchup, the threat of a grinder allows Ky to play much more passive neutral game, compelling the opponent to change their position to avoid being caught by DC SE. 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 the stagger. SC is also Ky's signature VT loop combo ender, it's the reason he can setup DC 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. Beware using it to end pressure when too far from the opponent, since it has a decent amount of whiff recovery and can be punished if they're looking for it. Also you can annoy Venoms that like to {{clr|3|2S}} at round start with it.
* Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out.
}}
Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Gigantic Impact</font>======
==Overdrives==
======<span style="visibility:hidden;font-size:0">Ride The Lightning</span>======
{{MoveData
{{MoveData
|name=Gigantic Impact
|name=Ride The Lightning
|input=j.236L+M
|image=GGXRD_Ky_RideTheLightning.png
|image=DBFZ_DBSBroly_GiganticImpact.png |caption=
|input={{clr|4|632146H}} (air OK)<br>({{clr|5|632146D}} air OK) |caption=''Thunder and sparks, in the heart of the dark''
|image2=DBFZ_DBSBroly_OmegaBlaster.png |caption2=''*insert RTL jokes here*''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Gigantic Impact}}
{{AttackVersion|name=Ground }}
{{#lst:{{PAGENAME}}/Data|j.236LM}}
{{#lst:GGXRD-R2/Ky Kiske/Data|632146H }}
{{!}}-
{{!}}-
{{Description|9|text=
{{AttackVersion|name=Air}}
* Minimum damage: 195*3 (585).
{{#lst:GGXRD-R2/Ky Kiske/Data|j.632146H}}
* Press L/M/H/S to do followups, can be done even on whiff. Has guard point till recovery.
* All 3 hits can be aimed. Does {{3}} {{9}} {{2}} by default.
* {{1}} {{2}} {{3}} give sliding knockdown on hit.
* {{4}} {{7}} {{9}} {{6}} switch sides on block and hit.
* {{8}} if done at the edge of the screen will pull the opponent out of the corner. {{2}} only does so as a followup.
This super gives better positioning but far less damage than the ground version.
}}
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}}
{{#lst:{{PAGENAME}}/Data|j.236LM LM}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=*Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from {{clr|3|j.S}} fuzzy guard (f-shiki), and to end rounds with Burst Overdrive
* Attacks with a giant barrier.
*Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.
* Minimum damage: 110*6 (660).
Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invul and can deal a good deal of 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 IBing the last hit, but depending on Ky's position the timing changes, so it can be difficult. Ending your common midscreen air combos with RTL is a good way to add damage and score knockdowns where you usually can't.
This follow up is the only real reason to use this super over the ground version in terms of damage.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Sacred Edge</span>======
======<font style="visibility:hidden;font-size:0">Meteor Shower</font>======
{{MoveData
{{MoveData
|name=Meteor Shower
|name=Sacred Edge
|input=236H+S (Air OK)
|image=GGXRD_Ky_SacredEdge.png
|image=DBFZ_DBSBroly_MeteorShower.png |caption=Broly and Cell might get along well
|image2=GGXRD_Ky_SacredEdge2.png
|image2=DBFZ_DBSBroly_MeteorShower2.png |caption2=But Kid Buu and Broly would get along sorely
|input={{clr|1|236236P}} |caption2= ''The lightning strikes, cracking the night''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Normal }}
{{#lst:{{PAGENAME}}/Data|236HS}}
{{#lst:GGXRD-R2/Ky Kiske/Data|236236P }}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Fortified}}
{{#lst:{{PAGENAME}}/Data|j.236HS}}
{{#lst:GGXRD-R2/Ky Kiske/Data|236236P Grinder}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=*Used in combos
* Reversal Super, autocorrects on startup.
*Fortified version wall sticks opponent in the corner.
* Does 1 hit with barrier, shoots 20 Ki blasts in all directions (only 8 directed at the ground), then after recovery 11 more Ki blasts will fall down (5 in front and 6 in the back).
*Frames 4-6 strike invulnerable.
* Always teleports back to the ground during recovery.
* The Ki blasts won't rain down if he DHC out. These Ki blasts will also disappear if he gets hit, but not if he blocks or raw tags out.
* Minimum damage: 20%.
The "shower" won't trigger Super Scaling, but the initial barrage does.


If the opponent is slightly above Broly, j.236H+S in the corner can easily link into j.DR for a metered SKD or snapback. This can usually be done by j.2H > j.236H+S or a back-to-corner 214S > j.236H+S.
Sacred Edge is Ky's bread and butter for dealing damage anywhere on the screen. Because Overdrives don't put a player into Tension cooldown, you can regain quite a bit of the Tension spent just by successfully completing your combo. DC Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is rarely used outside of combos since Stun Edge and Charged Stun Edge accomplish nearly the exact some thing and don't cost 50 Tension.
}}
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Gigantic Roar</font>======
==Instant Kill==
{{MoveData
{{MoveData
|name=Gigantic Roar
|name=Rising Force
|input=214L+M or 214H+S
|image=GGXRD_Ky_RisingForce.png
|image=DBFZ_DBSBroly_GiganticRoar.png |caption=Well it's getting hot in here so time to take off all my clothes
|image2=GGXRD_Ky_RisingForce2.png |caption2= ''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!''
|image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=The Alpha Nappa Cannon
|input=in IK mode: {{clr|4|236236H}}
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|214LM}}
{{#lst:GGXRD-R2/Ky Kiske/Data|IK }}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|6|text=*Uses animation from {{clr|4|3H}}
* Goes almost fullscreen.
Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met.
* On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match.
* Minimum damage: 280, 100*15 (1780).
This super is flexible, has one of the highest minimum damage among level 3s, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into.


While it doesn't allow for good pressure midscreen, it gives massive pressure in the corner. It leaves you +43, which is more than enough time for a safejump.
}}
|tablewidth=69
}}
}}
}}<nowiki/>


==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Ky|Roadmap]]==
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Ky}}
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:GGXRD-R2/Ky Kiske/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[GGXRD-R2/Ky Kiske/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-GGXRD-R2}}
[[Category:Dragon Ball FighterZ]]
[[Category: Guilty Gear Xrd REV 2]]
[[Category:Broly]]
[[Category:Ky Kiske]]

Revision as of 22:51, 7 July 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums   Videos    
overview
Overview

Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5H, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2H.

When Ky finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. Ky has access to "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to strengthen his zoning game, 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.

To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning.

He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His diverese moveset has a tool for every situation, but lacks specialization.

Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.


Lore:After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky currently rules as High King of Illyria.
Voice:Takeshi Kusao


 Ky Kiske  Ky Kiske fulfills the role of a well rounded character with a low barrier to entry.

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: Open gatling table and multiple forward moving normals allow for variable pressure structure to keep opponents guessing.
  • Projectile OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups.: Ky's Charged Stun Edge and Grinders grant Ky strong okizeme assuming he has either meter or control of 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.
  • Light-weight Knockdowns: Unless the opponent is already cornered it is very hard or sometimes impossible to knockdown airborne lightweight characters.
Powered up projectiles

Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals 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 versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.

Normal Moves

Ground Normals

5P
5P
GGXRD Ky 5P.png
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
  • Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air.
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

While useful, 5P is generally a "backup plan". Ky 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 it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or when your inputs are crossed up.)

5K
5K
GGXRD Ky 5K.png
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
  • Used for mixup, okizeme, setting up frame traps, and for tick throws.
  • Hits low.
  • Proration: 80%
  • Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K is a low with shorter range than 2K, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable meaty on the opponent's wakeup.

c.S
c.S
GGXRD Ky cS.png
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
  • Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air.
  • On Counter Hit, combos into 6H.
  • Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

An essential move in pressure due to it's 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 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. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing 6H+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. 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.

f.S
f.S
GGXRD Ky fS.png
It is perpetual, it keeps the country clean
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
  • Used for spacing and pressure.
  • On crouching hit or Counter Hit, combos into 3H.
  • Can be avoided with low profile attacks.
  • Gatling Options: 6K, 2S, 3H, 5D, 2D

Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use f.S at max range to threaten the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into 3H for a combo at most ranges. Ky's hurtbox is extended very far forward during the swing, so opponents can punish this if used recklessly. Some characters can get under this attack with low profile 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 OS (With at least 25 Tension, input a Roman Cancel the moment the attack becomes active) to remove most of it's risk at the cost of Tension.

5H
5H
GGXRD Ky 5H.png
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
  • Used for spacing, frame traps, situational anti-air, and punishing.
  • Staggers on Counter Hit (Max duration 51F).
  • Gatling Options: 6K, 5D, 2D

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 it's 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
6P
GGXRD Ky 6P.png
THE PEOPLE'S ELBOW!!!!!
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
  • Used as an anti-air, pressure tool, frame trap, and counter attack.
  • Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F).
  • Proration 90%
  • Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

6P is an extremely solid anti-air and your go-to attack for dealing with airborne opponents. As a grounded attack, it's disjointed hitbox makes it good for countering mid range pokes. It can be used to bait certain Dead Angles in pressure.

6K
6K
GGXRD Ky 6K.png
Pressure reset and frame trap
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
  • Used to reset pressure, and frame trap.
  • Ky steps forward before attacking.

Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used. 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 6K is +4 on block, and 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
6H
GGXRD-R2 Ky 6H.png
How to take 3 turns at once
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
  • Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool.
  • Forces opponent into crouching state on ground hit
  • First hit is special cancellable

Ky's new 6H has high frame advantage and includes a large step he 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 RISC gauge and building meter. Unlike Ky's old 6H, it's not good for safe okizeme against characters with fast reversals because of the increased recovery.

3H
3H
GGXRD Ky 3H.png
Golf, a gentleman's game
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
  • Used in pressure, frame traps, punishes, and to launch for combos.
  • Ky slides forward before slashing.
  • Combos from f.S on crouching and counter hit.

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.

5D
5D
GGXRD Ky 5D.png
Creates a grinder
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
  • Used as an overhead attack.
  • Cancels to Homing Jump or Dash on hit only.
  • Summons a Grinder.
  • Clashes with projectiles.
  • Safe on block at most distances
  • Is a mid attack on YRC.
  • Proration: 80%

Ky can summon Grinders faster with Split Ciel (236D) 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. This overhead is much safer on block than Ky's Greed Sever. Also useful for expensive YRC fuzzy guard mixups when above 75 Tension.

2P
2P
GGXRD Ky 2P.png
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
  • Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
  • Proration: 80%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5H, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.

2K
2K
GGXRD Ky 2K.png
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
  • Used for neutral, pressure, and setting up frame traps and tick throws.
  • Proration: 70%
  • Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

2K has good range and fast startup. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.

2S
2S
GGXRD-R2 Ky 2S.png
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
  • Used for spacing, low mixup, and gatling into from f.S for safety
  • Gatling Options: 6K, 5H, 2H, 5D, 2D

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 or air. 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
2H
GGXRD Ky 2H.png
There is no true escape
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
  • Used for anti-air, situationally as a spacing tool, and as a frame trap.
  • Pulls in opponent on air hit.
  • Launches and pulls in opponent on Counter Hit.
  • Proration: 90%
  • Gatling Options: 5D, 2D

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.

2D
2D
GGXRD Ky 2D.png
Active for a year and a half
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
  • Used for leading combos into knockdown, poking, and as a low mixup.

2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki.

Air Normals

j.P
j.P
GGXRD Ky jP.png
The Demon 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
  • Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
  • Gatling Options: j.P, j,K, j.S, j.H, j.D

While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.

j.K
j.K
GGXRD Ky jK.png
Air 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
  • Used for long-range air-to-air encounters, and catching opponents jumping away.
  • Gatling Options: j.P, j.S, j.H, j.D

j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.

j.S
j.S
GGXRD Ky jS.png
Also Air 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
  • Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.
  • Gatling Options: j.P, j.H, j.D

Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard mixups because it's jump cancelable.

j.H
j.H
GGXRD Ky jH.png
Whack-A-Mole
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
  • Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
  • Gatling Options: j.D

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. It 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
j.D
GGXRD Ky jD.png
It's time to STOP
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
  • Used for zoning, space control, okizeme, crossups, and to summon grinders.
  • Disappears if Ky is hit
  • Remains even if Ky blocks
  • Clashes with projectiles
  • Creates a Grinder
  • Has landing recovery unless you YRC or double jump after j.D
  • Can only j.D once per jump

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 DC Stun Edge. It has a ton of untech time on Counter Hit, so if you're in range 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.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ky throw.png
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
  • Proration: Forced 65%

This is the cornerstone of Ky's mixup. It can be RCd in the corner for high damage, or midscreen to carry the opponent to the corner.

Air Throw
Air Throw
GGXRD Ky AirThrow.png
No-fly zone
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
  • Standard Throw, 65% Forced Proration
  • RC to add a bit of extra damage midscreen, or VT loop in the corner.

Basic air throw. There isn't enough time use Charged Stun Edge oki safely from this knockdown.

Dead Angle Attack
Dead Angle Attack
GGXRD Ky 6P.png
VETOED
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
  • 1-14f full invul, 15-32f throw invul

A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and hit pretty consistently. While always an option, Ky has access to other defensive tools in Vapor Thrust or Ride The Lightning, so consider your options as always.

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Ky BlitzAttack.png
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
Max Charge

Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.

Special Moves

Stun Edge
Stun Edge
236S
GGXRD Ky StunEdge.png
COCONUT
GGXRD Ky StunEdge2.png
Durandal Call Coconut
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
Normal
  • Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC
  • Can be avoided with low profile moves

Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC, Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.

Fortified
  • Used for zoning, anti-zoning, and resetting pressure.
  • Passes through other projectiles
  • Knocks down opponent on CH
  • Can be avoided with low profile moves

An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC 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 it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +8 on block.

Charged Stun Edge
Charged Stun Edge
236H
GGXRD Ky ChargedStunEdge.png
Large Coconut
GGXRD Ky ChargedStunEdge2.png
Large Stationary Coconut
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
Normal
  • Used for okizeme, zoning, and occasionally as a pressure reset.
  • Can be avoided with low profile moves

Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you 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. It's 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, and less risky as a pressure reset.

Fortified
  • Used for okizeme, and occasionally as a zoning tool.
  • Clashes with projectiles
  • Can be avoided with low profile moves.

DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). 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 DC CSE is a good way to deal with projectiles, and approach the opponent.

Air Stun Edge
Air Stun Edge
j.236S or j.236H
GGXRD Ky AirStunEdge.png
Air Stun Edge
GGXRD Ky AirStunEdge2.png
Fortified is a beam
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
S, Normal
  • Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
  • S shoots at a more shallow angle than HS.
  • Ky is crouching during landing recovery.

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 Tiger Knee'd (2369S/HS, also referred to as TK), 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!

H, Normal
  • Used for zoning.
  • HS shoots at a less shallow angle than S.
  • Ky is crouching during landing recovery

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.

S, Fortified
  • Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
  • Passes through projectiles.
  • Knocks down on Counter Hit.

For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3H!

H, Fortified
  • Used for zoning, and anti-zoning.
  • Passes through projectiles.
  • Knocks down on Counter Hit.

Though it's used in the same way as normal HS Air SE, 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. It's angle makes it very hard for opponents to deal with.

Vapor Thrust
Vapor Thrust
623S or 623H (air OK)
GGXRD Ky VaporThrust.png
Never forgive a Shenanigan
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
S
  • Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
  • 1-8F full invul, airborne on frame 9.
  • Can be low profiled.
  • Cannot be YRC'd or PRC'd.

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.

HS
  • Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
  • 1-10 full invul, 11-15F strike invul, airborne on frame 11.
  • Can be low profiled
  • Cannot be YRC'd or PRC'd.

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 invul. 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.

Air
  • Used as a risky anti-air, to interrupt momentum, and as an invincible attack
  • Frames 1-8 are strike invulnerable.
  • Cannot be YRC'd or PRC'd.

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.

Stun Dipper
Stun Dipper
236K
GGXRD Ky StunDipper.png
F I V E F R A M E 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
  • 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.
  • Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
  • 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.

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 finicky to get both the slide and the followup slash to combo unless you were 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, RC or PRC will keep you safe and put you in an advantageous position.

Greed Sever
Greed Sever
214K
GGXRD Ky GreedSever.png
Low crush UNBLOCKABLE
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
  • Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup.
  • Do note that while the startup is 19F, it does not hit crouching opponents until later (24F on crouchers as of Rev 2.1).
  • Airborne and invulnerable at the feet from frame 4.

As an overhead, Greed Sever (GS) is a bit telegraphed despite it's 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 to catch defensive mashing, backdashes, low attacks in neutral, and active and aggressive neutral play. Using Greed Sever when pushed away from an opponent is strong since it will catch air dashing, jumping, and some attacks. If it connects with an opponents 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. Leaves Ky in a crouching state on recovery.

Split Ciel
Split Ciel
236D
GGXRD Ky SplitCiel.png
Summons a grinder
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
  • Used to summon grinders, in combos, and to end blockstrings.
  • Lower body invulnerable in the middle of the startup (5-12F)

In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. Though its strength varies by matchup, the threat of a grinder allows Ky to play much more passive neutral game, compelling the opponent to change their position to avoid being caught by DC SE. 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 the stagger. SC is also Ky's signature VT loop combo ender, it's the reason he can setup DC 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. Beware using it to end pressure when too far from the opponent, since it has a decent amount of whiff recovery and can be punished if they're looking for it. Also you can annoy Venoms that like to 2S at round start with it.

Overdrives

Ride The Lightning
Ride The Lightning
632146H (air OK)
(632146D air OK)
GGXRD Ky RideTheLightning.png
Thunder and sparks, in the heart of the dark
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
Ground
Air
  • Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S fuzzy guard (f-shiki), and to end rounds with Burst Overdrive
  • Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.

Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invul and can deal a good deal of 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 IBing the last hit, but depending on Ky's position the timing changes, so it can be difficult. Ending your common midscreen air combos with RTL is a good way to add damage and score knockdowns where you usually can't.

Sacred Edge
Sacred Edge
236236P
GGXRD Ky SacredEdge.png
GGXRD Ky SacredEdge2.png
The lightning strikes, cracking the night
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
Normal
Fortified
  • Used in combos
  • Fortified version wall sticks opponent in the corner.
  • Frames 4-6 strike invulnerable.

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

Instant Kill

Rising Force
in IK mode: 236236H
GGXRD Ky RisingForce.png
GGXRD Ky RisingForce2.png
They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!
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
  • Uses animation from 3H

Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when Conclusion Conditions are met.

Roadmap

Dustloop Wiki:Roadmap/GGXRD-R2

Navigation

To edit frame data, edit values in GGXRD-R2/Ky Kiske/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-GGXRD-R2